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-rw-r--r--OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs123
-rw-r--r--OpenSim/Data/AssetDataBase.cs2
-rw-r--r--OpenSim/Data/IAssetData.cs2
-rw-r--r--OpenSim/Data/IUserAccountData.cs1
-rw-r--r--OpenSim/Data/MSSQL/MSSQLAssetData.cs4
-rw-r--r--OpenSim/Data/MSSQL/MSSQLAvatarData.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs4
-rw-r--r--OpenSim/Data/MSSQL/MSSQLGridUserData.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLManager.cs4
-rw-r--r--OpenSim/Data/MSSQL/MSSQLPresenceData.cs2
-rw-r--r--OpenSim/Data/MSSQL/MSSQLUserAccountData.cs5
-rw-r--r--OpenSim/Data/MSSQL/MSSQLXInventoryData.cs4
-rw-r--r--OpenSim/Data/MySQL/MySQLAssetData.cs4
-rw-r--r--OpenSim/Data/MySQL/MySQLGenericTableHandler.cs7
-rw-r--r--OpenSim/Data/MySQL/MySQLSimulationData.cs141
-rw-r--r--OpenSim/Data/MySQL/MySQLUserAccountData.cs43
-rw-r--r--OpenSim/Data/MySQL/MySQLXAssetData.cs2
-rw-r--r--OpenSim/Data/MySQL/Resources/RegionStore.migrations3
-rw-r--r--OpenSim/Data/Null/NullUserAccountData.cs5
-rw-r--r--OpenSim/Data/SQLite/SQLiteAssetData.cs4
-rw-r--r--OpenSim/Data/SQLite/SQLiteUserAccountData.cs5
-rw-r--r--OpenSim/Framework/AssetBase.cs8
-rw-r--r--OpenSim/Framework/AvatarAppearance.cs39
-rw-r--r--OpenSim/Framework/ChildAgentDataUpdate.cs11
-rw-r--r--OpenSim/Framework/Communications/RestClient.cs2
-rw-r--r--OpenSim/Framework/EstateSettings.cs56
-rw-r--r--OpenSim/Framework/ExtraPhysicsData.cs50
-rw-r--r--OpenSim/Framework/IClientAPI.cs21
-rw-r--r--OpenSim/Framework/IMoneyModule.cs1
-rw-r--r--OpenSim/Framework/LandData.cs2
-rw-r--r--OpenSim/Framework/ObjectChangeData.cs80
-rw-r--r--OpenSim/Framework/ParcelMediaCommandEnum.cs2
-rw-r--r--OpenSim/Framework/PluginLoader.cs17
-rw-r--r--OpenSim/Framework/PrimitiveBaseShape.cs38
-rw-r--r--OpenSim/Framework/RegionInfo.cs15
-rw-r--r--OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs118
-rw-r--r--OpenSim/Framework/RegionSettings.cs22
-rw-r--r--OpenSim/Framework/Servers/BaseOpenSimServer.cs2
-rw-r--r--OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs31
-rw-r--r--OpenSim/Framework/Servers/VersionInfo.cs6
-rw-r--r--OpenSim/Framework/TaskInventoryDictionary.cs164
-rw-r--r--OpenSim/Framework/TaskInventoryItem.cs12
-rw-r--r--OpenSim/Framework/Tests/MundaneFrameworkTests.cs6
-rw-r--r--OpenSim/Framework/Util.cs46
-rw-r--r--OpenSim/Framework/Watchdog.cs4
-rw-r--r--OpenSim/Framework/WebUtil.cs10
-rw-r--r--OpenSim/Region/Application/OpenSim.cs4
-rw-r--r--OpenSim/Region/Application/OpenSimBase.cs83
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs159
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs8
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs20
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1079
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs4
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs4
-rw-r--r--OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs127
-rw-r--r--OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs85
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs95
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs104
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs171
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs212
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs121
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs153
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs23
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs77
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs321
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs34
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs38
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs30
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs6
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs11
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IScriptModule.cs4
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.cs24
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs422
-rw-r--r--OpenSim/Region/Framework/Scenes/Prioritizer.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPMaterial.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/SOPVehicle.cs742
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs315
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs6
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs697
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs37
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs303
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1220
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1320
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs769
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs445
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/UndoState.cs367
-rw-r--r--OpenSim/Region/Framework/Scenes/UuidGatherer.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs15
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs31
-rw-r--r--OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs2
-rw-r--r--OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs8
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs16
-rw-r--r--OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs4
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs21
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs53
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4091
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs44
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsScene.cs69
-rw-r--r--OpenSim/Region/Physics/Manager/VehicleConstants.cs45
-rw-r--r--OpenSim/Region/Physics/Manager/ZeroMesher.cs5
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs72
-rw-r--r--OpenSim/Region/Physics/Meshing/Meshmerizer.cs28
-rw-r--r--OpenSim/Region/Physics/Meshing/SculptMap.cs62
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODEPrim.cs6
-rw-r--r--OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs11
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPrim.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs340
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs401
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs1026
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs2284
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMap.cs197
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs646
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs1400
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs997
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs3917
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs603
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs2005
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs90
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs2689
-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.cs3254
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs9
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs32
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs46
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs10
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs71
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs26
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs51
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs21
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Helpers.cs8
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs84
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs362
-rw-r--r--OpenSim/Server/Handlers/Simulation/AgentHandlers.cs23
-rw-r--r--OpenSim/Services/AssetService/AssetService.cs5
-rw-r--r--OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs9
-rw-r--r--OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs64
-rw-r--r--OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs5
-rw-r--r--OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs196
-rw-r--r--OpenSim/Services/Connectors/Grid/GridServiceConnector.cs10
-rw-r--r--OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs6
-rw-r--r--OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs2
-rw-r--r--OpenSim/Services/Connectors/Land/LandServiceConnector.cs2
-rw-r--r--OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs11
-rw-r--r--OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs90
-rw-r--r--OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs5
-rw-r--r--OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs23
-rw-r--r--OpenSim/Services/Connectors/UserAccounts/UserAccountServiceConnector.cs5
-rw-r--r--OpenSim/Services/HypergridService/UserAccountCache.cs5
-rw-r--r--OpenSim/Services/HypergridService/UserAgentService.cs10
-rw-r--r--OpenSim/Services/Interfaces/IAttachmentsService.cs17
-rw-r--r--OpenSim/Services/Interfaces/IGridService.cs14
-rw-r--r--OpenSim/Services/Interfaces/ISimulationService.cs8
-rw-r--r--OpenSim/Services/Interfaces/IUserAccountService.cs5
-rw-r--r--OpenSim/Services/LLLoginService/LLLoginResponse.cs6
-rw-r--r--OpenSim/Services/LLLoginService/LLLoginService.cs9
-rw-r--r--OpenSim/Services/UserAccountService/UserAccountService.cs21
-rw-r--r--OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs3
-rw-r--r--OpenSim/Tests/Common/Mock/TestClient.cs15
214 files changed, 40226 insertions, 4202 deletions
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 24570d6..49a8e64 100644
--- a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
+++ b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
@@ -131,6 +131,7 @@ namespace OpenSim.ApplicationPlugins.RemoteController
131 availableMethods["admin_region_query"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRegionQueryMethod); 131 availableMethods["admin_region_query"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRegionQueryMethod);
132 availableMethods["admin_shutdown"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcShutdownMethod); 132 availableMethods["admin_shutdown"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcShutdownMethod);
133 availableMethods["admin_broadcast"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcAlertMethod); 133 availableMethods["admin_broadcast"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcAlertMethod);
134 availableMethods["admin_dialog"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcDialogMethod);
134 availableMethods["admin_restart"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRestartMethod); 135 availableMethods["admin_restart"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcRestartMethod);
135 availableMethods["admin_load_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcLoadHeightmapMethod); 136 availableMethods["admin_load_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcLoadHeightmapMethod);
136 availableMethods["admin_save_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcSaveHeightmapMethod); 137 availableMethods["admin_save_heightmap"] = (req, ep) => InvokeXmlRpcMethod(req, ep, XmlRpcSaveHeightmapMethod);
@@ -262,16 +263,70 @@ namespace OpenSim.ApplicationPlugins.RemoteController
262 Scene rebootedScene = null; 263 Scene rebootedScene = null;
263 GetSceneFromRegionParams(requestData, responseData, out rebootedScene); 264 GetSceneFromRegionParams(requestData, responseData, out rebootedScene);
264 265
266 IRestartModule restartModule = rebootedScene.RequestModuleInterface<IRestartModule>();
267
265 responseData["success"] = false; 268 responseData["success"] = false;
266 responseData["accepted"] = true; 269 responseData["accepted"] = true;
267 responseData["rebooting"] = true; 270 responseData["rebooting"] = true;
268 271
269 IRestartModule restartModule = rebootedScene.RequestModuleInterface<IRestartModule>(); 272 string message;
270 if (restartModule != null) 273 List<int> times = new List<int>();
274
275 if (requestData.ContainsKey("alerts"))
276 {
277 string[] alertTimes = requestData["alerts"].ToString().Split( new char[] {','});
278 if (alertTimes.Length == 1 && Convert.ToInt32(alertTimes[0]) == -1)
279 {
280 if (restartModule != null)
281 {
282 message = "Restart has been cancelled";
283
284 if (requestData.ContainsKey("message"))
285 message = requestData["message"].ToString();
286
287 restartModule.AbortRestart(message);
288
289 responseData["success"] = true;
290 responseData["rebooting"] = false;
291
292 return;
293 }
294 }
295 foreach (string a in alertTimes)
296 times.Add(Convert.ToInt32(a));
297 }
298 else
271 { 299 {
272 List<int> times = new List<int> { 30, 15 }; 300 int timeout = 30;
301 if (requestData.ContainsKey("milliseconds"))
302 timeout = Int32.Parse(requestData["milliseconds"].ToString()) / 1000;
303 while (timeout > 0)
304 {
305 times.Add(timeout);
306 if (timeout > 300)
307 timeout -= 120;
308 else if (timeout > 30)
309 timeout -= 30;
310 else
311 timeout -= 15;
312 }
313 }
314
315 message = "Region is restarting in {0}. Please save what you are doing and log out.";
273 316
274 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 317 if (requestData.ContainsKey("message"))
318 message = requestData["message"].ToString();
319
320 bool notice = true;
321 if (requestData.ContainsKey("noticetype")
322 && ((string)requestData["noticetype"] == "dialog"))
323 {
324 notice = false;
325 }
326
327 if (restartModule != null)
328 {
329 restartModule.ScheduleRestart(UUID.Zero, message, times.ToArray(), notice);
275 responseData["success"] = true; 330 responseData["success"] = true;
276 } 331 }
277 } 332 }
@@ -310,6 +365,32 @@ namespace OpenSim.ApplicationPlugins.RemoteController
310 m_log.Info("[RADMIN]: Alert request complete"); 365 m_log.Info("[RADMIN]: Alert request complete");
311 } 366 }
312 367
368 public void XmlRpcDialogMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
369 {
370 Hashtable responseData = (Hashtable)response.Value;
371
372 m_log.Info("[RADMIN]: Dialog request started");
373
374 Hashtable requestData = (Hashtable)request.Params[0];
375
376 string message = (string)requestData["message"];
377 string fromuuid = (string)requestData["from"];
378 m_log.InfoFormat("[RADMIN]: Broadcasting: {0}", message);
379
380 responseData["accepted"] = true;
381 responseData["success"] = true;
382
383 m_application.SceneManager.ForEachScene(
384 delegate(Scene scene)
385 {
386 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
387 if (dialogModule != null)
388 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, fromuuid, message);
389 });
390
391 m_log.Info("[RADMIN]: Dialog request complete");
392 }
393
313 private void XmlRpcLoadHeightmapMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 394 private void XmlRpcLoadHeightmapMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
314 { 395 {
315 m_log.Info("[RADMIN]: Load height maps request started"); 396 m_log.Info("[RADMIN]: Load height maps request started");
@@ -398,13 +479,32 @@ namespace OpenSim.ApplicationPlugins.RemoteController
398 message = "Region is going down now."; 479 message = "Region is going down now.";
399 } 480 }
400 481
401 m_application.SceneManager.ForEachScene( 482 if (requestData.ContainsKey("noticetype")
483 && ((string) requestData["noticetype"] == "dialog"))
484 {
485 m_application.SceneManager.ForEachScene(
486
402 delegate(Scene scene) 487 delegate(Scene scene)
488 {
489 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
490 if (dialogModule != null)
491 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, "System", message);
492 });
493 }
494 else
495 {
496 if (!requestData.ContainsKey("noticetype")
497 || ((string)requestData["noticetype"] != "none"))
498 {
499 m_application.SceneManager.ForEachScene(
500 delegate(Scene scene)
403 { 501 {
404 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>(); 502 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
405 if (dialogModule != null) 503 if (dialogModule != null)
406 dialogModule.SendGeneralAlert(message); 504 dialogModule.SendGeneralAlert(message);
407 }); 505 });
506 }
507 }
408 508
409 // Perform shutdown 509 // Perform shutdown
410 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing 510 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing
@@ -1570,21 +1670,22 @@ namespace OpenSim.ApplicationPlugins.RemoteController
1570 1670
1571 private void XmlRpcRegionQueryMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 1671 private void XmlRpcRegionQueryMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
1572 { 1672 {
1573 m_log.Info("[RADMIN]: Received Query XML Administrator Request");
1574
1575 Hashtable responseData = (Hashtable)response.Value; 1673 Hashtable responseData = (Hashtable)response.Value;
1576 Hashtable requestData = (Hashtable)request.Params[0]; 1674 Hashtable requestData = (Hashtable)request.Params[0];
1577 1675
1676 responseData["success"] = true;
1677
1578 CheckRegionParams(requestData, responseData); 1678 CheckRegionParams(requestData, responseData);
1579 1679
1580 Scene scene = null; 1680 Scene scene = null;
1581 GetSceneFromRegionParams(requestData, responseData, out scene); 1681 GetSceneFromRegionParams(requestData, responseData, out scene);
1582 1682
1583 int health = scene.GetHealth(); 1683 int flags;
1684 string text;
1685 int health = scene.GetHealth(out flags, out text);
1584 responseData["health"] = health; 1686 responseData["health"] = health;
1585 1687 responseData["flags"] = flags;
1586 responseData["success"] = true; 1688 responseData["message"] = text;
1587 m_log.Info("[RADMIN]: Query XML Administrator Request complete");
1588 } 1689 }
1589 1690
1590 private void XmlRpcConsoleCommandMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 1691 private void XmlRpcConsoleCommandMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
diff --git a/OpenSim/Data/AssetDataBase.cs b/OpenSim/Data/AssetDataBase.cs
index e1a810c..b4ae913 100644
--- a/OpenSim/Data/AssetDataBase.cs
+++ b/OpenSim/Data/AssetDataBase.cs
@@ -38,7 +38,7 @@ namespace OpenSim.Data
38 { 38 {
39 public abstract AssetBase GetAsset(UUID uuid); 39 public abstract AssetBase GetAsset(UUID uuid);
40 40
41 public abstract void StoreAsset(AssetBase asset); 41 public abstract bool StoreAsset(AssetBase asset);
42 public abstract bool ExistsAsset(UUID uuid); 42 public abstract bool ExistsAsset(UUID uuid);
43 43
44 public abstract List<AssetMetadata> FetchAssetMetadataSet(int start, int count); 44 public abstract List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
diff --git a/OpenSim/Data/IAssetData.cs b/OpenSim/Data/IAssetData.cs
index f31b215c..0c8eadd 100644
--- a/OpenSim/Data/IAssetData.cs
+++ b/OpenSim/Data/IAssetData.cs
@@ -34,7 +34,7 @@ namespace OpenSim.Data
34 public interface IAssetDataPlugin : IPlugin 34 public interface IAssetDataPlugin : IPlugin
35 { 35 {
36 AssetBase GetAsset(UUID uuid); 36 AssetBase GetAsset(UUID uuid);
37 void StoreAsset(AssetBase asset); 37 bool StoreAsset(AssetBase asset);
38 bool ExistsAsset(UUID uuid); 38 bool ExistsAsset(UUID uuid);
39 List<AssetMetadata> FetchAssetMetadataSet(int start, int count); 39 List<AssetMetadata> FetchAssetMetadataSet(int start, int count);
40 void Initialise(string connect); 40 void Initialise(string connect);
diff --git a/OpenSim/Data/IUserAccountData.cs b/OpenSim/Data/IUserAccountData.cs
index 906ba6c..bc7eda7 100644
--- a/OpenSim/Data/IUserAccountData.cs
+++ b/OpenSim/Data/IUserAccountData.cs
@@ -50,5 +50,6 @@ namespace OpenSim.Data
50 bool Store(UserAccountData data); 50 bool Store(UserAccountData data);
51 bool Delete(string field, string val); 51 bool Delete(string field, string val);
52 UserAccountData[] GetUsers(UUID scopeID, string query); 52 UserAccountData[] GetUsers(UUID scopeID, string query);
53 UserAccountData[] GetUsersWhere(UUID scopeID, string where);
53 } 54 }
54} 55}
diff --git a/OpenSim/Data/MSSQL/MSSQLAssetData.cs b/OpenSim/Data/MSSQL/MSSQLAssetData.cs
index c7488d8..c882555 100644
--- a/OpenSim/Data/MSSQL/MSSQLAssetData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLAssetData.cs
@@ -143,7 +143,7 @@ namespace OpenSim.Data.MSSQL
143 /// Create asset in m_database 143 /// Create asset in m_database
144 /// </summary> 144 /// </summary>
145 /// <param name="asset">the asset</param> 145 /// <param name="asset">the asset</param>
146 override public void StoreAsset(AssetBase asset) 146 override public bool StoreAsset(AssetBase asset)
147 { 147 {
148 148
149 string sql = 149 string sql =
@@ -192,10 +192,12 @@ namespace OpenSim.Data.MSSQL
192 try 192 try
193 { 193 {
194 command.ExecuteNonQuery(); 194 command.ExecuteNonQuery();
195 return true;
195 } 196 }
196 catch(Exception e) 197 catch(Exception e)
197 { 198 {
198 m_log.Error("[ASSET DB]: Error storing item :" + e.Message); 199 m_log.Error("[ASSET DB]: Error storing item :" + e.Message);
200 return false;
199 } 201 }
200 } 202 }
201 } 203 }
diff --git a/OpenSim/Data/MSSQL/MSSQLAvatarData.cs b/OpenSim/Data/MSSQL/MSSQLAvatarData.cs
index 301b424..49a6b09 100644
--- a/OpenSim/Data/MSSQL/MSSQLAvatarData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLAvatarData.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Data.MSSQL
43 public class MSSQLAvatarData : MSSQLGenericTableHandler<AvatarBaseData>, 43 public class MSSQLAvatarData : MSSQLGenericTableHandler<AvatarBaseData>,
44 IAvatarData 44 IAvatarData
45 { 45 {
46// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 public MSSQLAvatarData(string connectionString, string realm) : 48 public MSSQLAvatarData(string connectionString, string realm) :
49 base(connectionString, realm, "Avatar") 49 base(connectionString, realm, "Avatar")
diff --git a/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs b/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs
index 4145d95..8f471c4 100644
--- a/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs
+++ b/OpenSim/Data/MSSQL/MSSQLGenericTableHandler.cs
@@ -40,8 +40,8 @@ namespace OpenSim.Data.MSSQL
40{ 40{
41 public class MSSQLGenericTableHandler<T> where T : class, new() 41 public class MSSQLGenericTableHandler<T> where T : class, new()
42 { 42 {
43// private static readonly ILog m_log = 43 private static readonly ILog m_log =
44// LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45
46 protected string m_ConnectionString; 46 protected string m_ConnectionString;
47 protected MSSQLManager m_database; //used for parameter type translation 47 protected MSSQLManager m_database; //used for parameter type translation
diff --git a/OpenSim/Data/MSSQL/MSSQLGridUserData.cs b/OpenSim/Data/MSSQL/MSSQLGridUserData.cs
index 9e215f9..1870273 100644
--- a/OpenSim/Data/MSSQL/MSSQLGridUserData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLGridUserData.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Data.MSSQL
43 public class MSSQLGridUserData : MSSQLGenericTableHandler<GridUserData>, 43 public class MSSQLGridUserData : MSSQLGenericTableHandler<GridUserData>,
44 IGridUserData 44 IGridUserData
45 { 45 {
46// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 public MSSQLGridUserData(string connectionString, string realm) : 48 public MSSQLGridUserData(string connectionString, string realm) :
49 base(connectionString, realm, "GridUserStore") 49 base(connectionString, realm, "GridUserStore")
diff --git a/OpenSim/Data/MSSQL/MSSQLManager.cs b/OpenSim/Data/MSSQL/MSSQLManager.cs
index 9a0015c..62c38d3 100644
--- a/OpenSim/Data/MSSQL/MSSQLManager.cs
+++ b/OpenSim/Data/MSSQL/MSSQLManager.cs
@@ -41,7 +41,7 @@ namespace OpenSim.Data.MSSQL
41 /// </summary> 41 /// </summary>
42 public class MSSQLManager 42 public class MSSQLManager
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
46 /// <summary> 46 /// <summary>
47 /// Connection string for ADO.net 47 /// Connection string for ADO.net
@@ -185,6 +185,8 @@ namespace OpenSim.Data.MSSQL
185 return parameter; 185 return parameter;
186 } 186 }
187 187
188 private static readonly Dictionary<string, string> emptyDictionary = new Dictionary<string, string>();
189
188 /// <summary> 190 /// <summary>
189 /// Checks if we need to do some migrations to the database 191 /// Checks if we need to do some migrations to the database
190 /// </summary> 192 /// </summary>
diff --git a/OpenSim/Data/MSSQL/MSSQLPresenceData.cs b/OpenSim/Data/MSSQL/MSSQLPresenceData.cs
index 8068d23..e7b3d9c 100644
--- a/OpenSim/Data/MSSQL/MSSQLPresenceData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLPresenceData.cs
@@ -43,7 +43,7 @@ namespace OpenSim.Data.MSSQL
43 public class MSSQLPresenceData : MSSQLGenericTableHandler<PresenceData>, 43 public class MSSQLPresenceData : MSSQLGenericTableHandler<PresenceData>,
44 IPresenceData 44 IPresenceData
45 { 45 {
46// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 46 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
47 47
48 public MSSQLPresenceData(string connectionString, string realm) : 48 public MSSQLPresenceData(string connectionString, string realm) :
49 base(connectionString, realm, "Presence") 49 base(connectionString, realm, "Presence")
diff --git a/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs b/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs
index 7feec91..dd0689c 100644
--- a/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLUserAccountData.cs
@@ -242,5 +242,10 @@ namespace OpenSim.Data.MSSQL
242 return DoQuery(cmd); 242 return DoQuery(cmd);
243 } 243 }
244 } 244 }
245
246 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
247 {
248 return null;
249 }
245 } 250 }
246} 251}
diff --git a/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs b/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs
index b19a0da..a1069c6 100644
--- a/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLXInventoryData.cs
@@ -40,8 +40,8 @@ namespace OpenSim.Data.MSSQL
40{ 40{
41 public class MSSQLXInventoryData : IXInventoryData 41 public class MSSQLXInventoryData : IXInventoryData
42 { 42 {
43// private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
44// MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
45 45
46 private MSSQLGenericTableHandler<XInventoryFolder> m_Folders; 46 private MSSQLGenericTableHandler<XInventoryFolder> m_Folders;
47 private MSSQLItemHandler m_Items; 47 private MSSQLItemHandler m_Items;
diff --git a/OpenSim/Data/MySQL/MySQLAssetData.cs b/OpenSim/Data/MySQL/MySQLAssetData.cs
index a743479..a22dc0a 100644
--- a/OpenSim/Data/MySQL/MySQLAssetData.cs
+++ b/OpenSim/Data/MySQL/MySQLAssetData.cs
@@ -155,7 +155,7 @@ namespace OpenSim.Data.MySQL
155 /// </summary> 155 /// </summary>
156 /// <param name="asset">Asset UUID to create</param> 156 /// <param name="asset">Asset UUID to create</param>
157 /// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks> 157 /// <remarks>On failure : Throw an exception and attempt to reconnect to database</remarks>
158 override public void StoreAsset(AssetBase asset) 158 override public bool StoreAsset(AssetBase asset)
159 { 159 {
160 lock (m_dbLock) 160 lock (m_dbLock)
161 { 161 {
@@ -203,12 +203,14 @@ namespace OpenSim.Data.MySQL
203 cmd.Parameters.AddWithValue("?data", asset.Data); 203 cmd.Parameters.AddWithValue("?data", asset.Data);
204 cmd.ExecuteNonQuery(); 204 cmd.ExecuteNonQuery();
205 cmd.Dispose(); 205 cmd.Dispose();
206 return true;
206 } 207 }
207 } 208 }
208 catch (Exception e) 209 catch (Exception e)
209 { 210 {
210 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}", 211 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}",
211 asset.FullID, asset.Name, e.Message); 212 asset.FullID, asset.Name, e.Message);
213 return false;
212 } 214 }
213 } 215 }
214 } 216 }
diff --git a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
index 754cf72..786b955 100644
--- a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
+++ b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
@@ -173,6 +173,11 @@ namespace OpenSim.Data.MySQL
173 int v = Convert.ToInt32(reader[name]); 173 int v = Convert.ToInt32(reader[name]);
174 m_Fields[name].SetValue(row, v); 174 m_Fields[name].SetValue(row, v);
175 } 175 }
176 else if (m_Fields[name].FieldType == typeof(uint))
177 {
178 uint v = Convert.ToUInt32(reader[name]);
179 m_Fields[name].SetValue(row, v);
180 }
176 else 181 else
177 { 182 {
178 m_Fields[name].SetValue(row, reader[name]); 183 m_Fields[name].SetValue(row, reader[name]);
@@ -294,4 +299,4 @@ namespace OpenSim.Data.MySQL
294 } 299 }
295 } 300 }
296 } 301 }
297} \ No newline at end of file 302}
diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs
index 381a514..33c184f 100644
--- a/OpenSim/Data/MySQL/MySQLSimulationData.cs
+++ b/OpenSim/Data/MySQL/MySQLSimulationData.cs
@@ -66,7 +66,7 @@ namespace OpenSim.Data.MySQL
66 Initialise(connectionString); 66 Initialise(connectionString);
67 } 67 }
68 68
69 public void Initialise(string connectionString) 69 public virtual void Initialise(string connectionString)
70 { 70 {
71 m_connectionString = connectionString; 71 m_connectionString = connectionString;
72 72
@@ -113,7 +113,7 @@ namespace OpenSim.Data.MySQL
113 113
114 public void Dispose() {} 114 public void Dispose() {}
115 115
116 public void StoreObject(SceneObjectGroup obj, UUID regionUUID) 116 public virtual void StoreObject(SceneObjectGroup obj, UUID regionUUID)
117 { 117 {
118 uint flags = obj.RootPart.GetEffectiveObjectFlags(); 118 uint flags = obj.RootPart.GetEffectiveObjectFlags();
119 119
@@ -170,7 +170,9 @@ namespace OpenSim.Data.MySQL
170 "ParticleSystem, ClickAction, Material, " + 170 "ParticleSystem, ClickAction, Material, " +
171 "CollisionSound, CollisionSoundVolume, " + 171 "CollisionSound, CollisionSoundVolume, " +
172 "PassTouches, " + 172 "PassTouches, " +
173 "LinkNumber, MediaURL) values (" + "?UUID, " + 173 "LinkNumber, MediaURL, KeyframeMotion, " +
174 "PhysicsShapeType, Density, GravityModifier, " +
175 "Friction, Restitution) values (" + "?UUID, " +
174 "?CreationDate, ?Name, ?Text, " + 176 "?CreationDate, ?Name, ?Text, " +
175 "?Description, ?SitName, ?TouchName, " + 177 "?Description, ?SitName, ?TouchName, " +
176 "?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " + 178 "?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " +
@@ -201,7 +203,10 @@ namespace OpenSim.Data.MySQL
201 "?SaleType, ?ColorR, ?ColorG, " + 203 "?SaleType, ?ColorR, ?ColorG, " +
202 "?ColorB, ?ColorA, ?ParticleSystem, " + 204 "?ColorB, ?ColorA, ?ParticleSystem, " +
203 "?ClickAction, ?Material, ?CollisionSound, " + 205 "?ClickAction, ?Material, ?CollisionSound, " +
204 "?CollisionSoundVolume, ?PassTouches, ?LinkNumber, ?MediaURL)"; 206 "?CollisionSoundVolume, ?PassTouches, " +
207 "?LinkNumber, ?MediaURL, ?KeyframeMotion, " +
208 "?PhysicsShapeType, ?Density, ?GravityModifier, " +
209 "?Friction, ?Restitution)";
205 210
206 FillPrimCommand(cmd, prim, obj.UUID, regionUUID); 211 FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
207 212
@@ -241,7 +246,7 @@ namespace OpenSim.Data.MySQL
241 } 246 }
242 } 247 }
243 248
244 public void RemoveObject(UUID obj, UUID regionUUID) 249 public virtual void RemoveObject(UUID obj, UUID regionUUID)
245 { 250 {
246// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID); 251// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID);
247 252
@@ -390,7 +395,7 @@ namespace OpenSim.Data.MySQL
390 } 395 }
391 } 396 }
392 397
393 public List<SceneObjectGroup> LoadObjects(UUID regionID) 398 public virtual List<SceneObjectGroup> LoadObjects(UUID regionID)
394 { 399 {
395 const int ROWS_PER_QUERY = 5000; 400 const int ROWS_PER_QUERY = 5000;
396 401
@@ -446,7 +451,11 @@ namespace OpenSim.Data.MySQL
446 foreach (SceneObjectPart prim in prims.Values) 451 foreach (SceneObjectPart prim in prims.Values)
447 { 452 {
448 if (prim.ParentUUID == UUID.Zero) 453 if (prim.ParentUUID == UUID.Zero)
454 {
449 objects[prim.UUID] = new SceneObjectGroup(prim); 455 objects[prim.UUID] = new SceneObjectGroup(prim);
456 if (prim.KeyframeMotion != null)
457 prim.KeyframeMotion.UpdateSceneObject(objects[prim.UUID]);
458 }
450 } 459 }
451 460
452 // Add all of the children objects to the SOGs 461 // Add all of the children objects to the SOGs
@@ -559,36 +568,51 @@ namespace OpenSim.Data.MySQL
559 } 568 }
560 } 569 }
561 570
562 public void StoreTerrain(double[,] ter, UUID regionID) 571 public virtual void StoreTerrain(double[,] ter, UUID regionID)
563 { 572 {
564 m_log.Info("[REGION DB]: Storing terrain"); 573 Util.FireAndForget(delegate(object x)
565
566 lock (m_dbLock)
567 { 574 {
568 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 575 double[,] oldTerrain = LoadTerrain(regionID);
569 {
570 dbcon.Open();
571 576
572 using (MySqlCommand cmd = dbcon.CreateCommand()) 577 m_log.Info("[REGION DB]: Storing terrain");
578
579 lock (m_dbLock)
580 {
581 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
573 { 582 {
574 cmd.CommandText = "delete from terrain where RegionUUID = ?RegionUUID"; 583 dbcon.Open();
575 cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
576 584
577 ExecuteNonQuery(cmd); 585 using (MySqlCommand cmd = dbcon.CreateCommand())
586 {
587 cmd.CommandText = "delete from terrain where RegionUUID = ?RegionUUID";
588 cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
578 589
579 cmd.CommandText = "insert into terrain (RegionUUID, " + 590 using (MySqlCommand cmd2 = dbcon.CreateCommand())
580 "Revision, Heightfield) values (?RegionUUID, " + 591 {
581 "1, ?Heightfield)"; 592 try
593 {
594 cmd2.CommandText = "insert into terrain (RegionUUID, " +
595 "Revision, Heightfield) values (?RegionUUID, " +
596 "1, ?Heightfield)";
582 597
583 cmd.Parameters.AddWithValue("Heightfield", SerializeTerrain(ter)); 598 cmd2.Parameters.AddWithValue("RegionUUID", regionID.ToString());
599 cmd2.Parameters.AddWithValue("Heightfield", SerializeTerrain(ter, oldTerrain));
584 600
585 ExecuteNonQuery(cmd); 601 ExecuteNonQuery(cmd);
602 ExecuteNonQuery(cmd2);
603 }
604 catch (Exception e)
605 {
606 m_log.ErrorFormat(e.ToString());
607 }
608 }
609 }
586 } 610 }
587 } 611 }
588 } 612 });
589 } 613 }
590 614
591 public double[,] LoadTerrain(UUID regionID) 615 public virtual double[,] LoadTerrain(UUID regionID)
592 { 616 {
593 double[,] terrain = null; 617 double[,] terrain = null;
594 618
@@ -638,7 +662,7 @@ namespace OpenSim.Data.MySQL
638 return terrain; 662 return terrain;
639 } 663 }
640 664
641 public void RemoveLandObject(UUID globalID) 665 public virtual void RemoveLandObject(UUID globalID)
642 { 666 {
643 lock (m_dbLock) 667 lock (m_dbLock)
644 { 668 {
@@ -657,7 +681,7 @@ namespace OpenSim.Data.MySQL
657 } 681 }
658 } 682 }
659 683
660 public void StoreLandObject(ILandObject parcel) 684 public virtual void StoreLandObject(ILandObject parcel)
661 { 685 {
662 lock (m_dbLock) 686 lock (m_dbLock)
663 { 687 {
@@ -714,7 +738,7 @@ namespace OpenSim.Data.MySQL
714 } 738 }
715 } 739 }
716 740
717 public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) 741 public virtual RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
718 { 742 {
719 RegionLightShareData nWP = new RegionLightShareData(); 743 RegionLightShareData nWP = new RegionLightShareData();
720 nWP.OnSave += StoreRegionWindlightSettings; 744 nWP.OnSave += StoreRegionWindlightSettings;
@@ -736,7 +760,7 @@ namespace OpenSim.Data.MySQL
736 { 760 {
737 //No result, so store our default windlight profile and return it 761 //No result, so store our default windlight profile and return it
738 nWP.regionID = regionUUID; 762 nWP.regionID = regionUUID;
739 StoreRegionWindlightSettings(nWP); 763 // StoreRegionWindlightSettings(nWP);
740 return nWP; 764 return nWP;
741 } 765 }
742 else 766 else
@@ -811,7 +835,7 @@ namespace OpenSim.Data.MySQL
811 return nWP; 835 return nWP;
812 } 836 }
813 837
814 public RegionSettings LoadRegionSettings(UUID regionUUID) 838 public virtual RegionSettings LoadRegionSettings(UUID regionUUID)
815 { 839 {
816 RegionSettings rs = null; 840 RegionSettings rs = null;
817 841
@@ -851,7 +875,7 @@ namespace OpenSim.Data.MySQL
851 return rs; 875 return rs;
852 } 876 }
853 877
854 public void StoreRegionWindlightSettings(RegionLightShareData wl) 878 public virtual void StoreRegionWindlightSettings(RegionLightShareData wl)
855 { 879 {
856 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 880 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
857 { 881 {
@@ -954,7 +978,7 @@ namespace OpenSim.Data.MySQL
954 } 978 }
955 } 979 }
956 980
957 public void RemoveRegionWindlightSettings(UUID regionID) 981 public virtual void RemoveRegionWindlightSettings(UUID regionID)
958 { 982 {
959 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 983 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
960 { 984 {
@@ -969,7 +993,7 @@ namespace OpenSim.Data.MySQL
969 } 993 }
970 } 994 }
971 995
972 public void StoreRegionSettings(RegionSettings rs) 996 public virtual void StoreRegionSettings(RegionSettings rs)
973 { 997 {
974 lock (m_dbLock) 998 lock (m_dbLock)
975 { 999 {
@@ -996,7 +1020,7 @@ namespace OpenSim.Data.MySQL
996 "use_estate_sun, fixed_sun, sun_position, " + 1020 "use_estate_sun, fixed_sun, sun_position, " +
997 "covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " + 1021 "covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " +
998 "sunvectorz, loaded_creation_datetime, " + 1022 "sunvectorz, loaded_creation_datetime, " +
999 "loaded_creation_id, map_tile_ID, " + 1023 "loaded_creation_id, map_tile_ID, block_search, casino, " +
1000 "TelehubObject, parcel_tile_ID) " + 1024 "TelehubObject, parcel_tile_ID) " +
1001 "values (?RegionUUID, ?BlockTerraform, " + 1025 "values (?RegionUUID, ?BlockTerraform, " +
1002 "?BlockFly, ?AllowDamage, ?RestrictPushing, " + 1026 "?BlockFly, ?AllowDamage, ?RestrictPushing, " +
@@ -1013,7 +1037,8 @@ namespace OpenSim.Data.MySQL
1013 "?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " + 1037 "?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " +
1014 "?SunVectorX, ?SunVectorY, ?SunVectorZ, " + 1038 "?SunVectorX, ?SunVectorY, ?SunVectorZ, " +
1015 "?LoadedCreationDateTime, ?LoadedCreationID, " + 1039 "?LoadedCreationDateTime, ?LoadedCreationID, " +
1016 "?TerrainImageID, ?TelehubObject, ?ParcelImageID) "; 1040 "?TerrainImageID, ?block_search, ?casino, " +
1041 "?TelehubObject, ?ParcelImageID)";
1017 1042
1018 FillRegionSettingsCommand(cmd, rs); 1043 FillRegionSettingsCommand(cmd, rs);
1019 1044
@@ -1024,7 +1049,7 @@ namespace OpenSim.Data.MySQL
1024 SaveSpawnPoints(rs); 1049 SaveSpawnPoints(rs);
1025 } 1050 }
1026 1051
1027 public List<LandData> LoadLandObjects(UUID regionUUID) 1052 public virtual List<LandData> LoadLandObjects(UUID regionUUID)
1028 { 1053 {
1029 List<LandData> landData = new List<LandData>(); 1054 List<LandData> landData = new List<LandData>();
1030 1055
@@ -1211,6 +1236,25 @@ namespace OpenSim.Data.MySQL
1211 if (!(row["MediaURL"] is System.DBNull)) 1236 if (!(row["MediaURL"] is System.DBNull))
1212 prim.MediaUrl = (string)row["MediaURL"]; 1237 prim.MediaUrl = (string)row["MediaURL"];
1213 1238
1239 if (!(row["KeyframeMotion"] is DBNull))
1240 {
1241 Byte[] data = (byte[])row["KeyframeMotion"];
1242 if (data.Length > 0)
1243 prim.KeyframeMotion = KeyframeMotion.FromData(null, data);
1244 else
1245 prim.KeyframeMotion = null;
1246 }
1247 else
1248 {
1249 prim.KeyframeMotion = null;
1250 }
1251
1252 prim.PhysicsShapeType = (byte)Convert.ToInt32(row["PhysicsShapeType"].ToString());
1253 prim.Density = (float)(double)row["Density"];
1254 prim.GravityModifier = (float)(double)row["GravityModifier"];
1255 prim.Friction = (float)(double)row["Friction"];
1256 prim.Bounciness = (float)(double)row["Restitution"];
1257
1214 return prim; 1258 return prim;
1215 } 1259 }
1216 1260
@@ -1304,6 +1348,9 @@ namespace OpenSim.Data.MySQL
1304 newSettings.ParcelImageID = DBGuid.FromDB(row["parcel_tile_ID"]); 1348 newSettings.ParcelImageID = DBGuid.FromDB(row["parcel_tile_ID"]);
1305 newSettings.TelehubObject = DBGuid.FromDB(row["TelehubObject"]); 1349 newSettings.TelehubObject = DBGuid.FromDB(row["TelehubObject"]);
1306 1350
1351 newSettings.GodBlockSearch = Convert.ToBoolean(row["block_search"]);
1352 newSettings.Casino = Convert.ToBoolean(row["casino"]);
1353
1307 return newSettings; 1354 return newSettings;
1308 } 1355 }
1309 1356
@@ -1401,7 +1448,7 @@ namespace OpenSim.Data.MySQL
1401 /// </summary> 1448 /// </summary>
1402 /// <param name="val"></param> 1449 /// <param name="val"></param>
1403 /// <returns></returns> 1450 /// <returns></returns>
1404 private static Array SerializeTerrain(double[,] val) 1451 private static Array SerializeTerrain(double[,] val, double[,] oldTerrain)
1405 { 1452 {
1406 MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double)); 1453 MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double));
1407 BinaryWriter bw = new BinaryWriter(str); 1454 BinaryWriter bw = new BinaryWriter(str);
@@ -1410,7 +1457,11 @@ namespace OpenSim.Data.MySQL
1410 for (int x = 0; x < (int)Constants.RegionSize; x++) 1457 for (int x = 0; x < (int)Constants.RegionSize; x++)
1411 for (int y = 0; y < (int)Constants.RegionSize; y++) 1458 for (int y = 0; y < (int)Constants.RegionSize; y++)
1412 { 1459 {
1413 double height = val[x, y]; 1460 double height = 20.0;
1461 if (oldTerrain != null)
1462 height = oldTerrain[x, y];
1463 if (!double.IsNaN(val[x, y]))
1464 height = val[x, y];
1414 if (height == 0.0) 1465 if (height == 0.0)
1415 height = double.Epsilon; 1466 height = double.Epsilon;
1416 1467
@@ -1556,6 +1607,17 @@ namespace OpenSim.Data.MySQL
1556 1607
1557 cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum); 1608 cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
1558 cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl); 1609 cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
1610
1611 if (prim.KeyframeMotion != null)
1612 cmd.Parameters.AddWithValue("KeyframeMotion", prim.KeyframeMotion.Serialize());
1613 else
1614 cmd.Parameters.AddWithValue("KeyframeMotion", new Byte[0]);
1615
1616 cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
1617 cmd.Parameters.AddWithValue("Density", (double)prim.Density);
1618 cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
1619 cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
1620 cmd.Parameters.AddWithValue("Restitution", (double)prim.Bounciness);
1559 } 1621 }
1560 1622
1561 /// <summary> 1623 /// <summary>
@@ -1634,6 +1696,9 @@ namespace OpenSim.Data.MySQL
1634 cmd.Parameters.AddWithValue("LoadedCreationDateTime", settings.LoadedCreationDateTime); 1696 cmd.Parameters.AddWithValue("LoadedCreationDateTime", settings.LoadedCreationDateTime);
1635 cmd.Parameters.AddWithValue("LoadedCreationID", settings.LoadedCreationID); 1697 cmd.Parameters.AddWithValue("LoadedCreationID", settings.LoadedCreationID);
1636 cmd.Parameters.AddWithValue("TerrainImageID", settings.TerrainImageID); 1698 cmd.Parameters.AddWithValue("TerrainImageID", settings.TerrainImageID);
1699 cmd.Parameters.AddWithValue("block_search", settings.GodBlockSearch);
1700 cmd.Parameters.AddWithValue("casino", settings.Casino);
1701
1637 cmd.Parameters.AddWithValue("ParcelImageID", settings.ParcelImageID); 1702 cmd.Parameters.AddWithValue("ParcelImageID", settings.ParcelImageID);
1638 cmd.Parameters.AddWithValue("TelehubObject", settings.TelehubObject); 1703 cmd.Parameters.AddWithValue("TelehubObject", settings.TelehubObject);
1639 } 1704 }
@@ -1794,7 +1859,7 @@ namespace OpenSim.Data.MySQL
1794 cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml()); 1859 cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml());
1795 } 1860 }
1796 1861
1797 public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items) 1862 public virtual void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
1798 { 1863 {
1799 lock (m_dbLock) 1864 lock (m_dbLock)
1800 { 1865 {
diff --git a/OpenSim/Data/MySQL/MySQLUserAccountData.cs b/OpenSim/Data/MySQL/MySQLUserAccountData.cs
index aa69d68..a18ac66 100644
--- a/OpenSim/Data/MySQL/MySQLUserAccountData.cs
+++ b/OpenSim/Data/MySQL/MySQLUserAccountData.cs
@@ -46,17 +46,21 @@ namespace OpenSim.Data.MySQL
46 { 46 {
47 string[] words = query.Split(new char[] {' '}); 47 string[] words = query.Split(new char[] {' '});
48 48
49 bool valid = false;
50
49 for (int i = 0 ; i < words.Length ; i++) 51 for (int i = 0 ; i < words.Length ; i++)
50 { 52 {
51 if (words[i].Length < 3) 53 if (words[i].Length > 2)
52 { 54 valid = true;
53 if (i != words.Length - 1) 55// if (words[i].Length < 3)
54 Array.Copy(words, i + 1, words, i, words.Length - i - 1); 56// {
55 Array.Resize(ref words, words.Length - 1); 57// if (i != words.Length - 1)
56 } 58// Array.Copy(words, i + 1, words, i, words.Length - i - 1);
59// Array.Resize(ref words, words.Length - 1);
60// }
57 } 61 }
58 62
59 if (words.Length == 0) 63 if ((!valid) || words.Length == 0)
60 return new UserAccountData[0]; 64 return new UserAccountData[0];
61 65
62 if (words.Length > 2) 66 if (words.Length > 2)
@@ -66,18 +70,33 @@ namespace OpenSim.Data.MySQL
66 70
67 if (words.Length == 1) 71 if (words.Length == 1)
68 { 72 {
69 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?search or LastName like ?search)", m_Realm); 73 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?search or LastName like ?search) and active=1", m_Realm);
70 cmd.Parameters.AddWithValue("?search", "%" + words[0] + "%"); 74 cmd.Parameters.AddWithValue("?search", words[0] + "%");
71 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString()); 75 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
72 } 76 }
73 else 77 else
74 { 78 {
75 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?searchFirst or LastName like ?searchLast)", m_Realm); 79 cmd.CommandText = String.Format("select * from {0} where (ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (FirstName like ?searchFirst and LastName like ?searchLast) and active=1", m_Realm);
76 cmd.Parameters.AddWithValue("?searchFirst", "%" + words[0] + "%"); 80 cmd.Parameters.AddWithValue("?searchFirst", words[0] + "%");
77 cmd.Parameters.AddWithValue("?searchLast", "%" + words[1] + "%"); 81 cmd.Parameters.AddWithValue("?searchLast", words[1] + "%");
82 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
83 }
84
85 return DoQuery(cmd);
86 }
87
88 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
89 {
90 MySqlCommand cmd = new MySqlCommand();
91
92 if (scopeID != UUID.Zero)
93 {
94 where = "(ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (" + where + ")";
78 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString()); 95 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
79 } 96 }
80 97
98 cmd.CommandText = String.Format("select * from {0} where " + where, m_Realm);
99
81 return DoQuery(cmd); 100 return DoQuery(cmd);
82 } 101 }
83 } 102 }
diff --git a/OpenSim/Data/MySQL/MySQLXAssetData.cs b/OpenSim/Data/MySQL/MySQLXAssetData.cs
index e6ac22e..9a50373 100644
--- a/OpenSim/Data/MySQL/MySQLXAssetData.cs
+++ b/OpenSim/Data/MySQL/MySQLXAssetData.cs
@@ -497,4 +497,4 @@ namespace OpenSim.Data.MySQL
497 497
498 #endregion 498 #endregion
499 } 499 }
500} \ No newline at end of file 500}
diff --git a/OpenSim/Data/MySQL/Resources/RegionStore.migrations b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
index 099beaf..ef99ef8 100644
--- a/OpenSim/Data/MySQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
@@ -717,7 +717,7 @@ ALTER TABLE regionsettings ADD COLUMN loaded_creation_datetime int unsigned NOT
717 717
718COMMIT; 718COMMIT;
719 719
720:VERSION 32 720:VERSION 32 #---------------------
721 721
722BEGIN; 722BEGIN;
723CREATE TABLE `regionwindlight` ( 723CREATE TABLE `regionwindlight` (
@@ -883,4 +883,3 @@ ALTER TABLE `regionsettings` MODIFY COLUMN `TelehubObject` VARCHAR(36) NOT NULL
883 883
884COMMIT; 884COMMIT;
885 885
886
diff --git a/OpenSim/Data/Null/NullUserAccountData.cs b/OpenSim/Data/Null/NullUserAccountData.cs
index ec54dba..241616b 100644
--- a/OpenSim/Data/Null/NullUserAccountData.cs
+++ b/OpenSim/Data/Null/NullUserAccountData.cs
@@ -193,5 +193,10 @@ namespace OpenSim.Data.Null
193 193
194 return false; 194 return false;
195 } 195 }
196
197 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
198 {
199 return null;
200 }
196 } 201 }
197} 202}
diff --git a/OpenSim/Data/SQLite/SQLiteAssetData.cs b/OpenSim/Data/SQLite/SQLiteAssetData.cs
index d0e24c3..7f7059b 100644
--- a/OpenSim/Data/SQLite/SQLiteAssetData.cs
+++ b/OpenSim/Data/SQLite/SQLiteAssetData.cs
@@ -131,7 +131,7 @@ namespace OpenSim.Data.SQLite
131 /// Create an asset 131 /// Create an asset
132 /// </summary> 132 /// </summary>
133 /// <param name="asset">Asset Base</param> 133 /// <param name="asset">Asset Base</param>
134 override public void StoreAsset(AssetBase asset) 134 override public bool StoreAsset(AssetBase asset)
135 { 135 {
136 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString()); 136 //m_log.Info("[ASSET DB]: Creating Asset " + asset.FullID.ToString());
137 if (ExistsAsset(asset.FullID)) 137 if (ExistsAsset(asset.FullID))
@@ -153,6 +153,7 @@ namespace OpenSim.Data.SQLite
153 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 153 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
154 154
155 cmd.ExecuteNonQuery(); 155 cmd.ExecuteNonQuery();
156 return true;
156 } 157 }
157 } 158 }
158 } 159 }
@@ -173,6 +174,7 @@ namespace OpenSim.Data.SQLite
173 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data)); 174 cmd.Parameters.Add(new SqliteParameter(":Data", asset.Data));
174 175
175 cmd.ExecuteNonQuery(); 176 cmd.ExecuteNonQuery();
177 return true;
176 } 178 }
177 } 179 }
178 } 180 }
diff --git a/OpenSim/Data/SQLite/SQLiteUserAccountData.cs b/OpenSim/Data/SQLite/SQLiteUserAccountData.cs
index 7a5de50..4d580c0 100644
--- a/OpenSim/Data/SQLite/SQLiteUserAccountData.cs
+++ b/OpenSim/Data/SQLite/SQLiteUserAccountData.cs
@@ -81,5 +81,10 @@ namespace OpenSim.Data.SQLite
81 81
82 return DoQuery(cmd); 82 return DoQuery(cmd);
83 } 83 }
84
85 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
86 {
87 return null;
88 }
84 } 89 }
85} 90}
diff --git a/OpenSim/Framework/AssetBase.cs b/OpenSim/Framework/AssetBase.cs
index d2c6c57..ff240be 100644
--- a/OpenSim/Framework/AssetBase.cs
+++ b/OpenSim/Framework/AssetBase.cs
@@ -60,6 +60,8 @@ namespace OpenSim.Framework
60 /// </summary> 60 /// </summary>
61 private AssetMetadata m_metadata; 61 private AssetMetadata m_metadata;
62 62
63 private int m_uploadAttempts;
64
63 // This is needed for .NET serialization!!! 65 // This is needed for .NET serialization!!!
64 // Do NOT "Optimize" away! 66 // Do NOT "Optimize" away!
65 public AssetBase() 67 public AssetBase()
@@ -198,6 +200,12 @@ namespace OpenSim.Framework
198 set { m_metadata.Type = value; } 200 set { m_metadata.Type = value; }
199 } 201 }
200 202
203 public int UploadAttempts
204 {
205 get { return m_uploadAttempts; }
206 set { m_uploadAttempts = value; }
207 }
208
201 /// <summary> 209 /// <summary>
202 /// Is this a region only asset, or does this exist on the asset server also 210 /// Is this a region only asset, or does this exist on the asset server also
203 /// </summary> 211 /// </summary>
diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs
index 4f598b0..3a0b861 100644
--- a/OpenSim/Framework/AvatarAppearance.cs
+++ b/OpenSim/Framework/AvatarAppearance.cs
@@ -240,6 +240,21 @@ namespace OpenSim.Framework
240// } 240// }
241 } 241 }
242 242
243 /// <summary>
244 /// Invalidate all of the baked textures in the appearance, useful
245 /// if you know that none are valid
246 /// </summary>
247 public virtual void ResetBakedTextures()
248 {
249 SetDefaultTexture();
250
251 //for (int i = 0; i < BAKE_INDICES.Length; i++)
252 // {
253 // int idx = BAKE_INDICES[i];
254 // m_texture.FaceTextures[idx].TextureID = UUID.Zero;
255 // }
256 }
257
243 protected virtual void SetDefaultTexture() 258 protected virtual void SetDefaultTexture()
244 { 259 {
245 m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE)); 260 m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
@@ -390,19 +405,18 @@ namespace OpenSim.Framework
390 /// </remarks> 405 /// </remarks>
391 public List<AvatarAttachment> GetAttachments() 406 public List<AvatarAttachment> GetAttachments()
392 { 407 {
393 List<AvatarAttachment> alist = new List<AvatarAttachment>(); 408
394 409
395 lock (m_attachments) 410 lock (m_attachments)
396 { 411 {
412 List<AvatarAttachment> alist = new List<AvatarAttachment>();
397 foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) 413 foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
398 { 414 {
399 foreach (AvatarAttachment attach in kvp.Value) 415 foreach (AvatarAttachment attach in kvp.Value)
400 alist.Add(new AvatarAttachment(attach)); 416 alist.Add(new AvatarAttachment(attach));
401 } 417 }
402 } 418 return alist;
403 419 } }
404 return alist;
405 }
406 420
407 internal void AppendAttachment(AvatarAttachment attach) 421 internal void AppendAttachment(AvatarAttachment attach)
408 { 422 {
@@ -531,7 +545,6 @@ namespace OpenSim.Framework
531 return kvp.Key; 545 return kvp.Key;
532 } 546 }
533 } 547 }
534
535 return 0; 548 return 0;
536 } 549 }
537 550
@@ -598,12 +611,14 @@ namespace OpenSim.Framework
598 OSDBinary visualparams = new OSDBinary(m_visualparams); 611 OSDBinary visualparams = new OSDBinary(m_visualparams);
599 data["visualparams"] = visualparams; 612 data["visualparams"] = visualparams;
600 613
601 // Attachments 614 lock (m_attachments)
602 List<AvatarAttachment> attachments = GetAttachments(); 615 {
603 OSDArray attachs = new OSDArray(attachments.Count); 616 // Attachments
604 foreach (AvatarAttachment attach in GetAttachments()) 617 OSDArray attachs = new OSDArray(m_attachments.Count);
605 attachs.Add(attach.Pack()); 618 foreach (AvatarAttachment attach in GetAttachments())
606 data["attachments"] = attachs; 619 attachs.Add(attach.Pack());
620 data["attachments"] = attachs;
621 }
607 622
608 return data; 623 return data;
609 } 624 }
diff --git a/OpenSim/Framework/ChildAgentDataUpdate.cs b/OpenSim/Framework/ChildAgentDataUpdate.cs
index 6d048f4..fe12874 100644
--- a/OpenSim/Framework/ChildAgentDataUpdate.cs
+++ b/OpenSim/Framework/ChildAgentDataUpdate.cs
@@ -308,6 +308,8 @@ namespace OpenSim.Framework
308 public Animation[] Anims; 308 public Animation[] Anims;
309 309
310 public UUID GranterID; 310 public UUID GranterID;
311 public UUID ParentPart;
312 public Vector3 SitOffset;
311 313
312 // Appearance 314 // Appearance
313 public AvatarAppearance Appearance; 315 public AvatarAppearance Appearance;
@@ -468,6 +470,10 @@ namespace OpenSim.Framework
468 } 470 }
469 args["attach_objects"] = attObjs; 471 args["attach_objects"] = attObjs;
470 } 472 }
473
474 args["parent_part"] = OSD.FromUUID(ParentPart);
475 args["sit_offset"] = OSD.FromString(SitOffset.ToString());
476
471 return args; 477 return args;
472 } 478 }
473 479
@@ -675,6 +681,11 @@ namespace OpenSim.Framework
675 } 681 }
676 } 682 }
677 } 683 }
684
685 if (args["parent_part"] != null)
686 ParentPart = args["parent_part"].AsUUID();
687 if (args["sit_offset"] != null)
688 Vector3.TryParse(args["sit_offset"].AsString(), out SitOffset);
678 } 689 }
679 690
680 public AgentData() 691 public AgentData()
diff --git a/OpenSim/Framework/Communications/RestClient.cs b/OpenSim/Framework/Communications/RestClient.cs
index 97b3b60..42c0b18 100644
--- a/OpenSim/Framework/Communications/RestClient.cs
+++ b/OpenSim/Framework/Communications/RestClient.cs
@@ -363,7 +363,7 @@ namespace OpenSim.Framework.Communications
363 _request = (HttpWebRequest) WebRequest.Create(buildUri()); 363 _request = (HttpWebRequest) WebRequest.Create(buildUri());
364 _request.KeepAlive = false; 364 _request.KeepAlive = false;
365 _request.ContentType = "application/xml"; 365 _request.ContentType = "application/xml";
366 _request.Timeout = 900000; 366 _request.Timeout = 30000;
367 _request.Method = RequestMethod; 367 _request.Method = RequestMethod;
368 _asyncException = null; 368 _asyncException = null;
369 _request.ContentLength = src.Length; 369 _request.ContentLength = src.Length;
diff --git a/OpenSim/Framework/EstateSettings.cs b/OpenSim/Framework/EstateSettings.cs
index a92abbf..9020761 100644
--- a/OpenSim/Framework/EstateSettings.cs
+++ b/OpenSim/Framework/EstateSettings.cs
@@ -58,6 +58,30 @@ namespace OpenSim.Framework
58 set { m_EstateName = value; } 58 set { m_EstateName = value; }
59 } 59 }
60 60
61 private bool m_AllowLandmark = true;
62
63 public bool AllowLandmark
64 {
65 get { return m_AllowLandmark; }
66 set { m_AllowLandmark = value; }
67 }
68
69 private bool m_AllowParcelChanges = true;
70
71 public bool AllowParcelChanges
72 {
73 get { return m_AllowParcelChanges; }
74 set { m_AllowParcelChanges = value; }
75 }
76
77 private bool m_AllowSetHome = true;
78
79 public bool AllowSetHome
80 {
81 get { return m_AllowSetHome; }
82 set { m_AllowSetHome = value; }
83 }
84
61 private uint m_ParentEstateID = 1; 85 private uint m_ParentEstateID = 1;
62 86
63 public uint ParentEstateID 87 public uint ParentEstateID
@@ -338,11 +362,30 @@ namespace OpenSim.Framework
338 return false; 362 return false;
339 } 363 }
340 364
341 public bool IsBanned(UUID avatarID) 365 public bool IsBanned(UUID avatarID, int userFlags)
342 { 366 {
343 foreach (EstateBan ban in l_EstateBans) 367 foreach (EstateBan ban in l_EstateBans)
344 if (ban.BannedUserID == avatarID) 368 if (ban.BannedUserID == avatarID)
345 return true; 369 return true;
370
371 if (!IsEstateManagerOrOwner(avatarID) && !HasAccess(avatarID))
372 {
373 if (DenyMinors)
374 {
375 if ((userFlags & 32) == 0)
376 {
377 return true;
378 }
379 }
380 if (DenyAnonymous)
381 {
382 if ((userFlags & 4) == 0)
383 {
384 return true;
385 }
386 }
387 }
388
346 return false; 389 return false;
347 } 390 }
348 391
@@ -350,7 +393,7 @@ namespace OpenSim.Framework
350 { 393 {
351 if (ban == null) 394 if (ban == null)
352 return; 395 return;
353 if (!IsBanned(ban.BannedUserID)) 396 if (!IsBanned(ban.BannedUserID, 32)) //Ignore age-based bans
354 l_EstateBans.Add(ban); 397 l_EstateBans.Add(ban);
355 } 398 }
356 399
@@ -374,6 +417,15 @@ namespace OpenSim.Framework
374 return l_EstateAccess.Contains(user); 417 return l_EstateAccess.Contains(user);
375 } 418 }
376 419
420 public void SetFromFlags(ulong regionFlags)
421 {
422 ResetHomeOnTeleport = ((regionFlags & (ulong)RegionFlags.ResetHomeOnTeleport) == (ulong)RegionFlags.ResetHomeOnTeleport);
423 BlockDwell = ((regionFlags & (ulong)RegionFlags.BlockDwell) == (ulong)RegionFlags.BlockDwell);
424 AllowLandmark = ((regionFlags & (ulong)RegionFlags.AllowLandmark) == (ulong)RegionFlags.AllowLandmark);
425 AllowParcelChanges = ((regionFlags & (ulong)RegionFlags.AllowParcelChanges) == (ulong)RegionFlags.AllowParcelChanges);
426 AllowSetHome = ((regionFlags & (ulong)RegionFlags.AllowSetHome) == (ulong)RegionFlags.AllowSetHome);
427 }
428
377 public bool GroupAccess(UUID groupID) 429 public bool GroupAccess(UUID groupID)
378 { 430 {
379 return l_EstateGroups.Contains(groupID); 431 return l_EstateGroups.Contains(groupID);
diff --git a/OpenSim/Framework/ExtraPhysicsData.cs b/OpenSim/Framework/ExtraPhysicsData.cs
new file mode 100644
index 0000000..9e7334f
--- /dev/null
+++ b/OpenSim/Framework/ExtraPhysicsData.cs
@@ -0,0 +1,50 @@
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 OpenMetaverse;
29
30namespace OpenSim.Framework
31{
32 public enum PhysShapeType : byte
33 {
34 prim = 0,
35 none = 1,
36 convex = 2,
37
38 invalid = 255 // use to mark invalid data in ExtraPhysicsData
39 }
40
41 public struct ExtraPhysicsData
42 {
43 public float Density;
44 public float GravitationModifier;
45 public float Friction;
46 public float Bounce;
47 public PhysShapeType PhysShapeType;
48
49 }
50}
diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs
index 869b069..2be78da 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -124,12 +124,14 @@ namespace OpenSim.Framework
124 public delegate void ObjectDrop(uint localID, IClientAPI remoteClient); 124 public delegate void ObjectDrop(uint localID, IClientAPI remoteClient);
125 125
126 public delegate void UpdatePrimFlags( 126 public delegate void UpdatePrimFlags(
127 uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient); 127 uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom,ExtraPhysicsData PhysData, IClientAPI remoteClient);
128 128
129 public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient); 129 public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient);
130 130
131 public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient); 131 public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient);
132 132
133 public delegate void ClientChangeObject(uint localID, object data ,IClientAPI remoteClient);
134
133 public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient); 135 public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
134 136
135 public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient); 137 public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
@@ -266,6 +268,9 @@ namespace OpenSim.Framework
266 public delegate void MoveInventoryItem( 268 public delegate void MoveInventoryItem(
267 IClientAPI remoteClient, List<InventoryItemBase> items); 269 IClientAPI remoteClient, List<InventoryItemBase> items);
268 270
271 public delegate void MoveItemsAndLeaveCopy(
272 IClientAPI remoteClient, List<InventoryItemBase> items, UUID destFolder);
273
269 public delegate void RemoveInventoryItem( 274 public delegate void RemoveInventoryItem(
270 IClientAPI remoteClient, List<UUID> itemIDs); 275 IClientAPI remoteClient, List<UUID> itemIDs);
271 276
@@ -441,6 +446,7 @@ namespace OpenSim.Framework
441 public delegate void ClassifiedInfoRequest(UUID classifiedID, IClientAPI client); 446 public delegate void ClassifiedInfoRequest(UUID classifiedID, IClientAPI client);
442 public delegate void ClassifiedInfoUpdate(UUID classifiedID, uint category, string name, string description, UUID parcelID, uint parentEstate, UUID snapshotID, Vector3 globalPos, byte classifiedFlags, int price, IClientAPI client); 447 public delegate void ClassifiedInfoUpdate(UUID classifiedID, uint category, string name, string description, UUID parcelID, uint parentEstate, UUID snapshotID, Vector3 globalPos, byte classifiedFlags, int price, IClientAPI client);
443 public delegate void ClassifiedDelete(UUID classifiedID, IClientAPI client); 448 public delegate void ClassifiedDelete(UUID classifiedID, IClientAPI client);
449 public delegate void ClassifiedGodDelete(UUID classifiedID, UUID queryID, IClientAPI client);
444 450
445 public delegate void EventNotificationAddRequest(uint EventID, IClientAPI client); 451 public delegate void EventNotificationAddRequest(uint EventID, IClientAPI client);
446 public delegate void EventNotificationRemoveRequest(uint EventID, IClientAPI client); 452 public delegate void EventNotificationRemoveRequest(uint EventID, IClientAPI client);
@@ -463,9 +469,9 @@ namespace OpenSim.Framework
463 469
464 public delegate void AgentFOV(IClientAPI client, float verticalAngle); 470 public delegate void AgentFOV(IClientAPI client, float verticalAngle);
465 471
466 public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int Flags,UUID AgentID); 472 public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int type, uint flags);
467 473
468 public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name, UUID AgentID); 474 public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name);
469 475
470 public delegate void AvatarInterestReply(IClientAPI client,UUID target, uint wantmask, string wanttext, uint skillsmask, string skillstext, string languages); 476 public delegate void AvatarInterestReply(IClientAPI client,UUID target, uint wantmask, string wanttext, uint skillsmask, string skillstext, string languages);
471 477
@@ -503,6 +509,7 @@ namespace OpenSim.Framework
503 public delegate void SimWideDeletesDelegate(IClientAPI client,UUID agentID, int flags, UUID targetID); 509 public delegate void SimWideDeletesDelegate(IClientAPI client,UUID agentID, int flags, UUID targetID);
504 510
505 public delegate void SendPostcard(IClientAPI client); 511 public delegate void SendPostcard(IClientAPI client);
512 public delegate void ChangeInventoryItemFlags(IClientAPI client, UUID itemID, uint flags);
506 513
507 #endregion 514 #endregion
508 515
@@ -833,6 +840,7 @@ namespace OpenSim.Framework
833 event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 840 event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
834 event UpdatePrimFlags OnUpdatePrimFlags; 841 event UpdatePrimFlags OnUpdatePrimFlags;
835 event UpdatePrimTexture OnUpdatePrimTexture; 842 event UpdatePrimTexture OnUpdatePrimTexture;
843 event ClientChangeObject onClientChangeObject;
836 event UpdateVector OnUpdatePrimGroupPosition; 844 event UpdateVector OnUpdatePrimGroupPosition;
837 event UpdateVector OnUpdatePrimSinglePosition; 845 event UpdateVector OnUpdatePrimSinglePosition;
838 event UpdatePrimRotation OnUpdatePrimGroupRotation; 846 event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -857,6 +865,7 @@ namespace OpenSim.Framework
857 event RequestTaskInventory OnRequestTaskInventory; 865 event RequestTaskInventory OnRequestTaskInventory;
858 event UpdateInventoryItem OnUpdateInventoryItem; 866 event UpdateInventoryItem OnUpdateInventoryItem;
859 event CopyInventoryItem OnCopyInventoryItem; 867 event CopyInventoryItem OnCopyInventoryItem;
868 event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
860 event MoveInventoryItem OnMoveInventoryItem; 869 event MoveInventoryItem OnMoveInventoryItem;
861 event RemoveInventoryFolder OnRemoveInventoryFolder; 870 event RemoveInventoryFolder OnRemoveInventoryFolder;
862 event RemoveInventoryItem OnRemoveInventoryItem; 871 event RemoveInventoryItem OnRemoveInventoryItem;
@@ -975,7 +984,7 @@ namespace OpenSim.Framework
975 event ClassifiedInfoRequest OnClassifiedInfoRequest; 984 event ClassifiedInfoRequest OnClassifiedInfoRequest;
976 event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 985 event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
977 event ClassifiedDelete OnClassifiedDelete; 986 event ClassifiedDelete OnClassifiedDelete;
978 event ClassifiedDelete OnClassifiedGodDelete; 987 event ClassifiedGodDelete OnClassifiedGodDelete;
979 988
980 event EventNotificationAddRequest OnEventNotificationAddRequest; 989 event EventNotificationAddRequest OnEventNotificationAddRequest;
981 event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 990 event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -1014,6 +1023,7 @@ namespace OpenSim.Framework
1014 event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 1023 event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
1015 event SimWideDeletesDelegate OnSimWideDeletes; 1024 event SimWideDeletesDelegate OnSimWideDeletes;
1016 event SendPostcard OnSendPostcard; 1025 event SendPostcard OnSendPostcard;
1026 event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
1017 event MuteListEntryUpdate OnUpdateMuteListEntry; 1027 event MuteListEntryUpdate OnUpdateMuteListEntry;
1018 event MuteListEntryRemove OnRemoveMuteListEntry; 1028 event MuteListEntryRemove OnRemoveMuteListEntry;
1019 event GodlikeMessage onGodlikeMessage; 1029 event GodlikeMessage onGodlikeMessage;
@@ -1027,6 +1037,7 @@ namespace OpenSim.Framework
1027 void InPacket(object NewPack); 1037 void InPacket(object NewPack);
1028 void ProcessInPacket(Packet NewPack); 1038 void ProcessInPacket(Packet NewPack);
1029 void Close(); 1039 void Close();
1040 void Close(bool sendStop);
1030 void Kick(string message); 1041 void Kick(string message);
1031 1042
1032 /// <summary> 1043 /// <summary>
@@ -1308,6 +1319,8 @@ namespace OpenSim.Framework
1308 1319
1309 void SendObjectPropertiesReply(ISceneEntity Entity); 1320 void SendObjectPropertiesReply(ISceneEntity Entity);
1310 1321
1322 void SendPartPhysicsProprieties(ISceneEntity Entity);
1323
1311 void SendAgentOffline(UUID[] agentIDs); 1324 void SendAgentOffline(UUID[] agentIDs);
1312 1325
1313 void SendAgentOnline(UUID[] agentIDs); 1326 void SendAgentOnline(UUID[] agentIDs);
diff --git a/OpenSim/Framework/IMoneyModule.cs b/OpenSim/Framework/IMoneyModule.cs
index 1e09728..71de93a 100644
--- a/OpenSim/Framework/IMoneyModule.cs
+++ b/OpenSim/Framework/IMoneyModule.cs
@@ -40,6 +40,7 @@ namespace OpenSim.Framework
40 bool AmountCovered(UUID agentID, int amount); 40 bool AmountCovered(UUID agentID, int amount);
41 void ApplyCharge(UUID agentID, int amount, string text); 41 void ApplyCharge(UUID agentID, int amount, string text);
42 void ApplyUploadCharge(UUID agentID, int amount, string text); 42 void ApplyUploadCharge(UUID agentID, int amount, string text);
43 void MoveMoney(UUID fromUser, UUID toUser, int amount, string text);
43 44
44 int UploadCharge { get; } 45 int UploadCharge { get; }
45 int GroupCreationCharge { get; } 46 int GroupCreationCharge { get; }
diff --git a/OpenSim/Framework/LandData.cs b/OpenSim/Framework/LandData.cs
index bf2ecf2..dcaa46d 100644
--- a/OpenSim/Framework/LandData.cs
+++ b/OpenSim/Framework/LandData.cs
@@ -67,7 +67,7 @@ namespace OpenSim.Framework
67 67
68 private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark | 68 private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark |
69 (uint) ParcelFlags.AllowAPrimitiveEntry | 69 (uint) ParcelFlags.AllowAPrimitiveEntry |
70 (uint) ParcelFlags.AllowDeedToGroup | (uint) ParcelFlags.AllowTerraform | 70 (uint) ParcelFlags.AllowDeedToGroup |
71 (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts | 71 (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts |
72 (uint) ParcelFlags.SoundLocal | (uint) ParcelFlags.AllowVoiceChat; 72 (uint) ParcelFlags.SoundLocal | (uint) ParcelFlags.AllowVoiceChat;
73 73
diff --git a/OpenSim/Framework/ObjectChangeData.cs b/OpenSim/Framework/ObjectChangeData.cs
new file mode 100644
index 0000000..8d56291
--- /dev/null
+++ b/OpenSim/Framework/ObjectChangeData.cs
@@ -0,0 +1,80 @@
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 OpenMetaverse;
29
30namespace OpenSim.Framework
31{
32 public enum ObjectChangeType : uint
33 {
34 // bits definitions
35 Position = 0x01,
36 Rotation = 0x02,
37 Scale = 0x04,
38 Group = 0x08,
39 UniformScale = 0x10,
40
41 // macros from above
42 // single prim
43 primP = 0x01,
44 primR = 0x02,
45 primPR = 0x03,
46 primS = 0x04,
47 primPS = 0x05,
48 primRS = 0x06,
49 primPSR = 0x07,
50
51 primUS = 0x14,
52 primPUS = 0x15,
53 primRUS = 0x16,
54 primPUSR = 0x17,
55
56 // group
57 groupP = 0x09,
58 groupR = 0x0A,
59 groupPR = 0x0B,
60 groupS = 0x0C,
61 groupPS = 0x0D,
62 groupRS = 0x0E,
63 groupPSR = 0x0F,
64
65 groupUS = 0x1C,
66 groupPUS = 0x1D,
67 groupRUS = 0x1E,
68 groupPUSR = 0x1F,
69
70 PRSmask = 0x07
71 }
72
73 public struct ObjectChangeData
74 {
75 public Quaternion rotation;
76 public Vector3 position;
77 public Vector3 scale;
78 public ObjectChangeType change;
79 }
80}
diff --git a/OpenSim/Framework/ParcelMediaCommandEnum.cs b/OpenSim/Framework/ParcelMediaCommandEnum.cs
index 93c41ec..e714382 100644
--- a/OpenSim/Framework/ParcelMediaCommandEnum.cs
+++ b/OpenSim/Framework/ParcelMediaCommandEnum.cs
@@ -27,7 +27,7 @@
27 27
28namespace OpenSim.Framework 28namespace OpenSim.Framework
29{ 29{
30 public enum ParcelMediaCommandEnum 30 public enum ParcelMediaCommandEnum : int
31 { 31 {
32 Stop = 0, 32 Stop = 0,
33 Pause = 1, 33 Pause = 1,
diff --git a/OpenSim/Framework/PluginLoader.cs b/OpenSim/Framework/PluginLoader.cs
index 819cb7b..cc80943 100644
--- a/OpenSim/Framework/PluginLoader.cs
+++ b/OpenSim/Framework/PluginLoader.cs
@@ -244,13 +244,22 @@ namespace OpenSim.Framework
244 // The Mono addin manager (in Mono.Addins.dll version 0.2.0.0) 244 // The Mono addin manager (in Mono.Addins.dll version 0.2.0.0)
245 // occasionally seems to corrupt its addin cache 245 // occasionally seems to corrupt its addin cache
246 // Hence, as a temporary solution we'll remove it before each startup 246 // Hence, as a temporary solution we'll remove it before each startup
247
248 string customDir = Environment.GetEnvironmentVariable ("MONO_ADDINS_REGISTRY");
249 string v0 = "addin-db-000";
250 string v1 = "addin-db-001";
251 if (customDir != null && customDir != String.Empty)
252 {
253 v0 = Path.Combine(customDir, v0);
254 v1 = Path.Combine(customDir, v1);
255 }
247 try 256 try
248 { 257 {
249 if (Directory.Exists("addin-db-000")) 258 if (Directory.Exists(v0))
250 Directory.Delete("addin-db-000", true); 259 Directory.Delete(v0, true);
251 260
252 if (Directory.Exists("addin-db-001")) 261 if (Directory.Exists(v1))
253 Directory.Delete("addin-db-001", true); 262 Directory.Delete(v1, true);
254 } 263 }
255 catch (IOException) 264 catch (IOException)
256 { 265 {
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 1b6a1d2..c6ccc9e 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -720,7 +720,12 @@ namespace OpenSim.Framework
720 return _lightColorR; 720 return _lightColorR;
721 } 721 }
722 set { 722 set {
723 _lightColorR = value; 723 if (value < 0)
724 _lightColorR = 0;
725 else if (value > 1.0f)
726 _lightColorR = 1.0f;
727 else
728 _lightColorR = value;
724 } 729 }
725 } 730 }
726 731
@@ -729,7 +734,12 @@ namespace OpenSim.Framework
729 return _lightColorG; 734 return _lightColorG;
730 } 735 }
731 set { 736 set {
732 _lightColorG = value; 737 if (value < 0)
738 _lightColorG = 0;
739 else if (value > 1.0f)
740 _lightColorG = 1.0f;
741 else
742 _lightColorG = value;
733 } 743 }
734 } 744 }
735 745
@@ -738,7 +748,12 @@ namespace OpenSim.Framework
738 return _lightColorB; 748 return _lightColorB;
739 } 749 }
740 set { 750 set {
741 _lightColorB = value; 751 if (value < 0)
752 _lightColorB = 0;
753 else if (value > 1.0f)
754 _lightColorB = 1.0f;
755 else
756 _lightColorB = value;
742 } 757 }
743 } 758 }
744 759
@@ -747,7 +762,12 @@ namespace OpenSim.Framework
747 return _lightColorA; 762 return _lightColorA;
748 } 763 }
749 set { 764 set {
750 _lightColorA = value; 765 if (value < 0)
766 _lightColorA = 0;
767 else if (value > 1.0f)
768 _lightColorA = 1.0f;
769 else
770 _lightColorA = value;
751 } 771 }
752 } 772 }
753 773
@@ -861,6 +881,11 @@ namespace OpenSim.Framework
861 881
862 public ulong GetMeshKey(Vector3 size, float lod) 882 public ulong GetMeshKey(Vector3 size, float lod)
863 { 883 {
884 return GetMeshKey(size, lod, false);
885 }
886
887 public ulong GetMeshKey(Vector3 size, float lod, bool convex)
888 {
864 ulong hash = 5381; 889 ulong hash = 5381;
865 890
866 hash = djb2(hash, this.PathCurve); 891 hash = djb2(hash, this.PathCurve);
@@ -906,6 +931,9 @@ namespace OpenSim.Framework
906 hash = djb2(hash, scaleBytes[i]); 931 hash = djb2(hash, scaleBytes[i]);
907 } 932 }
908 933
934 if(convex)
935 hash = djb2(hash, 0xa5);
936
909 return hash; 937 return hash;
910 } 938 }
911 939
@@ -1410,7 +1438,7 @@ namespace OpenSim.Framework
1410 prim.Textures = this.Textures; 1438 prim.Textures = this.Textures;
1411 1439
1412 prim.Properties = new Primitive.ObjectProperties(); 1440 prim.Properties = new Primitive.ObjectProperties();
1413 prim.Properties.Name = "Primitive"; 1441 prim.Properties.Name = "Object";
1414 prim.Properties.Description = ""; 1442 prim.Properties.Description = "";
1415 prim.Properties.CreatorID = UUID.Zero; 1443 prim.Properties.CreatorID = UUID.Zero;
1416 prim.Properties.GroupID = UUID.Zero; 1444 prim.Properties.GroupID = UUID.Zero;
diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs
index a505524..1b2f681 100644
--- a/OpenSim/Framework/RegionInfo.cs
+++ b/OpenSim/Framework/RegionInfo.cs
@@ -40,6 +40,7 @@ using OpenMetaverse.StructuredData;
40 40
41namespace OpenSim.Framework 41namespace OpenSim.Framework
42{ 42{
43 [Serializable]
43 public class RegionLightShareData : ICloneable 44 public class RegionLightShareData : ICloneable
44 { 45 {
45 public bool valid = false; 46 public bool valid = false;
@@ -102,6 +103,7 @@ namespace OpenSim.Framework
102 103
103 public bool commFailTF = false; 104 public bool commFailTF = false;
104 public ConfigurationMember configMember; 105 public ConfigurationMember configMember;
106 public string DataStore = String.Empty;
105 public string RegionFile = String.Empty; 107 public string RegionFile = String.Empty;
106 public bool isSandbox = false; 108 public bool isSandbox = false;
107 public bool Persistent = true; 109 public bool Persistent = true;
@@ -649,6 +651,9 @@ namespace OpenSim.Framework
649 string location = String.Format("{0},{1}", m_regionLocX, m_regionLocY); 651 string location = String.Format("{0},{1}", m_regionLocX, m_regionLocY);
650 config.Set("Location", location); 652 config.Set("Location", location);
651 653
654 if (DataStore != String.Empty)
655 config.Set("Datastore", DataStore);
656
652 config.Set("InternalAddress", m_internalEndPoint.Address.ToString()); 657 config.Set("InternalAddress", m_internalEndPoint.Address.ToString());
653 config.Set("InternalPort", m_internalEndPoint.Port); 658 config.Set("InternalPort", m_internalEndPoint.Port);
654 659
@@ -834,6 +839,9 @@ namespace OpenSim.Framework
834 case "sim_location_y": 839 case "sim_location_y":
835 m_regionLocY = (uint) configuration_result; 840 m_regionLocY = (uint) configuration_result;
836 break; 841 break;
842 case "datastore":
843 DataStore = (string) configuration_result;
844 break;
837 case "internal_ip_address": 845 case "internal_ip_address":
838 IPAddress address = (IPAddress) configuration_result; 846 IPAddress address = (IPAddress) configuration_result;
839 m_internalEndPoint = new IPEndPoint(address, 0); 847 m_internalEndPoint = new IPEndPoint(address, 0);
@@ -984,6 +992,11 @@ namespace OpenSim.Framework
984 return regionInfo; 992 return regionInfo;
985 } 993 }
986 994
995 public int getInternalEndPointPort()
996 {
997 return m_internalEndPoint.Port;
998 }
999
987 public Dictionary<string, object> ToKeyValuePairs() 1000 public Dictionary<string, object> ToKeyValuePairs()
988 { 1001 {
989 Dictionary<string, object> kvp = new Dictionary<string, object>(); 1002 Dictionary<string, object> kvp = new Dictionary<string, object>();
@@ -1002,4 +1015,4 @@ namespace OpenSim.Framework
1002 return kvp; 1015 return kvp;
1003 } 1016 }
1004 } 1017 }
1005} \ No newline at end of file 1018}
diff --git a/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs b/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
index a2f5d9c..c7caf6f 100644
--- a/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
+++ b/OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Framework.RegionLoader.Web
48 48
49 public RegionInfo[] LoadRegions() 49 public RegionInfo[] LoadRegions()
50 { 50 {
51 int tries = 3;
52 int wait = 2000;
53
51 if (m_configSource == null) 54 if (m_configSource == null)
52 { 55 {
53 m_log.Error("[WEBLOADER]: Unable to load configuration source!"); 56 m_log.Error("[WEBLOADER]: Unable to load configuration source!");
@@ -66,63 +69,72 @@ namespace OpenSim.Framework.RegionLoader.Web
66 } 69 }
67 else 70 else
68 { 71 {
69 RegionInfo[] regionInfos = new RegionInfo[] {}; 72 while(tries > 0)
70 int regionCount = 0; 73 {
71 HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url); 74 RegionInfo[] regionInfos = new RegionInfo[] {};
72 webRequest.Timeout = 30000; //30 Second Timeout 75 int regionCount = 0;
73 m_log.DebugFormat("[WEBLOADER]: Sending download request to {0}", url); 76 HttpWebRequest webRequest = (HttpWebRequest) WebRequest.Create(url);
77 webRequest.Timeout = 30000; //30 Second Timeout
78 m_log.DebugFormat("[WEBLOADER]: Sending download request to {0}", url);
74 79
75 try 80 try
76 { 81 {
77 HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse(); 82 HttpWebResponse webResponse = (HttpWebResponse) webRequest.GetResponse();
78 m_log.Debug("[WEBLOADER]: Downloading region information..."); 83 m_log.Debug("[WEBLOADER]: Downloading region information...");
79 StreamReader reader = new StreamReader(webResponse.GetResponseStream()); 84 StreamReader reader = new StreamReader(webResponse.GetResponseStream());
80 string xmlSource = String.Empty; 85 string xmlSource = String.Empty;
81 string tempStr = reader.ReadLine(); 86 string tempStr = reader.ReadLine();
82 while (tempStr != null) 87 while (tempStr != null)
83 { 88 {
84 xmlSource = xmlSource + tempStr; 89 xmlSource = xmlSource + tempStr;
85 tempStr = reader.ReadLine(); 90 tempStr = reader.ReadLine();
86 } 91 }
87 m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " + 92 m_log.Debug("[WEBLOADER]: Done downloading region information from server. Total Bytes: " +
88 xmlSource.Length); 93 xmlSource.Length);
89 XmlDocument xmlDoc = new XmlDocument(); 94 XmlDocument xmlDoc = new XmlDocument();
90 xmlDoc.LoadXml(xmlSource); 95 xmlDoc.LoadXml(xmlSource);
91 if (xmlDoc.FirstChild.Name == "Regions") 96 if (xmlDoc.FirstChild.Name == "Regions")
92 { 97 {
93 regionCount = xmlDoc.FirstChild.ChildNodes.Count; 98 regionCount = xmlDoc.FirstChild.ChildNodes.Count;
94 99
95 if (regionCount > 0) 100 if (regionCount > 0)
96 { 101 {
97 regionInfos = new RegionInfo[regionCount]; 102 regionInfos = new RegionInfo[regionCount];
98 int i; 103 int i;
99 for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++) 104 for (i = 0; i < xmlDoc.FirstChild.ChildNodes.Count; i++)
100 { 105 {
101 m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml); 106 m_log.Debug(xmlDoc.FirstChild.ChildNodes[i].OuterXml);
102 regionInfos[i] = 107 regionInfos[i] =
103 new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource); 108 new RegionInfo("REGION CONFIG #" + (i + 1), xmlDoc.FirstChild.ChildNodes[i],false,m_configSource);
104 } 109 }
105 } 110 }
106 } 111 }
107 } 112 }
108 catch (WebException ex) 113 catch (WebException ex)
109 { 114 {
110 if (((HttpWebResponse)ex.Response).StatusCode == HttpStatusCode.NotFound) 115 if (((HttpWebResponse)ex.Response).StatusCode == HttpStatusCode.NotFound)
116 {
117 if (!allowRegionless)
118 throw ex;
119 }
120 else
121 throw ex;
122 }
123
124 if (regionCount > 0 | allowRegionless)
125 return regionInfos;
126
127 m_log.Debug("[WEBLOADER]: Request yielded no regions.");
128 tries--;
129 if (tries > 0)
111 { 130 {
112 if (!allowRegionless) 131 m_log.Debug("[WEBLOADER]: Retrying");
113 throw ex; 132 System.Threading.Thread.Sleep(wait);
114 } 133 }
115 else 134 }
116 throw ex;
117 }
118 135
119 if (regionCount > 0 | allowRegionless) 136 m_log.Error("[WEBLOADER]: No region configs were available.");
120 return regionInfos; 137 return null;
121 else
122 {
123 m_log.Error("[WEBLOADER]: No region configs were available.");
124 return null;
125 }
126 } 138 }
127 } 139 }
128 } 140 }
diff --git a/OpenSim/Framework/RegionSettings.cs b/OpenSim/Framework/RegionSettings.cs
index 4ce3392..c142bd9 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -455,6 +455,28 @@ namespace OpenSim.Framework
455 set { m_LoadedCreationID = value; } 455 set { m_LoadedCreationID = value; }
456 } 456 }
457 457
458 private bool m_GodBlockSearch = false;
459 public bool GodBlockSearch
460 {
461 get { return m_GodBlockSearch; }
462 set { m_GodBlockSearch = value; }
463 }
464
465 private bool m_Casino = false;
466 public bool Casino
467 {
468 get { return m_Casino; }
469 set { m_Casino = value; }
470 }
471
472 // Telehub support
473 private bool m_TelehubEnabled = false;
474 public bool HasTelehub
475 {
476 get { return m_TelehubEnabled; }
477 set { m_TelehubEnabled = value; }
478 }
479
458 // Connected Telehub object 480 // Connected Telehub object
459 private UUID m_TelehubObject; 481 private UUID m_TelehubObject;
460 public UUID TelehubObject 482 public UUID TelehubObject
diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
index 06a8021..87d04f8 100644
--- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs
+++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
@@ -308,7 +308,7 @@ namespace OpenSim.Framework.Servers
308 308
309 EnhanceVersionInformation(); 309 EnhanceVersionInformation();
310 310
311 m_log.Info("[STARTUP]: OpenSimulator version: " + m_version + Environment.NewLine); 311 m_log.Info("[STARTUP]: Careminster version: " + m_version + Environment.NewLine);
312 // clr version potentially is more confusing than helpful, since it doesn't tell us if we're running under Mono/MS .NET and 312 // clr version potentially is more confusing than helpful, since it doesn't tell us if we're running under Mono/MS .NET and
313 // the clr version number doesn't match the project version number under Mono. 313 // the clr version number doesn't match the project version number under Mono.
314 //m_log.Info("[STARTUP]: Virtual machine runtime version: " + Environment.Version + Environment.NewLine); 314 //m_log.Info("[STARTUP]: Virtual machine runtime version: " + Environment.Version + Environment.NewLine);
diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
index 0fbf90a..63b9396 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -1539,11 +1539,34 @@ namespace OpenSim.Framework.Servers.HttpServer
1539 1539
1540 internal void DoHTTPGruntWork(Hashtable responsedata, OSHttpResponse response) 1540 internal void DoHTTPGruntWork(Hashtable responsedata, OSHttpResponse response)
1541 { 1541 {
1542 //m_log.Info("[BASE HTTP SERVER]: Doing HTTP Grunt work with response"); 1542 int responsecode;
1543 int responsecode = (int)responsedata["int_response_code"]; 1543 string responseString;
1544 string responseString = (string)responsedata["str_response_string"]; 1544 string contentType;
1545 string contentType = (string)responsedata["content_type"];
1546 1545
1546 if (responsedata == null)
1547 {
1548 responsecode = 500;
1549 responseString = "No response could be obtained";
1550 contentType = "text/plain";
1551 responsedata = new Hashtable();
1552 }
1553 else
1554 {
1555 try
1556 {
1557 //m_log.Info("[BASE HTTP SERVER]: Doing HTTP Grunt work with response");
1558 responsecode = (int)responsedata["int_response_code"];
1559 responseString = (string)responsedata["str_response_string"];
1560 contentType = (string)responsedata["content_type"];
1561 }
1562 catch
1563 {
1564 responsecode = 500;
1565 responseString = "No response could be obtained";
1566 contentType = "text/plain";
1567 responsedata = new Hashtable();
1568 }
1569 }
1547 1570
1548 if (responsedata.ContainsKey("error_status_text")) 1571 if (responsedata.ContainsKey("error_status_text"))
1549 { 1572 {
diff --git a/OpenSim/Framework/Servers/VersionInfo.cs b/OpenSim/Framework/Servers/VersionInfo.cs
index 5f01788..016a174 100644
--- a/OpenSim/Framework/Servers/VersionInfo.cs
+++ b/OpenSim/Framework/Servers/VersionInfo.cs
@@ -29,11 +29,11 @@ namespace OpenSim
29{ 29{
30 public class VersionInfo 30 public class VersionInfo
31 { 31 {
32 private const string VERSION_NUMBER = "0.7.4"; 32 private const string VERSION_NUMBER = "0.7.4CM";
33 private const Flavour VERSION_FLAVOUR = Flavour.Dev; 33 private const Flavour VERSION_FLAVOUR = Flavour.Dev;
34 34
35 public enum Flavour 35 public enum Flavour
36 { 36 {
37 Unknown, 37 Unknown,
38 Dev, 38 Dev,
39 RC1, 39 RC1,
@@ -50,7 +50,7 @@ namespace OpenSim
50 50
51 public static string GetVersionString(string versionNumber, Flavour flavour) 51 public static string GetVersionString(string versionNumber, Flavour flavour)
52 { 52 {
53 string versionString = "OpenSim " + versionNumber + " " + flavour; 53 string versionString = "Careminster " + versionNumber + " " + flavour;
54 return versionString.PadRight(VERSIONINFO_VERSION_LENGTH); 54 return versionString.PadRight(VERSIONINFO_VERSION_LENGTH);
55 } 55 }
56 56
diff --git a/OpenSim/Framework/TaskInventoryDictionary.cs b/OpenSim/Framework/TaskInventoryDictionary.cs
index 421bd5d..814758a 100644
--- a/OpenSim/Framework/TaskInventoryDictionary.cs
+++ b/OpenSim/Framework/TaskInventoryDictionary.cs
@@ -27,9 +27,13 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Threading;
31using System.Reflection;
30using System.Xml; 32using System.Xml;
33using System.Diagnostics;
31using System.Xml.Schema; 34using System.Xml.Schema;
32using System.Xml.Serialization; 35using System.Xml.Serialization;
36using log4net;
33using OpenMetaverse; 37using OpenMetaverse;
34 38
35namespace OpenSim.Framework 39namespace OpenSim.Framework
@@ -45,6 +49,155 @@ namespace OpenSim.Framework
45 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
46 50
47 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem)); 51 private static XmlSerializer tiiSerializer = new XmlSerializer(typeof (TaskInventoryItem));
52 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
53
54 private Thread LockedByThread;
55 private string WriterStack;
56
57 private Dictionary<Thread, string> ReadLockers =
58 new Dictionary<Thread, string>();
59
60 /// <value>
61 /// An advanced lock for inventory data
62 /// </value>
63 private System.Threading.ReaderWriterLockSlim m_itemLock = new System.Threading.ReaderWriterLockSlim();
64
65 /// <summary>
66 /// Are we readlocked by the calling thread?
67 /// </summary>
68 public bool IsReadLockedByMe()
69 {
70 if (m_itemLock.RecursiveReadCount > 0)
71 {
72 return true;
73 }
74 else
75 {
76 return false;
77 }
78 }
79
80 /// <summary>
81 /// Lock our inventory list for reading (many can read, one can write)
82 /// </summary>
83 public void LockItemsForRead(bool locked)
84 {
85 if (locked)
86 {
87 if (m_itemLock.IsWriteLockHeld && LockedByThread != null)
88 {
89 if (!LockedByThread.IsAlive)
90 {
91 //Locked by dead thread, reset.
92 m_itemLock = new System.Threading.ReaderWriterLockSlim();
93 }
94 }
95
96 if (m_itemLock.RecursiveReadCount > 0)
97 {
98 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
99 try
100 {
101 StackTrace stackTrace = new StackTrace(); // get call stack
102 StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
103
104 // write call stack method names
105 foreach (StackFrame stackFrame in stackFrames)
106 {
107 m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
108 }
109 }
110 catch
111 {}
112 m_itemLock.ExitReadLock();
113 }
114 if (m_itemLock.RecursiveWriteCount > 0)
115 {
116 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
117 m_itemLock.ExitWriteLock();
118 }
119
120 while (!m_itemLock.TryEnterReadLock(60000))
121 {
122 m_log.Error("Thread lock detected while trying to aquire READ lock in TaskInventoryDictionary. Locked by thread " + LockedByThread.Name + ". I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
123 if (m_itemLock.IsWriteLockHeld)
124 {
125 m_itemLock = new System.Threading.ReaderWriterLockSlim();
126 System.Console.WriteLine("------------------------------------------");
127 System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
128 System.Console.WriteLine("------------------------------------------");
129 System.Console.WriteLine("Locker's call stack:\n" + WriterStack);
130 System.Console.WriteLine("------------------------------------------");
131 LockedByThread = null;
132 ReadLockers.Clear();
133 }
134 }
135 }
136 else
137 {
138 if (m_itemLock.RecursiveReadCount>0)
139 {
140 m_itemLock.ExitReadLock();
141 }
142 }
143 }
144
145 /// <summary>
146 /// Lock our inventory list for writing (many can read, one can write)
147 /// </summary>
148 public void LockItemsForWrite(bool locked)
149 {
150 if (locked)
151 {
152 //Enter a write lock, wait indefinately for one to open.
153 if (m_itemLock.RecursiveReadCount > 0)
154 {
155 m_log.Error("[TaskInventoryDictionary] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
156 m_itemLock.ExitReadLock();
157 }
158 if (m_itemLock.RecursiveWriteCount > 0)
159 {
160 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
161 m_itemLock.ExitWriteLock();
162 }
163 while (!m_itemLock.TryEnterWriteLock(60000))
164 {
165 if (m_itemLock.IsWriteLockHeld)
166 {
167 m_log.Error("Thread lock detected while trying to aquire WRITE lock in TaskInventoryDictionary. Locked by thread " + LockedByThread.Name + ". I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
168 System.Console.WriteLine("------------------------------------------");
169 System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
170 System.Console.WriteLine("------------------------------------------");
171 System.Console.WriteLine("Locker's call stack:\n" + WriterStack);
172 System.Console.WriteLine("------------------------------------------");
173 }
174 else
175 {
176 m_log.Error("Thread lock detected while trying to aquire WRITE lock in TaskInventoryDictionary. Locked by a reader. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
177 System.Console.WriteLine("------------------------------------------");
178 System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
179 System.Console.WriteLine("------------------------------------------");
180 foreach (KeyValuePair<Thread, string> kvp in ReadLockers)
181 {
182 System.Console.WriteLine("Locker name {0} call stack:\n" + kvp.Value, kvp.Key.Name);
183 System.Console.WriteLine("------------------------------------------");
184 }
185 }
186 m_itemLock = new System.Threading.ReaderWriterLockSlim();
187 ReadLockers.Clear();
188 }
189
190 LockedByThread = Thread.CurrentThread;
191 WriterStack = Environment.StackTrace;
192 }
193 else
194 {
195 if (m_itemLock.RecursiveWriteCount > 0)
196 {
197 m_itemLock.ExitWriteLock();
198 }
199 }
200 }
48 201
49 #region ICloneable Members 202 #region ICloneable Members
50 203
@@ -52,14 +205,13 @@ namespace OpenSim.Framework
52 { 205 {
53 TaskInventoryDictionary clone = new TaskInventoryDictionary(); 206 TaskInventoryDictionary clone = new TaskInventoryDictionary();
54 207
55 lock (this) 208 m_itemLock.EnterReadLock();
209 foreach (UUID uuid in Keys)
56 { 210 {
57 foreach (UUID uuid in Keys) 211 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
58 {
59 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
60 }
61 } 212 }
62 213 m_itemLock.ExitReadLock();
214
63 return clone; 215 return clone;
64 } 216 }
65 217
diff --git a/OpenSim/Framework/TaskInventoryItem.cs b/OpenSim/Framework/TaskInventoryItem.cs
index d4bbbfb..7ef8bf7 100644
--- a/OpenSim/Framework/TaskInventoryItem.cs
+++ b/OpenSim/Framework/TaskInventoryItem.cs
@@ -68,6 +68,9 @@ namespace OpenSim.Framework
68 private UUID _loadedID = UUID.Zero; 68 private UUID _loadedID = UUID.Zero;
69 69
70 private bool _ownerChanged = false; 70 private bool _ownerChanged = false;
71
72 // This used ONLY during copy. It can't be relied on at other times!
73 private bool _scriptRunning = true;
71 74
72 public UUID AssetID { 75 public UUID AssetID {
73 get { 76 get {
@@ -340,6 +343,15 @@ namespace OpenSim.Framework
340 } 343 }
341 } 344 }
342 345
346 public bool ScriptRunning {
347 get {
348 return _scriptRunning;
349 }
350 set {
351 _scriptRunning = value;
352 }
353 }
354
343 // See ICloneable 355 // See ICloneable
344 356
345 #region ICloneable Members 357 #region ICloneable Members
diff --git a/OpenSim/Framework/Tests/MundaneFrameworkTests.cs b/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
index 672847d..6fde488 100644
--- a/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
+++ b/OpenSim/Framework/Tests/MundaneFrameworkTests.cs
@@ -217,12 +217,12 @@ namespace OpenSim.Framework.Tests
217 BannedHostNameMask = string.Empty, 217 BannedHostNameMask = string.Empty,
218 BannedUserID = bannedUserId} 218 BannedUserID = bannedUserId}
219 ); 219 );
220 Assert.IsTrue(es.IsBanned(bannedUserId), "User Should be banned but is not."); 220 Assert.IsTrue(es.IsBanned(bannedUserId, 32), "User Should be banned but is not.");
221 Assert.IsFalse(es.IsBanned(UUID.Zero), "User Should not be banned but is."); 221 Assert.IsFalse(es.IsBanned(UUID.Zero, 32), "User Should not be banned but is.");
222 222
223 es.RemoveBan(bannedUserId); 223 es.RemoveBan(bannedUserId);
224 224
225 Assert.IsFalse(es.IsBanned(bannedUserId), "User Should not be banned but is."); 225 Assert.IsFalse(es.IsBanned(bannedUserId, 32), "User Should not be banned but is.");
226 226
227 es.AddEstateManager(UUID.Zero); 227 es.AddEstateManager(UUID.Zero);
228 228
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs
index e03bb74..728cda0 100644
--- a/OpenSim/Framework/Util.cs
+++ b/OpenSim/Framework/Util.cs
@@ -480,19 +480,25 @@ namespace OpenSim.Framework
480 /// </summary> 480 /// </summary>
481 /// <param name="data"></param> 481 /// <param name="data"></param>
482 /// <returns></returns> 482 /// <returns></returns>
483
483 public static string Md5Hash(string data) 484 public static string Md5Hash(string data)
484 { 485 {
485 byte[] dataMd5 = ComputeMD5Hash(data); 486 return Md5Hash(data, Encoding.Default);
487 }
488
489 public static string Md5Hash(string data, Encoding encoding)
490 {
491 byte[] dataMd5 = ComputeMD5Hash(data, encoding);
486 StringBuilder sb = new StringBuilder(); 492 StringBuilder sb = new StringBuilder();
487 for (int i = 0; i < dataMd5.Length; i++) 493 for (int i = 0; i < dataMd5.Length; i++)
488 sb.AppendFormat("{0:x2}", dataMd5[i]); 494 sb.AppendFormat("{0:x2}", dataMd5[i]);
489 return sb.ToString(); 495 return sb.ToString();
490 } 496 }
491 497
492 private static byte[] ComputeMD5Hash(string data) 498 private static byte[] ComputeMD5Hash(string data, Encoding encoding)
493 { 499 {
494 MD5 md5 = MD5.Create(); 500 MD5 md5 = MD5.Create();
495 return md5.ComputeHash(Encoding.Default.GetBytes(data)); 501 return md5.ComputeHash(encoding.GetBytes(data));
496 } 502 }
497 503
498 /// <summary> 504 /// <summary>
@@ -500,6 +506,12 @@ namespace OpenSim.Framework
500 /// </summary> 506 /// </summary>
501 /// <param name="data"></param> 507 /// <param name="data"></param>
502 /// <returns></returns> 508 /// <returns></returns>
509
510 public static string SHA1Hash(string data, Encoding enc)
511 {
512 return SHA1Hash(enc.GetBytes(data));
513 }
514
503 public static string SHA1Hash(string data) 515 public static string SHA1Hash(string data)
504 { 516 {
505 return SHA1Hash(Encoding.Default.GetBytes(data)); 517 return SHA1Hash(Encoding.Default.GetBytes(data));
@@ -1104,19 +1116,19 @@ namespace OpenSim.Framework
1104 { 1116 {
1105 string os = String.Empty; 1117 string os = String.Empty;
1106 1118
1107 if (Environment.OSVersion.Platform != PlatformID.Unix) 1119// if (Environment.OSVersion.Platform != PlatformID.Unix)
1108 { 1120// {
1109 os = Environment.OSVersion.ToString(); 1121// os = Environment.OSVersion.ToString();
1110 } 1122// }
1111 else 1123// else
1112 { 1124// {
1113 os = ReadEtcIssue(); 1125// os = ReadEtcIssue();
1114 } 1126// }
1115 1127//
1116 if (os.Length > 45) 1128// if (os.Length > 45)
1117 { 1129// {
1118 os = os.Substring(0, 45); 1130// os = os.Substring(0, 45);
1119 } 1131// }
1120 1132
1121 return os; 1133 return os;
1122 } 1134 }
@@ -1249,7 +1261,7 @@ namespace OpenSim.Framework
1249 1261
1250 public static Guid GetHashGuid(string data, string salt) 1262 public static Guid GetHashGuid(string data, string salt)
1251 { 1263 {
1252 byte[] hash = ComputeMD5Hash(data + salt); 1264 byte[] hash = ComputeMD5Hash(data + salt, Encoding.Default);
1253 1265
1254 //string s = BitConverter.ToString(hash); 1266 //string s = BitConverter.ToString(hash);
1255 1267
diff --git a/OpenSim/Framework/Watchdog.cs b/OpenSim/Framework/Watchdog.cs
index e93e50e..881b6aa 100644
--- a/OpenSim/Framework/Watchdog.cs
+++ b/OpenSim/Framework/Watchdog.cs
@@ -266,7 +266,7 @@ namespace OpenSim.Framework
266 266
267 lock (m_threads) 267 lock (m_threads)
268 { 268 {
269 int now = Environment.TickCount & Int32.MaxValue; 269 int now = Environment.TickCount;
270 270
271 foreach (ThreadWatchdogInfo threadInfo in m_threads.Values) 271 foreach (ThreadWatchdogInfo threadInfo in m_threads.Values)
272 { 272 {
@@ -302,4 +302,4 @@ namespace OpenSim.Framework
302 m_watchdogTimer.Start(); 302 m_watchdogTimer.Start();
303 } 303 }
304 } 304 }
305} \ No newline at end of file 305}
diff --git a/OpenSim/Framework/WebUtil.cs b/OpenSim/Framework/WebUtil.cs
index ead8f46..aac575c 100644
--- a/OpenSim/Framework/WebUtil.cs
+++ b/OpenSim/Framework/WebUtil.cs
@@ -206,6 +206,7 @@ namespace OpenSim.Framework
206 catch (Exception ex) 206 catch (Exception ex)
207 { 207 {
208 errorMessage = ex.Message; 208 errorMessage = ex.Message;
209 m_log.Debug("[WEB UTIL]: Exception making request: " + ex.ToString());
209 } 210 }
210 finally 211 finally
211 { 212 {
@@ -276,7 +277,7 @@ namespace OpenSim.Framework
276 /// </summary> 277 /// </summary>
277 public static OSDMap PostToService(string url, NameValueCollection data) 278 public static OSDMap PostToService(string url, NameValueCollection data)
278 { 279 {
279 return ServiceFormRequest(url,data,10000); 280 return ServiceFormRequest(url,data, 20000);
280 } 281 }
281 282
282 public static OSDMap ServiceFormRequest(string url, NameValueCollection data, int timeout) 283 public static OSDMap ServiceFormRequest(string url, NameValueCollection data, int timeout)
@@ -905,11 +906,18 @@ namespace OpenSim.Framework
905 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception> 906 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception>
906 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj) 907 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj)
907 { 908 {
909 return MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, 0);
910 }
911
912 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj, int pTimeout)
913 {
908 Type type = typeof(TRequest); 914 Type type = typeof(TRequest);
909 TResponse deserial = default(TResponse); 915 TResponse deserial = default(TResponse);
910 916
911 WebRequest request = WebRequest.Create(requestUrl); 917 WebRequest request = WebRequest.Create(requestUrl);
912 request.Method = verb; 918 request.Method = verb;
919 if (pTimeout != 0)
920 request.Timeout = pTimeout * 1000;
913 921
914 if ((verb == "POST") || (verb == "PUT")) 922 if ((verb == "POST") || (verb == "PUT"))
915 { 923 {
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 59b6b21..fb1e831 100644
--- a/OpenSim/Region/Application/OpenSim.cs
+++ b/OpenSim/Region/Application/OpenSim.cs
@@ -479,7 +479,7 @@ namespace OpenSim
479 if (alert != null) 479 if (alert != null)
480 presence.ControllingClient.Kick(alert); 480 presence.ControllingClient.Kick(alert);
481 else 481 else
482 presence.ControllingClient.Kick("\nThe OpenSim manager kicked you out.\n"); 482 presence.ControllingClient.Kick("\nYou have been logged out by an administrator.\n");
483 483
484 // ...and close on our side 484 // ...and close on our side
485 presence.Scene.IncomingCloseAgent(presence.UUID); 485 presence.Scene.IncomingCloseAgent(presence.UUID);
@@ -1201,7 +1201,7 @@ namespace OpenSim
1201 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1201 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1202 } 1202 }
1203 } 1203 }
1204 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1204 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1205 } 1205 }
1206 else 1206 else
1207 { 1207 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 5de3f25..ddc7f10 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -97,6 +97,10 @@ namespace OpenSim
97 97
98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>(); 98 protected List<IApplicationPlugin> m_plugins = new List<IApplicationPlugin>();
99 99
100 private List<string> m_permsModules;
101
102 private bool m_securePermissionsLoading = true;
103
100 /// <value> 104 /// <value>
101 /// The config information passed into the OpenSimulator region server. 105 /// The config information passed into the OpenSimulator region server.
102 /// </value> 106 /// </value>
@@ -201,6 +205,11 @@ namespace OpenSim
201 CreatePIDFile(pidFile); 205 CreatePIDFile(pidFile);
202 206
203 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty); 207 userStatsURI = startupConfig.GetString("Stats_URI", String.Empty);
208
209 m_securePermissionsLoading = startupConfig.GetBoolean("SecurePermissionsLoading", true);
210
211 string permissionModules = startupConfig.GetString("permissionmodules", "DefaultPermissionsModule");
212 m_permsModules = new List<string>(permissionModules.Split(','));
204 } 213 }
205 214
206 // Load the simulation data service 215 // Load the simulation data service
@@ -229,6 +238,12 @@ namespace OpenSim
229 m_moduleLoader = new ModuleLoader(m_config.Source); 238 m_moduleLoader = new ModuleLoader(m_config.Source);
230 239
231 LoadPlugins(); 240 LoadPlugins();
241
242 if (m_plugins.Count == 0) // We failed to load any modules. Mono Addins glitch!
243 {
244 Environment.Exit(1);
245 }
246
232 foreach (IApplicationPlugin plugin in m_plugins) 247 foreach (IApplicationPlugin plugin in m_plugins)
233 { 248 {
234 plugin.PostInitialise(); 249 plugin.PostInitialise();
@@ -379,7 +394,41 @@ namespace OpenSim
379 } 394 }
380 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing..."); 395 else m_log.Error("[REGIONMODULES]: The new RegionModulesController is missing...");
381 396
397 if (m_securePermissionsLoading)
398 {
399 foreach (string s in m_permsModules)
400 {
401 if (!scene.RegionModules.ContainsKey(s))
402 {
403 bool found = false;
404 foreach (IRegionModule m in modules)
405 {
406 if (m.Name == s)
407 {
408 found = true;
409 }
410 }
411 if (!found)
412 {
413 m_log.Fatal("[MODULES]: Required module " + s + " not found.");
414 Environment.Exit(0);
415 }
416 }
417 }
418 }
419
382 scene.SetModuleInterfaces(); 420 scene.SetModuleInterfaces();
421// First Step of bootreport sequence
422 if (scene.SnmpService != null)
423 {
424 scene.SnmpService.ColdStart(1,scene);
425 scene.SnmpService.LinkDown(scene);
426 }
427
428 if (scene.SnmpService != null)
429 {
430 scene.SnmpService.BootInfo("Loading prins", scene);
431 }
383 432
384 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null) 433 while (regionInfo.EstateSettings.EstateOwner == UUID.Zero && MainConsole.Instance != null)
385 SetUpEstateOwner(scene); 434 SetUpEstateOwner(scene);
@@ -393,6 +442,11 @@ namespace OpenSim
393 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID); 442 scene.loadAllLandObjectsFromStorage(regionInfo.originRegionID);
394 scene.EventManager.TriggerParcelPrimCountUpdate(); 443 scene.EventManager.TriggerParcelPrimCountUpdate();
395 444
445 if (scene.SnmpService != null)
446 {
447 scene.SnmpService.BootInfo("Grid Registration in progress", scene);
448 }
449
396 try 450 try
397 { 451 {
398 scene.RegisterRegionWithGrid(); 452 scene.RegisterRegionWithGrid();
@@ -403,15 +457,29 @@ namespace OpenSim
403 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}", 457 "[STARTUP]: Registration of region with grid failed, aborting startup due to {0} {1}",
404 e.Message, e.StackTrace); 458 e.Message, e.StackTrace);
405 459
460 if (scene.SnmpService != null)
461 {
462 scene.SnmpService.Critical("Grid registration failed. Startup aborted.", scene);
463 }
406 // Carrying on now causes a lot of confusion down the 464 // Carrying on now causes a lot of confusion down the
407 // line - we need to get the user's attention 465 // line - we need to get the user's attention
408 Environment.Exit(1); 466 Environment.Exit(1);
409 } 467 }
410 468
469 if (scene.SnmpService != null)
470 {
471 scene.SnmpService.BootInfo("Grid Registration done", scene);
472 }
473
411 // We need to do this after we've initialized the 474 // We need to do this after we've initialized the
412 // scripting engines. 475 // scripting engines.
413 scene.CreateScriptInstances(); 476 scene.CreateScriptInstances();
414 477
478 if (scene.SnmpService != null)
479 {
480 scene.SnmpService.BootInfo("ScriptEngine started", scene);
481 }
482
415 m_sceneManager.Add(scene); 483 m_sceneManager.Add(scene);
416 484
417 if (m_autoCreateClientStack) 485 if (m_autoCreateClientStack)
@@ -420,6 +488,10 @@ namespace OpenSim
420 clientServer.Start(); 488 clientServer.Start();
421 } 489 }
422 490
491 if (scene.SnmpService != null)
492 {
493 scene.SnmpService.BootInfo("Initializing region modules", scene);
494 }
423 if (do_post_init) 495 if (do_post_init)
424 { 496 {
425 foreach (IRegionModule module in modules) 497 foreach (IRegionModule module in modules)
@@ -431,6 +503,12 @@ namespace OpenSim
431 503
432 mscene = scene; 504 mscene = scene;
433 505
506 if (scene.SnmpService != null)
507 {
508 scene.SnmpService.BootInfo("The region is operational", scene);
509 scene.SnmpService.LinkUp(scene);
510 }
511
434 scene.Start(); 512 scene.Start();
435 513
436 scene.StartScripts(); 514 scene.StartScripts();
@@ -550,6 +628,11 @@ namespace OpenSim
550 private void ShutdownRegion(Scene scene) 628 private void ShutdownRegion(Scene scene)
551 { 629 {
552 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName); 630 m_log.DebugFormat("[SHUTDOWN]: Shutting down region {0}", scene.RegionInfo.RegionName);
631 if (scene.SnmpService != null)
632 {
633 scene.SnmpService.BootInfo("The region is shutting down", scene);
634 scene.SnmpService.LinkDown(scene);
635 }
553 IRegionModulesController controller; 636 IRegionModulesController controller;
554 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller)) 637 if (ApplicationRegistry.TryGet<IRegionModulesController>(out controller))
555 { 638 {
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
index 8ec2f20..ef6dedb 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
@@ -96,7 +96,10 @@ namespace OpenSim.Region.ClientStack.Linden
96 // private static readonly string m_fetchInventoryPath = "0006/"; 96 // private static readonly string m_fetchInventoryPath = "0006/";
97 private static readonly string m_copyFromNotecardPath = "0007/"; 97 private static readonly string m_copyFromNotecardPath = "0007/";
98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule. 98 // private static readonly string m_remoteParcelRequestPath = "0009/";// This is in the LandManagementModule.
99 99 private static readonly string m_getObjectPhysicsDataPath = "0101/";
100 private static readonly string m_getObjectCostPath = "0102/";
101 private static readonly string m_ResourceCostSelectedPath = "0103/";
102
100 103
101 // These are callbacks which will be setup by the scene so that we can update scene data when we 104 // These are callbacks which will be setup by the scene so that we can update scene data when we
102 // receive capability calls 105 // receive capability calls
@@ -186,7 +189,14 @@ namespace OpenSim.Region.ClientStack.Linden
186 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 189 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
187 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 190 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
188 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard)); 191 m_HostCapsObj.RegisterHandler("CopyInventoryFromNotecard", new RestStreamHandler("POST", capsBase + m_copyFromNotecardPath, CopyInventoryFromNotecard));
189 192 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
193 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
194 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
195 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
196 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
197 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
198
199
190 // As of RC 1.22.9 of the Linden client this is 200 // As of RC 1.22.9 of the Linden client this is
191 // supported 201 // supported
192 202
@@ -819,6 +829,151 @@ namespace OpenSim.Region.ClientStack.Linden
819 response["int_response_code"] = 200; 829 response["int_response_code"] = 200;
820 return LLSDHelpers.SerialiseLLSDReply(response); 830 return LLSDHelpers.SerialiseLLSDReply(response);
821 } 831 }
832
833 public string GetObjectPhysicsData(string request, string path,
834 string param, IOSHttpRequest httpRequest,
835 IOSHttpResponse httpResponse)
836 {
837 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
838 OSDMap resp = new OSDMap();
839 OSDArray object_ids = (OSDArray)req["object_ids"];
840
841 for (int i = 0 ; i < object_ids.Count ; i++)
842 {
843 UUID uuid = object_ids[i].AsUUID();
844
845 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
846 if (obj != null)
847 {
848 OSDMap object_data = new OSDMap();
849
850 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
851 object_data["Density"] = obj.Density;
852 object_data["Friction"] = obj.Friction;
853 object_data["Restitution"] = obj.Bounciness;
854 object_data["GravityMultiplier"] = obj.GravityModifier;
855
856 resp[uuid.ToString()] = object_data;
857 }
858 }
859
860 string response = OSDParser.SerializeLLSDXmlString(resp);
861 return response;
862 }
863
864 public string GetObjectCost(string request, string path,
865 string param, IOSHttpRequest httpRequest,
866 IOSHttpResponse httpResponse)
867 {
868 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
869 OSDMap resp = new OSDMap();
870
871 OSDArray object_ids = (OSDArray)req["object_ids"];
872
873 for (int i = 0; i < object_ids.Count; i++)
874 {
875 UUID uuid = object_ids[i].AsUUID();
876
877 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
878
879 if (part != null)
880 {
881 SceneObjectGroup grp = part.ParentGroup;
882 if (grp != null)
883 {
884 float linksetCost;
885 float linksetPhysCost;
886 float partCost;
887 float partPhysCost;
888
889 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
890
891 OSDMap object_data = new OSDMap();
892 object_data["linked_set_resource_cost"] = linksetCost;
893 object_data["resource_cost"] = partCost;
894 object_data["physics_cost"] = partPhysCost;
895 object_data["linked_set_physics_cost"] = linksetPhysCost;
896
897 resp[uuid.ToString()] = object_data;
898 }
899 }
900 }
901
902 string response = OSDParser.SerializeLLSDXmlString(resp);
903 return response;
904 }
905
906 public string ResourceCostSelected(string request, string path,
907 string param, IOSHttpRequest httpRequest,
908 IOSHttpResponse httpResponse)
909 {
910 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
911 OSDMap resp = new OSDMap();
912
913
914 float phys=0;
915 float stream=0;
916 float simul=0;
917
918 if (req.ContainsKey("selected_roots"))
919 {
920 OSDArray object_ids = (OSDArray)req["selected_roots"];
921
922 // should go by SOG suming costs for all parts
923 // ll v3 works ok with several objects select we get the list and adds ok
924 // FS calls per object so results are wrong guess fs bug
925 for (int i = 0; i < object_ids.Count; i++)
926 {
927 UUID uuid = object_ids[i].AsUUID();
928 float Physc;
929 float simulc;
930 float streamc;
931
932 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
933 if (grp != null)
934 {
935 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
936 phys += Physc;
937 stream += streamc;
938 simul += simulc;
939 }
940 }
941 }
942 else if (req.ContainsKey("selected_prims"))
943 {
944 OSDArray object_ids = (OSDArray)req["selected_prims"];
945
946 // don't see in use in any of the 2 viewers
947 // guess it should be for edit linked but... nothing
948 // should go to SOP per part
949 for (int i = 0; i < object_ids.Count; i++)
950 {
951 UUID uuid = object_ids[i].AsUUID();
952
953 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
954 if (part != null)
955 {
956 phys += part.PhysicsCost;
957 stream += part.StreamingCost;
958 simul += part.SimulationCost;
959 }
960 }
961 }
962
963 if (simul != 0)
964 {
965 OSDMap object_data = new OSDMap();
966
967 object_data["physics"] = phys;
968 object_data["streaming"] = stream;
969 object_data["simulation"] = simul;
970
971 resp["selected"] = object_data;
972 }
973
974 string response = OSDParser.SerializeLLSDXmlString(resp);
975 return response;
976 }
822 } 977 }
823 978
824 public class AssetUploader 979 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 7c07c56..a91b02c 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -805,5 +805,13 @@ namespace OpenSim.Region.ClientStack.Linden
805 { 805 {
806 return EventQueueHelper.BuildEvent(eventName, eventBody); 806 return EventQueueHelper.BuildEvent(eventName, eventBody);
807 } 807 }
808
809 public void partPhysicsProperties(uint localID, byte physhapetype,
810 float density, float friction, float bounce, float gravmod,UUID avatarID)
811 {
812 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
813 density, friction, bounce, gravmod);
814 Enqueue(item, avatarID);
815 }
808 } 816 }
809} 817}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..b9222e3 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -395,5 +395,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 395 return message;
396 } 396 }
397 397
398 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
399 float density, float friction, float bounce, float gravmod)
400 {
401
402 OSDMap physinfo = new OSDMap(6);
403 physinfo["LocalID"] = localID;
404 physinfo["Density"] = density;
405 physinfo["Friction"] = friction;
406 physinfo["GravityMultiplier"] = gravmod;
407 physinfo["Restitution"] = bounce;
408 physinfo["PhysicsShapeType"] = (int)physhapetype;
409
410 OSDArray array = new OSDArray(1);
411 array.Add(physinfo);
412
413 OSDMap llsdBody = new OSDMap(1);
414 llsdBody.Add("ObjectData", array);
415
416 return BuildEvent("ObjectPhysicsProperties", llsdBody);
417 }
398 } 418 }
399} 419}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index ae5cbff..1004be6 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -125,6 +125,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 126 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 127 public event UpdatePrimTexture OnUpdatePrimTexture;
128 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 129 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 130 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 131 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +159,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 159 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 160 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 161 public event CopyInventoryItem OnCopyInventoryItem;
162 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 163 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 164 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 165 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +258,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 258 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 259 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 260 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 261 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 262 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 263 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 264 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +289,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 289 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 290 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 291 public event SendPostcard OnSendPostcard;
292 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 293 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 294 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 295 public event GodlikeMessage onGodlikeMessage;
@@ -336,7 +339,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 339 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 340 /// ownerless phantom.
338 /// 341 ///
339 /// All manipulation of this set has to occur under a lock 342 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 343 ///
341 /// </value> 344 /// </value>
342 protected HashSet<uint> m_killRecord; 345 protected HashSet<uint> m_killRecord;
@@ -344,6 +347,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
344// protected HashSet<uint> m_attachmentsSent; 347// protected HashSet<uint> m_attachmentsSent;
345 348
346 private int m_moneyBalance; 349 private int m_moneyBalance;
350 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 351 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 352 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 353 private AgentUpdateArgs lastarg;
@@ -383,6 +387,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 387 get { return m_startpos; }
384 set { m_startpos = value; } 388 set { m_startpos = value; }
385 } 389 }
390 public bool DeliverPackets
391 {
392 get { return m_deliverPackets; }
393 set {
394 m_deliverPackets = value;
395 m_udpClient.m_deliverPackets = value;
396 }
397 }
386 public UUID AgentId { get { return m_agentId; } } 398 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; set; } 399 public ISceneAgent SceneAgent { get; set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 400 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -485,18 +497,30 @@ namespace OpenSim.Region.ClientStack.LindenUDP
485 497
486 #region Client Methods 498 #region Client Methods
487 499
500
488 /// <summary> 501 /// <summary>
489 /// Shut down the client view 502 /// Shut down the client view
490 /// </summary> 503 /// </summary>
491 public void Close() 504 public void Close()
492 { 505 {
506 Close(true);
507 }
508
509 /// <summary>
510 /// Shut down the client view
511 /// </summary>
512 public void Close(bool sendStop)
513 {
493 m_log.DebugFormat( 514 m_log.DebugFormat(
494 "[CLIENT]: Close has been called for {0} attached to scene {1}", 515 "[CLIENT]: Close has been called for {0} attached to scene {1}",
495 Name, m_scene.RegionInfo.RegionName); 516 Name, m_scene.RegionInfo.RegionName);
496 517
497 // Send the STOP packet 518 if (sendStop)
498 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator); 519 {
499 OutPacket(disable, ThrottleOutPacketType.Unknown); 520 // Send the STOP packet
521 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
522 OutPacket(disable, ThrottleOutPacketType.Unknown);
523 }
500 524
501 IsActive = false; 525 IsActive = false;
502 526
@@ -796,7 +820,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
796 reply.ChatData.OwnerID = fromAgentID; 820 reply.ChatData.OwnerID = fromAgentID;
797 reply.ChatData.SourceID = fromAgentID; 821 reply.ChatData.SourceID = fromAgentID;
798 822
799 OutPacket(reply, ThrottleOutPacketType.Task); 823 OutPacket(reply, ThrottleOutPacketType.Unknown);
800 } 824 }
801 825
802 /// <summary> 826 /// <summary>
@@ -1082,6 +1106,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1082 public virtual void SendLayerData(float[] map) 1106 public virtual void SendLayerData(float[] map)
1083 { 1107 {
1084 Util.FireAndForget(DoSendLayerData, map); 1108 Util.FireAndForget(DoSendLayerData, map);
1109
1110 // Send it sync, and async. It's not that much data
1111 // and it improves user experience just so much!
1112 DoSendLayerData(map);
1085 } 1113 }
1086 1114
1087 /// <summary> 1115 /// <summary>
@@ -1094,16 +1122,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1094 1122
1095 try 1123 try
1096 { 1124 {
1097 //for (int y = 0; y < 16; y++) 1125 for (int y = 0; y < 16; y++)
1098 //{ 1126 {
1099 // for (int x = 0; x < 16; x++) 1127 for (int x = 0; x < 16; x+=4)
1100 // { 1128 {
1101 // SendLayerData(x, y, map); 1129 SendLayerPacket(x, y, map);
1102 // } 1130 }
1103 //} 1131 }
1104
1105 // Send LayerData in a spiral pattern. Fun!
1106 SendLayerTopRight(map, 0, 0, 15, 15);
1107 } 1132 }
1108 catch (Exception e) 1133 catch (Exception e)
1109 { 1134 {
@@ -1111,51 +1136,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1111 } 1136 }
1112 } 1137 }
1113 1138
1114 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1115 {
1116 // Row
1117 for (int i = x1; i <= x2; i++)
1118 SendLayerData(i, y1, map);
1119
1120 // Column
1121 for (int j = y1 + 1; j <= y2; j++)
1122 SendLayerData(x2, j, map);
1123
1124 if (x2 - x1 > 0)
1125 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1126 }
1127
1128 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1129 {
1130 // Row in reverse
1131 for (int i = x2; i >= x1; i--)
1132 SendLayerData(i, y2, map);
1133
1134 // Column in reverse
1135 for (int j = y2 - 1; j >= y1; j--)
1136 SendLayerData(x1, j, map);
1137
1138 if (x2 - x1 > 0)
1139 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1140 }
1141
1142 /// <summary> 1139 /// <summary>
1143 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1140 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1144 /// </summary> 1141 /// </summary>
1145 /// <param name="map">heightmap</param> 1142 /// <param name="map">heightmap</param>
1146 /// <param name="px">X coordinate for patches 0..12</param> 1143 /// <param name="px">X coordinate for patches 0..12</param>
1147 /// <param name="py">Y coordinate for patches 0..15</param> 1144 /// <param name="py">Y coordinate for patches 0..15</param>
1148 // private void SendLayerPacket(float[] map, int y, int x) 1145 private void SendLayerPacket(int x, int y, float[] map)
1149 // { 1146 {
1150 // int[] patches = new int[4]; 1147 int[] patches = new int[4];
1151 // patches[0] = x + 0 + y * 16; 1148 patches[0] = x + 0 + y * 16;
1152 // patches[1] = x + 1 + y * 16; 1149 patches[1] = x + 1 + y * 16;
1153 // patches[2] = x + 2 + y * 16; 1150 patches[2] = x + 2 + y * 16;
1154 // patches[3] = x + 3 + y * 16; 1151 patches[3] = x + 3 + y * 16;
1155 1152
1156 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1153 float[] heightmap = (map.Length == 65536) ?
1157 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1154 map :
1158 // } 1155 LLHeightFieldMoronize(map);
1156
1157 try
1158 {
1159 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1160 OutPacket(layerpack, ThrottleOutPacketType.Land);
1161 }
1162 catch
1163 {
1164 for (int px = x ; px < x + 4 ; px++)
1165 SendLayerData(px, y, map);
1166 }
1167 }
1159 1168
1160 /// <summary> 1169 /// <summary>
1161 /// Sends a specified patch to a client 1170 /// Sends a specified patch to a client
@@ -1175,7 +1184,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1175 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1184 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1176 layerpack.Header.Reliable = true; 1185 layerpack.Header.Reliable = true;
1177 1186
1178 OutPacket(layerpack, ThrottleOutPacketType.Land); 1187 OutPacket(layerpack, ThrottleOutPacketType.Task);
1179 } 1188 }
1180 catch (Exception e) 1189 catch (Exception e)
1181 { 1190 {
@@ -1538,7 +1547,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1538 1547
1539 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1548 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1540 { 1549 {
1541// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1550// foreach (uint id in localIDs)
1551// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1542 1552
1543 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1553 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1544 // TODO: don't create new blocks if recycling an old packet 1554 // TODO: don't create new blocks if recycling an old packet
@@ -2300,6 +2310,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2300 OutPacket(sound, ThrottleOutPacketType.Task); 2310 OutPacket(sound, ThrottleOutPacketType.Task);
2301 } 2311 }
2302 2312
2313 public void SendTransferAbort(TransferRequestPacket transferRequest)
2314 {
2315 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2316 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2317 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2318 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2319 OutPacket(abort, ThrottleOutPacketType.Task);
2320 }
2321
2303 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2322 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2304 { 2323 {
2305 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2324 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2592,6 +2611,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2592 } 2611 }
2593 } 2612 }
2594 2613
2614 public void SendPartPhysicsProprieties(ISceneEntity entity)
2615 {
2616 SceneObjectPart part = (SceneObjectPart)entity;
2617 if (part != null && AgentId != UUID.Zero)
2618 {
2619 try
2620 {
2621 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2622 if (eq != null)
2623 {
2624 uint localid = part.LocalId;
2625 byte physshapetype = part.PhysicsShapeType;
2626 float density = part.Density;
2627 float friction = part.Friction;
2628 float bounce = part.Bounciness;
2629 float gravmod = part.GravityModifier;
2630
2631 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2632 }
2633 }
2634 catch (Exception ex)
2635 {
2636 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2637 }
2638 part.UpdatePhysRequired = false;
2639 }
2640 }
2641
2642
2595 2643
2596 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2644 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2597 { 2645 {
@@ -2747,7 +2795,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2747 reply.Data.ParcelID = parcelID; 2795 reply.Data.ParcelID = parcelID;
2748 reply.Data.OwnerID = land.OwnerID; 2796 reply.Data.OwnerID = land.OwnerID;
2749 reply.Data.Name = Utils.StringToBytes(land.Name); 2797 reply.Data.Name = Utils.StringToBytes(land.Name);
2750 reply.Data.Desc = Utils.StringToBytes(land.Description); 2798 if (land != null && land.Description != null && land.Description != String.Empty)
2799 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2800 else
2801 reply.Data.Desc = new Byte[0];
2751 reply.Data.ActualArea = land.Area; 2802 reply.Data.ActualArea = land.Area;
2752 reply.Data.BillableArea = land.Area; // TODO: what is this? 2803 reply.Data.BillableArea = land.Area; // TODO: what is this?
2753 2804
@@ -3610,7 +3661,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3610 /// </summary> 3661 /// </summary>
3611 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3662 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3612 { 3663 {
3613 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3664 if (entity is SceneObjectPart)
3665 {
3666 SceneObjectPart e = (SceneObjectPart)entity;
3667 SceneObjectGroup g = e.ParentGroup;
3668 if (g.RootPart.Shape.State > 30) // HUD
3669 if (g.OwnerID != AgentId)
3670 return; // Don't send updates for other people's HUDs
3671 }
3672
3614 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3673 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3615 3674
3616 lock (m_entityUpdates.SyncRoot) 3675 lock (m_entityUpdates.SyncRoot)
@@ -3677,211 +3736,238 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3677 3736
3678 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3737 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3679 // condition where a kill can be processed before an out-of-date update for the same object. 3738 // condition where a kill can be processed before an out-of-date update for the same object.
3680 lock (m_killRecord) 3739 float avgTimeDilation = 1.0f;
3740 IEntityUpdate iupdate;
3741 Int32 timeinqueue; // this is just debugging code & can be dropped later
3742
3743 while (updatesThisCall < maxUpdates)
3681 { 3744 {
3682 float avgTimeDilation = 1.0f; 3745 lock (m_entityUpdates.SyncRoot)
3683 IEntityUpdate iupdate; 3746 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3684 Int32 timeinqueue; // this is just debugging code & can be dropped later 3747 break;
3685
3686 while (updatesThisCall < maxUpdates)
3687 {
3688 lock (m_entityUpdates.SyncRoot)
3689 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3690 break;
3691 3748
3692 EntityUpdate update = (EntityUpdate)iupdate; 3749 EntityUpdate update = (EntityUpdate)iupdate;
3693 3750
3694 avgTimeDilation += update.TimeDilation; 3751 avgTimeDilation += update.TimeDilation;
3695 avgTimeDilation *= 0.5f; 3752 avgTimeDilation *= 0.5f;
3696 3753
3697 if (update.Entity is SceneObjectPart) 3754 if (update.Entity is SceneObjectPart)
3755 {
3756 SceneObjectPart part = (SceneObjectPart)update.Entity;
3757
3758 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3759 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3760 // safety measure.
3761 //
3762 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3763 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3764 // updates and kills on different threads with different scheduling strategies, hence this protection.
3765 //
3766 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3767 // after the root prim has been deleted.
3768 lock (m_killRecord)
3698 { 3769 {
3699 SceneObjectPart part = (SceneObjectPart)update.Entity;
3700
3701 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3702 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3703 // safety measure.
3704 //
3705 // If a Linden Lab 1.23.5 client (and possibly later and earlier) receives an object update
3706 // after a kill, it will keep displaying the deleted object until relog. OpenSim currently performs
3707 // updates and kills on different threads with different scheduling strategies, hence this protection.
3708 //
3709 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3710 // after the root prim has been deleted.
3711 if (m_killRecord.Contains(part.LocalId)) 3770 if (m_killRecord.Contains(part.LocalId))
3712 {
3713 // m_log.WarnFormat(
3714 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted",
3715 // part.LocalId, Name);
3716 continue; 3771 continue;
3717 } 3772 if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3718 3773 continue;
3719 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3774 }
3775
3776 if (part.ParentGroup.IsDeleted)
3777 continue;
3778
3779 if (part.ParentGroup.IsAttachment)
3780 { // Someone else's HUD, why are we getting these?
3781 if (part.ParentGroup.OwnerID != AgentId &&
3782 part.ParentGroup.RootPart.Shape.State >= 30)
3783 continue;
3784 ScenePresence sp;
3785 // Owner is not in the sim, don't update it to
3786 // anyone
3787 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3788 continue;
3789
3790 List<SceneObjectGroup> atts = sp.GetAttachments();
3791 bool found = false;
3792 foreach (SceneObjectGroup att in atts)
3720 { 3793 {
3721 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3794 if (att == part.ParentGroup)
3722 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3723 { 3795 {
3724 part.Shape.LightEntry = false; 3796 found = true;
3797 break;
3725 } 3798 }
3726 } 3799 }
3800
3801 // It's an attachment of a valid avatar, but
3802 // doesn't seem to be attached, skip
3803 if (!found)
3804 continue;
3805
3806 // On vehicle crossing, the attachments are received
3807 // while the avatar is still a child. Don't send
3808 // updates here because the LocalId has not yet
3809 // been updated and the viewer will derender the
3810 // attachments until the avatar becomes root.
3811 if (sp.IsChildAgent)
3812 continue;
3727 } 3813 }
3728 3814 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3729 ++updatesThisCall;
3730
3731 #region UpdateFlags to packet type conversion
3732
3733 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3734
3735 bool canUseCompressed = true;
3736 bool canUseImproved = true;
3737
3738 // Compressed object updates only make sense for LL primitives
3739 if (!(update.Entity is SceneObjectPart))
3740 {
3741 canUseCompressed = false;
3742 }
3743
3744 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3745 {
3746 canUseCompressed = false;
3747 canUseImproved = false;
3748 }
3749 else
3750 { 3815 {
3751 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) || 3816 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3752 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) || 3817 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3753 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3754 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3755 {
3756 canUseCompressed = false;
3757 }
3758
3759 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3762 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3763 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3764 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3765 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3766 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3773 { 3818 {
3774 canUseImproved = false; 3819 part.Shape.LightEntry = false;
3775 } 3820 }
3776 } 3821 }
3777 3822 }
3778 #endregion UpdateFlags to packet type conversion 3823
3779 3824 ++updatesThisCall;
3780 #region Block Construction 3825
3781 3826 #region UpdateFlags to packet type conversion
3782 // TODO: Remove this once we can build compressed updates 3827
3828 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3829
3830 bool canUseCompressed = true;
3831 bool canUseImproved = true;
3832
3833 // Compressed object updates only make sense for LL primitives
3834 if (!(update.Entity is SceneObjectPart))
3835 {
3783 canUseCompressed = false; 3836 canUseCompressed = false;
3784 3837 }
3785 if (!canUseImproved && !canUseCompressed) 3838
3786 { 3839 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3787 if (update.Entity is ScenePresence) 3840 {
3788 { 3841 canUseCompressed = false;
3789 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity)); 3842 canUseImproved = false;
3790 objectUpdates.Value.Add(update); 3843 }
3791 } 3844 else
3792 else 3845 {
3793 { 3846 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3794 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId)); 3847 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3795 objectUpdates.Value.Add(update); 3848 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3796 } 3849 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3797 }
3798 else if (!canUseImproved)
3799 { 3850 {
3800 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags)); 3851 canUseCompressed = false;
3801 compressedUpdates.Value.Add(update);
3802 } 3852 }
3803 else 3853
3854 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3855 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3856 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3857 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3858 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3859 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3860 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3861 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3862 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3863 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3864 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3865 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3866 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3867 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3804 { 3868 {
3805 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3869 canUseImproved = false;
3806 {
3807 // Self updates go into a special list
3808 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3809 terseAgentUpdates.Value.Add(update);
3810 }
3811 else
3812 {
3813 // Everything else goes here
3814 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3815 terseUpdates.Value.Add(update);
3816 }
3817 } 3870 }
3818
3819 #endregion Block Construction
3820 } 3871 }
3821
3822
3823 #region Packet Sending
3824 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3825 3872
3826 if (terseAgentUpdateBlocks.IsValueCreated) 3873 #endregion UpdateFlags to packet type conversion
3827 {
3828 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3829 3874
3830 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3875 #region Block Construction
3831 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3832 packet.RegionData.TimeDilation = timeDilation;
3833 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3834 3876
3835 for (int i = 0; i < blocks.Count; i++) 3877 // TODO: Remove this once we can build compressed updates
3836 packet.ObjectData[i] = blocks[i]; 3878 canUseCompressed = false;
3837 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3838 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3839 }
3840 3879
3841 if (objectUpdateBlocks.IsValueCreated) 3880 if (!canUseImproved && !canUseCompressed)
3842 { 3881 {
3843 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3882 if (update.Entity is ScenePresence)
3844 3883 {
3845 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3884 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3846 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3885 }
3847 packet.RegionData.TimeDilation = timeDilation; 3886 else
3848 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3887 {
3849 3888 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3850 for (int i = 0; i < blocks.Count; i++) 3889 }
3851 packet.ObjectData[i] = blocks[i];
3852 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3853 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); });
3854 } 3890 }
3855 3891 else if (!canUseImproved)
3856 if (compressedUpdateBlocks.IsValueCreated)
3857 { 3892 {
3858 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3893 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3859
3860 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3861 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3862 packet.RegionData.TimeDilation = timeDilation;
3863 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3864
3865 for (int i = 0; i < blocks.Count; i++)
3866 packet.ObjectData[i] = blocks[i];
3867 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3868 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3869 } 3894 }
3870 3895 else
3871 if (terseUpdateBlocks.IsValueCreated)
3872 { 3896 {
3873 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3897 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3874 3898 // Self updates go into a special list
3875 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3899 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3876 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3900 else
3877 packet.RegionData.TimeDilation = timeDilation; 3901 // Everything else goes here
3878 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3902 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3879
3880 for (int i = 0; i < blocks.Count; i++)
3881 packet.ObjectData[i] = blocks[i];
3882 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3883 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); });
3884 } 3903 }
3904
3905 #endregion Block Construction
3906 }
3907
3908 #region Packet Sending
3909
3910 const float TIME_DILATION = 1.0f;
3911 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3912
3913 if (terseAgentUpdateBlocks.IsValueCreated)
3914 {
3915 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3916
3917 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3918 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3919 packet.RegionData.TimeDilation = timeDilation;
3920 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3921
3922 for (int i = 0; i < blocks.Count; i++)
3923 packet.ObjectData[i] = blocks[i];
3924
3925 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3926 }
3927
3928 if (objectUpdateBlocks.IsValueCreated)
3929 {
3930 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3931
3932 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3933 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3934 packet.RegionData.TimeDilation = timeDilation;
3935 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3936
3937 for (int i = 0; i < blocks.Count; i++)
3938 packet.ObjectData[i] = blocks[i];
3939
3940 OutPacket(packet, ThrottleOutPacketType.Task, true);
3941 }
3942
3943 if (compressedUpdateBlocks.IsValueCreated)
3944 {
3945 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3946
3947 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3948 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3949 packet.RegionData.TimeDilation = timeDilation;
3950 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3951
3952 for (int i = 0; i < blocks.Count; i++)
3953 packet.ObjectData[i] = blocks[i];
3954
3955 OutPacket(packet, ThrottleOutPacketType.Task, true);
3956 }
3957
3958 if (terseUpdateBlocks.IsValueCreated)
3959 {
3960 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3961
3962 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3963 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3964 packet.RegionData.TimeDilation = timeDilation;
3965 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3966
3967 for (int i = 0; i < blocks.Count; i++)
3968 packet.ObjectData[i] = blocks[i];
3969
3970 OutPacket(packet, ThrottleOutPacketType.Task, true);
3885 } 3971 }
3886 3972
3887 #endregion Packet Sending 3973 #endregion Packet Sending
@@ -4174,11 +4260,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4174 4260
4175 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4261 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4176 // of the object rather than the properties when the packet was created 4262 // of the object rather than the properties when the packet was created
4177 OutPacket(packet, ThrottleOutPacketType.Task, true, 4263 // HACK : Remove intelligent resending until it's fixed in core
4178 delegate(OutgoingPacket oPacket) 4264 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4179 { 4265 // delegate(OutgoingPacket oPacket)
4180 ResendPropertyUpdates(updates, oPacket); 4266 // {
4181 }); 4267 // ResendPropertyUpdates(updates, oPacket);
4268 // });
4269 OutPacket(packet, ThrottleOutPacketType.Task, true);
4182 4270
4183 // pbcnt += blocks.Count; 4271 // pbcnt += blocks.Count;
4184 // ppcnt++; 4272 // ppcnt++;
@@ -4204,11 +4292,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4204 // of the object rather than the properties when the packet was created 4292 // of the object rather than the properties when the packet was created
4205 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4293 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4206 updates.Add(familyUpdates.Value[i]); 4294 updates.Add(familyUpdates.Value[i]);
4207 OutPacket(packet, ThrottleOutPacketType.Task, true, 4295 // HACK : Remove intelligent resending until it's fixed in core
4208 delegate(OutgoingPacket oPacket) 4296 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4209 { 4297 // delegate(OutgoingPacket oPacket)
4210 ResendPropertyUpdates(updates, oPacket); 4298 // {
4211 }); 4299 // ResendPropertyUpdates(updates, oPacket);
4300 // });
4301 OutPacket(packet, ThrottleOutPacketType.Task, true);
4212 4302
4213 // fpcnt++; 4303 // fpcnt++;
4214 // fbcnt++; 4304 // fbcnt++;
@@ -4357,37 +4447,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4357 if (bl[i].BannedUserID == UUID.Zero) 4447 if (bl[i].BannedUserID == UUID.Zero)
4358 continue; 4448 continue;
4359 BannedUsers.Add(bl[i].BannedUserID); 4449 BannedUsers.Add(bl[i].BannedUserID);
4360 }
4361 4450
4362 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4451 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4363 packet.AgentData.TransactionID = UUID.Random(); 4452 {
4364 packet.AgentData.AgentID = AgentId; 4453 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4365 packet.AgentData.SessionID = SessionId; 4454 packet.AgentData.TransactionID = UUID.Random();
4366 packet.MethodData.Invoice = invoice; 4455 packet.AgentData.AgentID = AgentId;
4367 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4456 packet.AgentData.SessionID = SessionId;
4457 packet.MethodData.Invoice = invoice;
4458 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4368 4459
4369 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4460 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4370 4461
4371 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4462 int j;
4372 { 4463 for (j = 0; j < (6 + BannedUsers.Count); j++)
4373 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4464 {
4374 } 4465 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4375 int j = 0; 4466 }
4467 j = 0;
4376 4468
4377 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4469 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4378 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4470 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4379 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4471 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4380 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4472 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4381 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4473 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4382 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4474 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4383 4475
4384 foreach (UUID banned in BannedUsers) 4476 foreach (UUID banned in BannedUsers)
4385 { 4477 {
4386 returnblock[j].Parameter = banned.GetBytes(); j++; 4478 returnblock[j].Parameter = banned.GetBytes(); j++;
4479 }
4480 packet.ParamList = returnblock;
4481 packet.Header.Reliable = true;
4482 OutPacket(packet, ThrottleOutPacketType.Task);
4483
4484 BannedUsers.Clear();
4485 }
4387 } 4486 }
4388 packet.ParamList = returnblock; 4487
4389 packet.Header.Reliable = false;
4390 OutPacket(packet, ThrottleOutPacketType.Task);
4391 } 4488 }
4392 4489
4393 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4490 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4573,7 +4670,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4573 4670
4574 if (landData.SimwideArea > 0) 4671 if (landData.SimwideArea > 0)
4575 { 4672 {
4576 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4673 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4674 // Never report more than sim total capacity
4675 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4676 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4577 updateMessage.SimWideMaxPrims = simulatorCapacity; 4677 updateMessage.SimWideMaxPrims = simulatorCapacity;
4578 } 4678 }
4579 else 4679 else
@@ -4702,14 +4802,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4702 4802
4703 if (notifyCount > 0) 4803 if (notifyCount > 0)
4704 { 4804 {
4705 if (notifyCount > 32) 4805// if (notifyCount > 32)
4706 { 4806// {
4707 m_log.InfoFormat( 4807// m_log.InfoFormat(
4708 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4808// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4709 + " - a developer might want to investigate whether this is a hard limit", 32); 4809// + " - a developer might want to investigate whether this is a hard limit", 32);
4710 4810//
4711 notifyCount = 32; 4811// notifyCount = 32;
4712 } 4812// }
4713 4813
4714 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4814 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4715 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4815 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4764,9 +4864,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4764 { 4864 {
4765 ScenePresence presence = (ScenePresence)entity; 4865 ScenePresence presence = (ScenePresence)entity;
4766 4866
4867 position = presence.OffsetPosition;
4868 rotation = presence.Rotation;
4869
4870 if (presence.ParentID != 0)
4871 {
4872 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4873 if (part != null && part != part.ParentGroup.RootPart)
4874 {
4875 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4876 rotation = part.RotationOffset * presence.Rotation;
4877 }
4878 }
4879
4767 attachPoint = 0; 4880 attachPoint = 0;
4768 collisionPlane = presence.CollisionPlane; 4881 collisionPlane = presence.CollisionPlane;
4769 position = presence.OffsetPosition;
4770 velocity = presence.Velocity; 4882 velocity = presence.Velocity;
4771 acceleration = Vector3.Zero; 4883 acceleration = Vector3.Zero;
4772 4884
@@ -4776,7 +4888,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4776// acceleration = new Vector3(1, 0, 0); 4888// acceleration = new Vector3(1, 0, 0);
4777 4889
4778 angularVelocity = Vector3.Zero; 4890 angularVelocity = Vector3.Zero;
4779 rotation = presence.Rotation;
4780 4891
4781 if (sendTexture) 4892 if (sendTexture)
4782 textureEntry = presence.Appearance.Texture.GetBytes(); 4893 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4881,13 +4992,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4881 4992
4882 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 4993 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4883 { 4994 {
4995 Vector3 offsetPosition = data.OffsetPosition;
4996 Quaternion rotation = data.Rotation;
4997 uint parentID = data.ParentID;
4998
4999 if (parentID != 0)
5000 {
5001 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5002 if (part != null && part != part.ParentGroup.RootPart)
5003 {
5004 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5005 rotation = part.RotationOffset * data.Rotation;
5006 parentID = part.ParentGroup.RootPart.LocalId;
5007 }
5008 }
5009
4884 byte[] objectData = new byte[76]; 5010 byte[] objectData = new byte[76];
4885 5011
4886 data.CollisionPlane.ToBytes(objectData, 0); 5012 data.CollisionPlane.ToBytes(objectData, 0);
4887 data.OffsetPosition.ToBytes(objectData, 16); 5013 offsetPosition.ToBytes(objectData, 16);
4888// data.Velocity.ToBytes(objectData, 28); 5014// data.Velocity.ToBytes(objectData, 28);
4889// data.Acceleration.ToBytes(objectData, 40); 5015// data.Acceleration.ToBytes(objectData, 40);
4890 data.Rotation.ToBytes(objectData, 52); 5016 rotation.ToBytes(objectData, 52);
4891 //data.AngularVelocity.ToBytes(objectData, 64); 5017 //data.AngularVelocity.ToBytes(objectData, 64);
4892 5018
4893 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5019 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4901,7 +5027,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4901 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5027 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4902 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5028 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4903 update.ObjectData = objectData; 5029 update.ObjectData = objectData;
4904 update.ParentID = data.ParentID; 5030 update.ParentID = parentID;
4905 update.PathCurve = 16; 5031 update.PathCurve = 16;
4906 update.PathScaleX = 100; 5032 update.PathScaleX = 100;
4907 update.PathScaleY = 100; 5033 update.PathScaleY = 100;
@@ -5242,6 +5368,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5242 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5368 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5243 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5369 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5244 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5370 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5371 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5245 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5372 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5246 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5373 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5247 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5374 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5308,6 +5435,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5308 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5435 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5309 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5436 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5310 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5437 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5438 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5311 5439
5312 AddGenericPacketHandler("autopilot", HandleAutopilot); 5440 AddGenericPacketHandler("autopilot", HandleAutopilot);
5313 } 5441 }
@@ -5343,6 +5471,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5343 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5471 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5344 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5472 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5345 (x.ControlFlags != lastarg.ControlFlags) || 5473 (x.ControlFlags != lastarg.ControlFlags) ||
5474 (x.ControlFlags != 0) ||
5346 (x.Far != lastarg.Far) || 5475 (x.Far != lastarg.Far) ||
5347 (x.Flags != lastarg.Flags) || 5476 (x.Flags != lastarg.Flags) ||
5348 (x.State != lastarg.State) || 5477 (x.State != lastarg.State) ||
@@ -5720,7 +5849,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5720 args.Channel = ch; 5849 args.Channel = ch;
5721 args.From = String.Empty; 5850 args.From = String.Empty;
5722 args.Message = Utils.BytesToString(msg); 5851 args.Message = Utils.BytesToString(msg);
5723 args.Type = ChatTypeEnum.Shout; 5852 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5724 args.Position = new Vector3(); 5853 args.Position = new Vector3();
5725 args.Scene = Scene; 5854 args.Scene = Scene;
5726 args.Sender = this; 5855 args.Sender = this;
@@ -6906,10 +7035,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6906 // 46,47,48 are special positions within the packet 7035 // 46,47,48 are special positions within the packet
6907 // This may change so perhaps we need a better way 7036 // This may change so perhaps we need a better way
6908 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7037 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6909 bool UsePhysics = (data[46] != 0) ? true : false; 7038 /*
6910 bool IsTemporary = (data[47] != 0) ? true : false; 7039 bool UsePhysics = (data[46] != 0) ? true : false;
6911 bool IsPhantom = (data[48] != 0) ? true : false; 7040 bool IsTemporary = (data[47] != 0) ? true : false;
6912 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7041 bool IsPhantom = (data[48] != 0) ? true : false;
7042 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7043 */
7044 bool UsePhysics = flags.AgentData.UsePhysics;
7045 bool IsPhantom = flags.AgentData.IsPhantom;
7046 bool IsTemporary = flags.AgentData.IsTemporary;
7047 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7048 ExtraPhysicsData physdata = new ExtraPhysicsData();
7049
7050 if (blocks == null || blocks.Length == 0)
7051 {
7052 physdata.PhysShapeType = PhysShapeType.invalid;
7053 }
7054 else
7055 {
7056 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7057 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7058 physdata.Bounce = phsblock.Restitution;
7059 physdata.Density = phsblock.Density;
7060 physdata.Friction = phsblock.Friction;
7061 physdata.GravitationModifier = phsblock.GravityMultiplier;
7062 }
7063
7064 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6913 } 7065 }
6914 return true; 7066 return true;
6915 } 7067 }
@@ -9763,7 +9915,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9763 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9915 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9764 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9916 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9765 UpdateMuteListEntry.MuteData.MuteType, 9917 UpdateMuteListEntry.MuteData.MuteType,
9766 UpdateMuteListEntry.AgentData.AgentID); 9918 UpdateMuteListEntry.MuteData.MuteFlags);
9767 return true; 9919 return true;
9768 } 9920 }
9769 return false; 9921 return false;
@@ -9778,8 +9930,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9778 { 9930 {
9779 handlerRemoveMuteListEntry(this, 9931 handlerRemoveMuteListEntry(this,
9780 RemoveMuteListEntry.MuteData.MuteID, 9932 RemoveMuteListEntry.MuteData.MuteID,
9781 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9933 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9782 RemoveMuteListEntry.AgentData.AgentID);
9783 return true; 9934 return true;
9784 } 9935 }
9785 return false; 9936 return false;
@@ -9823,10 +9974,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9823 return false; 9974 return false;
9824 } 9975 }
9825 9976
9977 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
9978 {
9979 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
9980 (ChangeInventoryItemFlagsPacket)packet;
9981 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
9982 if (handlerChangeInventoryItemFlags != null)
9983 {
9984 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
9985 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
9986 return true;
9987 }
9988 return false;
9989 }
9990
9826 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 9991 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9827 { 9992 {
9828 return true; 9993 return true;
9829 } 9994 }
9995
9996 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
9997 {
9998 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
9999
10000 #region Packet Session and User Check
10001 if (m_checkPackets)
10002 {
10003 if (packet.AgentData.SessionID != SessionId ||
10004 packet.AgentData.AgentID != AgentId)
10005 return true;
10006 }
10007 #endregion
10008 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10009 List<InventoryItemBase> items = new List<InventoryItemBase>();
10010 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10011 {
10012 InventoryItemBase b = new InventoryItemBase();
10013 b.ID = n.OldItemID;
10014 b.Folder = n.OldFolderID;
10015 items.Add(b);
10016 }
10017
10018 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10019 if (handlerMoveItemsAndLeaveCopy != null)
10020 {
10021 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10022 }
10023
10024 return true;
10025 }
9830 10026
9831 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10027 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9832 { 10028 {
@@ -10253,6 +10449,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10253 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10449 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10254 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10450 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10255 10451
10452 Scene scene = (Scene)m_scene;
10453 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10454 {
10455 ScenePresence p;
10456 if (scene.TryGetScenePresence(sender.AgentId, out p))
10457 {
10458 if (p.GodLevel >= 200)
10459 {
10460 groupProfileReply.GroupData.OpenEnrollment = true;
10461 groupProfileReply.GroupData.MembershipFee = 0;
10462 }
10463 }
10464 }
10465
10256 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10466 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10257 } 10467 }
10258 return true; 10468 return true;
@@ -10826,11 +11036,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10826 11036
10827 StartLure handlerStartLure = OnStartLure; 11037 StartLure handlerStartLure = OnStartLure;
10828 if (handlerStartLure != null) 11038 if (handlerStartLure != null)
10829 handlerStartLure(startLureRequest.Info.LureType, 11039 {
10830 Utils.BytesToString( 11040 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10831 startLureRequest.Info.Message), 11041 {
10832 startLureRequest.TargetData[0].TargetID, 11042 handlerStartLure(startLureRequest.Info.LureType,
10833 this); 11043 Utils.BytesToString(
11044 startLureRequest.Info.Message),
11045 startLureRequest.TargetData[i].TargetID,
11046 this);
11047 }
11048 }
10834 return true; 11049 return true;
10835 } 11050 }
10836 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11051 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -10944,10 +11159,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10944 } 11159 }
10945 #endregion 11160 #endregion
10946 11161
10947 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11162 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
10948 if (handlerClassifiedGodDelete != null) 11163 if (handlerClassifiedGodDelete != null)
10949 handlerClassifiedGodDelete( 11164 handlerClassifiedGodDelete(
10950 classifiedGodDelete.Data.ClassifiedID, 11165 classifiedGodDelete.Data.ClassifiedID,
11166 classifiedGodDelete.Data.QueryID,
10951 this); 11167 this);
10952 return true; 11168 return true;
10953 } 11169 }
@@ -11313,209 +11529,149 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11313 } 11529 }
11314 else 11530 else
11315 { 11531 {
11316// m_log.DebugFormat( 11532 ClientChangeObject updatehandler = onClientChangeObject;
11317// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11318// i, block.Type, part.Name, part.LocalId);
11319 11533
11320// // Do this once since fetch parts creates a new array. 11534 if (updatehandler != null)
11321// SceneObjectPart[] parts = part.ParentGroup.Parts; 11535 {
11322// for (int j = 0; j < parts.Length; j++) 11536 ObjectChangeData udata = new ObjectChangeData();
11323// {
11324// part.StoreUndoState();
11325// parts[j].IgnoreUndoUpdate = true;
11326// }
11327 11537
11328 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11538 /*ubit from ll JIRA:
11539 * 0x01 position
11540 * 0x02 rotation
11541 * 0x04 scale
11542
11543 * 0x08 LINK_SET
11544 * 0x10 UNIFORM for scale
11545 */
11329 11546
11330 switch (block.Type) 11547 // translate to internal changes
11331 { 11548 // not all cases .. just the ones older code did
11332 case 1:
11333 Vector3 pos1 = new Vector3(block.Data, 0);
11334 11549
11335 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11550 switch (block.Type)
11336 if (handlerUpdatePrimSinglePosition != null) 11551 {
11337 { 11552 case 1: //change position sp
11338 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11553 udata.position = new Vector3(block.Data, 0);
11339 handlerUpdatePrimSinglePosition(localId, pos1, this);
11340 }
11341 break;
11342 11554
11343 case 2: 11555 udata.change = ObjectChangeType.primP;
11344 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11556 updatehandler(localId, udata, this);
11557 break;
11345 11558
11346 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11559 case 2: // rotation sp
11347 if (handlerUpdatePrimSingleRotation != null) 11560 udata.rotation = new Quaternion(block.Data, 0, true);
11348 {
11349 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11350 handlerUpdatePrimSingleRotation(localId, rot1, this);
11351 }
11352 break;
11353 11561
11354 case 3: 11562 udata.change = ObjectChangeType.primR;
11355 Vector3 rotPos = new Vector3(block.Data, 0); 11563 updatehandler(localId, udata, this);
11356 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11564 break;
11357 11565
11358 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11566 case 3: // position plus rotation
11359 if (handlerUpdatePrimSingleRotationPosition != null) 11567 udata.position = new Vector3(block.Data, 0);
11360 { 11568 udata.rotation = new Quaternion(block.Data, 12, true);
11361 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11362 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11363 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11364 }
11365 break;
11366 11569
11367 case 4: 11570 udata.change = ObjectChangeType.primPR;
11368 case 20: 11571 updatehandler(localId, udata, this);
11369 Vector3 scale4 = new Vector3(block.Data, 0); 11572 break;
11370 11573
11371 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11574 case 4: // scale sp
11372 if (handlerUpdatePrimScale != null) 11575 udata.scale = new Vector3(block.Data, 0);
11373 { 11576 udata.change = ObjectChangeType.primS;
11374 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11375 handlerUpdatePrimScale(localId, scale4, this);
11376 }
11377 break;
11378 11577
11379 case 5: 11578 updatehandler(localId, udata, this);
11380 Vector3 scale1 = new Vector3(block.Data, 12); 11579 break;
11381 Vector3 pos11 = new Vector3(block.Data, 0);
11382 11580
11383 handlerUpdatePrimScale = OnUpdatePrimScale; 11581 case 0x14: // uniform scale sp
11384 if (handlerUpdatePrimScale != null) 11582 udata.scale = new Vector3(block.Data, 0);
11385 {
11386 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11387 handlerUpdatePrimScale(localId, scale1, this);
11388 11583
11389 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11584 udata.change = ObjectChangeType.primUS;
11390 if (handlerUpdatePrimSinglePosition != null) 11585 updatehandler(localId, udata, this);
11391 { 11586 break;
11392 handlerUpdatePrimSinglePosition(localId, pos11, this);
11393 }
11394 }
11395 break;
11396 11587
11397 case 9: 11588 case 5: // scale and position sp
11398 Vector3 pos2 = new Vector3(block.Data, 0); 11589 udata.position = new Vector3(block.Data, 0);
11590 udata.scale = new Vector3(block.Data, 12);
11399 11591
11400 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11592 udata.change = ObjectChangeType.primPS;
11593 updatehandler(localId, udata, this);
11594 break;
11401 11595
11402 if (handlerUpdateVector != null) 11596 case 0x15: //uniform scale and position
11403 { 11597 udata.position = new Vector3(block.Data, 0);
11404 handlerUpdateVector(localId, pos2, this); 11598 udata.scale = new Vector3(block.Data, 12);
11405 }
11406 break;
11407 11599
11408 case 10: 11600 udata.change = ObjectChangeType.primPUS;
11409 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11601 updatehandler(localId, udata, this);
11602 break;
11410 11603
11411 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11604 // now group related (bit 4)
11412 if (handlerUpdatePrimRotation != null) 11605 case 9: //( 8 + 1 )group position
11413 { 11606 udata.position = new Vector3(block.Data, 0);
11414 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11415 handlerUpdatePrimRotation(localId, rot3, this);
11416 }
11417 break;
11418 11607
11419 case 11: 11608 udata.change = ObjectChangeType.groupP;
11420 Vector3 pos3 = new Vector3(block.Data, 0); 11609 updatehandler(localId, udata, this);
11421 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11610 break;
11422 11611
11423 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11612 case 0x0A: // (8 + 2) group rotation
11424 if (handlerUpdatePrimGroupRotation != null) 11613 udata.rotation = new Quaternion(block.Data, 0, true);
11425 {
11426 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11427 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11428 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11429 }
11430 break;
11431 case 12:
11432 case 28:
11433 Vector3 scale7 = new Vector3(block.Data, 0);
11434 11614
11435 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11615 udata.change = ObjectChangeType.groupR;
11436 if (handlerUpdatePrimGroupScale != null) 11616 updatehandler(localId, udata, this);
11437 { 11617 break;
11438 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11439 handlerUpdatePrimGroupScale(localId, scale7, this);
11440 }
11441 break;
11442 11618
11443 case 13: 11619 case 0x0B: //( 8 + 2 + 1) group rotation and position
11444 Vector3 scale2 = new Vector3(block.Data, 12); 11620 udata.position = new Vector3(block.Data, 0);
11445 Vector3 pos4 = new Vector3(block.Data, 0); 11621 udata.rotation = new Quaternion(block.Data, 12, true);
11446 11622
11447 handlerUpdatePrimScale = OnUpdatePrimScale; 11623 udata.change = ObjectChangeType.groupPR;
11448 if (handlerUpdatePrimScale != null) 11624 updatehandler(localId, udata, this);
11449 { 11625 break;
11450 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11451 handlerUpdatePrimScale(localId, scale2, this);
11452 11626
11453 // Change the position based on scale (for bug number 246) 11627 case 0x0C: // (8 + 4) group scale
11454 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11628 // only afects root prim and only sent by viewer editor object tab scaling
11455 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11629 // mouse edition only allows uniform scaling
11456 if (handlerUpdatePrimSinglePosition != null) 11630 // SL MAY CHANGE THIS in viewers
11457 {
11458 handlerUpdatePrimSinglePosition(localId, pos4, this);
11459 }
11460 }
11461 break;
11462 11631
11463 case 29: 11632 udata.scale = new Vector3(block.Data, 0);
11464 Vector3 scale5 = new Vector3(block.Data, 12);
11465 Vector3 pos5 = new Vector3(block.Data, 0);
11466 11633
11467 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11634 // udata.change = ObjectChangeType.groupS;
11468 if (handlerUpdatePrimGroupScale != null) 11635 udata.change = ObjectChangeType.primS; // to conform to current SL
11469 { 11636 updatehandler(localId, udata, this);
11470 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11471 part.StoreUndoState(true);
11472 part.IgnoreUndoUpdate = true;
11473 handlerUpdatePrimGroupScale(localId, scale5, this);
11474 handlerUpdateVector = OnUpdatePrimGroupPosition;
11475 11637
11476 if (handlerUpdateVector != null) 11638 break;
11477 {
11478 handlerUpdateVector(localId, pos5, this);
11479 }
11480 11639
11481 part.IgnoreUndoUpdate = false; 11640 case 0x0D: //(8 + 4 + 1) group scale and position
11482 } 11641 // exception as above
11483 11642
11484 break; 11643 udata.position = new Vector3(block.Data, 0);
11644 udata.scale = new Vector3(block.Data, 12);
11485 11645
11486 case 21: 11646 // udata.change = ObjectChangeType.groupPS;
11487 Vector3 scale6 = new Vector3(block.Data, 12); 11647 udata.change = ObjectChangeType.primPS; // to conform to current SL
11488 Vector3 pos6 = new Vector3(block.Data, 0); 11648 updatehandler(localId, udata, this);
11649 break;
11489 11650
11490 handlerUpdatePrimScale = OnUpdatePrimScale; 11651 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11491 if (handlerUpdatePrimScale != null) 11652 udata.scale = new Vector3(block.Data, 0);
11492 {
11493 part.StoreUndoState(false);
11494 part.IgnoreUndoUpdate = true;
11495 11653
11496 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11654 udata.change = ObjectChangeType.groupUS;
11497 handlerUpdatePrimScale(localId, scale6, this); 11655 updatehandler(localId, udata, this);
11498 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11656 break;
11499 if (handlerUpdatePrimSinglePosition != null)
11500 {
11501 handlerUpdatePrimSinglePosition(localId, pos6, this);
11502 }
11503 11657
11504 part.IgnoreUndoUpdate = false; 11658 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11505 } 11659 udata.position = new Vector3(block.Data, 0);
11506 break; 11660 udata.scale = new Vector3(block.Data, 12);
11507 11661
11508 default: 11662 udata.change = ObjectChangeType.groupPUS;
11509 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11663 updatehandler(localId, udata, this);
11510 break; 11664 break;
11665
11666 default:
11667 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11668 break;
11669 }
11511 } 11670 }
11512 11671
11513// for (int j = 0; j < parts.Length; j++)
11514// parts[j].IgnoreUndoUpdate = false;
11515 } 11672 }
11516 } 11673 }
11517 } 11674 }
11518
11519 return true; 11675 return true;
11520 } 11676 }
11521 11677
@@ -11971,7 +12127,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11971 12127
11972// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID); 12128// m_log.DebugFormat("[CLIENT]: {0} requesting asset {1}", Name, requestID);
11973 12129
12130
12131 //Note, the bool returned from the below function is useless since it is always false.
11974 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12132 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12133
11975 } 12134 }
11976 12135
11977 /// <summary> 12136 /// <summary>
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ffa3be4..ae72175 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 158
159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC 159 private int m_defaultRTO = 1000; // 1sec is the recommendation in the RFC
160 private int m_maxRTO = 60000; 160 private int m_maxRTO = 60000;
161 public bool m_deliverPackets = true;
161 162
162 /// <summary> 163 /// <summary>
163 /// Default constructor 164 /// Default constructor
@@ -439,6 +440,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
439 if (category >= 0 && category < m_packetOutboxes.Length) 440 if (category >= 0 && category < m_packetOutboxes.Length)
440 { 441 {
441 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category]; 442 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue = m_packetOutboxes[category];
443
444 if (m_deliverPackets == false)
445 {
446 queue.Enqueue(packet);
447 return true;
448 }
449
442 TokenBucket bucket = m_throttleCategories[category]; 450 TokenBucket bucket = m_throttleCategories[category];
443 451
444 // Don't send this packet if there is already a packet waiting in the queue 452 // Don't send this packet if there is already a packet waiting in the queue
@@ -488,7 +496,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
488 /// <returns>True if any packets were sent, otherwise false</returns> 496 /// <returns>True if any packets were sent, otherwise false</returns>
489 public bool DequeueOutgoing() 497 public bool DequeueOutgoing()
490 { 498 {
491 OutgoingPacket packet; 499 if (m_deliverPackets == false) return false;
500
501 OutgoingPacket packet = null;
492 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue; 502 OpenSim.Framework.LocklessQueue<OutgoingPacket> queue;
493 TokenBucket bucket; 503 TokenBucket bucket;
494 bool packetSent = false; 504 bool packetSent = false;
@@ -520,32 +530,49 @@ namespace OpenSim.Region.ClientStack.LindenUDP
520 // No dequeued packet waiting to be sent, try to pull one off 530 // No dequeued packet waiting to be sent, try to pull one off
521 // this queue 531 // this queue
522 queue = m_packetOutboxes[i]; 532 queue = m_packetOutboxes[i];
523 if (queue.Dequeue(out packet)) 533 if (queue != null)
524 { 534 {
525 // A packet was pulled off the queue. See if we have 535 bool success = false;
526 // enough tokens in the bucket to send it out 536 try
527 if (bucket.RemoveTokens(packet.Buffer.DataLength))
528 { 537 {
529 // Send the packet 538 success = queue.Dequeue(out packet);
530 m_udpServer.SendPacketFinal(packet);
531 packetSent = true;
532 } 539 }
533 else 540 catch
534 { 541 {
535 // Save the dequeued packet for the next iteration 542 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
536 m_nextPackets[i] = packet;
537 } 543 }
538 544 if (success)
539 // If the queue is empty after this dequeue, fire the queue 545 {
540 // empty callback now so it has a chance to fill before we 546 // A packet was pulled off the queue. See if we have
541 // get back here 547 // enough tokens in the bucket to send it out
542 if (queue.Count == 0) 548 if (bucket.RemoveTokens(packet.Buffer.DataLength))
549 {
550 // Send the packet
551 m_udpServer.SendPacketFinal(packet);
552 packetSent = true;
553 }
554 else
555 {
556 // Save the dequeued packet for the next iteration
557 m_nextPackets[i] = packet;
558 }
559
560 // If the queue is empty after this dequeue, fire the queue
561 // empty callback now so it has a chance to fill before we
562 // get back here
563 if (queue.Count == 0)
564 emptyCategories |= CategoryToFlag(i);
565 }
566 else
567 {
568 // No packets in this queue. Fire the queue empty callback
569 // if it has not been called recently
543 emptyCategories |= CategoryToFlag(i); 570 emptyCategories |= CategoryToFlag(i);
571 }
544 } 572 }
545 else 573 else
546 { 574 {
547 // No packets in this queue. Fire the queue empty callback 575 m_packetOutboxes[i] = new OpenSim.Framework.LocklessQueue<OutgoingPacket>();
548 // if it has not been called recently
549 emptyCategories |= CategoryToFlag(i); 576 emptyCategories |= CategoryToFlag(i);
550 } 577 }
551 } 578 }
@@ -703,4 +730,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
703 } 730 }
704 } 731 }
705 } 732 }
706} \ No newline at end of file 733}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
index fb6b11e..75f783b 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -1051,7 +1051,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1051 if (m_scene.TryGetClient(udpClient.AgentID, out client)) 1051 if (m_scene.TryGetClient(udpClient.AgentID, out client))
1052 { 1052 {
1053 client.IsLoggingOut = true; 1053 client.IsLoggingOut = true;
1054 client.Close(); 1054 client.Close(false);
1055 } 1055 }
1056 } 1056 }
1057 1057
@@ -1063,6 +1063,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1063 1063
1064 while (base.IsRunning) 1064 while (base.IsRunning)
1065 { 1065 {
1066 m_scene.ThreadAlive(1);
1066 try 1067 try
1067 { 1068 {
1068 IncomingPacket incomingPacket = null; 1069 IncomingPacket incomingPacket = null;
@@ -1105,6 +1106,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1105 1106
1106 while (base.IsRunning) 1107 while (base.IsRunning)
1107 { 1108 {
1109 m_scene.ThreadAlive(2);
1108 try 1110 try
1109 { 1111 {
1110 m_packetSent = false; 1112 m_packetSent = false;
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
index 039379d..cfe7c9d 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/OpenSimUDPBase.cs
@@ -100,10 +100,6 @@ namespace OpenMetaverse
100 const int SIO_UDP_CONNRESET = -1744830452; 100 const int SIO_UDP_CONNRESET = -1744830452;
101 101
102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort); 102 IPEndPoint ipep = new IPEndPoint(m_localBindAddress, m_udpPort);
103
104 m_log.DebugFormat(
105 "[UDPBASE]: Binding UDP listener using internal IP address config {0}:{1}",
106 ipep.Address, ipep.Port);
107 103
108 m_udpSocket = new Socket( 104 m_udpSocket = new Socket(
109 AddressFamily.InterNetwork, 105 AddressFamily.InterNetwork,
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
index ec4dfd0..4cedfe6 100644
--- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
+++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.IO; 29using System.IO;
30using System.Reflection; 30using System.Reflection;
31using System.Collections.Generic;
31using log4net; 32using log4net;
32using OpenMetaverse; 33using OpenMetaverse;
33using OpenSim.Framework; 34using OpenSim.Framework;
@@ -38,6 +39,13 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
38{ 39{
39 public class AssetXferUploader 40 public class AssetXferUploader
40 { 41 {
42 // Viewer's notion of the default texture
43 private List<UUID> defaultIDs = new List<UUID> {
44 new UUID("5748decc-f629-461c-9a36-a35a221fe21f"),
45 new UUID("7ca39b4c-bd19-4699-aff7-f93fd03d3e7b"),
46 new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77"),
47 new UUID("c228d1cf-4b5d-4ba8-84f4-899a0796aa97")
48 };
41 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
42 50
43 /// <summary> 51 /// <summary>
@@ -65,6 +73,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
65 private UUID TransactionID = UUID.Zero; 73 private UUID TransactionID = UUID.Zero;
66 private sbyte type = 0; 74 private sbyte type = 0;
67 private byte wearableType = 0; 75 private byte wearableType = 0;
76 private byte[] m_oldData = null;
68 public ulong XferID; 77 public ulong XferID;
69 private Scene m_Scene; 78 private Scene m_Scene;
70 79
@@ -302,6 +311,7 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
302 311
303 private void DoCreateItem(uint callbackID) 312 private void DoCreateItem(uint callbackID)
304 { 313 {
314 ValidateAssets();
305 m_Scene.AssetService.Store(m_asset); 315 m_Scene.AssetService.Store(m_asset);
306 316
307 InventoryItemBase item = new InventoryItemBase(); 317 InventoryItemBase item = new InventoryItemBase();
@@ -322,12 +332,84 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
322 item.Flags = (uint) wearableType; 332 item.Flags = (uint) wearableType;
323 item.CreationDate = Util.UnixTimeSinceEpoch(); 333 item.CreationDate = Util.UnixTimeSinceEpoch();
324 334
335 m_log.DebugFormat("[XFER]: Created item {0} with asset {1}",
336 item.ID, item.AssetID);
337
325 if (m_Scene.AddInventoryItem(item)) 338 if (m_Scene.AddInventoryItem(item))
326 ourClient.SendInventoryItemCreateUpdate(item, callbackID); 339 ourClient.SendInventoryItemCreateUpdate(item, callbackID);
327 else 340 else
328 ourClient.SendAlertMessage("Unable to create inventory item"); 341 ourClient.SendAlertMessage("Unable to create inventory item");
329 } 342 }
330 343
344 private void ValidateAssets()
345 {
346 if (m_asset.Type == (sbyte)AssetType.Clothing ||
347 m_asset.Type == (sbyte)AssetType.Bodypart)
348 {
349 string content = System.Text.Encoding.ASCII.GetString(m_asset.Data);
350 string[] lines = content.Split(new char[] {'\n'});
351
352 List<string> validated = new List<string>();
353
354 Dictionary<int, UUID> allowed = ExtractTexturesFromOldData();
355
356 int textures = 0;
357
358 foreach (string line in lines)
359 {
360 try
361 {
362 if (line.StartsWith("textures "))
363 {
364 textures = Convert.ToInt32(line.Substring(9));
365 validated.Add(line);
366 }
367 else if (textures > 0)
368 {
369 string[] parts = line.Split(new char[] {' '});
370
371 UUID tx = new UUID(parts[1]);
372 int id = Convert.ToInt32(parts[0]);
373
374 if (defaultIDs.Contains(tx) || tx == UUID.Zero ||
375 (allowed.ContainsKey(id) && allowed[id] == tx))
376 {
377 validated.Add(parts[0] + " " + tx.ToString());
378 }
379 else
380 {
381 int perms = m_Scene.InventoryService.GetAssetPermissions(ourClient.AgentId, tx);
382 int full = (int)(PermissionMask.Modify | PermissionMask.Transfer | PermissionMask.Copy);
383
384 if ((perms & full) != full)
385 {
386 m_log.ErrorFormat("[ASSET UPLOADER]: REJECTED update with texture {0} from {1} because they do not own the texture", tx, ourClient.AgentId);
387 validated.Add(parts[0] + " " + UUID.Zero.ToString());
388 }
389 else
390 {
391 validated.Add(line);
392 }
393 }
394 textures--;
395 }
396 else
397 {
398 validated.Add(line);
399 }
400 }
401 catch
402 {
403 // If it's malformed, skip it
404 }
405 }
406
407 string final = String.Join("\n", validated.ToArray());
408
409 m_asset.Data = System.Text.Encoding.ASCII.GetBytes(final);
410 }
411 }
412
331 /// <summary> 413 /// <summary>
332 /// Get the asset data uploaded in this transfer. 414 /// Get the asset data uploaded in this transfer.
333 /// </summary> 415 /// </summary>
@@ -336,10 +418,55 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction
336 { 418 {
337 if (m_finished) 419 if (m_finished)
338 { 420 {
421 ValidateAssets();
339 return m_asset; 422 return m_asset;
340 } 423 }
341 424
342 return null; 425 return null;
343 } 426 }
427
428 public void SetOldData(byte[] d)
429 {
430 m_oldData = d;
431 }
432
433 private Dictionary<int,UUID> ExtractTexturesFromOldData()
434 {
435 Dictionary<int,UUID> result = new Dictionary<int,UUID>();
436 if (m_oldData == null)
437 return result;
438
439 string content = System.Text.Encoding.ASCII.GetString(m_oldData);
440 string[] lines = content.Split(new char[] {'\n'});
441
442 int textures = 0;
443
444 foreach (string line in lines)
445 {
446 try
447 {
448 if (line.StartsWith("textures "))
449 {
450 textures = Convert.ToInt32(line.Substring(9));
451 }
452 else if (textures > 0)
453 {
454 string[] parts = line.Split(new char[] {' '});
455
456 UUID tx = new UUID(parts[1]);
457 int id = Convert.ToInt32(parts[0]);
458 result[id] = tx;
459 textures--;
460 }
461 }
462 catch
463 {
464 // If it's malformed, skip it
465 }
466 }
467
468 return result;
469 }
344 } 470 }
345} 471}
472
diff --git a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
index 389fb7b..127ca1d 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,53 +257,66 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached, don't cache it, just touch it so access time is updated 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 File.SetLastAccessTime(filename, DateTime.Now);
268 }
269 else
270 { 266 {
271 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
272 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
273 // same file multiple times.
274 lock (m_CurrentlyWriting)
275 { 269 {
276#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
277 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
278 { 274 {
279 return; 275 File.SetLastAccessTime(filename, DateTime.Now);
280 } 276 }
281 else 277 catch
282 {
283 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
284 }
285
286#else
287 if (m_CurrentlyWriting.Contains(filename))
288 { 278 {
289 return;
290 } 279 }
291 else 280 } else {
281
282 // Once we start writing, make sure we flag that we're writing
283 // that object to the cache so that we don't try to write the
284 // same file multiple times.
285 lock (m_CurrentlyWriting)
292 { 286 {
293 m_CurrentlyWriting.Add(filename); 287#if WAIT_ON_INPROGRESS_REQUESTS
294 } 288 if (m_CurrentlyWriting.ContainsKey(filename))
289 {
290 return;
291 }
292 else
293 {
294 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
295 }
296
297#else
298 if (m_CurrentlyWriting.Contains(filename))
299 {
300 return;
301 }
302 else
303 {
304 m_CurrentlyWriting.Add(filename);
305 }
295#endif 306#endif
296 }
297 307
298 Util.FireAndForget( 308 }
299 delegate { WriteFileCache(filename, asset); }); 309
310 Util.FireAndForget(
311 delegate { WriteFileCache(filename, asset); });
312 }
313 }
314 catch (Exception e)
315 {
316 m_log.ErrorFormat(
317 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
318 asset.ID, e.Message, e.StackTrace);
300 } 319 }
301 }
302 catch (Exception e)
303 {
304 m_log.ErrorFormat(
305 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
306 asset.ID, e.Message, e.StackTrace);
307 } 320 }
308 } 321 }
309 322
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index faa413e..78ae5e9 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 e4452fb..6ffc7e6 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,6 +195,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 UUID targetID = c.TargetUUID; 200 UUID targetID = c.TargetUUID;
190 string message = c.Message; 201 string message = c.Message;
@@ -208,7 +219,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
208 fromPos = avatar.AbsolutePosition; 219 fromPos = avatar.AbsolutePosition;
209 fromName = avatar.Name; 220 fromName = avatar.Name;
210 fromID = c.Sender.AgentId; 221 fromID = c.Sender.AgentId;
211 222 if (avatar.GodLevel >= 200)
223 {
224 fromNamePrefix = m_adminPrefix;
225 }
212 break; 226 break;
213 227
214 case ChatSourceType.Object: 228 case ChatSourceType.Object:
@@ -248,8 +262,19 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
248 ScenePresence presence = s.GetScenePresence(targetID); 262 ScenePresence presence = s.GetScenePresence(targetID);
249 if (presence != null && !presence.IsChildAgent) 263 if (presence != null && !presence.IsChildAgent)
250 { 264 {
251 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true)) 265 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
252 receiverIDs.Add(presence.UUID); 266 if (Presencecheck != null)
267 {
268 // This will pass all chat from objects. Not
269 // perfect, but it will do. For now. Better
270 // than the prior behavior of muting all
271 // objects on a parcel with access restrictions
272 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
273 {
274 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType, false))
275 receiverIDs.Add(presence.UUID);
276 }
277 }
253 } 278 }
254 } 279 }
255 } 280 }
@@ -293,26 +318,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
293 } 318 }
294 319
295 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 320 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
296
297 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 321 HashSet<UUID> receiverIDs = new HashSet<UUID>();
298 322
299 ((Scene)c.Scene).ForEachRootClient( 323 if (c.Scene != null)
300 delegate(IClientAPI client) 324 {
301 { 325 ((Scene)c.Scene).ForEachRootClient
302 // don't forward SayOwner chat from objects to 326 (
303 // non-owner agents 327 delegate(IClientAPI client)
304 if ((c.Type == ChatTypeEnum.Owner) && 328 {
305 (null != c.SenderObject) && 329 // don't forward SayOwner chat from objects to
306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 330 // non-owner agents
307 return; 331 if ((c.Type == ChatTypeEnum.Owner) &&
308 332 (null != c.SenderObject) &&
309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 333 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 334 return;
311 receiverIDs.Add(client.AgentId); 335
312 }); 336 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
313 337 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
314 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 338 receiverIDs.Add(client.AgentId);
315 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 339 }
340 );
341 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
342 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
343 }
316 } 344 }
317 345
318 /// <summary> 346 /// <summary>
@@ -358,5 +386,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
358 386
359 return true; 387 return true;
360 } 388 }
389
390 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
391 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
392 {
393 System.Threading.Timer Timer;
394 if (flags == 0)
395 {
396 FreezeCache.Add(target.ToString());
397 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
398 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
399 Timers.Add(target, Timer);
400 }
401 else
402 {
403 FreezeCache.Remove(target.ToString());
404 Timers.TryGetValue(target, out Timer);
405 Timers.Remove(target);
406 Timer.Dispose();
407 }
408 }
409
410 private void OnEndParcelFrozen(object avatar)
411 {
412 UUID target = (UUID)avatar;
413 FreezeCache.Remove(target.ToString());
414 System.Threading.Timer Timer;
415 Timers.TryGetValue(target, out Timer);
416 Timers.Remove(target);
417 Timer.Dispose();
418 }
361 } 419 }
362} 420}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 325067c..3c294bb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 0dad3c4..6064ddc 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
@@ -48,6 +48,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 49
50 private bool m_Enabled = false; 50 private bool m_Enabled = false;
51 protected string m_MessageKey = String.Empty;
51 protected List<Scene> m_Scenes = new List<Scene>(); 52 protected List<Scene> m_Scenes = new List<Scene>();
52 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>(); 53 protected Dictionary<UUID, UUID> m_UserRegionMap = new Dictionary<UUID, UUID>();
53 54
@@ -67,14 +68,17 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
67 public virtual void Initialise(IConfigSource config) 68 public virtual void Initialise(IConfigSource config)
68 { 69 {
69 IConfig cnf = config.Configs["Messaging"]; 70 IConfig cnf = config.Configs["Messaging"];
70 if (cnf != null && cnf.GetString( 71 if (cnf != null)
71 "MessageTransferModule", "MessageTransferModule") !=
72 "MessageTransferModule")
73 { 72 {
74 m_log.Debug("[MESSAGE TRANSFER]: Disabled by configuration"); 73 if (cnf.GetString("MessageTransferModule",
75 return; 74 "MessageTransferModule") != "MessageTransferModule")
76 } 75 {
76 return;
77 }
77 78
79 m_MessageKey = cnf.GetString("MessageKey", String.Empty);
80 }
81 m_log.Debug("[MESSAGE TRANSFER]: Module enabled");
78 m_Enabled = true; 82 m_Enabled = true;
79 } 83 }
80 84
@@ -244,6 +248,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
244 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id") 248 && requestData.ContainsKey("position_z") && requestData.ContainsKey("region_id")
245 && requestData.ContainsKey("binary_bucket")) 249 && requestData.ContainsKey("binary_bucket"))
246 { 250 {
251 if (m_MessageKey != String.Empty)
252 {
253 XmlRpcResponse error_resp = new XmlRpcResponse();
254 Hashtable error_respdata = new Hashtable();
255 error_respdata["success"] = "FALSE";
256 error_resp.Value = error_respdata;
257
258 if (!requestData.Contains("message_key"))
259 return error_resp;
260 if (m_MessageKey != (string)requestData["message_key"])
261 return error_resp;
262 }
263
247 // Do the easy way of validating the UUIDs 264 // Do the easy way of validating the UUIDs
248 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID); 265 UUID.TryParse((string)requestData["from_agent_id"], out fromAgentID);
249 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID); 266 UUID.TryParse((string)requestData["to_agent_id"], out toAgentID);
@@ -420,24 +437,37 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
420 return resp; 437 return resp;
421 } 438 }
422 439
423 /// <summary> 440 private delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result);
424 /// delegate for sending a grid instant message asynchronously
425 /// </summary>
426 public delegate void GridInstantMessageDelegate(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID);
427 441
428 protected virtual void GridInstantMessageCompleted(IAsyncResult iar) 442 private class GIM {
429 { 443 public GridInstantMessage im;
430 GridInstantMessageDelegate icon = 444 public MessageResultNotification result;
431 (GridInstantMessageDelegate)iar.AsyncState; 445 };
432 icon.EndInvoke(iar);
433 }
434 446
447 private Queue<GIM> pendingInstantMessages = new Queue<GIM>();
448 private int numInstantMessageThreads = 0;
435 449
436 protected virtual void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result) 450 private void SendGridInstantMessageViaXMLRPC(GridInstantMessage im, MessageResultNotification result)
437 { 451 {
438 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsync; 452 lock (pendingInstantMessages) {
453 if (numInstantMessageThreads >= 4) {
454 GIM gim = new GIM();
455 gim.im = im;
456 gim.result = result;
457 pendingInstantMessages.Enqueue(gim);
458 } else {
459 ++ numInstantMessageThreads;
460 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: ++numInstantMessageThreads={0}", numInstantMessageThreads);
461 GridInstantMessageDelegate d = SendGridInstantMessageViaXMLRPCAsyncMain;
462 d.BeginInvoke(im, result, GridInstantMessageCompleted, d);
463 }
464 }
465 }
439 466
440 d.BeginInvoke(im, result, UUID.Zero, GridInstantMessageCompleted, d); 467 private void GridInstantMessageCompleted(IAsyncResult iar)
468 {
469 GridInstantMessageDelegate d = (GridInstantMessageDelegate)iar.AsyncState;
470 d.EndInvoke(iar);
441 } 471 }
442 472
443 /// <summary> 473 /// <summary>
@@ -452,8 +482,31 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
452 /// Pass in 0 the first time this method is called. It will be called recursively with the last 482 /// Pass in 0 the first time this method is called. It will be called recursively with the last
453 /// regionhandle tried 483 /// regionhandle tried
454 /// </param> 484 /// </param>
455 protected virtual void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID) 485 private void SendGridInstantMessageViaXMLRPCAsyncMain(GridInstantMessage im, MessageResultNotification result)
456 { 486 {
487 GIM gim;
488 do {
489 try {
490 SendGridInstantMessageViaXMLRPCAsync(im, result, UUID.Zero);
491 } catch (Exception e) {
492 m_log.Error("[SendGridInstantMessageViaXMLRPC]: exception " + e.Message);
493 }
494 lock (pendingInstantMessages) {
495 if (pendingInstantMessages.Count > 0) {
496 gim = pendingInstantMessages.Dequeue();
497 im = gim.im;
498 result = gim.result;
499 } else {
500 gim = null;
501 -- numInstantMessageThreads;
502 //m_log.DebugFormat("[SendGridInstantMessageViaXMLRPC]: --numInstantMessageThreads={0}", numInstantMessageThreads);
503 }
504 }
505 } while (gim != null);
506 }
507 private void SendGridInstantMessageViaXMLRPCAsync(GridInstantMessage im, MessageResultNotification result, UUID prevRegionID)
508 {
509
457 UUID toAgentID = new UUID(im.toAgentID); 510 UUID toAgentID = new UUID(im.toAgentID);
458 511
459 PresenceInfo upd = null; 512 PresenceInfo upd = null;
@@ -520,7 +573,7 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
520 573
521 if (upd != null) 574 if (upd != null)
522 { 575 {
523 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(m_Scenes[0].RegionInfo.ScopeID, 576 GridRegion reginfo = m_Scenes[0].GridService.GetRegionByUUID(UUID.Zero,
524 upd.RegionID); 577 upd.RegionID);
525 if (reginfo != null) 578 if (reginfo != null)
526 { 579 {
@@ -669,6 +722,8 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
669 gim["position_z"] = msg.Position.Z.ToString(); 722 gim["position_z"] = msg.Position.Z.ToString();
670 gim["region_id"] = msg.RegionID.ToString(); 723 gim["region_id"] = msg.RegionID.ToString();
671 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None); 724 gim["binary_bucket"] = Convert.ToBase64String(msg.binaryBucket,Base64FormattingOptions.None);
725 if (m_MessageKey != String.Empty)
726 gim["message_key"] = m_MessageKey;
672 return gim; 727 return gim;
673 } 728 }
674 729
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
index de25048..b27b07d 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
@@ -171,7 +171,11 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
171 171
172 private void RetrieveInstantMessages(IClientAPI client) 172 private void RetrieveInstantMessages(IClientAPI client)
173 { 173 {
174 if (m_RestURL != "") 174 if (m_RestURL == String.Empty)
175 {
176 return;
177 }
178 else
175 { 179 {
176 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId); 180 m_log.DebugFormat("[OFFLINE MESSAGING]: Retrieving stored messages for {0}", client.AgentId);
177 181
@@ -179,22 +183,25 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
179 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>( 183 = SynchronousRestObjectRequester.MakeRequest<UUID, List<GridInstantMessage>>(
180 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId); 184 "POST", m_RestURL + "/RetrieveMessages/", client.AgentId);
181 185
182 if (msglist == null) 186 if (msglist != null)
183 m_log.WarnFormat("[OFFLINE MESSAGING]: WARNING null message list.");
184
185 foreach (GridInstantMessage im in msglist)
186 { 187 {
187 // client.SendInstantMessage(im); 188 foreach (GridInstantMessage im in msglist)
188 189 {
189 // Send through scene event manager so all modules get a chance 190 // client.SendInstantMessage(im);
190 // to look at this message before it gets delivered. 191
191 // 192 // Send through scene event manager so all modules get a chance
192 // Needed for proper state management for stored group 193 // to look at this message before it gets delivered.
193 // invitations 194 //
194 // 195 // Needed for proper state management for stored group
195 Scene s = FindScene(client.AgentId); 196 // invitations
196 if (s != null) 197 //
197 s.EventManager.TriggerIncomingInstantMessage(im); 198
199 im.offline = 1;
200
201 Scene s = FindScene(client.AgentId);
202 if (s != null)
203 s.EventManager.TriggerIncomingInstantMessage(im);
204 }
198 } 205 }
199 } 206 }
200 } 207 }
@@ -205,24 +212,19 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
205 im.dialog != (byte)InstantMessageDialog.MessageFromAgent && 212 im.dialog != (byte)InstantMessageDialog.MessageFromAgent &&
206 im.dialog != (byte)InstantMessageDialog.GroupNotice && 213 im.dialog != (byte)InstantMessageDialog.GroupNotice &&
207 im.dialog != (byte)InstantMessageDialog.GroupInvitation && 214 im.dialog != (byte)InstantMessageDialog.GroupInvitation &&
208 im.dialog != (byte)InstantMessageDialog.InventoryOffered) 215 im.dialog != (byte)InstantMessageDialog.InventoryOffered &&
216 im.dialog != (byte)InstantMessageDialog.TaskInventoryOffered)
209 { 217 {
210 return; 218 return;
211 } 219 }
212 220
213 if (!m_ForwardOfflineGroupMessages)
214 {
215 if (im.dialog == (byte)InstantMessageDialog.GroupNotice ||
216 im.dialog != (byte)InstantMessageDialog.GroupInvitation)
217 return;
218 }
219
220 Scene scene = FindScene(new UUID(im.fromAgentID)); 221 Scene scene = FindScene(new UUID(im.fromAgentID));
221 if (scene == null) 222 if (scene == null)
222 scene = m_SceneList[0]; 223 scene = m_SceneList[0];
223 224
224 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>( 225 bool success = SynchronousRestObjectRequester.MakeRequest<GridInstantMessage, bool>(
225 "POST", m_RestURL+"/SaveMessage/", im); 226 "POST", m_RestURL+"/SaveMessage/?scope=" +
227 scene.RegionInfo.ScopeID.ToString(), im);
226 228
227 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent) 229 if (im.dialog == (byte)InstantMessageDialog.MessageFromAgent)
228 { 230 {
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
index ee10d04..0833154 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs
@@ -635,4 +635,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
635 m_assetsLoaded = true; 635 m_assetsLoaded = true;
636 } 636 }
637 } 637 }
638} \ No newline at end of file 638}
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
index 19c774f..80554fb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
@@ -175,8 +175,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
175 if (im.binaryBucket.Length < 17) // Invalid 175 if (im.binaryBucket.Length < 17) // Invalid
176 return; 176 return;
177 177
178 UUID receipientID = new UUID(im.toAgentID); 178 UUID recipientID = new UUID(im.toAgentID);
179 ScenePresence user = scene.GetScenePresence(receipientID); 179 ScenePresence user = scene.GetScenePresence(recipientID);
180 UUID copyID; 180 UUID copyID;
181 181
182 // First byte is the asset type 182 // First byte is the asset type
@@ -191,7 +191,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
191 folderID, new UUID(im.toAgentID)); 191 folderID, new UUID(im.toAgentID));
192 192
193 InventoryFolderBase folderCopy 193 InventoryFolderBase folderCopy
194 = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); 194 = scene.GiveInventoryFolder(recipientID, client.AgentId, folderID, UUID.Zero);
195 195
196 if (folderCopy == null) 196 if (folderCopy == null)
197 { 197 {
@@ -244,6 +244,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
244 im.imSessionID = itemID.Guid; 244 im.imSessionID = itemID.Guid;
245 } 245 }
246 246
247 im.offline = 0;
248
247 // Send the IM to the recipient. The item is already 249 // Send the IM to the recipient. The item is already
248 // in their inventory, so it will not be lost if 250 // in their inventory, so it will not be lost if
249 // they are offline. 251 // they are offline.
@@ -263,8 +265,42 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
263 }); 265 });
264 } 266 }
265 } 267 }
266 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted) 268 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
269 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
267 { 270 {
271 UUID inventoryID = new UUID(im.imSessionID); // The inventory item/folder, back from it's trip
272 IInventoryService invService = scene.InventoryService;
273
274 // Special case: folder redirect.
275 // RLV uses this
276 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
277 {
278 InventoryFolderBase folder = new InventoryFolderBase(inventoryID, client.AgentId);
279 folder = invService.GetFolder(folder);
280
281 if (folder != null)
282 {
283 if (im.binaryBucket.Length >= 16)
284 {
285 UUID destFolderID = new UUID(im.binaryBucket, 0);
286 if (destFolderID != UUID.Zero)
287 {
288 InventoryFolderBase destFolder = new InventoryFolderBase(destFolderID, client.AgentId);
289 destFolder = invService.GetFolder(destFolder);
290 if (destFolder != null)
291 {
292 if (folder.ParentID != destFolder.ID)
293 {
294 folder.ParentID = destFolder.ID;
295 invService.MoveFolder(folder);
296 client.SendBulkUpdateInventory(folder);
297 }
298 }
299 }
300 }
301 }
302 }
303
268 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID)); 304 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
269 305
270 if (user != null) // Local 306 if (user != null) // Local
@@ -274,30 +310,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
274 else 310 else
275 { 311 {
276 if (m_TransferModule != null) 312 if (m_TransferModule != null)
277 m_TransferModule.SendInstantMessage(im, delegate(bool success) { 313 m_TransferModule.SendInstantMessage(im, delegate(bool success) {});
278
279 // justincc - FIXME: Comment out for now. This code was added in commit db91044 Mon Aug 22 2011
280 // and is apparently supposed to fix bulk inventory updates after accepting items. But
281 // instead it appears to cause two copies of an accepted folder for the receiving user in
282 // at least some cases. Folder/item update is already done when the offer is made (see code above)
283
284// // Send BulkUpdateInventory
285// IInventoryService invService = scene.InventoryService;
286// UUID inventoryEntityID = new UUID(im.imSessionID); // The inventory item /folder, back from it's trip
287//
288// InventoryFolderBase folder = new InventoryFolderBase(inventoryEntityID, client.AgentId);
289// folder = invService.GetFolder(folder);
290//
291// ScenePresence fromUser = scene.GetScenePresence(new UUID(im.fromAgentID));
292//
293// // If the user has left the scene by the time the message comes back then we can't send
294// // them the update.
295// if (fromUser != null)
296// fromUser.ControllingClient.SendBulkUpdateInventory(folder);
297 });
298 } 314 }
299 } 315 }
300 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined) 316 else if (im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
317 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined)
301 { 318 {
302 // Here, the recipient is local and we can assume that the 319 // Here, the recipient is local and we can assume that the
303 // inventory is loaded. Courtesy of the above bulk update, 320 // inventory is loaded. Courtesy of the above bulk update,
@@ -333,6 +350,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
333 { 350 {
334 folder.ParentID = trashFolder.ID; 351 folder.ParentID = trashFolder.ID;
335 invService.MoveFolder(folder); 352 invService.MoveFolder(folder);
353 client.SendBulkUpdateInventory(folder);
336 } 354 }
337 } 355 }
338 356
@@ -433,22 +451,113 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer
433 /// 451 ///
434 /// </summary> 452 /// </summary>
435 /// <param name="msg"></param> 453 /// <param name="msg"></param>
436 private void OnGridInstantMessage(GridInstantMessage msg) 454 private void OnGridInstantMessage(GridInstantMessage im)
437 { 455 {
438 // Check if this is ours to handle 456 // Check if this is ours to handle
439 // 457 //
440 Scene scene = FindClientScene(new UUID(msg.toAgentID)); 458 Scene scene = FindClientScene(new UUID(im.toAgentID));
441 459
442 if (scene == null) 460 if (scene == null)
443 return; 461 return;
444 462
445 // Find agent to deliver to 463 // Find agent to deliver to
446 // 464 //
447 ScenePresence user = scene.GetScenePresence(new UUID(msg.toAgentID)); 465 ScenePresence user = scene.GetScenePresence(new UUID(im.toAgentID));
466 if (user == null)
467 return;
468
469 // This requires a little bit of processing because we have to make the
470 // new item visible in the recipient's inventory here
471 //
472 if (im.dialog == (byte) InstantMessageDialog.InventoryOffered)
473 {
474 if (im.binaryBucket.Length < 17) // Invalid
475 return;
476
477 UUID recipientID = new UUID(im.toAgentID);
478
479 // First byte is the asset type
480 AssetType assetType = (AssetType)im.binaryBucket[0];
481
482 if (AssetType.Folder == assetType)
483 {
484 UUID folderID = new UUID(im.binaryBucket, 1);
448 485
449 // Just forward to local handling 486 InventoryFolderBase given =
450 OnInstantMessage(user.ControllingClient, msg); 487 new InventoryFolderBase(folderID, recipientID);
488 InventoryFolderBase folder =
489 scene.InventoryService.GetFolder(given);
451 490
491 if (folder != null)
492 user.ControllingClient.SendBulkUpdateInventory(folder);
493 }
494 else
495 {
496 UUID itemID = new UUID(im.binaryBucket, 1);
497
498 InventoryItemBase given =
499 new InventoryItemBase(itemID, recipientID);
500 InventoryItemBase item =
501 scene.InventoryService.GetItem(given);
502
503 if (item != null)
504 {
505 user.ControllingClient.SendBulkUpdateInventory(item);
506 }
507 }
508 user.ControllingClient.SendInstantMessage(im);
509 }
510 if (im.dialog == (byte) InstantMessageDialog.TaskInventoryOffered)
511 {
512 if (im.binaryBucket.Length < 1) // Invalid
513 return;
514
515 UUID recipientID = new UUID(im.toAgentID);
516
517 // Bucket is the asset type
518 AssetType assetType = (AssetType)im.binaryBucket[0];
519
520 if (AssetType.Folder == assetType)
521 {
522 UUID folderID = new UUID(im.imSessionID);
523
524 InventoryFolderBase given =
525 new InventoryFolderBase(folderID, recipientID);
526 InventoryFolderBase folder =
527 scene.InventoryService.GetFolder(given);
528
529 if (folder != null)
530 user.ControllingClient.SendBulkUpdateInventory(folder);
531 }
532 else
533 {
534 UUID itemID = new UUID(im.imSessionID);
535
536 InventoryItemBase given =
537 new InventoryItemBase(itemID, recipientID);
538 InventoryItemBase item =
539 scene.InventoryService.GetItem(given);
540
541 if (item != null)
542 {
543 user.ControllingClient.SendBulkUpdateInventory(item);
544 }
545 }
546
547 // Fix up binary bucket since this may be 17 chars long here
548 Byte[] bucket = new Byte[1];
549 bucket[0] = im.binaryBucket[0];
550 im.binaryBucket = bucket;
551
552 user.ControllingClient.SendInstantMessage(im);
553 }
554 else if (im.dialog == (byte) InstantMessageDialog.InventoryAccepted ||
555 im.dialog == (byte) InstantMessageDialog.InventoryDeclined ||
556 im.dialog == (byte) InstantMessageDialog.TaskInventoryDeclined ||
557 im.dialog == (byte) InstantMessageDialog.TaskInventoryAccepted)
558 {
559 user.ControllingClient.SendInstantMessage(im);
560 }
452 } 561 }
453 } 562 }
454} 563}
diff --git a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
index 2d4cffd..a889984 100644
--- a/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Lure/LureModule.cs
@@ -161,16 +161,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
161 scene.RegionInfo.RegionHandle, 161 scene.RegionInfo.RegionHandle,
162 (uint)presence.AbsolutePosition.X, 162 (uint)presence.AbsolutePosition.X,
163 (uint)presence.AbsolutePosition.Y, 163 (uint)presence.AbsolutePosition.Y,
164 (uint)Math.Ceiling(presence.AbsolutePosition.Z)); 164 (uint)presence.AbsolutePosition.Z + 2);
165 165
166 m_log.DebugFormat("TP invite with message {0}", message); 166 m_log.DebugFormat("[LURE]: TP invite with message {0}", message);
167
168 GridInstantMessage m;
169
170 if (scene.Permissions.IsAdministrator(client.AgentId) && presence.GodLevel >= 200 && (!scene.Permissions.IsAdministrator(targetid)))
171 {
172 m = new GridInstantMessage(scene, client.AgentId,
173 client.FirstName+" "+client.LastName, targetid,
174 (byte)InstantMessageDialog.GodLikeRequestTeleport, false,
175 message, dest, false, presence.AbsolutePosition,
176 new Byte[0]);
177 }
178 else
179 {
180 m = new GridInstantMessage(scene, client.AgentId,
181 client.FirstName+" "+client.LastName, targetid,
182 (byte)InstantMessageDialog.RequestTeleport, false,
183 message, dest, false, presence.AbsolutePosition,
184 new Byte[0]);
185 }
167 186
168 GridInstantMessage m = new GridInstantMessage(scene, client.AgentId,
169 client.FirstName+" "+client.LastName, targetid,
170 (byte)InstantMessageDialog.RequestTeleport, false,
171 message, dest, false, presence.AbsolutePosition,
172 new Byte[0]);
173
174 if (m_TransferModule != null) 187 if (m_TransferModule != null)
175 { 188 {
176 m_TransferModule.SendInstantMessage(m, 189 m_TransferModule.SendInstantMessage(m,
@@ -205,7 +218,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Lure
205 { 218 {
206 // Forward remote teleport requests 219 // Forward remote teleport requests
207 // 220 //
208 if (msg.dialog != 22) 221 if (msg.dialog != (byte)InstantMessageDialog.RequestTeleport &&
222 msg.dialog != (byte)InstantMessageDialog.GodLikeRequestTeleport)
209 return; 223 return;
210 224
211 if (m_TransferModule != null) 225 if (m_TransferModule != null)
diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
index 4ea85a8..dbe75b5 100644
--- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
@@ -102,7 +102,8 @@ namespace OpenSim.Region.CoreModules.Framework
102 102
103 public void CreateCaps(UUID agentId) 103 public void CreateCaps(UUID agentId)
104 { 104 {
105 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId)) 105 int flags = m_scene.GetUserFlags(agentId);
106 if (m_scene.RegionInfo.EstateSettings.IsBanned(agentId, flags))
106 return; 107 return;
107 108
108 String capsObjectPath = GetCapsPath(agentId); 109 String capsObjectPath = GetCapsPath(agentId);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
index fa9cd55..2b790f4 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -132,7 +132,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
132 132
133 protected virtual void OnNewClient(IClientAPI client) 133 protected virtual void OnNewClient(IClientAPI client)
134 { 134 {
135 client.OnTeleportHomeRequest += TeleportHome; 135 client.OnTeleportHomeRequest += TriggerTeleportHome;
136 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 136 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
137 } 137 }
138 138
@@ -210,6 +210,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
210 sp.ControllingClient.SendTeleportStart(teleportFlags); 210 sp.ControllingClient.SendTeleportStart(teleportFlags);
211 211
212 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 212 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
213 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
213 sp.Teleport(position); 214 sp.Teleport(position);
214 215
215 foreach (SceneObjectGroup grp in sp.GetAttachments()) 216 foreach (SceneObjectGroup grp in sp.GetAttachments())
@@ -338,7 +339,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
338 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 339 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
339 // it's actually doing a lot of work. 340 // it's actually doing a lot of work.
340 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 341 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
341 if (endPoint.Address != null) 342 if (endPoint != null && endPoint.Address != null)
342 { 343 {
343 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from 344 // Fixing a bug where teleporting while sitting results in the avatar ending up removed from
344 // both regions 345 // both regions
@@ -655,7 +656,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
655 656
656 #region Teleport Home 657 #region Teleport Home
657 658
658 public virtual void TeleportHome(UUID id, IClientAPI client) 659 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
660 {
661 TeleportHome(id, client);
662 }
663
664 public virtual bool TeleportHome(UUID id, IClientAPI client)
659 { 665 {
660 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 666 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
661 667
@@ -664,12 +670,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
664 670
665 if (uinfo != null) 671 if (uinfo != null)
666 { 672 {
673 if (uinfo.HomeRegionID == UUID.Zero)
674 {
675 // can't find the Home region: Tell viewer and abort
676 client.SendTeleportFailed("You don't have a home position set.");
677 return false;
678 }
667 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 679 GridRegion regionInfo = m_aScene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
668 if (regionInfo == null) 680 if (regionInfo == null)
669 { 681 {
670 // can't find the Home region: Tell viewer and abort 682 // can't find the Home region: Tell viewer and abort
671 client.SendTeleportFailed("Your home region could not be found."); 683 client.SendTeleportFailed("Your home region could not be found.");
672 return; 684 return false;
673 } 685 }
674 686
675 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})", 687 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: User's home region is {0} {1} ({2}-{3})",
@@ -680,6 +692,13 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
680 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt, 692 client, regionInfo.RegionHandle, uinfo.HomePosition, uinfo.HomeLookAt,
681 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome)); 693 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
682 } 694 }
695 else
696 {
697 // can't find the Home region: Tell viewer and abort
698 client.SendTeleportFailed("Your home region could not be found.");
699 return false;
700 }
701 return true;
683 } 702 }
684 703
685 #endregion 704 #endregion
@@ -687,11 +706,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
687 706
688 #region Agent Crossings 707 #region Agent Crossings
689 708
690 public bool Cross(ScenePresence agent, bool isFlying) 709 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
691 { 710 {
692 Scene scene = agent.Scene; 711 version = String.Empty;
693 Vector3 pos = agent.AbsolutePosition; 712 newpos = new Vector3(pos.X, pos.Y, pos.Z);
694 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
695 uint neighbourx = scene.RegionInfo.RegionLocX; 713 uint neighbourx = scene.RegionInfo.RegionLocX;
696 uint neighboury = scene.RegionInfo.RegionLocY; 714 uint neighboury = scene.RegionInfo.RegionLocY;
697 const float boundaryDistance = 1.7f; 715 const float boundaryDistance = 1.7f;
@@ -712,53 +730,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
712 } 730 }
713 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 731 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
714 { 732 {
715 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 733 neighboury--;
716 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 734 newpos.Y = Constants.RegionSize - enterDistance;
717 {
718 neighboury--;
719 newpos.Y = Constants.RegionSize - enterDistance;
720 }
721 else
722 {
723 agent.IsInTransit = true;
724
725 neighboury = b.TriggerRegionY;
726 neighbourx = b.TriggerRegionX;
727
728 Vector3 newposition = pos;
729 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
730 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
731 agent.ControllingClient.SendAgentAlertMessage(
732 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
733 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
734 return true;
735 }
736 }
737
738 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
739 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
740 {
741 neighbourx--;
742 newpos.X = Constants.RegionSize - enterDistance;
743 } 735 }
744 else
745 {
746 agent.IsInTransit = true;
747
748 neighboury = ba.TriggerRegionY;
749 neighbourx = ba.TriggerRegionX;
750
751
752 Vector3 newposition = pos;
753 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
754 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
755 agent.ControllingClient.SendAgentAlertMessage(
756 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
757 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
758
759 736
760 return true; 737 neighbourx--;
761 } 738 newpos.X = Constants.RegionSize - enterDistance;
762 739
763 } 740 }
764 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 741 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
@@ -769,26 +746,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
769 746
770 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 747 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
771 { 748 {
772 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 749 neighboury--;
773 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 750 newpos.Y = Constants.RegionSize - enterDistance;
774 {
775 neighboury--;
776 newpos.Y = Constants.RegionSize - enterDistance;
777 }
778 else
779 {
780 agent.IsInTransit = true;
781
782 neighboury = ba.TriggerRegionY;
783 neighbourx = ba.TriggerRegionX;
784 Vector3 newposition = pos;
785 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
786 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
787 agent.ControllingClient.SendAgentAlertMessage(
788 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
789 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
790 return true;
791 }
792 } 751 }
793 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 752 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
794 { 753 {
@@ -796,35 +755,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
796 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize); 755 neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
797 newpos.Y = enterDistance; 756 newpos.Y = enterDistance;
798 } 757 }
799
800
801 } 758 }
802 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 759 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
803 { 760 {
804 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 761 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
805 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 762 neighboury--;
806 { 763 newpos.Y = Constants.RegionSize - enterDistance;
807 neighboury--;
808 newpos.Y = Constants.RegionSize - enterDistance;
809 }
810 else
811 {
812 agent.IsInTransit = true;
813
814 neighboury = b.TriggerRegionY;
815 neighbourx = b.TriggerRegionX;
816 Vector3 newposition = pos;
817 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
818 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
819 agent.ControllingClient.SendAgentAlertMessage(
820 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
821 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
822 return true;
823 }
824 } 764 }
825 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 765 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
826 { 766 {
827
828 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N); 767 Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
829 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize); 768 neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
830 newpos.Y = enterDistance; 769 newpos.Y = enterDistance;
@@ -855,19 +794,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
855 } 794 }
856 */ 795 */
857 796
858 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 797 xDest = neighbourx;
798 yDest = neighboury;
859 799
860 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 800 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
861 801
802 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
803
862 ExpiringCache<ulong, DateTime> r; 804 ExpiringCache<ulong, DateTime> r;
863 DateTime banUntil; 805 DateTime banUntil;
864 806
865 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 807 if (m_bannedRegions.TryGetValue(agentID, out r))
866 { 808 {
867 if (r.TryGetValue(neighbourHandle, out banUntil)) 809 if (r.TryGetValue(neighbourHandle, out banUntil))
868 { 810 {
869 if (DateTime.Now < banUntil) 811 if (DateTime.Now < banUntil)
870 return false; 812 return null;
871 r.Remove(neighbourHandle); 813 r.Remove(neighbourHandle);
872 } 814 }
873 } 815 }
@@ -879,28 +821,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
879 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 821 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
880 822
881 string reason; 823 string reason;
882 string version; 824 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
883 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
884 { 825 {
885 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
886 if (r == null) 826 if (r == null)
887 { 827 {
888 r = new ExpiringCache<ulong, DateTime>(); 828 r = new ExpiringCache<ulong, DateTime>();
889 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 829 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
890 830
891 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 831 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
892 } 832 }
893 else 833 else
894 { 834 {
895 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 835 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
896 } 836 }
837 return null;
838 }
839
840 return neighbourRegion;
841 }
842
843 public bool Cross(ScenePresence agent, bool isFlying)
844 {
845 uint x;
846 uint y;
847 Vector3 newpos;
848 string version;
849
850 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
851 if (neighbourRegion == null)
852 {
853 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
897 return false; 854 return false;
898 } 855 }
899 856
900 agent.IsInTransit = true; 857 agent.IsInTransit = true;
901 858
902 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 859 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
903 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 860 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
904 861
905 return true; 862 return true;
906 } 863 }
@@ -957,13 +914,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
957 icon.EndInvoke(iar); 914 icon.EndInvoke(iar);
958 } 915 }
959 916
960 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
961
962 /// <summary> 917 /// <summary>
963 /// This Closes child agents on neighbouring regions 918 /// This Closes child agents on neighbouring regions
964 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 919 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
965 /// </summary> 920 /// </summary>
966 protected ScenePresence CrossAgentToNewRegionAsync( 921 public ScenePresence CrossAgentToNewRegionAsync(
967 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 922 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
968 bool isFlying, string version) 923 bool isFlying, string version)
969 { 924 {
@@ -1152,10 +1107,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1152 agent.Id0 = currentAgentCircuit.Id0; 1107 agent.Id0 = currentAgentCircuit.Id0;
1153 } 1108 }
1154 1109
1155 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1110 IPEndPoint external = region.ExternalEndPoint;
1156 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1111 if (external != null)
1112 {
1113 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1114 d.BeginInvoke(sp, agent, region, external, true,
1157 InformClientOfNeighbourCompleted, 1115 InformClientOfNeighbourCompleted,
1158 d); 1116 d);
1117 }
1159 } 1118 }
1160 #endregion 1119 #endregion
1161 1120
@@ -1405,8 +1364,6 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1405 1364
1406 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString()); 1365 m_log.Debug("[ENTITY TRANSFER MODULE]: Completed inform client about neighbour " + endPoint.ToString());
1407 } 1366 }
1408 if (!regionAccepted)
1409 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Region {0} did not accept agent: {1}", reg.RegionName, reason);
1410 } 1367 }
1411 1368
1412 /// <summary> 1369 /// <summary>
@@ -1735,27 +1692,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1735 Utils.LongToUInts(newRegionHandle, out x, out y); 1692 Utils.LongToUInts(newRegionHandle, out x, out y);
1736 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1693 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1737 1694
1738 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1695 if (destination != null)
1739 { 1696 {
1740 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1697 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1698 return; // we did it
1699 }
1741 1700
1742 // We are going to move the object back to the old position so long as the old position 1701 // no one or failed lets go back and tell physics to go on
1743 // is in the region 1702 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1744 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1703 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1745 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1704 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1746 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1747 1705
1748 grp.RootPart.GroupPosition = oldGroupPosition; 1706 grp.AbsolutePosition = oldGroupPosition;
1707 grp.Velocity = Vector3.Zero;
1749 1708
1750 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1709 if (grp.RootPart.PhysActor != null)
1751 // move out of the region creating an infinite loop of failed attempts to cross 1710 grp.RootPart.PhysActor.CrossingFailure();
1752 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1753 1711
1754 grp.ScheduleGroupForFullUpdate(); 1712 grp.ScheduleGroupForFullUpdate();
1755 }
1756 } 1713 }
1757 1714
1758 1715
1716
1759 /// <summary> 1717 /// <summary>
1760 /// Move the given scene object into a new region 1718 /// Move the given scene object into a new region
1761 /// </summary> 1719 /// </summary>
@@ -1812,7 +1770,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1812 { 1770 {
1813 PhysicsActor pa = grp.RootPart.PhysActor; 1771 PhysicsActor pa = grp.RootPart.PhysActor;
1814 if (pa != null) 1772 if (pa != null)
1773 {
1815 pa.CrossingFailure(); 1774 pa.CrossingFailure();
1775 if (grp.RootPart.KeyframeMotion != null)
1776 {
1777 grp.RootPart.Velocity = Vector3.Zero;
1778 grp.RootPart.KeyframeMotion.CrossingFailure();
1779 grp.SendGroupRootTerseUpdate();
1780 }
1781 }
1816 } 1782 }
1817 1783
1818 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1784 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 7f9175d..8b5ad23 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
85 85
86 protected override void OnNewClient(IClientAPI client) 86 protected override void OnNewClient(IClientAPI client)
87 { 87 {
88 client.OnTeleportHomeRequest += TeleportHome; 88 client.OnTeleportHomeRequest += TriggerTeleportHome;
89 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 89 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 90 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
91 } 91 }
@@ -186,7 +186,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
186 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 186 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
187 } 187 }
188 188
189 public override void TeleportHome(UUID id, IClientAPI client) 189 public void TriggerTeleportHome(UUID id, IClientAPI client)
190 {
191 TeleportHome(id, client);
192 }
193
194 public override bool TeleportHome(UUID id, IClientAPI client)
190 { 195 {
191 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName); 196 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.FirstName, client.LastName);
192 197
@@ -196,8 +201,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
196 { 201 {
197 // local grid user 202 // local grid user
198 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 203 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
199 base.TeleportHome(id, client); 204 return base.TeleportHome(id, client);
200 return;
201 } 205 }
202 206
203 // Foreign user wants to go home 207 // Foreign user wants to go home
@@ -207,7 +211,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
207 { 211 {
208 client.SendTeleportFailed("Your information has been lost"); 212 client.SendTeleportFailed("Your information has been lost");
209 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 213 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
210 return; 214 return false;
211 } 215 }
212 216
213 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 217 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -217,7 +221,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
217 { 221 {
218 client.SendTeleportFailed("Your home region could not be found"); 222 client.SendTeleportFailed("Your home region could not be found");
219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
220 return; 224 return false;
221 } 225 }
222 226
223 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 227 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -225,7 +229,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
225 { 229 {
226 client.SendTeleportFailed("Internal error"); 230 client.SendTeleportFailed("Internal error");
227 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 231 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
228 return; 232 return false;
229 } 233 }
230 234
231 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>(); 235 IEventQueue eq = sp.Scene.RequestModuleInterface<IEventQueue>();
@@ -235,6 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
235 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 239 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
236 240
237 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq); 241 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome), eq);
242 return true;
238 } 243 }
239 244
240 /// <summary> 245 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 8171487..f41e89e 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -355,6 +355,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
355 355
356 foreach (SceneObjectGroup objectGroup in objlist) 356 foreach (SceneObjectGroup objectGroup in objlist)
357 { 357 {
358 if (objectGroup.RootPart.KeyframeMotion != null)
359 objectGroup.RootPart.KeyframeMotion.Stop();
360 objectGroup.RootPart.SetForce(Vector3.Zero);
361 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
362 objectGroup.RootPart.KeyframeMotion = null;
363
358 Vector3 inventoryStoredPosition = new Vector3 364 Vector3 inventoryStoredPosition = new Vector3
359 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 365 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
360 ? 250 366 ? 250
@@ -367,6 +373,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
367 373
368 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 374 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
369 375
376 // Restore attachment data after trip through the sim
377 if (objectGroup.RootPart.AttachPoint > 0)
378 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
379 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
380
370 objectGroup.AbsolutePosition = inventoryStoredPosition; 381 objectGroup.AbsolutePosition = inventoryStoredPosition;
371 382
372 // Make sure all bits but the ones we want are clear 383 // Make sure all bits but the ones we want are clear
@@ -476,8 +487,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
476 IClientAPI remoteClient) 487 IClientAPI remoteClient)
477 { 488 {
478 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 489 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
490 // For the porposes of inventory, an object is modify if the prims
491 // are modify. This allows renaming an object that contains no
492 // mod items.
479 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 493 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
480 effectivePerms &= grp.GetEffectivePermissions(); 494 {
495 uint groupPerms = grp.GetEffectivePermissions(true);
496 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
497 groupPerms |= (uint)PermissionMask.Modify;
498
499 effectivePerms &= groupPerms;
500 }
481 effectivePerms |= (uint)PermissionMask.Move; 501 effectivePerms |= (uint)PermissionMask.Move;
482 502
483 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 503 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -657,7 +677,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
657 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 677 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
658 { 678 {
659 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 679 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
660 folder = m_Scene.InventoryService.GetFolder(f); 680 if (f != null)
681 folder = m_Scene.InventoryService.GetFolder(f);
661 } 682 }
662 } 683 }
663 684
@@ -687,15 +708,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
687 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 708 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
688 { 709 {
689// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 710// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
690
691 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 711 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
692 item = m_Scene.InventoryService.GetItem(item); 712 item = m_Scene.InventoryService.GetItem(item);
693 713
694 if (item == null) 714 if (item == null)
695 { 715 {
696 m_log.WarnFormat(
697 "[InventoryAccessModule]: Could not find item {0} for {1} in RezObject()",
698 itemID, remoteClient.Name);
699 716
700 return null; 717 return null;
701 } 718 }
@@ -747,6 +764,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
747 if (e == null || attachment) // Single 764 if (e == null || attachment) // Single
748 { 765 {
749 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 766 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
767 if (!attachment)
768 {
769 g.RootPart.AttachPoint = g.RootPart.Shape.State;
770 g.RootPart.AttachOffset = g.AbsolutePosition;
771 g.RootPart.Shape.State = 0;
772 }
750 773
751 objlist.Add(g); 774 objlist.Add(g);
752 veclist.Add(new Vector3(0, 0, 0)); 775 veclist.Add(new Vector3(0, 0, 0));
@@ -776,6 +799,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
776 foreach (XmlNode n in groups) 799 foreach (XmlNode n in groups)
777 { 800 {
778 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 801 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
802 g.RootPart.AttachPoint = g.RootPart.Shape.State;
803 g.RootPart.AttachOffset = g.AbsolutePosition;
804 g.RootPart.Shape.State = 0;
779 805
780 objlist.Add(g); 806 objlist.Add(g);
781 XmlElement el = (XmlElement)n; 807 XmlElement el = (XmlElement)n;
@@ -795,12 +821,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
795 } 821 }
796 } 822 }
797 823
824 int primcount = 0;
825 foreach (SceneObjectGroup g in objlist)
826 primcount += g.PrimCount;
827
828 if (!m_Scene.Permissions.CanRezObject(
829 primcount, remoteClient.AgentId, pos)
830 && !attachment)
831 {
832 // The client operates in no fail mode. It will
833 // have already removed the item from the folder
834 // if it's no copy.
835 // Put it back if it's not an attachment
836 //
837 if (item != null)
838 {
839 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
840 remoteClient.SendBulkUpdateInventory(item);
841 }
842
843 return null;
844 }
845
798 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 846 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
799 return null; 847 return null;
800 848
801 for (int i = 0; i < objlist.Count; i++) 849 for (int i = 0; i < objlist.Count; i++)
802 { 850 {
803 group = objlist[i]; 851 group = objlist[i];
852 SceneObjectPart rootPart = group.RootPart;
804 853
805// m_log.DebugFormat( 854// m_log.DebugFormat(
806// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 855// "[InventoryAccessModule]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -861,8 +910,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
861 910
862 if (!attachment) 911 if (!attachment)
863 { 912 {
864 SceneObjectPart rootPart = group.RootPart;
865
866 if (rootPart.Shape.PCode == (byte)PCode.Prim) 913 if (rootPart.Shape.PCode == (byte)PCode.Prim)
867 group.ClearPartAttachmentData(); 914 group.ClearPartAttachmentData();
868 915
@@ -880,6 +927,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
880// remoteClient.Name); 927// remoteClient.Name);
881 } 928 }
882 929
930 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
931
883 if (item != null) 932 if (item != null)
884 DoPostRezWhenFromItem(item, attachment); 933 DoPostRezWhenFromItem(item, attachment);
885 934
@@ -958,8 +1007,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
958 { 1007 {
959 rootPart.Name = item.Name; 1008 rootPart.Name = item.Name;
960 rootPart.Description = item.Description; 1009 rootPart.Description = item.Description;
961 rootPart.ObjectSaleType = item.SaleType; 1010 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
962 rootPart.SalePrice = item.SalePrice; 1011 {
1012 rootPart.ObjectSaleType = item.SaleType;
1013 rootPart.SalePrice = item.SalePrice;
1014 }
963 } 1015 }
964 1016
965 so.FromFolderID = item.Folder; 1017 so.FromFolderID = item.Folder;
@@ -968,7 +1020,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
968// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1020// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
969 1021
970 if ((rootPart.OwnerID != item.Owner) || 1022 if ((rootPart.OwnerID != item.Owner) ||
971 (item.CurrentPermissions & 16) != 0) 1023 (item.CurrentPermissions & 16) != 0 ||
1024 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
972 { 1025 {
973 //Need to kill the for sale here 1026 //Need to kill the for sale here
974 rootPart.ObjectSaleType = 0; 1027 rootPart.ObjectSaleType = 0;
@@ -978,31 +1031,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
978 { 1031 {
979 foreach (SceneObjectPart part in so.Parts) 1032 foreach (SceneObjectPart part in so.Parts)
980 { 1033 {
981 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
982 {
983 part.EveryoneMask = item.EveryOnePermissions;
984 part.NextOwnerMask = item.NextPermissions;
985 }
986 part.GroupMask = 0; // DO NOT propagate here 1034 part.GroupMask = 0; // DO NOT propagate here
1035
1036 part.LastOwnerID = part.OwnerID;
1037 part.OwnerID = item.Owner;
1038 part.Inventory.ChangeInventoryOwner(item.Owner);
987 } 1039 }
988 1040
989 so.ApplyNextOwnerPermissions(); 1041 so.ApplyNextOwnerPermissions();
1042
1043 // In case the user has changed flags on a received item
1044 // we have to apply those changes after the slam. Else we
1045 // get a net loss of permissions
1046 foreach (SceneObjectPart part in so.Parts)
1047 {
1048 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1049 {
1050 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1051 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1052 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1053 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1054 }
1055 }
990 } 1056 }
991 } 1057 }
992 1058 else
993 foreach (SceneObjectPart part in so.Parts)
994 { 1059 {
995 part.FromUserInventoryItemID = fromUserInventoryItemId; 1060 foreach (SceneObjectPart part in so.Parts)
996
997 if ((part.OwnerID != item.Owner) ||
998 (item.CurrentPermissions & 16) != 0)
999 { 1061 {
1000 part.Inventory.ChangeInventoryOwner(item.Owner); 1062 part.FromUserInventoryItemID = fromUserInventoryItemId;
1001 part.GroupMask = 0; // DO NOT propagate here 1063
1064 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1065 part.EveryoneMask = item.EveryOnePermissions;
1066 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1067 part.NextOwnerMask = item.NextPermissions;
1068 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1069 part.GroupMask = item.GroupPermissions;
1002 } 1070 }
1003
1004 part.EveryoneMask = item.EveryOnePermissions;
1005 part.NextOwnerMask = item.NextPermissions;
1006 } 1071 }
1007 1072
1008 rootPart.TrimPermissions(); 1073 rootPart.TrimPermissions();
@@ -1140,4 +1205,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1140 1205
1141 #endregion 1206 #endregion
1142 } 1207 }
1143} \ No newline at end of file 1208}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 93e75b3..f4cf6b4 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -61,6 +61,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
61 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
62 public bool requestDone; 62 public bool requestDone;
63 public int startTime; 63 public int startTime;
64 public bool responseSent;
64 public string uri; 65 public string uri;
65 } 66 }
66 67
@@ -77,7 +78,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
77 new Dictionary<string, UrlData>(); 78 new Dictionary<string, UrlData>();
78 79
79 80
80 private int m_TotalUrls = 100; 81 private int m_TotalUrls = 5000;
81 82
82 private uint https_port = 0; 83 private uint https_port = 0;
83 private IHttpServer m_HttpServer = null; 84 private IHttpServer m_HttpServer = null;
@@ -157,7 +158,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
157 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 158 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
158 return urlcode; 159 return urlcode;
159 } 160 }
160 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 161 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
161 162
162 UrlData urlData = new UrlData(); 163 UrlData urlData = new UrlData();
163 urlData.hostID = host.UUID; 164 urlData.hostID = host.UUID;
@@ -166,10 +167,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
166 urlData.url = url; 167 urlData.url = url;
167 urlData.urlcode = urlcode; 168 urlData.urlcode = urlcode;
168 urlData.requests = new Dictionary<UUID, RequestData>(); 169 urlData.requests = new Dictionary<UUID, RequestData>();
169 170
170 m_UrlMap[url] = urlData; 171 m_UrlMap[url] = urlData;
171 172
172 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 173 string uri = "/lslhttp/" + urlcode.ToString();
173 174
174 m_HttpServer.AddPollServiceHTTPHandler( 175 m_HttpServer.AddPollServiceHTTPHandler(
175 uri, 176 uri,
@@ -234,9 +235,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
234 return; 235 return;
235 } 236 }
236 237
237 foreach (UUID req in data.requests.Keys) 238 lock (m_RequestMap)
238 m_RequestMap.Remove(req); 239 {
239 240 foreach (UUID req in data.requests.Keys)
241 m_RequestMap.Remove(req);
242 }
243
240 RemoveUrl(data); 244 RemoveUrl(data);
241 m_UrlMap.Remove(url); 245 m_UrlMap.Remove(url);
242 } 246 }
@@ -244,32 +248,42 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
244 248
245 public void HttpResponse(UUID request, int status, string body) 249 public void HttpResponse(UUID request, int status, string body)
246 { 250 {
247 if (m_RequestMap.ContainsKey(request)) 251 lock (m_RequestMap)
248 {
249 UrlData urlData = m_RequestMap[request];
250 urlData.requests[request].responseCode = status;
251 urlData.requests[request].responseBody = body;
252 //urlData.requests[request].ev.Set();
253 urlData.requests[request].requestDone =true;
254 }
255 else
256 { 252 {
257 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString()); 253 if (m_RequestMap.ContainsKey(request))
254 {
255 UrlData urlData = m_RequestMap[request];
256 if (!urlData.requests[request].responseSent)
257 {
258 urlData.requests[request].responseCode = status;
259 urlData.requests[request].responseBody = body;
260 //urlData.requests[request].ev.Set();
261 urlData.requests[request].requestDone = true;
262 urlData.requests[request].responseSent = true;
263 }
264 }
265 else
266 {
267 m_log.Info("[HttpRequestHandler] There is no http-in request with id " + request.ToString());
268 }
258 } 269 }
259 } 270 }
260 271
261 public string GetHttpHeader(UUID requestId, string header) 272 public string GetHttpHeader(UUID requestId, string header)
262 { 273 {
263 if (m_RequestMap.ContainsKey(requestId)) 274 lock (m_RequestMap)
264 {
265 UrlData urlData=m_RequestMap[requestId];
266 string value;
267 if (urlData.requests[requestId].headers.TryGetValue(header,out value))
268 return value;
269 }
270 else
271 { 275 {
272 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 276 if (m_RequestMap.ContainsKey(requestId))
277 {
278 UrlData urlData = m_RequestMap[requestId];
279 string value;
280 if (urlData.requests[requestId].headers.TryGetValue(header, out value))
281 return value;
282 }
283 else
284 {
285 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
286 }
273 } 287 }
274 return String.Empty; 288 return String.Empty;
275 } 289 }
@@ -293,8 +307,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
293 { 307 {
294 RemoveUrl(url.Value); 308 RemoveUrl(url.Value);
295 removeURLs.Add(url.Key); 309 removeURLs.Add(url.Key);
296 foreach (UUID req in url.Value.requests.Keys) 310 lock (m_RequestMap)
297 m_RequestMap.Remove(req); 311 {
312 foreach (UUID req in url.Value.requests.Keys)
313 m_RequestMap.Remove(req);
314 }
298 } 315 }
299 } 316 }
300 317
@@ -315,8 +332,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
315 { 332 {
316 RemoveUrl(url.Value); 333 RemoveUrl(url.Value);
317 removeURLs.Add(url.Key); 334 removeURLs.Add(url.Key);
318 foreach (UUID req in url.Value.requests.Keys) 335 lock (m_RequestMap)
319 m_RequestMap.Remove(req); 336 {
337 foreach (UUID req in url.Value.requests.Keys)
338 m_RequestMap.Remove(req);
339 }
320 } 340 }
321 } 341 }
322 342
@@ -335,14 +355,16 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
335 { 355 {
336 Hashtable response = new Hashtable(); 356 Hashtable response = new Hashtable();
337 UrlData url; 357 UrlData url;
358 int startTime = 0;
338 lock (m_RequestMap) 359 lock (m_RequestMap)
339 { 360 {
340 if (!m_RequestMap.ContainsKey(requestID)) 361 if (!m_RequestMap.ContainsKey(requestID))
341 return response; 362 return response;
342 url = m_RequestMap[requestID]; 363 url = m_RequestMap[requestID];
364 startTime = url.requests[requestID].startTime;
343 } 365 }
344 366
345 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000) 367 if (System.Environment.TickCount - startTime > 25000)
346 { 368 {
347 response["int_response_code"] = 500; 369 response["int_response_code"] = 500;
348 response["str_response_string"] = "Script timeout"; 370 response["str_response_string"] = "Script timeout";
@@ -351,9 +373,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
351 response["reusecontext"] = false; 373 response["reusecontext"] = false;
352 374
353 //remove from map 375 //remove from map
354 lock (url) 376 lock (url.requests)
355 { 377 {
356 url.requests.Remove(requestID); 378 url.requests.Remove(requestID);
379 }
380 lock (m_RequestMap)
381 {
357 m_RequestMap.Remove(requestID); 382 m_RequestMap.Remove(requestID);
358 } 383 }
359 384
@@ -375,22 +400,25 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
375 return false; 400 return false;
376 } 401 }
377 url = m_RequestMap[requestID]; 402 url = m_RequestMap[requestID];
403 }
404 lock (url.requests)
405 {
378 if (!url.requests.ContainsKey(requestID)) 406 if (!url.requests.ContainsKey(requestID))
379 { 407 {
380 return false; 408 return false;
381 } 409 }
410 else
411 {
412 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
413 {
414 return true;
415 }
416 if (url.requests[requestID].requestDone)
417 return true;
418 else
419 return false;
420 }
382 } 421 }
383
384 if (System.Environment.TickCount-url.requests[requestID].startTime>25000)
385 {
386 return true;
387 }
388
389 if (url.requests[requestID].requestDone)
390 return true;
391 else
392 return false;
393
394 } 422 }
395 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 423 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
396 { 424 {
@@ -402,9 +430,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
402 if (!m_RequestMap.ContainsKey(requestID)) 430 if (!m_RequestMap.ContainsKey(requestID))
403 return NoEvents(requestID,sessionID); 431 return NoEvents(requestID,sessionID);
404 url = m_RequestMap[requestID]; 432 url = m_RequestMap[requestID];
433 }
434 lock (url.requests)
435 {
405 requestData = url.requests[requestID]; 436 requestData = url.requests[requestID];
406 } 437 }
407 438
408 if (!requestData.requestDone) 439 if (!requestData.requestDone)
409 return NoEvents(requestID,sessionID); 440 return NoEvents(requestID,sessionID);
410 441
@@ -427,14 +458,18 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
427 response["reusecontext"] = false; 458 response["reusecontext"] = false;
428 459
429 //remove from map 460 //remove from map
430 lock (url) 461 lock (url.requests)
431 { 462 {
432 url.requests.Remove(requestID); 463 url.requests.Remove(requestID);
464 }
465 lock (m_RequestMap)
466 {
433 m_RequestMap.Remove(requestID); 467 m_RequestMap.Remove(requestID);
434 } 468 }
435 469
436 return response; 470 return response;
437 } 471 }
472
438 public void HttpRequestHandler(UUID requestID, Hashtable request) 473 public void HttpRequestHandler(UUID requestID, Hashtable request)
439 { 474 {
440 lock (request) 475 lock (request)
@@ -450,8 +485,8 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
450 485
451 int pos1 = uri.IndexOf("/");// /lslhttp 486 int pos1 = uri.IndexOf("/");// /lslhttp
452 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/ 487 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
453 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/ 488 int pos3 = pos2 + 37; // /lslhttp/urlcode
454 string uri_tmp = uri.Substring(0, pos3 + 1); 489 string uri_tmp = uri.Substring(0, pos3);
455 //HTTP server code doesn't provide us with QueryStrings 490 //HTTP server code doesn't provide us with QueryStrings
456 string pathInfo; 491 string pathInfo;
457 string queryString; 492 string queryString;
@@ -460,10 +495,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
460 pathInfo = uri.Substring(pos3); 495 pathInfo = uri.Substring(pos3);
461 496
462 UrlData url = null; 497 UrlData url = null;
498 string urlkey;
463 if (!is_ssl) 499 if (!is_ssl)
464 url = m_UrlMap["http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp]; 500 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
501 //m_UrlMap[];
465 else 502 else
466 url = m_UrlMap["https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp]; 503 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
504
505 if (m_UrlMap.ContainsKey(urlkey))
506 {
507 url = m_UrlMap[urlkey];
508 }
509 else
510 {
511 m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
512 }
467 513
468 //for llGetHttpHeader support we need to store original URI here 514 //for llGetHttpHeader support we need to store original URI here
469 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 515 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -493,7 +539,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
493 if (request.ContainsKey(key)) 539 if (request.ContainsKey(key))
494 { 540 {
495 string val = (String)request[key]; 541 string val = (String)request[key];
496 queryString = queryString + key + "=" + val + "&"; 542 if (key != "")
543 {
544 queryString = queryString + key + "=" + val + "&";
545 }
546 else
547 {
548 queryString = queryString + val + "&";
549 }
497 } 550 }
498 } 551 }
499 if (queryString.Length > 1) 552 if (queryString.Length > 1)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 6d3ace9..3b862da 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
@@ -93,8 +93,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
93 if (config == null) 93 if (config == null)
94 return; 94 return;
95 95
96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime")); 96 int refreshminutes = Convert.ToInt32(config.GetString("RefreshTime", "-1"));
97 if (refreshminutes <= 0) 97 if (refreshminutes < 0)
98 { 98 {
99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled."); 99 m_log.WarnFormat("[MAP IMAGE SERVICE MODULE]: No refresh time given in config. Module disabled.");
100 return; 100 return;
@@ -117,12 +117,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
117 return; 117 return;
118 } 118 }
119 119
120 m_refreshTimer.Enabled = true; 120 if (m_refreshtime > 0)
121 m_refreshTimer.AutoReset = true; 121 {
122 m_refreshTimer.Interval = m_refreshtime; 122 m_refreshTimer.Enabled = true;
123 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh); 123 m_refreshTimer.AutoReset = true;
124 m_refreshTimer.Interval = m_refreshtime;
125 m_refreshTimer.Elapsed += new ElapsedEventHandler(HandleMaptileRefresh);
126 }
124 127
125 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0}min and service object {1}", 128 m_log.InfoFormat("[MAP IMAGE SERVICE MODULE]: enabled with refresh time {0} min and service object {1}",
126 refreshminutes, service); 129 refreshminutes, service);
127 130
128 m_enabled = true; 131 m_enabled = true;
@@ -238,4 +241,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
238 } 241 }
239 } 242 }
240 } 243 }
241} \ No newline at end of file 244}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 85e7e94..6e75692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -271,7 +271,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
271 if (s.RegionInfo.RegionID == destination.RegionID) 271 if (s.RegionInfo.RegionID == destination.RegionID)
272 return s.QueryAccess(id, position, out reason); 272 return s.QueryAccess(id, position, out reason);
273 } 273 }
274 //m_log.Debug("[LOCAL COMMS]: region not found for QueryAccess");
275 return false; 274 return false;
276 } 275 }
277 276
@@ -301,10 +300,24 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 if (s.RegionInfo.RegionID == destination.RegionID) 300 if (s.RegionInfo.RegionID == destination.RegionID)
302 { 301 {
303 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent"); 302 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
304 // Let's spawn a threadlet right here, because this may take 303 return s.IncomingCloseAgent(id);
305 // a while 304 }
306 Util.FireAndForget(delegate { s.IncomingCloseAgent(id); }); 305 }
307 return true; 306 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
307 return false;
308 }
309
310 public bool CloseChildAgent(GridRegion destination, UUID id)
311 {
312 if (destination == null)
313 return false;
314
315 foreach (Scene s in m_sceneList)
316 {
317 if (s.RegionInfo.RegionID == destination.RegionID)
318 {
319 //m_log.Debug("[LOCAL COMMS]: Found region to SendCloseAgent");
320 return s.IncomingCloseChildAgent(id);
308 } 321 }
309 } 322 }
310 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 323 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index eaf9506..4b70692 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -261,6 +261,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
261 return false; 261 return false;
262 } 262 }
263 263
264 public bool CloseChildAgent(GridRegion destination, UUID id)
265 {
266 if (destination == null)
267 return false;
268
269 // Try local first
270 if (m_localBackend.CloseChildAgent(destination, id))
271 return true;
272
273 // else do the remote thing
274 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
275 return m_remoteConnector.CloseChildAgent(destination, id);
276
277 return false;
278 }
264 279
265 public bool CloseAgent(GridRegion destination, UUID id) 280 public bool CloseAgent(GridRegion destination, UUID id)
266 { 281 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index a6dbaba..38db239 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -298,6 +298,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
298 // being no copy/no mod for everyone 298 // being no copy/no mod for everyone
299 lock (part.TaskInventory) 299 lock (part.TaskInventory)
300 { 300 {
301 if (!ResolveUserUuid(part.CreatorID))
302 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
303
304 if (!ResolveUserUuid(part.OwnerID))
305 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
306
307 if (!ResolveUserUuid(part.LastOwnerID))
308 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
309
310 // And zap any troublesome sit target information
311 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
312 part.SitTargetPosition = new Vector3(0, 0, 0);
313
314 // Fix ownership/creator of inventory items
315 // Not doing so results in inventory items
316 // being no copy/no mod for everyone
317 part.TaskInventory.LockItemsForRead(true);
301 TaskInventoryDictionary inv = part.TaskInventory; 318 TaskInventoryDictionary inv = part.TaskInventory;
302 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 319 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
303 { 320 {
@@ -313,6 +330,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
313 if (UserManager != null) 330 if (UserManager != null)
314 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 331 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
315 } 332 }
333 part.TaskInventory.LockItemsForRead(false);
316 } 334 }
317 } 335 }
318 336
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 55110dc..1eb641d 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
@@ -253,18 +253,14 @@ namespace OpenSim.Region.CoreModules.World.Archiver
253 253
254 if (asset != null) 254 if (asset != null)
255 { 255 {
256 if (m_options.ContainsKey("verbose")) 256// m_log.DebugFormat("[ARCHIVER]: Writing asset {0}", id);
257 m_log.InfoFormat("[ARCHIVER]: Writing asset {0}", id);
258
259 m_foundAssetUuids.Add(asset.FullID); 257 m_foundAssetUuids.Add(asset.FullID);
260 258
261 m_assetsArchiver.WriteAsset(PostProcess(asset)); 259 m_assetsArchiver.WriteAsset(PostProcess(asset));
262 } 260 }
263 else 261 else
264 { 262 {
265 if (m_options.ContainsKey("verbose")) 263// m_log.DebugFormat("[ARCHIVER]: Recording asset {0} as not found", id);
266 m_log.InfoFormat("[ARCHIVER]: Recording asset {0} as not found", id);
267
268 m_notFoundAssetUuids.Add(new UUID(id)); 264 m_notFoundAssetUuids.Add(new UUID(id));
269 } 265 }
270 266
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 58bbd24..ddc2a07 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -61,6 +63,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
61 63
62 #region Packet Data Responders 64 #region Packet Data Responders
63 65
66 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
67 {
68 sendDetailedEstateData(remote_client, invoice);
69 sendEstateLists(remote_client, invoice);
70 }
71
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 72 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 73 {
66 uint sun = 0; 74 uint sun = 0;
@@ -83,7 +91,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 91 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 92 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 93 estateOwner);
94 }
86 95
96 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
97 {
87 remote_client.SendEstateList(invoice, 98 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 99 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 100 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +268,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 268 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 269 if (restartModule != null)
259 { 270 {
271 if (timeInSeconds == -1)
272 {
273 restartModule.AbortRestart("Restart aborted by region manager");
274 return;
275 }
276
260 List<int> times = new List<int>(); 277 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 278 while (timeInSeconds > 0)
262 { 279 {
@@ -269,7 +286,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 286 timeInSeconds -= 15;
270 } 287 }
271 288
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 289 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 290 }
274 } 291 }
275 292
@@ -477,7 +494,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 494 {
478 if (!s.IsChildAgent) 495 if (!s.IsChildAgent)
479 { 496 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 497 if (!Scene.TeleportClientHome(user, s.ControllingClient))
498 {
499 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
500 s.ControllingClient.Close();
501 }
481 } 502 }
482 } 503 }
483 504
@@ -486,7 +507,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 507 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 508 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 509 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 510 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 511 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 512 }
492 else 513 else
@@ -541,7 +562,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 562 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 563 }
543 564
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 565 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 566 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 567 }
547 else 568 else
@@ -700,7 +721,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 721 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 722 if (s != null)
702 { 723 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 724 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
725 {
726 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
727 s.ControllingClient.Close();
728 }
704 } 729 }
705 } 730 }
706 } 731 }
@@ -718,7 +743,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 743 // Also make sure they are actually in the region
719 ScenePresence p; 744 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 745 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 746 {
747 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
748 {
749 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
750 p.ControllingClient.Close();
751 }
752 }
722 } 753 }
723 }); 754 });
724 } 755 }
@@ -1081,6 +1112,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1112
1082 public void AddRegion(Scene scene) 1113 public void AddRegion(Scene scene)
1083 { 1114 {
1115 m_regionChangeTimer.AutoReset = false;
1116 m_regionChangeTimer.Interval = 2000;
1117 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1118
1084 Scene = scene; 1119 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1120 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1121 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1166,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1166
1132 private void EventManager_OnNewClient(IClientAPI client) 1167 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1168 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1169 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1170 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1171// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1172 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1218,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1218 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1219 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1220 flags |= RegionFlags.BlockParcelSearch;
1221 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1222 flags |= (RegionFlags)(1 << 11);
1223 if (Scene.RegionInfo.RegionSettings.Casino)
1224 flags |= (RegionFlags)(1 << 10);
1186 1225
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1226 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1227 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1229,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1229 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1230 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1231 flags |= RegionFlags.AllowVoice;
1232 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1233 flags |= RegionFlags.AllowLandmark;
1234 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1235 flags |= RegionFlags.AllowSetHome;
1236 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1237 flags |= RegionFlags.BlockDwell;
1238 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1239 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1240
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1241
1199 // TODO: SkipUpdateInterestList 1242 // TODO: SkipUpdateInterestList
1200 1243
@@ -1235,6 +1278,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1278 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1279 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1280 flags |= RegionFlags.TaxFree;
1281 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1282 flags |= RegionFlags.AllowLandmark;
1283 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1284 flags |= RegionFlags.AllowParcelChanges;
1285 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1286 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1287 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1288 flags |= (RegionFlags)(1 << 30);
1240 1289
@@ -1255,6 +1304,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1304
1256 public void TriggerRegionInfoChange() 1305 public void TriggerRegionInfoChange()
1257 { 1306 {
1307 m_regionChangeTimer.Stop();
1308 m_regionChangeTimer.Start();
1309 }
1310
1311 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1312 {
1258 ChangeDelegate change = OnRegionInfoChange; 1313 ChangeDelegate change = OnRegionInfoChange;
1259 1314
1260 if (change != null) 1315 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index f6d4b40..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 0536f6e..16792b3 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -193,10 +193,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 193 else
194 { 194 {
195 // Normal Calculations 195 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 196 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 197 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 198 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
199 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 199 / 65536L);
200 m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
201 return parcelMax;
202 }
203 }
204
205 private int GetParcelBasePrimCount()
206 {
207 if (overrideParcelMaxPrimCount != null)
208 {
209 return overrideParcelMaxPrimCount(this);
210 }
211 else
212 {
213 // Normal Calculations
214 int parcelMax = (int)((long)LandData.Area
215 * (long)m_scene.RegionInfo.ObjectCapacity
216 / 65536L);
200 return parcelMax; 217 return parcelMax;
201 } 218 }
202 } 219 }
@@ -210,8 +227,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 227 else
211 { 228 {
212 //Normal Calculations 229 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 230 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 231 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
232 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 233 return simMax;
216 } 234 }
217 } 235 }
@@ -248,7 +266,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 266 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 267 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 268 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 269 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 270 GetSimulatorMaxPrimCount(), regionFlags);
253 } 271 }
254 272
@@ -308,7 +326,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 326
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 327 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 328 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 329 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 330 }
313 331
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 332 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index efede5c..5122734 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -206,7 +206,7 @@ namespace OpenSim.Region.CoreModules.World.Land
206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 206 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
207 { 207 {
208 UUID landOwner = landData.OwnerID; 208 UUID landOwner = landData.OwnerID;
209 int partCount = obj.Parts.Length; 209 int partCount = obj.GetPartCount();
210 210
211 m_SimwideCounts[landOwner] += partCount; 211 m_SimwideCounts[landOwner] += partCount;
212 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 212 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -593,4 +593,4 @@ namespace OpenSim.Region.CoreModules.World.Land
593 } 593 }
594 } 594 }
595 } 595 }
596} \ No newline at end of file 596}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 2032905..881b24a 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -367,7 +367,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
367 367
368 public string Name 368 public string Name
369 { 369 {
370 get { return "PermissionsModule"; } 370 get { return "DefaultPermissionsModule"; }
371 } 371 }
372 372
373 public bool IsSharedModule 373 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..65180b5a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,23 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
59 62
60 public void Initialise(IConfigSource config) 63 public void Initialise(IConfigSource config)
61 { 64 {
65 IConfig restartConfig = config.Configs["RestartModule"];
66 if (restartConfig != null)
67 {
68 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
69 }
62 } 70 }
63 71
64 public void AddRegion(Scene scene) 72 public void AddRegion(Scene scene)
65 { 73 {
74 if (m_MarkerPath != String.Empty)
75 File.Delete(Path.Combine(m_MarkerPath,
76 scene.RegionInfo.RegionID.ToString()));
77
66 m_Scene = scene; 78 m_Scene = scene;
67 79
68 scene.RegisterModuleInterface<IRestartModule>(this); 80 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +133,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 133
122 if (alerts == null) 134 if (alerts == null)
123 { 135 {
136 CreateMarkerFile();
124 m_Scene.RestartNow(); 137 m_Scene.RestartNow();
125 return; 138 return;
126 } 139 }
@@ -134,6 +147,7 @@ namespace OpenSim.Region.CoreModules.World.Region
134 147
135 if (m_Alerts[0] == 0) 148 if (m_Alerts[0] == 0)
136 { 149 {
150 CreateMarkerFile();
137 m_Scene.RestartNow(); 151 m_Scene.RestartNow();
138 return; 152 return;
139 } 153 }
@@ -147,6 +161,7 @@ namespace OpenSim.Region.CoreModules.World.Region
147 { 161 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 162 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 163 {
164 CreateMarkerFile();
150 m_Scene.RestartNow(); 165 m_Scene.RestartNow();
151 return 0; 166 return 0;
152 } 167 }
@@ -225,6 +240,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 240 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 241 m_DialogModule.SendGeneralAlert(message);
227 } 242 }
243 if (m_MarkerPath != String.Empty)
244 File.Delete(Path.Combine(m_MarkerPath,
245 m_Scene.RegionInfo.RegionID.ToString()));
228 } 246 }
229 247
230 private void HandleRegionRestart(string module, string[] args) 248 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +284,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 284
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 285 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 286 }
287
288 protected void CreateMarkerFile()
289 {
290 if (m_MarkerPath == String.Empty)
291 return;
292
293 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
294 try
295 {
296 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
297 FileStream fs = File.Create(path);
298 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
299 Byte[] buf = enc.GetBytes(pidstring);
300 fs.Write(buf, 0, buf.Length);
301 fs.Close();
302 }
303 catch (Exception)
304 {
305 }
306 }
269 } 307 }
270} 308}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 8535a5a..e2bd769 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
index 6163fd1..e6f2855 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/MapImageModule.cs
@@ -64,6 +64,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
64 private bool m_useAntiAliasing = false; // TODO: Make this a config option 64 private bool m_useAntiAliasing = false; // TODO: Make this a config option
65 private bool m_Enabled = false; 65 private bool m_Enabled = false;
66 66
67 private Bitmap lastImage = null;
68 private DateTime lastImageTime = DateTime.MinValue;
69
67 #region IRegionModule Members 70 #region IRegionModule Members
68 71
69 public void Initialise(IConfigSource source) 72 public void Initialise(IConfigSource source)
@@ -86,14 +89,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
86 89
87 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 90 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
88 if (renderers.Count > 0) 91 if (renderers.Count > 0)
89 { 92 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
90 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
91 m_log.Info("[MAPTILE]: Loaded prim mesher " + m_primMesher.ToString());
92 }
93 else 93 else
94 {
95 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled"); 94 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
96 }
97 95
98 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 96 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
99 } 97 }
@@ -126,9 +124,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
126 124
127 public Bitmap CreateMapTile() 125 public Bitmap CreateMapTile()
128 { 126 {
127 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
128 {
129 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
130 }
131
132 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
133 if (renderers.Count > 0)
134 {
135 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
136 }
137
129 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 138 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
130 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 139 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
131 return CreateMapTile(viewport, false); 140 Bitmap tile = CreateMapTile(viewport, false);
141 m_primMesher = null;
142
143 lastImage = tile;
144 lastImageTime = DateTime.Now;
145 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
132 } 146 }
133 147
134 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 148 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -655,4 +669,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
655 return result; 669 return result;
656 } 670 }
657 } 671 }
658} \ No newline at end of file 672}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..4e6bfb8 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
@@ -86,9 +86,9 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
86 86
87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags) 87 private void OnMapNameRequest(IClientAPI remoteClient, string mapName, uint flags)
88 { 88 {
89 if (mapName.Length < 3) 89 if (mapName.Length < 2)
90 { 90 {
91 remoteClient.SendAlertMessage("Use a search string with at least 3 characters"); 91 remoteClient.SendAlertMessage("Use a search string with at least 2 characters");
92 return; 92 return;
93 } 93 }
94 94
@@ -112,10 +112,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
112 112
113 // try to fetch from GridServer 113 // try to fetch from GridServer
114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20); 114 List<GridRegion> regionInfos = m_scene.GridService.GetRegionsByName(m_scene.RegionInfo.ScopeID, mapName, 20);
115 if (regionInfos.Count == 0) 115// if (regionInfos.Count == 0)
116 remoteClient.SendAlertMessage("Hyperlink could not be established."); 116// remoteClient.SendAlertMessage("Hyperlink could not be established.");
117 117
118 m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions. Flags={2}", mapName, regionInfos.Count, flags); 118 //m_log.DebugFormat("[MAPSEARCHMODULE]: search {0} returned {1} regions", mapName, regionInfos.Count);
119 List<MapBlockData> blocks = new List<MapBlockData>(); 119 List<MapBlockData> blocks = new List<MapBlockData>();
120 120
121 MapBlockData data; 121 MapBlockData data;
@@ -149,7 +149,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
149 data.Agents = 0; 149 data.Agents = 0;
150 data.Access = 255; 150 data.Access = 255;
151 data.MapImageId = UUID.Zero; 151 data.MapImageId = UUID.Zero;
152 data.Name = ""; // mapName; 152 data.Name = mapName;
153 data.RegionFlags = 0; 153 data.RegionFlags = 0;
154 data.WaterHeight = 0; // not used 154 data.WaterHeight = 0; // not used
155 data.X = 0; 155 data.X = 0;
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
index faaf928..899e5ea 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1240,7 +1240,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1240 } 1240 }
1241 else 1241 else
1242 { 1242 {
1243 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1243 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1244 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1245 { 1245 {
1246 OSDMap responsemapdata = new OSDMap(); 1246 OSDMap responsemapdata = new OSDMap();
@@ -1459,9 +1459,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1459 Color background = Color.FromArgb(0, 0, 0, 0); 1459 Color background = Color.FromArgb(0, 0, 0, 0);
1460 SolidBrush transparent = new SolidBrush(background); 1460 SolidBrush transparent = new SolidBrush(background);
1461 Graphics g = Graphics.FromImage(overlay); 1461 Graphics g = Graphics.FromImage(overlay);
1462 g.FillRectangle(transparent, 0, 0, 256, 256); 1462 g.FillRectangle(transparent, 0, 0, 255, 255);
1463 1463
1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1464 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1465 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1465 1466
1466 foreach (ILandObject land in parcels) 1467 foreach (ILandObject land in parcels)
1467 { 1468 {
@@ -1469,8 +1470,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1469 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1470 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1470 { 1471 {
1471 landForSale = true; 1472 landForSale = true;
1473
1474 bool[,] landBitmap = land.GetLandBitmap();
1475
1476 for (int x = 0 ; x < 64 ; x++)
1477 {
1478 for (int y = 0 ; y < 64 ; y++)
1479 {
1480 if (landBitmap[x, y])
1481 {
1482 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1483
1484 if (x > 0)
1485 {
1486 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1487 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1488 }
1489 if (y > 0)
1490 {
1491 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1492 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1493 }
1494 if (x < 63)
1495 {
1496 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1497 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1498 }
1499 if (y < 63)
1500 {
1501 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1502 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1503 }
1504 }
1505 }
1506 }
1472 1507
1473 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1508 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1474 } 1509 }
1475 } 1510 }
1476 1511
@@ -1482,15 +1517,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1482 1517
1483 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1518 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1484 1519
1485 for (int x = 0 ; x < 64 ; x++)
1486 {
1487 for (int y = 0 ; y < 64 ; y++)
1488 {
1489 if (saleBitmap[x, y])
1490 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1491 }
1492 }
1493
1494 try 1520 try
1495 { 1521 {
1496 return OpenJPEG.EncodeFromImage(overlay, true); 1522 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index eb07165..69ce967 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -75,6 +76,10 @@ namespace OpenSim.Region.Framework.Interfaces
75 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 76 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
76 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 77 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
77 78
79 // Same as above, but also load script states from a separate doc
80 ISceneEntity RezSingleAttachmentFromInventory(
81 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
82
78 /// <summary> 83 /// <summary>
79 /// Rez multiple attachments from a user's inventory 84 /// Rez multiple attachments from a user's inventory
80 /// </summary> 85 /// </summary>
@@ -96,7 +101,6 @@ namespace OpenSim.Region.Framework.Interfaces
96 /// <param name="itemID"></param> 101 /// <param name="itemID"></param>
97 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID); 102 void DetachSingleAttachmentToInv(IScenePresence sp, UUID itemID);
98 103
99 /// <summary>
100 /// Update the position of an attachment. 104 /// Update the position of an attachment.
101 /// </summary> 105 /// </summary>
102 /// <param name="sog"></param> 106 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 30ed7d1..8732ec0 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -115,6 +115,8 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="stateSource"></param> 115 /// <param name="stateSource"></param>
116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 116 void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
117 117
118 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
119
118 /// <summary> 120 /// <summary>
119 /// Stop a script which is in this prim's inventory. 121 /// Stop a script which is in this prim's inventory.
120 /// </summary> 122 /// </summary>
@@ -258,5 +260,6 @@ namespace OpenSim.Region.Framework.Interfaces
258 /// A <see cref="Dictionary`2"/> 260 /// A <see cref="Dictionary`2"/>
259 /// </returns> 261 /// </returns>
260 Dictionary<UUID, string> GetScriptStates(); 262 Dictionary<UUID, string> GetScriptStates();
263 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
261 } 264 }
262} 265}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 07e97d5..76f1641 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,16 +35,18 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, 42 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
41 Vector3 lookAt, uint teleportFlags); 43 Vector3 lookAt, uint teleportFlags);
42 44
45 bool TeleportHome(UUID id, IClientAPI client);
46
43 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination, 47 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
44 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq); 48 Vector3 position, Vector3 lookAt, uint teleportFlags, IEventQueue eq);
45 49
46 void TeleportHome(UUID id, IClientAPI client);
47
48 bool Cross(ScenePresence agent, bool isFlying); 50 bool Cross(ScenePresence agent, bool isFlying);
49 51
50 void AgentArrivedAtDestination(UUID agent); 52 void AgentArrivedAtDestination(UUID agent);
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
53 55
54 void EnableChildAgent(ScenePresence agent, GridRegion region); 56 void EnableChildAgent(ScenePresence agent, GridRegion region);
55 57
58 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
59
56 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 60 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
61
62 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
63
57 } 64 }
58 65
59 public interface IUserAgentVerificationModule 66 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
index 0d488df..143af48 100644
--- a/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IScriptModule.cs
@@ -69,6 +69,8 @@ namespace OpenSim.Region.Framework.Interfaces
69 69
70 ArrayList GetScriptErrors(UUID itemID); 70 ArrayList GetScriptErrors(UUID itemID);
71 71
72 bool HasScript(UUID itemID, out bool running);
73
72 /// <summary> 74 /// <summary>
73 /// Returns true if a script is running. 75 /// Returns true if a script is running.
74 /// </summary> 76 /// </summary>
@@ -99,4 +101,4 @@ namespace OpenSim.Region.Framework.Interfaces
99 /// </returns> 101 /// </returns>
100 Dictionary<uint, float> GetObjectScriptsExecutionTimes(); 102 Dictionary<uint, float> GetObjectScriptsExecutionTimes();
101 } 103 }
102} \ No newline at end of file 104}
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index b3debb0..2365cfe 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -55,8 +55,12 @@ namespace OpenSim.Region.Framework.Scenes
55 55
56 public delegate void OnTerrainTickDelegate(); 56 public delegate void OnTerrainTickDelegate();
57 57
58 public delegate void OnTerrainUpdateDelegate();
59
58 public event OnTerrainTickDelegate OnTerrainTick; 60 public event OnTerrainTickDelegate OnTerrainTick;
59 61
62 public event OnTerrainUpdateDelegate OnTerrainUpdate;
63
60 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
61 65
62 public event OnBackupDelegate OnBackup; 66 public event OnBackupDelegate OnBackup;
@@ -889,6 +893,26 @@ namespace OpenSim.Region.Framework.Scenes
889 } 893 }
890 } 894 }
891 } 895 }
896 public void TriggerTerrainUpdate()
897 {
898 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
899 if (handlerTerrainUpdate != null)
900 {
901 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
902 {
903 try
904 {
905 d();
906 }
907 catch (Exception e)
908 {
909 m_log.ErrorFormat(
910 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
911 e.Message, e.StackTrace);
912 }
913 }
914 }
915 }
892 916
893 public void TriggerTerrainTick() 917 public void TriggerTerrainTick()
894 { 918 {
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
new file mode 100644
index 0000000..b7b0d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -0,0 +1,422 @@
1// Proprietary code of Avination Virtual Limited
2// (c) 2012 Melanie Thielker
3//
4
5using System;
6using System.Timers;
7using System.Collections;
8using System.Collections.Generic;
9using System.IO;
10using System.Diagnostics;
11using System.Reflection;
12using System.Threading;
13using OpenMetaverse;
14using OpenSim.Framework;
15using OpenSim.Region.Framework.Interfaces;
16using OpenSim.Region.Physics.Manager;
17using OpenSim.Region.Framework.Scenes.Serialization;
18using System.Runtime.Serialization.Formatters.Binary;
19using System.Runtime.Serialization;
20using Timer = System.Timers.Timer;
21using log4net;
22
23namespace OpenSim.Region.Framework.Scenes
24{
25 [Serializable]
26 public class KeyframeMotion
27 {
28 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
29
30 public enum PlayMode : int
31 {
32 Forward = 0,
33 Reverse = 1,
34 Loop = 2,
35 PingPong = 3
36 };
37
38 [Flags]
39 public enum DataFormat : int
40 {
41 Translation = 1,
42 Rotation = 2
43 }
44
45 [Serializable]
46 public struct Keyframe
47 {
48 public Vector3? Position;
49 public Quaternion? Rotation;
50 public Quaternion StartRotation;
51 public int TimeMS;
52 public int TimeTotal;
53 public Vector3 AngularVelocity;
54 };
55
56 private Vector3 m_basePosition;
57 private Quaternion m_baseRotation;
58 private Vector3 m_serializedPosition;
59
60 private Keyframe m_currentFrame;
61 private List<Keyframe> m_frames = new List<Keyframe>();
62
63 private Keyframe[] m_keyframes;
64
65 [NonSerialized()]
66 protected Timer m_timer = new Timer();
67
68 [NonSerialized()]
69 private SceneObjectGroup m_group;
70
71 private PlayMode m_mode = PlayMode.Forward;
72 private DataFormat m_data = DataFormat.Translation | DataFormat.Rotation;
73
74 private bool m_running = false;
75 [NonSerialized()]
76 private bool m_selected = false;
77
78 private int m_iterations = 0;
79
80 private const double timerInterval = 50.0;
81
82 public DataFormat Data
83 {
84 get { return m_data; }
85 }
86
87 public bool Selected
88 {
89 set
90 {
91 if (value)
92 {
93 // Once we're let go, recompute positions
94 if (m_selected)
95 UpdateSceneObject(m_group);
96 }
97 else
98 {
99 // Save selection position in case we get moved
100 if (!m_selected)
101 m_serializedPosition = m_group.AbsolutePosition;
102 }
103 m_selected = value; }
104 }
105
106 public static KeyframeMotion FromData(SceneObjectGroup grp, Byte[] data)
107 {
108 MemoryStream ms = new MemoryStream(data);
109
110 BinaryFormatter fmt = new BinaryFormatter();
111
112 KeyframeMotion newMotion = (KeyframeMotion)fmt.Deserialize(ms);
113
114 // This will be started when position is updated
115 newMotion.m_timer = new Timer();
116 newMotion.m_timer.Interval = (int)timerInterval;
117 newMotion.m_timer.AutoReset = true;
118 newMotion.m_timer.Elapsed += newMotion.OnTimer;
119
120 return newMotion;
121 }
122
123 public void UpdateSceneObject(SceneObjectGroup grp)
124 {
125 m_group = grp;
126 Vector3 offset = grp.AbsolutePosition - m_serializedPosition;
127
128 m_basePosition += offset;
129 m_currentFrame.Position += offset;
130 for (int i = 0 ; i < m_frames.Count ; i++)
131 {
132 Keyframe k = m_frames[i];
133 k.Position += offset;
134 m_frames[i] = k;
135 }
136
137 if (m_running)
138 Start();
139 }
140
141 public KeyframeMotion(SceneObjectGroup grp, PlayMode mode, DataFormat data)
142 {
143 m_mode = mode;
144 m_data = data;
145
146 m_group = grp;
147 m_basePosition = grp.AbsolutePosition;
148 m_baseRotation = grp.GroupRotation;
149
150 m_timer.Interval = (int)timerInterval;
151 m_timer.AutoReset = true;
152 m_timer.Elapsed += OnTimer;
153 }
154
155 public void SetKeyframes(Keyframe[] frames)
156 {
157 m_keyframes = frames;
158 }
159
160 public void Start()
161 {
162 if (m_keyframes.Length > 0)
163 m_timer.Start();
164 m_running = true;
165 }
166
167 public void Stop()
168 {
169 // Failed object creation
170 if (m_timer == null)
171 return;
172 m_timer.Stop();
173
174 m_basePosition = m_group.AbsolutePosition;
175 m_baseRotation = m_group.GroupRotation;
176
177 m_group.RootPart.Velocity = Vector3.Zero;
178 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
179 m_group.SendGroupRootTerseUpdate();
180
181 m_frames.Clear();
182 m_running = false;
183 }
184
185 public void Pause()
186 {
187 m_group.RootPart.Velocity = Vector3.Zero;
188 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
189 m_group.SendGroupRootTerseUpdate();
190
191 m_timer.Stop();
192 m_running = false;
193 }
194
195 private void GetNextList()
196 {
197 m_frames.Clear();
198 Vector3 pos = m_basePosition;
199 Quaternion rot = m_baseRotation;
200
201 if (m_mode == PlayMode.Loop || m_mode == PlayMode.PingPong || m_iterations == 0)
202 {
203 int direction = 1;
204 if (m_mode == PlayMode.Reverse || ((m_mode == PlayMode.PingPong) && ((m_iterations & 1) != 0)))
205 direction = -1;
206
207 int start = 0;
208 int end = m_keyframes.Length;
209// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
210// end = m_keyframes.Length - 1;
211
212 if (direction < 0)
213 {
214 start = m_keyframes.Length - 1;
215 end = -1;
216// if (m_mode == PlayMode.PingPong && m_keyframes.Length > 1)
217// end = 0;
218 }
219
220 for (int i = start; i != end ; i += direction)
221 {
222 Keyframe k = m_keyframes[i];
223
224 if (k.Position.HasValue)
225 k.Position = (k.Position * direction) + pos;
226 else
227 k.Position = pos;
228
229 k.StartRotation = rot;
230 if (k.Rotation.HasValue)
231 {
232 if (direction == -1)
233 k.Rotation = Quaternion.Conjugate((Quaternion)k.Rotation);
234 k.Rotation = rot * k.Rotation;
235 }
236 else
237 {
238 k.Rotation = rot;
239 }
240
241 float angle = 0;
242
243 float aa = k.StartRotation.X * k.StartRotation.X + k.StartRotation.Y * k.StartRotation.Y + k.StartRotation.Z * k.StartRotation.Z + k.StartRotation.W * k.StartRotation.W;
244 float bb = ((Quaternion)k.Rotation).X * ((Quaternion)k.Rotation).X + ((Quaternion)k.Rotation).Y * ((Quaternion)k.Rotation).Y + ((Quaternion)k.Rotation).Z * ((Quaternion)k.Rotation).Z + ((Quaternion)k.Rotation).W * ((Quaternion)k.Rotation).W;
245 float aa_bb = aa * bb;
246
247 if (aa_bb == 0)
248 {
249 angle = 0;
250 }
251 else
252 {
253 float ab = k.StartRotation.X * ((Quaternion)k.Rotation).X +
254 k.StartRotation.Y * ((Quaternion)k.Rotation).Y +
255 k.StartRotation.Z * ((Quaternion)k.Rotation).Z +
256 k.StartRotation.W * ((Quaternion)k.Rotation).W;
257 float q = (ab * ab) / aa_bb;
258
259 if (q > 1.0f)
260 {
261 angle = 0;
262 }
263 else
264 {
265 angle = (float)Math.Acos(2 * q - 1);
266 }
267 }
268
269 k.AngularVelocity = (new Vector3(0, 0, 1) * (Quaternion)k.Rotation) * (angle / (k.TimeMS / 1000));
270 k.TimeTotal = k.TimeMS;
271
272 m_frames.Add(k);
273
274 pos = (Vector3)k.Position;
275 rot = (Quaternion)k.Rotation;
276 }
277
278 m_basePosition = pos;
279 m_baseRotation = rot;
280
281 m_iterations++;
282 }
283 }
284
285 protected void OnTimer(object sender, ElapsedEventArgs e)
286 {
287 if (m_frames.Count == 0)
288 {
289 GetNextList();
290
291 if (m_frames.Count == 0)
292 {
293 Stop();
294 return;
295 }
296
297 m_currentFrame = m_frames[0];
298 }
299
300 if (m_selected)
301 {
302 if (m_group.RootPart.Velocity != Vector3.Zero)
303 {
304 m_group.RootPart.Velocity = Vector3.Zero;
305 m_group.SendGroupRootTerseUpdate();
306 }
307 return;
308 }
309
310 // Do the frame processing
311 double steps = (double)m_currentFrame.TimeMS / timerInterval;
312 float complete = ((float)m_currentFrame.TimeTotal - (float)m_currentFrame.TimeMS) / (float)m_currentFrame.TimeTotal;
313
314 if (steps <= 1.0)
315 {
316 m_currentFrame.TimeMS = 0;
317
318 m_group.AbsolutePosition = (Vector3)m_currentFrame.Position;
319 m_group.UpdateGroupRotationR((Quaternion)m_currentFrame.Rotation);
320 }
321 else
322 {
323 Vector3 v = (Vector3)m_currentFrame.Position - m_group.AbsolutePosition;
324 Vector3 motionThisFrame = v / (float)steps;
325 v = v * 1000 / m_currentFrame.TimeMS;
326
327 bool update = false;
328
329 if (Vector3.Mag(motionThisFrame) >= 0.05f)
330 {
331 m_group.AbsolutePosition += motionThisFrame;
332 m_group.RootPart.Velocity = v;
333 update = true;
334 }
335
336 if ((Quaternion)m_currentFrame.Rotation != m_group.GroupRotation)
337 {
338 Quaternion current = m_group.GroupRotation;
339
340 Quaternion step = Quaternion.Slerp(m_currentFrame.StartRotation, (Quaternion)m_currentFrame.Rotation, complete);
341
342 float angle = 0;
343
344 float aa = current.X * current.X + current.Y * current.Y + current.Z * current.Z + current.W * current.W;
345 float bb = step.X * step.X + step.Y * step.Y + step.Z * step.Z + step.W * step.W;
346 float aa_bb = aa * bb;
347
348 if (aa_bb == 0)
349 {
350 angle = 0;
351 }
352 else
353 {
354 float ab = current.X * step.X +
355 current.Y * step.Y +
356 current.Z * step.Z +
357 current.W * step.W;
358 float q = (ab * ab) / aa_bb;
359
360 if (q > 1.0f)
361 {
362 angle = 0;
363 }
364 else
365 {
366 angle = (float)Math.Acos(2 * q - 1);
367 }
368 }
369
370 if (angle > 0.01f)
371 {
372 m_group.UpdateGroupRotationR(step);
373 //m_group.RootPart.UpdateAngularVelocity(m_currentFrame.AngularVelocity / 2);
374 update = true;
375 }
376 }
377
378 if (update)
379 m_group.SendGroupRootTerseUpdate();
380 }
381
382 m_currentFrame.TimeMS -= (int)timerInterval;
383
384 if (m_currentFrame.TimeMS <= 0)
385 {
386 m_group.RootPart.Velocity = Vector3.Zero;
387 m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
388 m_group.SendGroupRootTerseUpdate();
389
390 m_frames.RemoveAt(0);
391 if (m_frames.Count > 0)
392 m_currentFrame = m_frames[0];
393 }
394 }
395
396 public Byte[] Serialize()
397 {
398 MemoryStream ms = new MemoryStream();
399 m_timer.Stop();
400
401 BinaryFormatter fmt = new BinaryFormatter();
402 SceneObjectGroup tmp = m_group;
403 m_group = null;
404 m_serializedPosition = tmp.AbsolutePosition;
405 fmt.Serialize(ms, this);
406 m_group = tmp;
407 return ms.ToArray();
408 }
409
410 public void CrossingFailure()
411 {
412 // The serialization has stopped the timer, so let's wait a moment
413 // then retry the crossing. We'll get back here if it fails.
414 Util.FireAndForget(delegate (object x)
415 {
416 Thread.Sleep(60000);
417 if (m_running)
418 m_timer.Start();
419 });
420 }
421 }
422}
diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
index 1b10e3c..0a34a4c 100644
--- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs
+++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs
@@ -157,7 +157,7 @@ namespace OpenSim.Region.Framework.Scenes
157 157
158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity) 158 private uint GetPriorityByBestAvatarResponsiveness(IClientAPI client, ISceneEntity entity)
159 { 159 {
160 uint pqueue = ComputeDistancePriority(client,entity,true); 160 uint pqueue = ComputeDistancePriority(client,entity,false);
161 161
162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId); 162 ScenePresence presence = m_scene.GetScenePresence(client.AgentId);
163 if (presence != null) 163 if (presence != null)
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Framework.Scenes
226 226
227 for (int i = 0; i < queues - 1; i++) 227 for (int i = 0; i < queues - 1; i++)
228 { 228 {
229 if (distance < 10 * Math.Pow(2.0,i)) 229 if (distance < 30 * Math.Pow(2.0,i))
230 break; 230 break;
231 pqueue++; 231 pqueue++;
232 } 232 }
diff --git a/OpenSim/Region/Framework/Scenes/SOPMaterial.cs b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
new file mode 100644
index 0000000..10ac37c
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPMaterial.cs
@@ -0,0 +1,95 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes
34{
35 public static class SOPMaterialData
36 {
37 public enum SopMaterial : int // redundante and not in use for now
38 {
39 Stone = 0,
40 Metal = 1,
41 Glass = 2,
42 Wood = 3,
43 Flesh = 4,
44 Plastic = 5,
45 Rubber = 6,
46 light = 7 // compatibility with old viewers
47 }
48
49 private struct MaterialData
50 {
51 public float friction;
52 public float bounce;
53 public MaterialData(float f, float b)
54 {
55 friction = f;
56 bounce = b;
57 }
58 }
59
60 private static MaterialData[] m_materialdata = {
61 new MaterialData(0.8f,0.4f), // Stone
62 new MaterialData(0.3f,0.4f), // Metal
63 new MaterialData(0.2f,0.7f), // Glass
64 new MaterialData(0.6f,0.5f), // Wood
65 new MaterialData(0.9f,0.3f), // Flesh
66 new MaterialData(0.4f,0.7f), // Plastic
67 new MaterialData(0.9f,0.95f), // Rubber
68 new MaterialData(0.0f,0.0f) // light ??
69 };
70
71 public static Material MaxMaterial
72 {
73 get { return (Material)(m_materialdata.Length - 1); }
74 }
75
76 public static float friction(Material material)
77 {
78 int indx = (int)material;
79 if (indx < m_materialdata.Length)
80 return (m_materialdata[indx].friction);
81 else
82 return 0;
83 }
84
85 public static float bounce(Material material)
86 {
87 int indx = (int)material;
88 if (indx < m_materialdata.Length)
89 return (m_materialdata[indx].bounce);
90 else
91 return 0;
92 }
93
94 }
95} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/SOPVehicle.cs b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
new file mode 100644
index 0000000..d3c2d27
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/SOPVehicle.cs
@@ -0,0 +1,742 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using System.Xml;
34using OpenSim.Framework.Serialization;
35using OpenSim.Framework.Serialization.External;
36using OpenSim.Region.Framework.Scenes.Serialization;
37using OpenSim.Region.Framework.Scenes.Serialization;
38
39namespace OpenSim.Region.Framework.Scenes
40{
41 public class SOPVehicle
42 {
43 public VehicleData vd;
44
45 public Vehicle Type
46 {
47 get { return vd.m_type; }
48 }
49
50 public SOPVehicle()
51 {
52 vd = new VehicleData();
53 ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
54 }
55
56 public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
57 {
58 float len;
59 float timestep = 0.01f;
60 switch (pParam)
61 {
62 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
63 if (pValue < 0f) pValue = 0f;
64 if (pValue > 1f) pValue = 1f;
65 vd.m_angularDeflectionEfficiency = pValue;
66 break;
67 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
68 if (pValue < timestep) pValue = timestep;
69 vd.m_angularDeflectionTimescale = pValue;
70 break;
71 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
72 if (pValue < timestep) pValue = timestep;
73 else if (pValue > 120) pValue = 120;
74 vd.m_angularMotorDecayTimescale = pValue;
75 break;
76 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
77 if (pValue < timestep) pValue = timestep;
78 vd.m_angularMotorTimescale = pValue;
79 break;
80 case Vehicle.BANKING_EFFICIENCY:
81 if (pValue < -1f) pValue = -1f;
82 if (pValue > 1f) pValue = 1f;
83 vd.m_bankingEfficiency = pValue;
84 break;
85 case Vehicle.BANKING_MIX:
86 if (pValue < 0f) pValue = 0f;
87 if (pValue > 1f) pValue = 1f;
88 vd.m_bankingMix = pValue;
89 break;
90 case Vehicle.BANKING_TIMESCALE:
91 if (pValue < timestep) pValue = timestep;
92 vd.m_bankingTimescale = pValue;
93 break;
94 case Vehicle.BUOYANCY:
95 if (pValue < -1f) pValue = -1f;
96 if (pValue > 1f) pValue = 1f;
97 vd.m_VehicleBuoyancy = pValue;
98 break;
99 case Vehicle.HOVER_EFFICIENCY:
100 if (pValue < 0f) pValue = 0f;
101 if (pValue > 1f) pValue = 1f;
102 vd.m_VhoverEfficiency = pValue;
103 break;
104 case Vehicle.HOVER_HEIGHT:
105 vd.m_VhoverHeight = pValue;
106 break;
107 case Vehicle.HOVER_TIMESCALE:
108 if (pValue < timestep) pValue = timestep;
109 vd.m_VhoverTimescale = pValue;
110 break;
111 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
112 if (pValue < 0f) pValue = 0f;
113 if (pValue > 1f) pValue = 1f;
114 vd.m_linearDeflectionEfficiency = pValue;
115 break;
116 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
117 if (pValue < timestep) pValue = timestep;
118 vd.m_linearDeflectionTimescale = pValue;
119 break;
120 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
121 if (pValue < timestep) pValue = timestep;
122 else if (pValue > 120) pValue = 120;
123 vd.m_linearMotorDecayTimescale = pValue;
124 break;
125 case Vehicle.LINEAR_MOTOR_TIMESCALE:
126 if (pValue < timestep) pValue = timestep;
127 vd.m_linearMotorTimescale = pValue;
128 break;
129 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
130 if (pValue < 0f) pValue = 0f;
131 if (pValue > 1f) pValue = 1f;
132 vd.m_verticalAttractionEfficiency = pValue;
133 break;
134 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
135 if (pValue < timestep) pValue = timestep;
136 vd.m_verticalAttractionTimescale = pValue;
137 break;
138
139 // These are vector properties but the engine lets you use a single float value to
140 // set all of the components to the same value
141 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
142 if (pValue < timestep) pValue = timestep;
143 vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
144 break;
145 case Vehicle.ANGULAR_MOTOR_DIRECTION:
146 vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
147 len = vd.m_angularMotorDirection.Length();
148 if (len > 12.566f)
149 vd.m_angularMotorDirection *= (12.566f / len);
150 break;
151 case Vehicle.LINEAR_FRICTION_TIMESCALE:
152 if (pValue < timestep) pValue = timestep;
153 vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
154 break;
155 case Vehicle.LINEAR_MOTOR_DIRECTION:
156 vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
157 len = vd.m_linearMotorDirection.Length();
158 if (len > 30.0f)
159 vd.m_linearMotorDirection *= (30.0f / len);
160 break;
161 case Vehicle.LINEAR_MOTOR_OFFSET:
162 vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
163 len = vd.m_linearMotorOffset.Length();
164 if (len > 100.0f)
165 vd.m_linearMotorOffset *= (100.0f / len);
166 break;
167 }
168 }//end ProcessFloatVehicleParam
169
170 public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
171 {
172 float len;
173 float timestep = 0.01f;
174 switch (pParam)
175 {
176 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
177 if (pValue.X < timestep) pValue.X = timestep;
178 if (pValue.Y < timestep) pValue.Y = timestep;
179 if (pValue.Z < timestep) pValue.Z = timestep;
180
181 vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
182 break;
183 case Vehicle.ANGULAR_MOTOR_DIRECTION:
184 vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
185 // Limit requested angular speed to 2 rps= 4 pi rads/sec
186 len = vd.m_angularMotorDirection.Length();
187 if (len > 12.566f)
188 vd.m_angularMotorDirection *= (12.566f / len);
189 break;
190 case Vehicle.LINEAR_FRICTION_TIMESCALE:
191 if (pValue.X < timestep) pValue.X = timestep;
192 if (pValue.Y < timestep) pValue.Y = timestep;
193 if (pValue.Z < timestep) pValue.Z = timestep;
194 vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
195 break;
196 case Vehicle.LINEAR_MOTOR_DIRECTION:
197 vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
198 len = vd.m_linearMotorDirection.Length();
199 if (len > 30.0f)
200 vd.m_linearMotorDirection *= (30.0f / len);
201 break;
202 case Vehicle.LINEAR_MOTOR_OFFSET:
203 vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
204 len = vd.m_linearMotorOffset.Length();
205 if (len > 100.0f)
206 vd.m_linearMotorOffset *= (100.0f / len);
207 break;
208 }
209 }//end ProcessVectorVehicleParam
210
211 public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
212 {
213 switch (pParam)
214 {
215 case Vehicle.REFERENCE_FRAME:
216 vd.m_referenceFrame = Quaternion.Inverse(pValue);
217 break;
218 }
219 }//end ProcessRotationVehicleParam
220
221 public void ProcessVehicleFlags(int pParam, bool remove)
222 {
223 if (remove)
224 {
225 vd.m_flags &= ~((VehicleFlag)pParam);
226 }
227 else
228 {
229 vd.m_flags |= (VehicleFlag)pParam;
230 }
231 }//end ProcessVehicleFlags
232
233 public void ProcessTypeChange(Vehicle pType)
234 {
235 vd.m_linearMotorDirection = Vector3.Zero;
236 vd.m_angularMotorDirection = Vector3.Zero;
237 vd.m_linearMotorOffset = Vector3.Zero;
238 vd.m_referenceFrame = Quaternion.Identity;
239
240 // Set Defaults For Type
241 vd.m_type = pType;
242 switch (pType)
243 {
244 case Vehicle.TYPE_NONE:
245 vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
246 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
247 vd.m_linearMotorTimescale = 1000;
248 vd.m_linearMotorDecayTimescale = 120;
249 vd.m_angularMotorTimescale = 1000;
250 vd.m_angularMotorDecayTimescale = 1000;
251 vd.m_VhoverHeight = 0;
252 vd.m_VhoverEfficiency = 1;
253 vd.m_VhoverTimescale = 1000;
254 vd.m_VehicleBuoyancy = 0;
255 vd.m_linearDeflectionEfficiency = 0;
256 vd.m_linearDeflectionTimescale = 1000;
257 vd.m_angularDeflectionEfficiency = 0;
258 vd.m_angularDeflectionTimescale = 1000;
259 vd.m_bankingEfficiency = 0;
260 vd.m_bankingMix = 1;
261 vd.m_bankingTimescale = 1000;
262 vd.m_verticalAttractionEfficiency = 0;
263 vd.m_verticalAttractionTimescale = 1000;
264
265 vd.m_flags = (VehicleFlag)0;
266 break;
267
268 case Vehicle.TYPE_SLED:
269 vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
270 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
271 vd.m_linearMotorTimescale = 1000;
272 vd.m_linearMotorDecayTimescale = 120;
273 vd.m_angularMotorTimescale = 1000;
274 vd.m_angularMotorDecayTimescale = 120;
275 vd.m_VhoverHeight = 0;
276 vd.m_VhoverEfficiency = 1;
277 vd.m_VhoverTimescale = 10;
278 vd.m_VehicleBuoyancy = 0;
279 vd.m_linearDeflectionEfficiency = 1;
280 vd.m_linearDeflectionTimescale = 1;
281 vd.m_angularDeflectionEfficiency = 0;
282 vd.m_angularDeflectionTimescale = 1000;
283 vd.m_bankingEfficiency = 0;
284 vd.m_bankingMix = 1;
285 vd.m_bankingTimescale = 10;
286 vd.m_flags &=
287 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
288 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
289 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
290 break;
291 case Vehicle.TYPE_CAR:
292 vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
293 vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
294 vd.m_linearMotorTimescale = 1;
295 vd.m_linearMotorDecayTimescale = 60;
296 vd.m_angularMotorTimescale = 1;
297 vd.m_angularMotorDecayTimescale = 0.8f;
298 vd.m_VhoverHeight = 0;
299 vd.m_VhoverEfficiency = 0;
300 vd.m_VhoverTimescale = 1000;
301 vd.m_VehicleBuoyancy = 0;
302 vd.m_linearDeflectionEfficiency = 1;
303 vd.m_linearDeflectionTimescale = 2;
304 vd.m_angularDeflectionEfficiency = 0;
305 vd.m_angularDeflectionTimescale = 10;
306 vd.m_verticalAttractionEfficiency = 1f;
307 vd.m_verticalAttractionTimescale = 10f;
308 vd.m_bankingEfficiency = -0.2f;
309 vd.m_bankingMix = 1;
310 vd.m_bankingTimescale = 1;
311 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
312 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
313 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
314 break;
315 case Vehicle.TYPE_BOAT:
316 vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
317 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
318 vd.m_linearMotorTimescale = 5;
319 vd.m_linearMotorDecayTimescale = 60;
320 vd.m_angularMotorTimescale = 4;
321 vd.m_angularMotorDecayTimescale = 4;
322 vd.m_VhoverHeight = 0;
323 vd.m_VhoverEfficiency = 0.5f;
324 vd.m_VhoverTimescale = 2;
325 vd.m_VehicleBuoyancy = 1;
326 vd.m_linearDeflectionEfficiency = 0.5f;
327 vd.m_linearDeflectionTimescale = 3;
328 vd.m_angularDeflectionEfficiency = 0.5f;
329 vd.m_angularDeflectionTimescale = 5;
330 vd.m_verticalAttractionEfficiency = 0.5f;
331 vd.m_verticalAttractionTimescale = 5f;
332 vd.m_bankingEfficiency = -0.3f;
333 vd.m_bankingMix = 0.8f;
334 vd.m_bankingTimescale = 1;
335 vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
336 VehicleFlag.HOVER_GLOBAL_HEIGHT |
337 VehicleFlag.HOVER_UP_ONLY |
338 VehicleFlag.LIMIT_ROLL_ONLY);
339 vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
340 VehicleFlag.LIMIT_MOTOR_UP |
341 VehicleFlag.HOVER_WATER_ONLY);
342 break;
343 case Vehicle.TYPE_AIRPLANE:
344 vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
345 vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
346 vd.m_linearMotorTimescale = 2;
347 vd.m_linearMotorDecayTimescale = 60;
348 vd.m_angularMotorTimescale = 4;
349 vd.m_angularMotorDecayTimescale = 8;
350 vd.m_VhoverHeight = 0;
351 vd.m_VhoverEfficiency = 0.5f;
352 vd.m_VhoverTimescale = 1000;
353 vd.m_VehicleBuoyancy = 0;
354 vd.m_linearDeflectionEfficiency = 0.5f;
355 vd.m_linearDeflectionTimescale = 0.5f;
356 vd.m_angularDeflectionEfficiency = 1;
357 vd.m_angularDeflectionTimescale = 2;
358 vd.m_verticalAttractionEfficiency = 0.9f;
359 vd.m_verticalAttractionTimescale = 2f;
360 vd.m_bankingEfficiency = 1;
361 vd.m_bankingMix = 0.7f;
362 vd.m_bankingTimescale = 2;
363 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
364 VehicleFlag.HOVER_TERRAIN_ONLY |
365 VehicleFlag.HOVER_GLOBAL_HEIGHT |
366 VehicleFlag.HOVER_UP_ONLY |
367 VehicleFlag.NO_DEFLECTION_UP |
368 VehicleFlag.LIMIT_MOTOR_UP);
369 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
370 break;
371 case Vehicle.TYPE_BALLOON:
372 vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
373 vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
374 vd.m_linearMotorTimescale = 5;
375 vd.m_linearMotorDecayTimescale = 60;
376 vd.m_angularMotorTimescale = 6;
377 vd.m_angularMotorDecayTimescale = 10;
378 vd.m_VhoverHeight = 5;
379 vd.m_VhoverEfficiency = 0.8f;
380 vd.m_VhoverTimescale = 10;
381 vd.m_VehicleBuoyancy = 1;
382 vd.m_linearDeflectionEfficiency = 0;
383 vd.m_linearDeflectionTimescale = 5;
384 vd.m_angularDeflectionEfficiency = 0;
385 vd.m_angularDeflectionTimescale = 5;
386 vd.m_verticalAttractionEfficiency = 0f;
387 vd.m_verticalAttractionTimescale = 1000f;
388 vd.m_bankingEfficiency = 0;
389 vd.m_bankingMix = 0.7f;
390 vd.m_bankingTimescale = 5;
391 vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
392 VehicleFlag.HOVER_TERRAIN_ONLY |
393 VehicleFlag.HOVER_UP_ONLY |
394 VehicleFlag.NO_DEFLECTION_UP |
395 VehicleFlag.LIMIT_MOTOR_UP);
396 vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
397 VehicleFlag.HOVER_GLOBAL_HEIGHT);
398 break;
399 }
400 }
401 public void SetVehicle(PhysicsActor ph)
402 {
403 if (ph == null)
404 return;
405 ph.SetVehicle(vd);
406 }
407
408 private XmlTextWriter writer;
409
410 private void XWint(string name, int i)
411 {
412 writer.WriteElementString(name, i.ToString());
413 }
414
415 private void XWfloat(string name, float f)
416 {
417 writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
418 }
419
420 private void XWVector(string name, Vector3 vec)
421 {
422 writer.WriteStartElement(name);
423 writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
424 writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
425 writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
426 writer.WriteEndElement();
427 }
428
429 private void XWQuat(string name, Quaternion quat)
430 {
431 writer.WriteStartElement(name);
432 writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
433 writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
434 writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
435 writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
436 writer.WriteEndElement();
437 }
438
439 public void ToXml2(XmlTextWriter twriter)
440 {
441 writer = twriter;
442 writer.WriteStartElement("Vehicle");
443
444 XWint("TYPE", (int)vd.m_type);
445 XWint("FLAGS", (int)vd.m_flags);
446
447 // Linear properties
448 XWVector("LMDIR", vd.m_linearMotorDirection);
449 XWVector("LMFTIME", vd.m_linearFrictionTimescale);
450 XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
451 XWfloat("LMTIME", vd.m_linearMotorTimescale);
452 XWVector("LMOFF", vd.m_linearMotorOffset);
453
454 //Angular properties
455 XWVector("AMDIR", vd.m_angularMotorDirection);
456 XWfloat("AMTIME", vd.m_angularMotorTimescale);
457 XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
458 XWVector("AMFTIME", vd.m_angularFrictionTimescale);
459
460 //Deflection properties
461 XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
462 XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
463 XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
464 XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
465
466 //Banking properties
467 XWfloat("BEFF", vd.m_bankingEfficiency);
468 XWfloat("BMIX", vd.m_bankingMix);
469 XWfloat("BTIME", vd.m_bankingTimescale);
470
471 //Hover and Buoyancy properties
472 XWfloat("HHEI", vd.m_VhoverHeight);
473 XWfloat("HEFF", vd.m_VhoverEfficiency);
474 XWfloat("HTIME", vd.m_VhoverTimescale);
475 XWfloat("VBUO", vd.m_VehicleBuoyancy);
476
477 //Attractor properties
478 XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
479 XWfloat("VATIME", vd.m_verticalAttractionTimescale);
480
481 XWQuat("REF_FRAME", vd.m_referenceFrame);
482
483 writer.WriteEndElement();
484 writer = null;
485 }
486
487
488
489 XmlTextReader reader;
490
491 private int XRint()
492 {
493 return reader.ReadElementContentAsInt();
494 }
495
496 private float XRfloat()
497 {
498 return reader.ReadElementContentAsFloat();
499 }
500
501 public Vector3 XRvector()
502 {
503 Vector3 vec;
504 reader.ReadStartElement();
505 vec.X = reader.ReadElementContentAsFloat();
506 vec.Y = reader.ReadElementContentAsFloat();
507 vec.Z = reader.ReadElementContentAsFloat();
508 reader.ReadEndElement();
509 return vec;
510 }
511
512 public Quaternion XRquat()
513 {
514 Quaternion q;
515 reader.ReadStartElement();
516 q.X = reader.ReadElementContentAsFloat();
517 q.Y = reader.ReadElementContentAsFloat();
518 q.Z = reader.ReadElementContentAsFloat();
519 q.W = reader.ReadElementContentAsFloat();
520 reader.ReadEndElement();
521 return q;
522 }
523
524 public static bool EReadProcessors(
525 Dictionary<string, Action> processors,
526 XmlTextReader xtr)
527 {
528 bool errors = false;
529
530 string nodeName = string.Empty;
531 while (xtr.NodeType != XmlNodeType.EndElement)
532 {
533 nodeName = xtr.Name;
534
535 // m_log.DebugFormat("[ExternalRepresentationUtils]: Processing: {0}", nodeName);
536
537 Action p = null;
538 if (processors.TryGetValue(xtr.Name, out p))
539 {
540 // m_log.DebugFormat("[ExternalRepresentationUtils]: Found {0} processor, nodeName);
541
542 try
543 {
544 p();
545 }
546 catch (Exception e)
547 {
548 errors = true;
549 if (xtr.NodeType == XmlNodeType.EndElement)
550 xtr.Read();
551 }
552 }
553 else
554 {
555 // m_log.DebugFormat("[LandDataSerializer]: caught unknown element {0}", nodeName);
556 xtr.ReadOuterXml(); // ignore
557 }
558 }
559
560 return errors;
561 }
562
563
564
565 public void FromXml2(XmlTextReader _reader, out bool errors)
566 {
567 errors = false;
568 reader = _reader;
569
570 Dictionary<string, Action> m_VehicleXmlProcessors
571 = new Dictionary<string, Action>();
572
573 m_VehicleXmlProcessors.Add("TYPE", ProcessXR_type);
574 m_VehicleXmlProcessors.Add("FLAGS", ProcessXR_flags);
575
576 // Linear properties
577 m_VehicleXmlProcessors.Add("LMDIR", ProcessXR_linearMotorDirection);
578 m_VehicleXmlProcessors.Add("LMFTIME", ProcessXR_linearFrictionTimescale);
579 m_VehicleXmlProcessors.Add("LMDTIME", ProcessXR_linearMotorDecayTimescale);
580 m_VehicleXmlProcessors.Add("LMTIME", ProcessXR_linearMotorTimescale);
581 m_VehicleXmlProcessors.Add("LMOFF", ProcessXR_linearMotorOffset);
582
583 //Angular properties
584 m_VehicleXmlProcessors.Add("AMDIR", ProcessXR_angularMotorDirection);
585 m_VehicleXmlProcessors.Add("AMTIME", ProcessXR_angularMotorTimescale);
586 m_VehicleXmlProcessors.Add("AMDTIME", ProcessXR_angularMotorDecayTimescale);
587 m_VehicleXmlProcessors.Add("AMFTIME", ProcessXR_angularFrictionTimescale);
588
589 //Deflection properties
590 m_VehicleXmlProcessors.Add("ADEFF", ProcessXR_angularDeflectionEfficiency);
591 m_VehicleXmlProcessors.Add("ADTIME", ProcessXR_angularDeflectionTimescale);
592 m_VehicleXmlProcessors.Add("LDEFF", ProcessXR_linearDeflectionEfficiency);
593 m_VehicleXmlProcessors.Add("LDTIME", ProcessXR_linearDeflectionTimescale);
594
595 //Banking properties
596 m_VehicleXmlProcessors.Add("BEFF", ProcessXR_bankingEfficiency);
597 m_VehicleXmlProcessors.Add("BMIX", ProcessXR_bankingMix);
598 m_VehicleXmlProcessors.Add("BTIME", ProcessXR_bankingTimescale);
599
600 //Hover and Buoyancy properties
601 m_VehicleXmlProcessors.Add("HHEI", ProcessXR_VhoverHeight);
602 m_VehicleXmlProcessors.Add("HEFF", ProcessXR_VhoverEfficiency);
603 m_VehicleXmlProcessors.Add("HTIME", ProcessXR_VhoverTimescale);
604
605 m_VehicleXmlProcessors.Add("VBUO", ProcessXR_VehicleBuoyancy);
606
607 //Attractor properties
608 m_VehicleXmlProcessors.Add("VAEFF", ProcessXR_verticalAttractionEfficiency);
609 m_VehicleXmlProcessors.Add("VATIME", ProcessXR_verticalAttractionTimescale);
610
611 m_VehicleXmlProcessors.Add("REF_FRAME", ProcessXR_referenceFrame);
612
613 vd = new VehicleData();
614
615 reader.ReadStartElement("Vehicle", String.Empty);
616
617 errors = EReadProcessors(
618 m_VehicleXmlProcessors,
619 reader);
620
621 reader.ReadEndElement();
622 reader = null;
623 }
624
625 private void ProcessXR_type()
626 {
627 vd.m_type = (Vehicle)XRint();
628 }
629 private void ProcessXR_flags()
630 {
631 vd.m_flags = (VehicleFlag)XRint();
632 }
633 // Linear properties
634 private void ProcessXR_linearMotorDirection()
635 {
636 vd.m_linearMotorDirection = XRvector();
637 }
638
639 private void ProcessXR_linearFrictionTimescale()
640 {
641 vd.m_linearFrictionTimescale = XRvector();
642 }
643
644 private void ProcessXR_linearMotorDecayTimescale()
645 {
646 vd.m_linearMotorDecayTimescale = XRfloat();
647 }
648 private void ProcessXR_linearMotorTimescale()
649 {
650 vd.m_linearMotorTimescale = XRfloat();
651 }
652 private void ProcessXR_linearMotorOffset()
653 {
654 vd.m_linearMotorOffset = XRvector();
655 }
656
657
658 //Angular properties
659 private void ProcessXR_angularMotorDirection()
660 {
661 vd.m_angularMotorDirection = XRvector();
662 }
663 private void ProcessXR_angularMotorTimescale()
664 {
665 vd.m_angularMotorTimescale = XRfloat();
666 }
667 private void ProcessXR_angularMotorDecayTimescale()
668 {
669 vd.m_angularMotorDecayTimescale = XRfloat();
670 }
671 private void ProcessXR_angularFrictionTimescale()
672 {
673 vd.m_angularFrictionTimescale = XRvector();
674 }
675
676 //Deflection properties
677 private void ProcessXR_angularDeflectionEfficiency()
678 {
679 vd.m_angularDeflectionEfficiency = XRfloat();
680 }
681 private void ProcessXR_angularDeflectionTimescale()
682 {
683 vd.m_angularDeflectionTimescale = XRfloat();
684 }
685 private void ProcessXR_linearDeflectionEfficiency()
686 {
687 vd.m_linearDeflectionEfficiency = XRfloat();
688 }
689 private void ProcessXR_linearDeflectionTimescale()
690 {
691 vd.m_linearDeflectionTimescale = XRfloat();
692 }
693
694 //Banking properties
695 private void ProcessXR_bankingEfficiency()
696 {
697 vd.m_bankingEfficiency = XRfloat();
698 }
699 private void ProcessXR_bankingMix()
700 {
701 vd.m_bankingMix = XRfloat();
702 }
703 private void ProcessXR_bankingTimescale()
704 {
705 vd.m_bankingTimescale = XRfloat();
706 }
707
708 //Hover and Buoyancy properties
709 private void ProcessXR_VhoverHeight()
710 {
711 vd.m_VhoverHeight = XRfloat();
712 }
713 private void ProcessXR_VhoverEfficiency()
714 {
715 vd.m_VhoverEfficiency = XRfloat();
716 }
717 private void ProcessXR_VhoverTimescale()
718 {
719 vd.m_VhoverTimescale = XRfloat();
720 }
721
722 private void ProcessXR_VehicleBuoyancy()
723 {
724 vd.m_VehicleBuoyancy = XRfloat();
725 }
726
727 //Attractor properties
728 private void ProcessXR_verticalAttractionEfficiency()
729 {
730 vd.m_verticalAttractionEfficiency = XRfloat();
731 }
732 private void ProcessXR_verticalAttractionTimescale()
733 {
734 vd.m_verticalAttractionTimescale = XRfloat();
735 }
736
737 private void ProcessXR_referenceFrame()
738 {
739 vd.m_referenceFrame = XRquat();
740 }
741 }
742} \ No newline at end of file
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 10b25ed..0089c7d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -156,7 +156,7 @@ namespace OpenSim.Region.Framework.Scenes
156 return false; 156 return false;
157 } 157 }
158 } 158 }
159 159
160 if (InventoryService.AddItem(item)) 160 if (InventoryService.AddItem(item))
161 { 161 {
162 int userlevel = 0; 162 int userlevel = 0;
@@ -307,8 +307,7 @@ namespace OpenSim.Region.Framework.Scenes
307 307
308 // Update item with new asset 308 // Update item with new asset
309 item.AssetID = asset.FullID; 309 item.AssetID = asset.FullID;
310 if (group.UpdateInventoryItem(item)) 310 group.UpdateInventoryItem(item);
311 remoteClient.SendAgentAlertMessage("Script saved", false);
312 311
313 part.SendPropertiesToClient(remoteClient); 312 part.SendPropertiesToClient(remoteClient);
314 313
@@ -319,12 +318,7 @@ namespace OpenSim.Region.Framework.Scenes
319 { 318 {
320 // Needs to determine which engine was running it and use that 319 // Needs to determine which engine was running it and use that
321 // 320 //
322 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 321 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
323 errors = part.Inventory.GetScriptErrors(item.ItemID);
324 }
325 else
326 {
327 remoteClient.SendAgentAlertMessage("Script saved", false);
328 } 322 }
329 323
330 // Tell anyone managing scripts that a script has been reloaded/changed 324 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -392,6 +386,7 @@ namespace OpenSim.Region.Framework.Scenes
392 386
393 if (UUID.Zero == transactionID) 387 if (UUID.Zero == transactionID)
394 { 388 {
389 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
395 item.Name = itemUpd.Name; 390 item.Name = itemUpd.Name;
396 item.Description = itemUpd.Description; 391 item.Description = itemUpd.Description;
397 392
@@ -779,6 +774,8 @@ namespace OpenSim.Region.Framework.Scenes
779 return; 774 return;
780 } 775 }
781 776
777 if (newName == null) newName = item.Name;
778
782 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 779 AssetBase asset = AssetService.Get(item.AssetID.ToString());
783 780
784 if (asset != null) 781 if (asset != null)
@@ -835,6 +832,24 @@ namespace OpenSim.Region.Framework.Scenes
835 } 832 }
836 833
837 /// <summary> 834 /// <summary>
835 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
836 /// </summary>
837 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
838 {
839 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
840 foreach (InventoryItemBase b in items)
841 {
842 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
843 InventoryItemBase n = InventoryService.GetItem(b);
844 n.Folder = destfolder;
845 moveitems.Add(n);
846 remoteClient.SendInventoryItemCreateUpdate(n, 0);
847 }
848
849 MoveInventoryItem(remoteClient, moveitems);
850 }
851
852 /// <summary>
838 /// Move an item within the agent's inventory. 853 /// Move an item within the agent's inventory.
839 /// </summary> 854 /// </summary>
840 /// <param name="remoteClient"></param> 855 /// <param name="remoteClient"></param>
@@ -1177,6 +1192,10 @@ namespace OpenSim.Region.Framework.Scenes
1177 { 1192 {
1178 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1193 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1179 1194
1195 // Can't move a null item
1196 if (itemId == UUID.Zero)
1197 return;
1198
1180 if (null == part) 1199 if (null == part)
1181 { 1200 {
1182 m_log.WarnFormat( 1201 m_log.WarnFormat(
@@ -1281,21 +1300,28 @@ namespace OpenSim.Region.Framework.Scenes
1281 return; 1300 return;
1282 } 1301 }
1283 1302
1284 if (part.OwnerID != destPart.OwnerID) 1303 // Can't transfer this
1304 //
1305 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1306 return;
1307
1308 bool overrideNoMod = false;
1309 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1310 overrideNoMod = true;
1311
1312 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1285 { 1313 {
1286 // Source must have transfer permissions 1314 // object cannot copy items to an object owned by a different owner
1287 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1315 // unless llAllowInventoryDrop has been called
1288 return;
1289 1316
1290 // Object cannot copy items to an object owned by a different owner 1317 return;
1291 // unless llAllowInventoryDrop has been called on the destination
1292 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1293 return;
1294 } 1318 }
1295 1319
1296 // must have both move and modify permission to put an item in an object 1320 // must have both move and modify permission to put an item in an object
1297 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1321 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1322 {
1298 return; 1323 return;
1324 }
1299 1325
1300 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1326 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1301 1327
@@ -1351,6 +1377,14 @@ namespace OpenSim.Region.Framework.Scenes
1351 1377
1352 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1378 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1353 { 1379 {
1380 SceneObjectPart destPart = GetSceneObjectPart(destID);
1381 if (destPart != null) // Move into a prim
1382 {
1383 foreach(UUID itemID in items)
1384 MoveTaskInventoryItem(destID, host, itemID);
1385 return destID; // Prim folder ID == prim ID
1386 }
1387
1354 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1388 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1355 1389
1356 UUID newFolderID = UUID.Random(); 1390 UUID newFolderID = UUID.Random();
@@ -1536,12 +1570,12 @@ namespace OpenSim.Region.Framework.Scenes
1536 agentTransactions.HandleTaskItemUpdateFromTransaction( 1570 agentTransactions.HandleTaskItemUpdateFromTransaction(
1537 remoteClient, part, transactionID, currentItem); 1571 remoteClient, part, transactionID, currentItem);
1538 1572
1539 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1573// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1540 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1574// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1541 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1575// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1542 remoteClient.SendAgentAlertMessage("Script saved", false); 1576// remoteClient.SendAgentAlertMessage("Script saved", false);
1543 else 1577// else
1544 remoteClient.SendAgentAlertMessage("Item saved", false); 1578// remoteClient.SendAgentAlertMessage("Item saved", false);
1545 } 1579 }
1546 } 1580 }
1547 1581
@@ -1725,7 +1759,7 @@ namespace OpenSim.Region.Framework.Scenes
1725 } 1759 }
1726 1760
1727 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1761 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1728 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1762 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1729 agentID); 1763 agentID);
1730 AssetService.Store(asset); 1764 AssetService.Store(asset);
1731 1765
@@ -1881,23 +1915,32 @@ namespace OpenSim.Region.Framework.Scenes
1881 // build a list of eligible objects 1915 // build a list of eligible objects
1882 List<uint> deleteIDs = new List<uint>(); 1916 List<uint> deleteIDs = new List<uint>();
1883 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1917 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1884 1918 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1885 // Start with true for both, then remove the flags if objects
1886 // that we can't derez are part of the selection
1887 bool permissionToTake = true;
1888 bool permissionToTakeCopy = true;
1889 bool permissionToDelete = true;
1890 1919
1891 foreach (uint localID in localIDs) 1920 foreach (uint localID in localIDs)
1892 { 1921 {
1922 // Start with true for both, then remove the flags if objects
1923 // that we can't derez are part of the selection
1924 bool permissionToTake = true;
1925 bool permissionToTakeCopy = true;
1926 bool permissionToDelete = true;
1927
1893 // Invalid id 1928 // Invalid id
1894 SceneObjectPart part = GetSceneObjectPart(localID); 1929 SceneObjectPart part = GetSceneObjectPart(localID);
1895 if (part == null) 1930 if (part == null)
1931 {
1932 //Client still thinks the object exists, kill it
1933 deleteIDs.Add(localID);
1896 continue; 1934 continue;
1935 }
1897 1936
1898 // Already deleted by someone else 1937 // Already deleted by someone else
1899 if (part.ParentGroup.IsDeleted) 1938 if (part.ParentGroup.IsDeleted)
1939 {
1940 //Client still thinks the object exists, kill it
1941 deleteIDs.Add(localID);
1900 continue; 1942 continue;
1943 }
1901 1944
1902 // Can't delete child prims 1945 // Can't delete child prims
1903 if (part != part.ParentGroup.RootPart) 1946 if (part != part.ParentGroup.RootPart)
@@ -1905,9 +1948,6 @@ namespace OpenSim.Region.Framework.Scenes
1905 1948
1906 SceneObjectGroup grp = part.ParentGroup; 1949 SceneObjectGroup grp = part.ParentGroup;
1907 1950
1908 deleteIDs.Add(localID);
1909 deleteGroups.Add(grp);
1910
1911 if (remoteClient == null) 1951 if (remoteClient == null)
1912 { 1952 {
1913 // Autoreturn has a null client. Nothing else does. So 1953 // Autoreturn has a null client. Nothing else does. So
@@ -1924,81 +1964,193 @@ namespace OpenSim.Region.Framework.Scenes
1924 } 1964 }
1925 else 1965 else
1926 { 1966 {
1927 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1967 if (action == DeRezAction.TakeCopy)
1968 {
1969 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1970 permissionToTakeCopy = false;
1971 }
1972 else
1973 {
1928 permissionToTakeCopy = false; 1974 permissionToTakeCopy = false;
1929 1975 }
1930 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1976 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1931 permissionToTake = false; 1977 permissionToTake = false;
1932 1978
1933 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1979 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1934 permissionToDelete = false; 1980 permissionToDelete = false;
1935 } 1981 }
1936 }
1937 1982
1938 // Handle god perms 1983 // Handle god perms
1939 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1984 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1940 { 1985 {
1941 permissionToTake = true; 1986 permissionToTake = true;
1942 permissionToTakeCopy = true; 1987 permissionToTakeCopy = true;
1943 permissionToDelete = true; 1988 permissionToDelete = true;
1944 } 1989 }
1945 1990
1946 // If we're re-saving, we don't even want to delete 1991 // If we're re-saving, we don't even want to delete
1947 if (action == DeRezAction.SaveToExistingUserInventoryItem) 1992 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1948 permissionToDelete = false; 1993 permissionToDelete = false;
1949 1994
1950 // if we want to take a copy, we also don't want to delete 1995 // if we want to take a copy, we also don't want to delete
1951 // Note: after this point, the permissionToTakeCopy flag 1996 // Note: after this point, the permissionToTakeCopy flag
1952 // becomes irrelevant. It already includes the permissionToTake 1997 // becomes irrelevant. It already includes the permissionToTake
1953 // permission and after excluding no copy items here, we can 1998 // permission and after excluding no copy items here, we can
1954 // just use that. 1999 // just use that.
1955 if (action == DeRezAction.TakeCopy) 2000 if (action == DeRezAction.TakeCopy)
1956 { 2001 {
1957 // If we don't have permission, stop right here 2002 // If we don't have permission, stop right here
1958 if (!permissionToTakeCopy) 2003 if (!permissionToTakeCopy)
1959 return; 2004 return;
1960 2005
1961 permissionToTake = true; 2006 permissionToTake = true;
1962 // Don't delete 2007 // Don't delete
1963 permissionToDelete = false; 2008 permissionToDelete = false;
1964 } 2009 }
1965 2010
1966 if (action == DeRezAction.Return) 2011 if (action == DeRezAction.Return)
1967 {
1968 if (remoteClient != null)
1969 { 2012 {
1970 if (Permissions.CanReturnObjects( 2013 if (remoteClient != null)
1971 null,
1972 remoteClient.AgentId,
1973 deleteGroups))
1974 { 2014 {
1975 permissionToTake = true; 2015 if (Permissions.CanReturnObjects(
1976 permissionToDelete = true; 2016 null,
1977 2017 remoteClient.AgentId,
1978 foreach (SceneObjectGroup g in deleteGroups) 2018 deleteGroups))
1979 { 2019 {
1980 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2020 permissionToTake = true;
2021 permissionToDelete = true;
2022
2023 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1981 } 2024 }
1982 } 2025 }
2026 else // Auto return passes through here with null agent
2027 {
2028 permissionToTake = true;
2029 permissionToDelete = true;
2030 }
1983 } 2031 }
1984 else // Auto return passes through here with null agent 2032
2033 if (permissionToTake && (!permissionToDelete))
2034 takeGroups.Add(grp);
2035
2036 if (permissionToDelete)
1985 { 2037 {
1986 permissionToTake = true; 2038 if (permissionToTake)
1987 permissionToDelete = true; 2039 deleteGroups.Add(grp);
2040 deleteIDs.Add(grp.LocalId);
1988 } 2041 }
1989 } 2042 }
1990 2043
1991 if (permissionToTake) 2044 SendKillObject(deleteIDs);
2045
2046 if (deleteGroups.Count > 0)
1992 { 2047 {
2048 foreach (SceneObjectGroup g in deleteGroups)
2049 deleteIDs.Remove(g.LocalId);
2050
1993 m_asyncSceneObjectDeleter.DeleteToInventory( 2051 m_asyncSceneObjectDeleter.DeleteToInventory(
1994 action, destinationID, deleteGroups, remoteClient, 2052 action, destinationID, deleteGroups, remoteClient,
1995 permissionToDelete); 2053 true);
2054 }
2055 if (takeGroups.Count > 0)
2056 {
2057 m_asyncSceneObjectDeleter.DeleteToInventory(
2058 action, destinationID, takeGroups, remoteClient,
2059 false);
1996 } 2060 }
1997 else if (permissionToDelete) 2061 if (deleteIDs.Count > 0)
1998 { 2062 {
1999 foreach (SceneObjectGroup g in deleteGroups) 2063 foreach (SceneObjectGroup g in deleteGroups)
2000 DeleteSceneObject(g, false); 2064 DeleteSceneObject(g, true);
2065 }
2066 }
2067
2068 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2069 {
2070 itemID = UUID.Zero;
2071 if (grp != null)
2072 {
2073 Vector3 inventoryStoredPosition = new Vector3
2074 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2075 ? 250
2076 : grp.AbsolutePosition.X)
2077 ,
2078 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2079 ? 250
2080 : grp.AbsolutePosition.X,
2081 grp.AbsolutePosition.Z);
2082
2083 Vector3 originalPosition = grp.AbsolutePosition;
2084
2085 grp.AbsolutePosition = inventoryStoredPosition;
2086
2087 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2088
2089 grp.AbsolutePosition = originalPosition;
2090
2091 AssetBase asset = CreateAsset(
2092 grp.GetPartName(grp.LocalId),
2093 grp.GetPartDescription(grp.LocalId),
2094 (sbyte)AssetType.Object,
2095 Utils.StringToBytes(sceneObjectXml),
2096 remoteClient.AgentId);
2097 AssetService.Store(asset);
2098
2099 InventoryItemBase item = new InventoryItemBase();
2100 item.CreatorId = grp.RootPart.CreatorID.ToString();
2101 item.CreatorData = grp.RootPart.CreatorData;
2102 item.Owner = remoteClient.AgentId;
2103 item.ID = UUID.Random();
2104 item.AssetID = asset.FullID;
2105 item.Description = asset.Description;
2106 item.Name = asset.Name;
2107 item.AssetType = asset.Type;
2108 item.InvType = (int)InventoryType.Object;
2109
2110 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2111 if (folder != null)
2112 item.Folder = folder.ID;
2113 else // oopsies
2114 item.Folder = UUID.Zero;
2115
2116 // Set up base perms properly
2117 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2118 permsBase &= grp.RootPart.BaseMask;
2119 permsBase |= (uint)PermissionMask.Move;
2120
2121 // Make sure we don't lock it
2122 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2123
2124 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2125 {
2126 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2127 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2128 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2129 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2130 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2131 }
2132 else
2133 {
2134 item.BasePermissions = permsBase;
2135 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2136 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2137 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2138 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2139 }
2140 item.CreationDate = Util.UnixTimeSinceEpoch();
2141
2142 // sets itemID so client can show item as 'attached' in inventory
2143 grp.FromItemID = item.ID;
2144
2145 if (AddInventoryItem(item))
2146 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2147 else
2148 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2149
2150 itemID = item.ID;
2151 return item.AssetID;
2001 } 2152 }
2153 return UUID.Zero;
2002 } 2154 }
2003 2155
2004 /// <summary> 2156 /// <summary>
@@ -2127,6 +2279,9 @@ namespace OpenSim.Region.Framework.Scenes
2127 2279
2128 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2280 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2129 { 2281 {
2282 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2283 return;
2284
2130 SceneObjectPart part = GetSceneObjectPart(objectID); 2285 SceneObjectPart part = GetSceneObjectPart(objectID);
2131 if (part == null) 2286 if (part == null)
2132 return; 2287 return;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..36d46b8 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -158,12 +158,12 @@ namespace OpenSim.Region.Framework.Scenes
158 { 158 {
159 SceneObjectGroup sog = part.ParentGroup; 159 SceneObjectGroup sog = part.ParentGroup;
160 sog.SendPropertiesToClient(remoteClient); 160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 161
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 162 // A prim is only tainted if it's allowed to be edited by the person clicking it.
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 163 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 164 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
166 { 165 {
166 sog.IsSelected = true;
167 EventManager.TriggerParcelPrimCountTainted(); 167 EventManager.TriggerParcelPrimCountTainted();
168 } 168 }
169 } 169 }
@@ -235,7 +235,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 235 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 236 // TODO: Make selection flagging per prim!
237 // 237 //
238 part.ParentGroup.IsSelected = false; 238 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
239 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
240 part.ParentGroup.IsSelected = false;
239 241
240 if (part.ParentGroup.IsAttachment) 242 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 243 isAttachment = true;
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index a87dfb7..85b1242 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -118,6 +118,7 @@ namespace OpenSim.Region.Framework.Scenes
118 // TODO: need to figure out how allow client agents but deny 118 // TODO: need to figure out how allow client agents but deny
119 // root agents when ACL denies access to root agent 119 // root agents when ACL denies access to root agent
120 public bool m_strictAccessControl = true; 120 public bool m_strictAccessControl = true;
121 public bool m_seeIntoBannedRegion = false;
121 public int MaxUndoCount = 5; 122 public int MaxUndoCount = 5;
122 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 123 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
123 public bool LoginLock = false; 124 public bool LoginLock = false;
@@ -133,12 +134,14 @@ namespace OpenSim.Region.Framework.Scenes
133 134
134 protected int m_splitRegionID; 135 protected int m_splitRegionID;
135 protected Timer m_restartWaitTimer = new Timer(); 136 protected Timer m_restartWaitTimer = new Timer();
137 protected Timer m_timerWatchdog = new Timer();
136 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 138 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
137 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 139 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
138 protected string m_simulatorVersion = "OpenSimulator Server"; 140 protected string m_simulatorVersion = "OpenSimulator Server";
139 protected ModuleLoader m_moduleLoader; 141 protected ModuleLoader m_moduleLoader;
140 protected AgentCircuitManager m_authenticateHandler; 142 protected AgentCircuitManager m_authenticateHandler;
141 protected SceneCommunicationService m_sceneGridService; 143 protected SceneCommunicationService m_sceneGridService;
144 protected ISnmpModule m_snmpService = null;
142 145
143 protected ISimulationDataService m_SimulationDataService; 146 protected ISimulationDataService m_SimulationDataService;
144 protected IEstateDataService m_EstateDataService; 147 protected IEstateDataService m_EstateDataService;
@@ -201,7 +204,7 @@ namespace OpenSim.Region.Framework.Scenes
201 private int m_update_events = 1; 204 private int m_update_events = 1;
202 private int m_update_backup = 200; 205 private int m_update_backup = 200;
203 private int m_update_terrain = 50; 206 private int m_update_terrain = 50;
204// private int m_update_land = 1; 207 private int m_update_land = 10;
205 private int m_update_coarse_locations = 50; 208 private int m_update_coarse_locations = 50;
206 209
207 private int agentMS; 210 private int agentMS;
@@ -220,6 +223,7 @@ namespace OpenSim.Region.Framework.Scenes
220 /// </summary> 223 /// </summary>
221 private int m_lastFrameTick; 224 private int m_lastFrameTick;
222 225
226 public bool CombineRegions = false;
223 /// <summary> 227 /// <summary>
224 /// Tick at which the last maintenance run occurred. 228 /// Tick at which the last maintenance run occurred.
225 /// </summary> 229 /// </summary>
@@ -250,6 +254,11 @@ namespace OpenSim.Region.Framework.Scenes
250 /// </summary> 254 /// </summary>
251 private int m_LastLogin; 255 private int m_LastLogin;
252 256
257 private int m_lastIncoming;
258 private int m_lastOutgoing;
259 private int m_hbRestarts = 0;
260
261
253 /// <summary> 262 /// <summary>
254 /// Thread that runs the scene loop. 263 /// Thread that runs the scene loop.
255 /// </summary> 264 /// </summary>
@@ -265,7 +274,7 @@ namespace OpenSim.Region.Framework.Scenes
265 private volatile bool m_shuttingDown; 274 private volatile bool m_shuttingDown;
266 275
267// private int m_lastUpdate; 276// private int m_lastUpdate;
268// private bool m_firstHeartbeat = true; 277 private bool m_firstHeartbeat = true;
269 278
270 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 279 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
271 private bool m_reprioritizationEnabled = true; 280 private bool m_reprioritizationEnabled = true;
@@ -310,6 +319,19 @@ namespace OpenSim.Region.Framework.Scenes
310 get { return m_sceneGridService; } 319 get { return m_sceneGridService; }
311 } 320 }
312 321
322 public ISnmpModule SnmpService
323 {
324 get
325 {
326 if (m_snmpService == null)
327 {
328 m_snmpService = RequestModuleInterface<ISnmpModule>();
329 }
330
331 return m_snmpService;
332 }
333 }
334
313 public ISimulationDataService SimulationDataService 335 public ISimulationDataService SimulationDataService
314 { 336 {
315 get 337 get
@@ -592,6 +614,8 @@ namespace OpenSim.Region.Framework.Scenes
592 m_EstateDataService = estateDataService; 614 m_EstateDataService = estateDataService;
593 m_regionHandle = m_regInfo.RegionHandle; 615 m_regionHandle = m_regInfo.RegionHandle;
594 m_regionName = m_regInfo.RegionName; 616 m_regionName = m_regInfo.RegionName;
617 m_lastIncoming = 0;
618 m_lastOutgoing = 0;
595 619
596 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 620 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
597 m_asyncSceneObjectDeleter.Enabled = true; 621 m_asyncSceneObjectDeleter.Enabled = true;
@@ -672,98 +696,107 @@ namespace OpenSim.Region.Framework.Scenes
672 696
673 // Region config overrides global config 697 // Region config overrides global config
674 // 698 //
675 if (m_config.Configs["Startup"] != null) 699 try
676 { 700 {
677 IConfig startupConfig = m_config.Configs["Startup"]; 701 if (m_config.Configs["Startup"] != null)
678
679 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
680 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
681 if (!m_useBackup)
682 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
683
684 //Animation states
685 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
686
687 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
688 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
689
690 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
691 if (RegionInfo.NonphysPrimMax > 0)
692 { 702 {
693 m_maxNonphys = RegionInfo.NonphysPrimMax; 703 IConfig startupConfig = m_config.Configs["Startup"];
694 }
695 704
696 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); 705 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
706 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
707 if (!m_useBackup)
708 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
709
710 //Animation states
711 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
697 712
698 if (RegionInfo.PhysPrimMax > 0) 713 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
699 { 714 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
700 m_maxPhys = RegionInfo.PhysPrimMax;
701 }
702 715
703 // Here, if clamping is requested in either global or 716 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
704 // local config, it will be used 717 if (RegionInfo.NonphysPrimMax > 0)
705 // 718 {
706 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 719 m_maxNonphys = RegionInfo.NonphysPrimMax;
707 if (RegionInfo.ClampPrimSize) 720 }
708 {
709 m_clampPrimSize = true;
710 }
711 721
712 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 722 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
713 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
714 m_dontPersistBefore =
715 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
716 m_dontPersistBefore *= 10000000;
717 m_persistAfter =
718 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
719 m_persistAfter *= 10000000;
720 723
721 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 724 if (RegionInfo.PhysPrimMax > 0)
725 {
726 m_maxPhys = RegionInfo.PhysPrimMax;
727 }
722 728
723 IConfig packetConfig = m_config.Configs["PacketPool"]; 729 // Here, if clamping is requested in either global or
724 if (packetConfig != null) 730 // local config, it will be used
725 { 731 //
726 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 732 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
727 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true); 733 if (RegionInfo.ClampPrimSize)
728 } 734 {
735 m_clampPrimSize = true;
736 }
729 737
730 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 738 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
739 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
740 m_dontPersistBefore =
741 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
742 m_dontPersistBefore *= 10000000;
743 m_persistAfter =
744 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
745 m_persistAfter *= 10000000;
731 746
732 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 747 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
733 if (m_generateMaptiles) 748 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
734 { 749
735 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 750 IConfig packetConfig = m_config.Configs["PacketPool"];
736 if (maptileRefresh != 0) 751 if (packetConfig != null)
737 { 752 {
738 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 753 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
739 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister; 754 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
740 m_mapGenerationTimer.AutoReset = true;
741 m_mapGenerationTimer.Start();
742 } 755 }
743 }
744 else
745 {
746 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
747 UUID tileID;
748 756
749 if (UUID.TryParse(tile, out tileID)) 757 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
758 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
759 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
760
761 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
762 if (m_generateMaptiles)
750 { 763 {
751 RegionInfo.RegionSettings.TerrainImageID = tileID; 764 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
765 if (maptileRefresh != 0)
766 {
767 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
768 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
769 m_mapGenerationTimer.AutoReset = true;
770 m_mapGenerationTimer.Start();
771 }
752 } 772 }
753 } 773 else
774 {
775 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
776 UUID tileID;
754 777
755 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 778 if (UUID.TryParse(tile, out tileID))
756 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 779 {
757 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 780 RegionInfo.RegionSettings.TerrainImageID = tileID;
758 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 781 }
759 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 782 }
760 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
761 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
762 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
763 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
764 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
765 783
766 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 784 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
785 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
786 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
787 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
788 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
789 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
790 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
791 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
792 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
793 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
794 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
795 }
796 }
797 catch (Exception e)
798 {
799 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
767 } 800 }
768 801
769 #endregion Region Config 802 #endregion Region Config
@@ -1190,7 +1223,22 @@ namespace OpenSim.Region.Framework.Scenes
1190 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1223 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1191 if (m_heartbeatThread != null) 1224 if (m_heartbeatThread != null)
1192 { 1225 {
1226 m_hbRestarts++;
1227 if(m_hbRestarts > 10)
1228 Environment.Exit(1);
1229 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1230
1231//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1232//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1233//proc.EnableRaisingEvents=false;
1234//proc.StartInfo.FileName = "/bin/kill";
1235//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1236//proc.Start();
1237//proc.WaitForExit();
1238//Thread.Sleep(1000);
1239//Environment.Exit(1);
1193 m_heartbeatThread.Abort(); 1240 m_heartbeatThread.Abort();
1241 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1194 m_heartbeatThread = null; 1242 m_heartbeatThread = null;
1195 } 1243 }
1196// m_lastUpdate = Util.EnvironmentTickCount(); 1244// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1503,6 +1551,8 @@ namespace OpenSim.Region.Framework.Scenes
1503 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1551 maintc = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1504 maintc = (int)(MinFrameTime * 1000) - maintc; 1552 maintc = (int)(MinFrameTime * 1000) - maintc;
1505 1553
1554 m_firstHeartbeat = false;
1555
1506 if (maintc > 0) 1556 if (maintc > 0)
1507 Thread.Sleep(maintc); 1557 Thread.Sleep(maintc);
1508 1558
@@ -1532,9 +1582,9 @@ namespace OpenSim.Region.Framework.Scenes
1532 1582
1533 private void CheckAtTargets() 1583 private void CheckAtTargets()
1534 { 1584 {
1535 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1585 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1536 lock (m_groupsWithTargets) 1586 lock (m_groupsWithTargets)
1537 objs = m_groupsWithTargets.Values; 1587 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1538 1588
1539 foreach (SceneObjectGroup entry in objs) 1589 foreach (SceneObjectGroup entry in objs)
1540 entry.checkAtTargets(); 1590 entry.checkAtTargets();
@@ -1615,7 +1665,7 @@ namespace OpenSim.Region.Framework.Scenes
1615 msg.fromAgentName = "Server"; 1665 msg.fromAgentName = "Server";
1616 msg.dialog = (byte)19; // Object msg 1666 msg.dialog = (byte)19; // Object msg
1617 msg.fromGroup = false; 1667 msg.fromGroup = false;
1618 msg.offline = (byte)0; 1668 msg.offline = (byte)1;
1619 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1669 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1620 msg.Position = Vector3.Zero; 1670 msg.Position = Vector3.Zero;
1621 msg.RegionID = RegionInfo.RegionID.Guid; 1671 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1837,6 +1887,19 @@ namespace OpenSim.Region.Framework.Scenes
1837 EventManager.TriggerPrimsLoaded(this); 1887 EventManager.TriggerPrimsLoaded(this);
1838 } 1888 }
1839 1889
1890 public bool SuportsRayCastFiltered()
1891 {
1892 if (PhysicsScene == null)
1893 return false;
1894 return PhysicsScene.SuportsRaycastWorldFiltered();
1895 }
1896
1897 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1898 {
1899 if (PhysicsScene == null)
1900 return null;
1901 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1902 }
1840 1903
1841 /// <summary> 1904 /// <summary>
1842 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1905 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1853,14 +1916,24 @@ namespace OpenSim.Region.Framework.Scenes
1853 /// <returns></returns> 1916 /// <returns></returns>
1854 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1917 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1855 { 1918 {
1919
1920 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1921 Vector3 wpos = Vector3.Zero;
1922 // Check for water surface intersection from above
1923 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1924 {
1925 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1926 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1927 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1928 wpos.Z = wheight;
1929 }
1930
1856 Vector3 pos = Vector3.Zero; 1931 Vector3 pos = Vector3.Zero;
1857 if (RayEndIsIntersection == (byte)1) 1932 if (RayEndIsIntersection == (byte)1)
1858 { 1933 {
1859 pos = RayEnd; 1934 pos = RayEnd;
1860 return pos;
1861 } 1935 }
1862 1936 else if (RayTargetID != UUID.Zero)
1863 if (RayTargetID != UUID.Zero)
1864 { 1937 {
1865 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1938 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1866 1939
@@ -1882,7 +1955,7 @@ namespace OpenSim.Region.Framework.Scenes
1882 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 1955 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1883 1956
1884 // Un-comment out the following line to Get Raytrace results printed to the console. 1957 // Un-comment out the following line to Get Raytrace results printed to the console.
1885 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 1958 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1886 float ScaleOffset = 0.5f; 1959 float ScaleOffset = 0.5f;
1887 1960
1888 // If we hit something 1961 // If we hit something
@@ -1905,13 +1978,10 @@ namespace OpenSim.Region.Framework.Scenes
1905 //pos.Z -= 0.25F; 1978 //pos.Z -= 0.25F;
1906 1979
1907 } 1980 }
1908
1909 return pos;
1910 } 1981 }
1911 else 1982 else
1912 { 1983 {
1913 // We don't have a target here, so we're going to raytrace all the objects in the scene. 1984 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1914
1915 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 1985 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1916 1986
1917 // Un-comment the following line to print the raytrace results to the console. 1987 // Un-comment the following line to print the raytrace results to the console.
@@ -1920,13 +1990,12 @@ namespace OpenSim.Region.Framework.Scenes
1920 if (ei.HitTF) 1990 if (ei.HitTF)
1921 { 1991 {
1922 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 1992 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1923 } else 1993 }
1994 else
1924 { 1995 {
1925 // fall back to our stupid functionality 1996 // fall back to our stupid functionality
1926 pos = RayEnd; 1997 pos = RayEnd;
1927 } 1998 }
1928
1929 return pos;
1930 } 1999 }
1931 } 2000 }
1932 else 2001 else
@@ -1937,8 +2006,12 @@ namespace OpenSim.Region.Framework.Scenes
1937 //increase height so its above the ground. 2006 //increase height so its above the ground.
1938 //should be getting the normal of the ground at the rez point and using that? 2007 //should be getting the normal of the ground at the rez point and using that?
1939 pos.Z += scale.Z / 2f; 2008 pos.Z += scale.Z / 2f;
1940 return pos; 2009// return pos;
1941 } 2010 }
2011
2012 // check against posible water intercept
2013 if (wpos.Z > pos.Z) pos = wpos;
2014 return pos;
1942 } 2015 }
1943 2016
1944 2017
@@ -2028,7 +2101,10 @@ namespace OpenSim.Region.Framework.Scenes
2028 public bool AddRestoredSceneObject( 2101 public bool AddRestoredSceneObject(
2029 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2102 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2030 { 2103 {
2031 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2104 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2105 if (result)
2106 sceneObject.IsDeleted = false;
2107 return result;
2032 } 2108 }
2033 2109
2034 /// <summary> 2110 /// <summary>
@@ -2120,6 +2196,15 @@ namespace OpenSim.Region.Framework.Scenes
2120 /// </summary> 2196 /// </summary>
2121 public void DeleteAllSceneObjects() 2197 public void DeleteAllSceneObjects()
2122 { 2198 {
2199 DeleteAllSceneObjects(false);
2200 }
2201
2202 /// <summary>
2203 /// Delete every object from the scene. This does not include attachments worn by avatars.
2204 /// </summary>
2205 public void DeleteAllSceneObjects(bool exceptNoCopy)
2206 {
2207 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2123 lock (Entities) 2208 lock (Entities)
2124 { 2209 {
2125 EntityBase[] entities = Entities.GetEntities(); 2210 EntityBase[] entities = Entities.GetEntities();
@@ -2128,11 +2213,24 @@ namespace OpenSim.Region.Framework.Scenes
2128 if (e is SceneObjectGroup) 2213 if (e is SceneObjectGroup)
2129 { 2214 {
2130 SceneObjectGroup sog = (SceneObjectGroup)e; 2215 SceneObjectGroup sog = (SceneObjectGroup)e;
2131 if (!sog.IsAttachment) 2216 if (sog != null && !sog.IsAttachment)
2132 DeleteSceneObject((SceneObjectGroup)e, false); 2217 {
2218 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2219 {
2220 DeleteSceneObject((SceneObjectGroup)e, false);
2221 }
2222 else
2223 {
2224 toReturn.Add((SceneObjectGroup)e);
2225 }
2226 }
2133 } 2227 }
2134 } 2228 }
2135 } 2229 }
2230 if (toReturn.Count > 0)
2231 {
2232 returnObjects(toReturn.ToArray(), UUID.Zero);
2233 }
2136 } 2234 }
2137 2235
2138 /// <summary> 2236 /// <summary>
@@ -2167,6 +2265,8 @@ namespace OpenSim.Region.Framework.Scenes
2167 } 2265 }
2168 2266
2169 group.DeleteGroupFromScene(silent); 2267 group.DeleteGroupFromScene(silent);
2268 if (!silent)
2269 SendKillObject(new List<uint>() { group.LocalId });
2170 2270
2171// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2271// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2172 } 2272 }
@@ -2456,6 +2556,8 @@ namespace OpenSim.Region.Framework.Scenes
2456 2556
2457 if (newPosition != Vector3.Zero) 2557 if (newPosition != Vector3.Zero)
2458 newObject.RootPart.GroupPosition = newPosition; 2558 newObject.RootPart.GroupPosition = newPosition;
2559 if (newObject.RootPart.KeyframeMotion != null)
2560 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2459 2561
2460 if (!AddSceneObject(newObject)) 2562 if (!AddSceneObject(newObject))
2461 { 2563 {
@@ -2524,10 +2626,17 @@ namespace OpenSim.Region.Framework.Scenes
2524 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2626 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2525 public bool AddSceneObject(SceneObjectGroup sceneObject) 2627 public bool AddSceneObject(SceneObjectGroup sceneObject)
2526 { 2628 {
2629 if (sceneObject.OwnerID == UUID.Zero)
2630 {
2631 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2632 return false;
2633 }
2634
2527 // If the user is banned, we won't let any of their objects 2635 // If the user is banned, we won't let any of their objects
2528 // enter. Period. 2636 // enter. Period.
2529 // 2637 //
2530 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID)) 2638 int flags = GetUserFlags(sceneObject.OwnerID);
2639 if (m_regInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2531 { 2640 {
2532 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID); 2641 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2533 2642
@@ -2573,12 +2682,23 @@ namespace OpenSim.Region.Framework.Scenes
2573 } 2682 }
2574 else 2683 else
2575 { 2684 {
2685 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2576 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2686 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2577 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2687 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2578 } 2688 }
2689 if (sceneObject.OwnerID == UUID.Zero)
2690 {
2691 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2692 return false;
2693 }
2579 } 2694 }
2580 else 2695 else
2581 { 2696 {
2697 if (sceneObject.OwnerID == UUID.Zero)
2698 {
2699 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2700 return false;
2701 }
2582 AddRestoredSceneObject(sceneObject, true, false); 2702 AddRestoredSceneObject(sceneObject, true, false);
2583 2703
2584 if (!Permissions.CanObjectEntry(sceneObject.UUID, 2704 if (!Permissions.CanObjectEntry(sceneObject.UUID,
@@ -2607,6 +2727,24 @@ namespace OpenSim.Region.Framework.Scenes
2607 return 2; // StateSource.PrimCrossing 2727 return 2; // StateSource.PrimCrossing
2608 } 2728 }
2609 2729
2730 public int GetUserFlags(UUID user)
2731 {
2732 //Unfortunately the SP approach means that the value is cached until region is restarted
2733 /*
2734 ScenePresence sp;
2735 if (TryGetScenePresence(user, out sp))
2736 {
2737 return sp.UserFlags;
2738 }
2739 else
2740 {
2741 */
2742 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2743 if (uac == null)
2744 return 0;
2745 return uac.UserFlags;
2746 //}
2747 }
2610 #endregion 2748 #endregion
2611 2749
2612 #region Add/Remove Avatar Methods 2750 #region Add/Remove Avatar Methods
@@ -2620,7 +2758,7 @@ namespace OpenSim.Region.Framework.Scenes
2620 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2758 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2621 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2759 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2622 2760
2623// CheckHeartbeat(); 2761 CheckHeartbeat();
2624 2762
2625 ScenePresence sp = GetScenePresence(client.AgentId); 2763 ScenePresence sp = GetScenePresence(client.AgentId);
2626 2764
@@ -2673,7 +2811,13 @@ namespace OpenSim.Region.Framework.Scenes
2673 2811
2674 EventManager.TriggerOnNewClient(client); 2812 EventManager.TriggerOnNewClient(client);
2675 if (vialogin) 2813 if (vialogin)
2814 {
2676 EventManager.TriggerOnClientLogin(client); 2815 EventManager.TriggerOnClientLogin(client);
2816 // Send initial parcel data
2817 Vector3 pos = sp.AbsolutePosition;
2818 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2819 land.SendLandUpdateToClient(client);
2820 }
2677 2821
2678 return sp; 2822 return sp;
2679 } 2823 }
@@ -2763,19 +2907,12 @@ namespace OpenSim.Region.Framework.Scenes
2763 // and the scene presence and the client, if they exist 2907 // and the scene presence and the client, if they exist
2764 try 2908 try
2765 { 2909 {
2766 // We need to wait for the client to make UDP contact first. 2910 ScenePresence sp = GetScenePresence(agentID);
2767 // It's the UDP contact that creates the scene presence 2911 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2768 ScenePresence sp = WaitGetScenePresence(agentID); 2912
2769 if (sp != null) 2913 if (sp != null)
2770 {
2771 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2772
2773 sp.ControllingClient.Close(); 2914 sp.ControllingClient.Close();
2774 } 2915
2775 else
2776 {
2777 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2778 }
2779 // BANG! SLASH! 2916 // BANG! SLASH!
2780 m_authenticateHandler.RemoveCircuit(agentID); 2917 m_authenticateHandler.RemoveCircuit(agentID);
2781 2918
@@ -2820,6 +2957,8 @@ namespace OpenSim.Region.Framework.Scenes
2820 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2957 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2821 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2958 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2822 2959
2960 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2961
2823 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2962 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2824 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2963 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2825 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2964 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2876,6 +3015,7 @@ namespace OpenSim.Region.Framework.Scenes
2876 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3015 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2877 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3016 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2878 client.OnCopyInventoryItem += CopyInventoryItem; 3017 client.OnCopyInventoryItem += CopyInventoryItem;
3018 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2879 client.OnMoveInventoryItem += MoveInventoryItem; 3019 client.OnMoveInventoryItem += MoveInventoryItem;
2880 client.OnRemoveInventoryItem += RemoveInventoryItem; 3020 client.OnRemoveInventoryItem += RemoveInventoryItem;
2881 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3021 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2947,6 +3087,8 @@ namespace OpenSim.Region.Framework.Scenes
2947 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3087 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2948 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3088 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2949 3089
3090 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3091
2950 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3092 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2951 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3093 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2952 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3094 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3049,15 +3191,16 @@ namespace OpenSim.Region.Framework.Scenes
3049 /// </summary> 3191 /// </summary>
3050 /// <param name="agentId">The avatar's Unique ID</param> 3192 /// <param name="agentId">The avatar's Unique ID</param>
3051 /// <param name="client">The IClientAPI for the client</param> 3193 /// <param name="client">The IClientAPI for the client</param>
3052 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3194 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3053 { 3195 {
3054 if (m_teleportModule != null) 3196 if (m_teleportModule != null)
3055 m_teleportModule.TeleportHome(agentId, client); 3197 return m_teleportModule.TeleportHome(agentId, client);
3056 else 3198 else
3057 { 3199 {
3058 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3200 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3059 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3201 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3060 } 3202 }
3203 return false;
3061 } 3204 }
3062 3205
3063 /// <summary> 3206 /// <summary>
@@ -3167,6 +3310,16 @@ namespace OpenSim.Region.Framework.Scenes
3167 /// <param name="flags"></param> 3310 /// <param name="flags"></param>
3168 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3311 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3169 { 3312 {
3313 //Add half the avatar's height so that the user doesn't fall through prims
3314 ScenePresence presence;
3315 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3316 {
3317 if (presence.Appearance != null)
3318 {
3319 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3320 }
3321 }
3322
3170 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3323 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3171 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3324 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3172 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3325 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3235,8 +3388,9 @@ namespace OpenSim.Region.Framework.Scenes
3235 regions.Remove(RegionInfo.RegionHandle); 3388 regions.Remove(RegionInfo.RegionHandle);
3236 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions); 3389 m_sceneGridService.SendCloseChildAgentConnections(agentID, regions);
3237 } 3390 }
3238 3391 m_log.Debug("[Scene] Beginning ClientClosed");
3239 m_eventManager.TriggerClientClosed(agentID, this); 3392 m_eventManager.TriggerClientClosed(agentID, this);
3393 m_log.Debug("[Scene] Finished ClientClosed");
3240 } 3394 }
3241 catch (NullReferenceException) 3395 catch (NullReferenceException)
3242 { 3396 {
@@ -3298,9 +3452,10 @@ namespace OpenSim.Region.Framework.Scenes
3298 { 3452 {
3299 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace); 3453 m_log.ErrorFormat("[SCENE] Scene.cs:RemoveClient exception {0}{1}", e.Message, e.StackTrace);
3300 } 3454 }
3301 3455 m_log.Debug("[Scene] Done. Firing RemoveCircuit");
3302 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3456 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3303// CleanDroppedAttachments(); 3457// CleanDroppedAttachments();
3458 m_log.Debug("[Scene] The avatar has left the building");
3304 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false)); 3459 //m_log.InfoFormat("[SCENE] Memory pre GC {0}", System.GC.GetTotalMemory(false));
3305 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true)); 3460 //m_log.InfoFormat("[SCENE] Memory post GC {0}", System.GC.GetTotalMemory(true));
3306 } 3461 }
@@ -3422,13 +3577,16 @@ namespace OpenSim.Region.Framework.Scenes
3422 sp = null; 3577 sp = null;
3423 } 3578 }
3424 3579
3425 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3426 3580
3427 //On login test land permisions 3581 //On login test land permisions
3428 if (vialogin) 3582 if (vialogin)
3429 { 3583 {
3430 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3584 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3585 if (cache != null)
3586 cache.Remove(agent.firstname + " " + agent.lastname);
3587 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3431 { 3588 {
3589 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3432 return false; 3590 return false;
3433 } 3591 }
3434 } 3592 }
@@ -3452,8 +3610,13 @@ namespace OpenSim.Region.Framework.Scenes
3452 3610
3453 try 3611 try
3454 { 3612 {
3455 if (!AuthorizeUser(agent, out reason)) 3613 // Always check estate if this is a login. Always
3456 return false; 3614 // check if banned regions are to be blacked out.
3615 if (vialogin || (!m_seeIntoBannedRegion))
3616 {
3617 if (!AuthorizeUser(agent, out reason))
3618 return false;
3619 }
3457 } 3620 }
3458 catch (Exception e) 3621 catch (Exception e)
3459 { 3622 {
@@ -3579,6 +3742,8 @@ namespace OpenSim.Region.Framework.Scenes
3579 } 3742 }
3580 3743
3581 // Honor parcel landing type and position. 3744 // Honor parcel landing type and position.
3745 /*
3746 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3582 if (land != null) 3747 if (land != null)
3583 { 3748 {
3584 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3749 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3586,26 +3751,34 @@ namespace OpenSim.Region.Framework.Scenes
3586 agent.startpos = land.LandData.UserLocation; 3751 agent.startpos = land.LandData.UserLocation;
3587 } 3752 }
3588 } 3753 }
3754 */// This is now handled properly in ScenePresence.MakeRootAgent
3589 } 3755 }
3590 3756
3591 return true; 3757 return true;
3592 } 3758 }
3593 3759
3594 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3760 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3595 { 3761 {
3596 3762 reason = String.Empty;
3597 bool banned = land.IsBannedFromLand(agent.AgentID); 3763 if (Permissions.IsGod(agentID))
3598 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3764 return true;
3765
3766 ILandObject land = LandChannel.GetLandObject(posX, posY);
3767 if (land == null)
3768 return false;
3769
3770 bool banned = land.IsBannedFromLand(agentID);
3771 bool restricted = land.IsRestrictedFromLand(agentID);
3599 3772
3600 if (banned || restricted) 3773 if (banned || restricted)
3601 { 3774 {
3602 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3775 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3603 if (nearestParcel != null) 3776 if (nearestParcel != null)
3604 { 3777 {
3605 //Move agent to nearest allowed 3778 //Move agent to nearest allowed
3606 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3779 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3607 agent.startpos.X = newPosition.X; 3780 posX = newPosition.X;
3608 agent.startpos.Y = newPosition.Y; 3781 posY = newPosition.Y;
3609 } 3782 }
3610 else 3783 else
3611 { 3784 {
@@ -3667,7 +3840,7 @@ namespace OpenSim.Region.Framework.Scenes
3667 3840
3668 if (!m_strictAccessControl) return true; 3841 if (!m_strictAccessControl) return true;
3669 if (Permissions.IsGod(agent.AgentID)) return true; 3842 if (Permissions.IsGod(agent.AgentID)) return true;
3670 3843
3671 if (AuthorizationService != null) 3844 if (AuthorizationService != null)
3672 { 3845 {
3673 if (!AuthorizationService.IsAuthorizedForRegion( 3846 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3682,7 +3855,7 @@ namespace OpenSim.Region.Framework.Scenes
3682 3855
3683 if (m_regInfo.EstateSettings != null) 3856 if (m_regInfo.EstateSettings != null)
3684 { 3857 {
3685 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID)) 3858 if (m_regInfo.EstateSettings.IsBanned(agent.AgentID,0))
3686 { 3859 {
3687 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3860 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3688 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3861 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3874,6 +4047,13 @@ namespace OpenSim.Region.Framework.Scenes
3874 4047
3875 // We have to wait until the viewer contacts this region after receiving EAC. 4048 // We have to wait until the viewer contacts this region after receiving EAC.
3876 // That calls AddNewClient, which finally creates the ScenePresence 4049 // That calls AddNewClient, which finally creates the ScenePresence
4050 int flags = GetUserFlags(cAgentData.AgentID);
4051 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4052 {
4053 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4054 return false;
4055 }
4056
3877 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4057 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3878 if (nearestParcel == null) 4058 if (nearestParcel == null)
3879 { 4059 {
@@ -3955,12 +4135,22 @@ namespace OpenSim.Region.Framework.Scenes
3955 return false; 4135 return false;
3956 } 4136 }
3957 4137
4138 public bool IncomingCloseAgent(UUID agentID)
4139 {
4140 return IncomingCloseAgent(agentID, false);
4141 }
4142
4143 public bool IncomingCloseChildAgent(UUID agentID)
4144 {
4145 return IncomingCloseAgent(agentID, true);
4146 }
4147
3958 /// <summary> 4148 /// <summary>
3959 /// Tell a single agent to disconnect from the region. 4149 /// Tell a single agent to disconnect from the region.
3960 /// </summary> 4150 /// </summary>
3961 /// <param name="regionHandle"></param>
3962 /// <param name="agentID"></param> 4151 /// <param name="agentID"></param>
3963 public bool IncomingCloseAgent(UUID agentID) 4152 /// <param name="childOnly"></param>
4153 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
3964 { 4154 {
3965 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4155 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
3966 4156
@@ -3972,7 +4162,7 @@ namespace OpenSim.Region.Framework.Scenes
3972 { 4162 {
3973 m_sceneGraph.removeUserCount(false); 4163 m_sceneGraph.removeUserCount(false);
3974 } 4164 }
3975 else 4165 else if (!childOnly)
3976 { 4166 {
3977 m_sceneGraph.removeUserCount(true); 4167 m_sceneGraph.removeUserCount(true);
3978 } 4168 }
@@ -3988,9 +4178,12 @@ namespace OpenSim.Region.Framework.Scenes
3988 } 4178 }
3989 else 4179 else
3990 presence.ControllingClient.SendShutdownConnectionNotice(); 4180 presence.ControllingClient.SendShutdownConnectionNotice();
4181 presence.ControllingClient.Close(false);
4182 }
4183 else if (!childOnly)
4184 {
4185 presence.ControllingClient.Close(true);
3991 } 4186 }
3992
3993 presence.ControllingClient.Close();
3994 return true; 4187 return true;
3995 } 4188 }
3996 4189
@@ -4572,35 +4765,81 @@ namespace OpenSim.Region.Framework.Scenes
4572 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID); 4765 SimulationDataService.RemoveObject(uuid, m_regInfo.RegionID);
4573 } 4766 }
4574 4767
4575 public int GetHealth() 4768 public int GetHealth(out int flags, out string message)
4576 { 4769 {
4577 // Returns: 4770 // Returns:
4578 // 1 = sim is up and accepting http requests. The heartbeat has 4771 // 1 = sim is up and accepting http requests. The heartbeat has
4579 // stopped and the sim is probably locked up, but a remote 4772 // stopped and the sim is probably locked up, but a remote
4580 // admin restart may succeed 4773 // admin restart may succeed
4581 // 4774 //
4582 // 2 = Sim is up and the heartbeat is running. The sim is likely 4775 // 2 = Sim is up and the heartbeat is running. The sim is likely
4583 // usable for people within and logins _may_ work 4776 // usable for people within
4777 //
4778 // 3 = Sim is up and one packet thread is running. Sim is
4779 // unstable and will not accept new logins
4780 //
4781 // 4 = Sim is up and both packet threads are running. Sim is
4782 // likely usable
4584 // 4783 //
4585 // 3 = We have seen a new user enter within the past 4 minutes 4784 // 5 = We have seen a new user enter within the past 4 minutes
4586 // which can be seen as positive confirmation of sim health 4785 // which can be seen as positive confirmation of sim health
4587 // 4786 //
4787
4788 flags = 0;
4789 message = String.Empty;
4790
4791 CheckHeartbeat();
4792
4793 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4794 {
4795 // We're still starting
4796 // 0 means "in startup", it can't happen another way, since
4797 // to get here, we must be able to accept http connections
4798 return 0;
4799 }
4800
4588 int health=1; // Start at 1, means we're up 4801 int health=1; // Start at 1, means we're up
4589 4802
4590 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4803 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4591 health += 1; 4804 {
4805 health+=1;
4806 flags |= 1;
4807 }
4808
4809 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4810 {
4811 health+=1;
4812 flags |= 2;
4813 }
4814
4815 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4816 {
4817 health+=1;
4818 flags |= 4;
4819 }
4592 else 4820 else
4821 {
4822int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4823System.Diagnostics.Process proc = new System.Diagnostics.Process();
4824proc.EnableRaisingEvents=false;
4825proc.StartInfo.FileName = "/bin/kill";
4826proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4827proc.Start();
4828proc.WaitForExit();
4829Thread.Sleep(1000);
4830Environment.Exit(1);
4831 }
4832
4833 if (flags != 7)
4593 return health; 4834 return health;
4594 4835
4595 // A login in the last 4 mins? We can't be doing too badly 4836 // A login in the last 4 mins? We can't be doing too badly
4596 // 4837 //
4597 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4838 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4598 health++; 4839 health++;
4599 else 4840 else
4600 return health; 4841 return health;
4601 4842
4602// CheckHeartbeat();
4603
4604 return health; 4843 return health;
4605 } 4844 }
4606 4845
@@ -4688,7 +4927,7 @@ namespace OpenSim.Region.Framework.Scenes
4688 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 4927 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4689 if (wasUsingPhysics) 4928 if (wasUsingPhysics)
4690 { 4929 {
4691 jointProxyObject.UpdatePrimFlags(false, false, true, false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock 4930 jointProxyObject.UpdatePrimFlags(false, false, true, false,false); // FIXME: possible deadlock here; check to make sure all the scene alterations set into motion here won't deadlock
4692 } 4931 }
4693 } 4932 }
4694 4933
@@ -4787,14 +5026,14 @@ namespace OpenSim.Region.Framework.Scenes
4787 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5026 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4788 } 5027 }
4789 5028
4790// private void CheckHeartbeat() 5029 private void CheckHeartbeat()
4791// { 5030 {
4792// if (m_firstHeartbeat) 5031 if (m_firstHeartbeat)
4793// return; 5032 return;
4794// 5033
4795// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5034 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4796// StartTimer(); 5035 Start();
4797// } 5036 }
4798 5037
4799 public override ISceneObject DeserializeObject(string representation) 5038 public override ISceneObject DeserializeObject(string representation)
4800 { 5039 {
@@ -4806,9 +5045,14 @@ namespace OpenSim.Region.Framework.Scenes
4806 get { return m_allowScriptCrossings; } 5045 get { return m_allowScriptCrossings; }
4807 } 5046 }
4808 5047
4809 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5048 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4810 { 5049 {
4811 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5050 return GetNearestAllowedPosition(avatar, null);
5051 }
5052
5053 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5054 {
5055 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4812 5056
4813 if (nearestParcel != null) 5057 if (nearestParcel != null)
4814 { 5058 {
@@ -4817,10 +5061,7 @@ namespace OpenSim.Region.Framework.Scenes
4817 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5061 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4818 if (nearestPoint != null) 5062 if (nearestPoint != null)
4819 { 5063 {
4820// m_log.DebugFormat( 5064 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4821// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4822// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4823
4824 return nearestPoint.Value; 5065 return nearestPoint.Value;
4825 } 5066 }
4826 5067
@@ -4830,17 +5071,20 @@ namespace OpenSim.Region.Framework.Scenes
4830 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5071 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4831 if (nearestPoint != null) 5072 if (nearestPoint != null)
4832 { 5073 {
4833// m_log.DebugFormat( 5074 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4834// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4835
4836 return nearestPoint.Value; 5075 return nearestPoint.Value;
4837 } 5076 }
4838 5077
4839 //Ultimate backup if we have no idea where they are 5078 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4840// m_log.DebugFormat( 5079 if (dest != excludeParcel)
4841// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5080 {
5081 // Ultimate backup if we have no idea where they are and
5082 // the last allowed position was in another parcel
5083 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5084 return avatar.lastKnownAllowedPosition;
5085 }
4842 5086
4843 return avatar.lastKnownAllowedPosition; 5087 // else fall through to region edge
4844 } 5088 }
4845 5089
4846 //Go to the edge, this happens in teleporting to a region with no available parcels 5090 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4874,13 +5118,18 @@ namespace OpenSim.Region.Framework.Scenes
4874 5118
4875 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5119 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4876 { 5120 {
5121 return GetNearestAllowedParcel(avatarId, x, y, null);
5122 }
5123
5124 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5125 {
4877 List<ILandObject> all = AllParcels(); 5126 List<ILandObject> all = AllParcels();
4878 float minParcelDistance = float.MaxValue; 5127 float minParcelDistance = float.MaxValue;
4879 ILandObject nearestParcel = null; 5128 ILandObject nearestParcel = null;
4880 5129
4881 foreach (var parcel in all) 5130 foreach (var parcel in all)
4882 { 5131 {
4883 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5132 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4884 { 5133 {
4885 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5134 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4886 if (parcelDistance < minParcelDistance) 5135 if (parcelDistance < minParcelDistance)
@@ -5122,7 +5371,55 @@ namespace OpenSim.Region.Framework.Scenes
5122 mapModule.GenerateMaptile(); 5371 mapModule.GenerateMaptile();
5123 } 5372 }
5124 5373
5125 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5374// public void CleanDroppedAttachments()
5375// {
5376// List<SceneObjectGroup> objectsToDelete =
5377// new List<SceneObjectGroup>();
5378//
5379// lock (m_cleaningAttachments)
5380// {
5381// ForEachSOG(delegate (SceneObjectGroup grp)
5382// {
5383// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5384// {
5385// UUID agentID = grp.OwnerID;
5386// if (agentID == UUID.Zero)
5387// {
5388// objectsToDelete.Add(grp);
5389// return;
5390// }
5391//
5392// ScenePresence sp = GetScenePresence(agentID);
5393// if (sp == null)
5394// {
5395// objectsToDelete.Add(grp);
5396// return;
5397// }
5398// }
5399// });
5400// }
5401//
5402// foreach (SceneObjectGroup grp in objectsToDelete)
5403// {
5404// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5405// DeleteSceneObject(grp, true);
5406// }
5407// }
5408
5409 public void ThreadAlive(int threadCode)
5410 {
5411 switch(threadCode)
5412 {
5413 case 1: // Incoming
5414 m_lastIncoming = Util.EnvironmentTickCount();
5415 break;
5416 case 2: // Incoming
5417 m_lastOutgoing = Util.EnvironmentTickCount();
5418 break;
5419 }
5420 }
5421
5422 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5126 { 5423 {
5127 RegenerateMaptile(); 5424 RegenerateMaptile();
5128 5425
@@ -5141,6 +5438,14 @@ namespace OpenSim.Region.Framework.Scenes
5141 // child agent creation, thereby emulating the SL behavior. 5438 // child agent creation, thereby emulating the SL behavior.
5142 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5439 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5143 { 5440 {
5441 reason = "You are banned from the region";
5442
5443 if (Permissions.IsGod(agentID))
5444 {
5445 reason = String.Empty;
5446 return true;
5447 }
5448
5144 int num = m_sceneGraph.GetNumberOfScenePresences(); 5449 int num = m_sceneGraph.GetNumberOfScenePresences();
5145 5450
5146 if (num >= RegionInfo.RegionSettings.AgentLimit) 5451 if (num >= RegionInfo.RegionSettings.AgentLimit)
@@ -5152,6 +5457,41 @@ namespace OpenSim.Region.Framework.Scenes
5152 } 5457 }
5153 } 5458 }
5154 5459
5460 ScenePresence presence = GetScenePresence(agentID);
5461 IClientAPI client = null;
5462 AgentCircuitData aCircuit = null;
5463
5464 if (presence != null)
5465 {
5466 client = presence.ControllingClient;
5467 if (client != null)
5468 aCircuit = client.RequestClientInfo();
5469 }
5470
5471 // We may be called before there is a presence or a client.
5472 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5473 if (client == null)
5474 {
5475 aCircuit = new AgentCircuitData();
5476 aCircuit.AgentID = agentID;
5477 aCircuit.firstname = String.Empty;
5478 aCircuit.lastname = String.Empty;
5479 }
5480
5481 try
5482 {
5483 if (!AuthorizeUser(aCircuit, out reason))
5484 {
5485 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5486 return false;
5487 }
5488 }
5489 catch (Exception e)
5490 {
5491 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5492 return false;
5493 }
5494
5155 if (position == Vector3.Zero) // Teleport 5495 if (position == Vector3.Zero) // Teleport
5156 { 5496 {
5157 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5497 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5180,13 +5520,46 @@ namespace OpenSim.Region.Framework.Scenes
5180 } 5520 }
5181 } 5521 }
5182 } 5522 }
5523
5524 float posX = 128.0f;
5525 float posY = 128.0f;
5526
5527 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5528 {
5529 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5530 return false;
5531 }
5532 }
5533 else // Walking
5534 {
5535 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5536 if (land == null)
5537 return false;
5538
5539 bool banned = land.IsBannedFromLand(agentID);
5540 bool restricted = land.IsRestrictedFromLand(agentID);
5541
5542 if (banned || restricted)
5543 return false;
5183 } 5544 }
5184 5545
5185 reason = String.Empty; 5546 reason = String.Empty;
5186 return true; 5547 return true;
5187 } 5548 }
5188 5549
5189 /// <summary> 5550 public void StartTimerWatchdog()
5551 {
5552 m_timerWatchdog.Interval = 1000;
5553 m_timerWatchdog.Elapsed += TimerWatchdog;
5554 m_timerWatchdog.AutoReset = true;
5555 m_timerWatchdog.Start();
5556 }
5557
5558 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5559 {
5560 CheckHeartbeat();
5561 }
5562
5190 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5563 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5191 /// autopilot that moves an avatar to a sit target!. 5564 /// autopilot that moves an avatar to a sit target!.
5192 /// </summary> 5565 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index 9c6b884..9b8a3ae 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -136,6 +136,8 @@ namespace OpenSim.Region.Framework.Scenes
136 get { return m_permissions; } 136 get { return m_permissions; }
137 } 137 }
138 138
139 protected string m_datastore;
140
139 /* Used by the loadbalancer plugin on GForge */ 141 /* Used by the loadbalancer plugin on GForge */
140 protected RegionStatus m_regStatus; 142 protected RegionStatus m_regStatus;
141 public RegionStatus RegionStatus 143 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index b8616e8..77e808e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -88,7 +88,7 @@ namespace OpenSim.Region.Framework.Scenes
88 88
89 if (neighbour != null) 89 if (neighbour != null)
90 { 90 {
91 m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize); 91 // m_log.DebugFormat("[INTERGRID]: Successfully informed neighbour {0}-{1} that I'm here", x / Constants.RegionSize, y / Constants.RegionSize);
92 m_scene.EventManager.TriggerOnRegionUp(neighbour); 92 m_scene.EventManager.TriggerOnRegionUp(neighbour);
93 } 93 }
94 else 94 else
@@ -102,7 +102,7 @@ namespace OpenSim.Region.Framework.Scenes
102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName); 102 //m_log.Info("[INTER]: " + debugRegionName + ": SceneCommunicationService: Sending InterRegion Notification that region is up " + region.RegionName);
103 103
104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID); 104 List<GridRegion> neighbours = m_scene.GridService.GetNeighbours(m_scene.RegionInfo.ScopeID, m_scene.RegionInfo.RegionID);
105 m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count); 105 //m_log.DebugFormat("[INTERGRID]: Informing {0} neighbours that this region is up", neighbours.Count);
106 foreach (GridRegion n in neighbours) 106 foreach (GridRegion n in neighbours)
107 { 107 {
108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync; 108 InformNeighbourThatRegionUpDelegate d = InformNeighboursThatRegionIsUpAsync;
@@ -182,10 +182,13 @@ namespace OpenSim.Region.Framework.Scenes
182 } 182 }
183 } 183 }
184 184
185 public delegate void SendCloseChildAgentDelegate(UUID agentID, ulong regionHandle);
186
185 /// <summary> 187 /// <summary>
186 /// Closes a child agent on a given region 188 /// This Closes child agents on neighboring regions
189 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
187 /// </summary> 190 /// </summary>
188 protected void SendCloseChildAgent(UUID agentID, ulong regionHandle) 191 protected void SendCloseChildAgentAsync(UUID agentID, ulong regionHandle)
189 { 192 {
190 // let's do our best, but there's not much we can do if the neighbour doesn't accept. 193 // let's do our best, but there's not much we can do if the neighbour doesn't accept.
191 194
@@ -194,31 +197,29 @@ namespace OpenSim.Region.Framework.Scenes
194 Utils.LongToUInts(regionHandle, out x, out y); 197 Utils.LongToUInts(regionHandle, out x, out y);
195 198
196 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y); 199 GridRegion destination = m_scene.GridService.GetRegionByPosition(m_regionInfo.ScopeID, (int)x, (int)y);
200 m_scene.SimulationService.CloseChildAgent(destination, agentID);
201 }
197 202
198 m_log.DebugFormat( 203 private void SendCloseChildAgentCompleted(IAsyncResult iar)
199 "[INTERGRID]: Sending close agent {0} to region at {1}-{2}", 204 {
200 agentID, destination.RegionCoordX, destination.RegionCoordY); 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 206 icon.EndInvoke(iar);
202 m_scene.SimulationService.CloseAgent(destination, agentID);
203 } 207 }
204 208
205 /// <summary>
206 /// Closes a child agents in a collection of regions. Does so asynchronously
207 /// so that the caller doesn't wait.
208 /// </summary>
209 /// <param name="agentID"></param>
210 /// <param name="regionslst"></param>
211 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
212 { 210 {
213 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
214 { 212 {
215 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
216 } 217 }
217 } 218 }
218 219
219 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
220 { 221 {
221 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
222 } 223 }
223 } 224 }
224} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 67eb0fe..f6f6a1a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -123,13 +133,18 @@ namespace OpenSim.Region.Framework.Scenes
123 133
124 protected internal void Close() 134 protected internal void Close()
125 { 135 {
126 lock (m_presenceLock) 136 m_scenePresencesLock.EnterWriteLock();
137 try
127 { 138 {
128 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 139 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
129 List<ScenePresence> newlist = new List<ScenePresence>(); 140 List<ScenePresence> newlist = new List<ScenePresence>();
130 m_scenePresenceMap = newmap; 141 m_scenePresenceMap = newmap;
131 m_scenePresenceArray = newlist; 142 m_scenePresenceArray = newlist;
132 } 143 }
144 finally
145 {
146 m_scenePresencesLock.ExitWriteLock();
147 }
133 148
134 lock (SceneObjectGroupsByFullID) 149 lock (SceneObjectGroupsByFullID)
135 SceneObjectGroupsByFullID.Clear(); 150 SceneObjectGroupsByFullID.Clear();
@@ -250,6 +265,33 @@ namespace OpenSim.Region.Framework.Scenes
250 protected internal bool AddRestoredSceneObject( 265 protected internal bool AddRestoredSceneObject(
251 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 266 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
252 { 267 {
268 if (!m_parentScene.CombineRegions)
269 {
270 // KF: Check for out-of-region, move inside and make static.
271 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
272 sceneObject.RootPart.GroupPosition.Y,
273 sceneObject.RootPart.GroupPosition.Z);
274 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
275 npos.X > Constants.RegionSize ||
276 npos.Y > Constants.RegionSize))
277 {
278 if (npos.X < 0.0) npos.X = 1.0f;
279 if (npos.Y < 0.0) npos.Y = 1.0f;
280 if (npos.Z < 0.0) npos.Z = 0.0f;
281 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
282 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
283
284 foreach (SceneObjectPart part in sceneObject.Parts)
285 {
286 part.GroupPosition = npos;
287 }
288 sceneObject.RootPart.Velocity = Vector3.Zero;
289 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
290 sceneObject.RootPart.Acceleration = Vector3.Zero;
291 sceneObject.RootPart.Velocity = Vector3.Zero;
292 }
293 }
294
253 if (attachToBackup && (!alreadyPersisted)) 295 if (attachToBackup && (!alreadyPersisted))
254 { 296 {
255 sceneObject.ForceInventoryPersistence(); 297 sceneObject.ForceInventoryPersistence();
@@ -340,6 +382,11 @@ namespace OpenSim.Region.Framework.Scenes
340 /// </returns> 382 /// </returns>
341 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 383 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
342 { 384 {
385 if (sceneObject == null)
386 {
387 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
388 return false;
389 }
343 if (sceneObject.UUID == UUID.Zero) 390 if (sceneObject.UUID == UUID.Zero)
344 { 391 {
345 m_log.ErrorFormat( 392 m_log.ErrorFormat(
@@ -474,6 +521,30 @@ namespace OpenSim.Region.Framework.Scenes
474 m_updateList[obj.UUID] = obj; 521 m_updateList[obj.UUID] = obj;
475 } 522 }
476 523
524 public void FireAttachToBackup(SceneObjectGroup obj)
525 {
526 if (OnAttachToBackup != null)
527 {
528 OnAttachToBackup(obj);
529 }
530 }
531
532 public void FireDetachFromBackup(SceneObjectGroup obj)
533 {
534 if (OnDetachFromBackup != null)
535 {
536 OnDetachFromBackup(obj);
537 }
538 }
539
540 public void FireChangeBackup(SceneObjectGroup obj)
541 {
542 if (OnChangeBackup != null)
543 {
544 OnChangeBackup(obj);
545 }
546 }
547
477 /// <summary> 548 /// <summary>
478 /// Process all pending updates 549 /// Process all pending updates
479 /// </summary> 550 /// </summary>
@@ -591,7 +662,8 @@ namespace OpenSim.Region.Framework.Scenes
591 662
592 Entities[presence.UUID] = presence; 663 Entities[presence.UUID] = presence;
593 664
594 lock (m_presenceLock) 665 m_scenePresencesLock.EnterWriteLock();
666 try
595 { 667 {
596 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 668 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
597 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 669 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -615,6 +687,10 @@ namespace OpenSim.Region.Framework.Scenes
615 m_scenePresenceMap = newmap; 687 m_scenePresenceMap = newmap;
616 m_scenePresenceArray = newlist; 688 m_scenePresenceArray = newlist;
617 } 689 }
690 finally
691 {
692 m_scenePresencesLock.ExitWriteLock();
693 }
618 } 694 }
619 695
620 /// <summary> 696 /// <summary>
@@ -629,7 +705,8 @@ namespace OpenSim.Region.Framework.Scenes
629 agentID); 705 agentID);
630 } 706 }
631 707
632 lock (m_presenceLock) 708 m_scenePresencesLock.EnterWriteLock();
709 try
633 { 710 {
634 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 711 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
635 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 712 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -651,6 +728,10 @@ namespace OpenSim.Region.Framework.Scenes
651 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 728 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
652 } 729 }
653 } 730 }
731 finally
732 {
733 m_scenePresencesLock.ExitWriteLock();
734 }
654 } 735 }
655 736
656 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 737 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1183,6 +1264,25 @@ namespace OpenSim.Region.Framework.Scenes
1183 1264
1184 #region Client Event handlers 1265 #region Client Event handlers
1185 1266
1267 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1268 {
1269 SceneObjectPart part = GetSceneObjectPart(localID);
1270 ObjectChangeData data = (ObjectChangeData)odata;
1271
1272 if (part != null)
1273 {
1274 SceneObjectGroup grp = part.ParentGroup;
1275 if (grp != null)
1276 {
1277 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1278 {
1279 part.StoreUndoState(data.change); // lets test only saving what we changed
1280 grp.doChangeObject(part, (ObjectChangeData)data);
1281 }
1282 }
1283 }
1284 }
1285
1186 /// <summary> 1286 /// <summary>
1187 /// Update the scale of an individual prim. 1287 /// Update the scale of an individual prim.
1188 /// </summary> 1288 /// </summary>
@@ -1197,7 +1297,17 @@ namespace OpenSim.Region.Framework.Scenes
1197 { 1297 {
1198 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1298 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1199 { 1299 {
1300 bool physbuild = false;
1301 if (part.ParentGroup.RootPart.PhysActor != null)
1302 {
1303 part.ParentGroup.RootPart.PhysActor.Building = true;
1304 physbuild = true;
1305 }
1306
1200 part.Resize(scale); 1307 part.Resize(scale);
1308
1309 if (physbuild)
1310 part.ParentGroup.RootPart.PhysActor.Building = false;
1201 } 1311 }
1202 } 1312 }
1203 } 1313 }
@@ -1209,7 +1319,17 @@ namespace OpenSim.Region.Framework.Scenes
1209 { 1319 {
1210 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1320 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1211 { 1321 {
1322 bool physbuild = false;
1323 if (group.RootPart.PhysActor != null)
1324 {
1325 group.RootPart.PhysActor.Building = true;
1326 physbuild = true;
1327 }
1328
1212 group.GroupResize(scale); 1329 group.GroupResize(scale);
1330
1331 if (physbuild)
1332 group.RootPart.PhysActor.Building = false;
1213 } 1333 }
1214 } 1334 }
1215 } 1335 }
@@ -1337,8 +1457,13 @@ namespace OpenSim.Region.Framework.Scenes
1337 { 1457 {
1338 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1458 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1339 { 1459 {
1340 if (m_parentScene.AttachmentsModule != null) 1460 // Set the new attachment point data in the object
1341 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1461 byte attachmentPoint = group.GetAttachmentPoint();
1462 group.UpdateGroupPosition(pos);
1463 group.IsAttachment = false;
1464 group.AbsolutePosition = group.RootPart.AttachedPos;
1465 group.AttachmentPoint = attachmentPoint;
1466 group.HasGroupChanged = true;
1342 } 1467 }
1343 else 1468 else
1344 { 1469 {
@@ -1386,7 +1511,7 @@ namespace OpenSim.Region.Framework.Scenes
1386 /// <param name="SetPhantom"></param> 1511 /// <param name="SetPhantom"></param>
1387 /// <param name="remoteClient"></param> 1512 /// <param name="remoteClient"></param>
1388 protected internal void UpdatePrimFlags( 1513 protected internal void UpdatePrimFlags(
1389 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1514 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1390 { 1515 {
1391 SceneObjectGroup group = GetGroupByPrim(localID); 1516 SceneObjectGroup group = GetGroupByPrim(localID);
1392 if (group != null) 1517 if (group != null)
@@ -1394,7 +1519,28 @@ namespace OpenSim.Region.Framework.Scenes
1394 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1519 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1395 { 1520 {
1396 // VolumeDetect can't be set via UI and will always be off when a change is made there 1521 // VolumeDetect can't be set via UI and will always be off when a change is made there
1397 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1522 // now only change volume dtc if phantom off
1523
1524 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1525 {
1526 bool vdtc;
1527 if (SetPhantom) // if phantom keep volumedtc
1528 vdtc = group.RootPart.VolumeDetectActive;
1529 else // else turn it off
1530 vdtc = false;
1531
1532 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1533 }
1534 else
1535 {
1536 SceneObjectPart part = GetSceneObjectPart(localID);
1537 if (part != null)
1538 {
1539 part.UpdateExtraPhysics(PhysData);
1540 if (part.UpdatePhysRequired)
1541 remoteClient.SendPartPhysicsProprieties(part);
1542 }
1543 }
1398 } 1544 }
1399 } 1545 }
1400 } 1546 }
@@ -1538,6 +1684,7 @@ namespace OpenSim.Region.Framework.Scenes
1538 { 1684 {
1539 part.Material = Convert.ToByte(material); 1685 part.Material = Convert.ToByte(material);
1540 group.HasGroupChanged = true; 1686 group.HasGroupChanged = true;
1687 remoteClient.SendPartPhysicsProprieties(part);
1541 } 1688 }
1542 } 1689 }
1543 } 1690 }
@@ -1602,6 +1749,12 @@ namespace OpenSim.Region.Framework.Scenes
1602 /// <param name="childPrims"></param> 1749 /// <param name="childPrims"></param>
1603 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1750 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1604 { 1751 {
1752 if (root.KeyframeMotion != null)
1753 {
1754 root.KeyframeMotion.Stop();
1755 root.KeyframeMotion = null;
1756 }
1757
1605 SceneObjectGroup parentGroup = root.ParentGroup; 1758 SceneObjectGroup parentGroup = root.ParentGroup;
1606 if (parentGroup == null) return; 1759 if (parentGroup == null) return;
1607 1760
@@ -1610,8 +1763,11 @@ namespace OpenSim.Region.Framework.Scenes
1610 return; 1763 return;
1611 1764
1612 Monitor.Enter(m_updateLock); 1765 Monitor.Enter(m_updateLock);
1766
1613 try 1767 try
1614 { 1768 {
1769 parentGroup.areUpdatesSuspended = true;
1770
1615 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1771 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1616 1772
1617 // We do this in reverse to get the link order of the prims correct 1773 // We do this in reverse to get the link order of the prims correct
@@ -1626,9 +1782,13 @@ namespace OpenSim.Region.Framework.Scenes
1626 // Make sure no child prim is set for sale 1782 // Make sure no child prim is set for sale
1627 // So that, on delink, no prims are unwittingly 1783 // So that, on delink, no prims are unwittingly
1628 // left for sale and sold off 1784 // left for sale and sold off
1629 child.RootPart.ObjectSaleType = 0; 1785
1630 child.RootPart.SalePrice = 10; 1786 if (child != null)
1631 childGroups.Add(child); 1787 {
1788 child.RootPart.ObjectSaleType = 0;
1789 child.RootPart.SalePrice = 10;
1790 childGroups.Add(child);
1791 }
1632 } 1792 }
1633 1793
1634 foreach (SceneObjectGroup child in childGroups) 1794 foreach (SceneObjectGroup child in childGroups)
@@ -1655,6 +1815,16 @@ namespace OpenSim.Region.Framework.Scenes
1655 } 1815 }
1656 finally 1816 finally
1657 { 1817 {
1818 lock (SceneObjectGroupsByLocalPartID)
1819 {
1820 foreach (SceneObjectPart part in parentGroup.Parts)
1821 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1822 }
1823
1824 parentGroup.areUpdatesSuspended = false;
1825 parentGroup.HasGroupChanged = true;
1826 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1827 parentGroup.ScheduleGroupForFullUpdate();
1658 Monitor.Exit(m_updateLock); 1828 Monitor.Exit(m_updateLock);
1659 } 1829 }
1660 } 1830 }
@@ -1677,6 +1847,11 @@ namespace OpenSim.Region.Framework.Scenes
1677 { 1847 {
1678 if (part != null) 1848 if (part != null)
1679 { 1849 {
1850 if (part.KeyframeMotion != null)
1851 {
1852 part.KeyframeMotion.Stop();
1853 part.KeyframeMotion = null;
1854 }
1680 if (part.ParentGroup.PrimCount != 1) // Skip single 1855 if (part.ParentGroup.PrimCount != 1) // Skip single
1681 { 1856 {
1682 if (part.LinkNum < 2) // Root 1857 if (part.LinkNum < 2) // Root
@@ -1691,21 +1866,24 @@ namespace OpenSim.Region.Framework.Scenes
1691 1866
1692 SceneObjectGroup group = part.ParentGroup; 1867 SceneObjectGroup group = part.ParentGroup;
1693 if (!affectedGroups.Contains(group)) 1868 if (!affectedGroups.Contains(group))
1869 {
1870 group.areUpdatesSuspended = true;
1694 affectedGroups.Add(group); 1871 affectedGroups.Add(group);
1872 }
1695 } 1873 }
1696 } 1874 }
1697 } 1875 }
1698 1876
1699 foreach (SceneObjectPart child in childParts) 1877 if (childParts.Count > 0)
1700 { 1878 {
1701 // Unlink all child parts from their groups 1879 foreach (SceneObjectPart child in childParts)
1702 // 1880 {
1703 child.ParentGroup.DelinkFromGroup(child, true); 1881 // Unlink all child parts from their groups
1704 1882 //
1705 // These are not in affected groups and will not be 1883 child.ParentGroup.DelinkFromGroup(child, true);
1706 // handled further. Do the honors here. 1884 child.ParentGroup.HasGroupChanged = true;
1707 child.ParentGroup.HasGroupChanged = true; 1885 child.ParentGroup.ScheduleGroupForFullUpdate();
1708 child.ParentGroup.ScheduleGroupForFullUpdate(); 1886 }
1709 } 1887 }
1710 1888
1711 foreach (SceneObjectPart root in rootParts) 1889 foreach (SceneObjectPart root in rootParts)
@@ -1715,56 +1893,68 @@ namespace OpenSim.Region.Framework.Scenes
1715 // However, editing linked parts and unlinking may be different 1893 // However, editing linked parts and unlinking may be different
1716 // 1894 //
1717 SceneObjectGroup group = root.ParentGroup; 1895 SceneObjectGroup group = root.ParentGroup;
1896 group.areUpdatesSuspended = true;
1718 1897
1719 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1898 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1720 int numChildren = newSet.Count; 1899 int numChildren = newSet.Count;
1721 1900
1901 if (numChildren == 1)
1902 break;
1903
1722 // If there are prims left in a link set, but the root is 1904 // If there are prims left in a link set, but the root is
1723 // slated for unlink, we need to do this 1905 // slated for unlink, we need to do this
1906 // Unlink the remaining set
1724 // 1907 //
1725 if (numChildren != 1) 1908 bool sendEventsToRemainder = true;
1726 { 1909 if (numChildren > 1)
1727 // Unlink the remaining set 1910 sendEventsToRemainder = false;
1728 //
1729 bool sendEventsToRemainder = true;
1730 if (numChildren > 1)
1731 sendEventsToRemainder = false;
1732 1911
1733 foreach (SceneObjectPart p in newSet) 1912 foreach (SceneObjectPart p in newSet)
1913 {
1914 if (p != group.RootPart)
1734 { 1915 {
1735 if (p != group.RootPart) 1916 group.DelinkFromGroup(p, sendEventsToRemainder);
1736 group.DelinkFromGroup(p, sendEventsToRemainder); 1917 if (numChildren > 2)
1918 {
1919 p.ParentGroup.areUpdatesSuspended = true;
1920 }
1921 else
1922 {
1923 p.ParentGroup.HasGroupChanged = true;
1924 p.ParentGroup.ScheduleGroupForFullUpdate();
1925 }
1737 } 1926 }
1927 }
1738 1928
1739 // If there is more than one prim remaining, we 1929 // If there is more than one prim remaining, we
1740 // need to re-link 1930 // need to re-link
1931 //
1932 if (numChildren > 2)
1933 {
1934 // Remove old root
1741 // 1935 //
1742 if (numChildren > 2) 1936 if (newSet.Contains(root))
1937 newSet.Remove(root);
1938
1939 // Preserve link ordering
1940 //
1941 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1743 { 1942 {
1744 // Remove old root 1943 return a.LinkNum.CompareTo(b.LinkNum);
1745 // 1944 });
1746 if (newSet.Contains(root))
1747 newSet.Remove(root);
1748
1749 // Preserve link ordering
1750 //
1751 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1752 {
1753 return a.LinkNum.CompareTo(b.LinkNum);
1754 });
1755 1945
1756 // Determine new root 1946 // Determine new root
1757 // 1947 //
1758 SceneObjectPart newRoot = newSet[0]; 1948 SceneObjectPart newRoot = newSet[0];
1759 newSet.RemoveAt(0); 1949 newSet.RemoveAt(0);
1760 1950
1761 foreach (SceneObjectPart newChild in newSet) 1951 foreach (SceneObjectPart newChild in newSet)
1762 newChild.ClearUpdateSchedule(); 1952 newChild.ClearUpdateSchedule();
1763 1953
1764 LinkObjects(newRoot, newSet); 1954 newRoot.ParentGroup.areUpdatesSuspended = true;
1765 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1955 LinkObjects(newRoot, newSet);
1766 affectedGroups.Add(newRoot.ParentGroup); 1956 if (!affectedGroups.Contains(newRoot.ParentGroup))
1767 } 1957 affectedGroups.Add(newRoot.ParentGroup);
1768 } 1958 }
1769 } 1959 }
1770 1960
@@ -1772,8 +1962,14 @@ namespace OpenSim.Region.Framework.Scenes
1772 // 1962 //
1773 foreach (SceneObjectGroup g in affectedGroups) 1963 foreach (SceneObjectGroup g in affectedGroups)
1774 { 1964 {
1965 // Child prims that have been unlinked and deleted will
1966 // return unless the root is deleted. This will remove them
1967 // from the database. They will be rewritten immediately,
1968 // minus the rows for the unlinked child prims.
1969 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1775 g.TriggerScriptChangedEvent(Changed.LINK); 1970 g.TriggerScriptChangedEvent(Changed.LINK);
1776 g.HasGroupChanged = true; // Persist 1971 g.HasGroupChanged = true; // Persist
1972 g.areUpdatesSuspended = false;
1777 g.ScheduleGroupForFullUpdate(); 1973 g.ScheduleGroupForFullUpdate();
1778 } 1974 }
1779 } 1975 }
@@ -1875,9 +2071,6 @@ namespace OpenSim.Region.Framework.Scenes
1875 child.ApplyNextOwnerPermissions(); 2071 child.ApplyNextOwnerPermissions();
1876 } 2072 }
1877 } 2073 }
1878
1879 copy.RootPart.ObjectSaleType = 0;
1880 copy.RootPart.SalePrice = 10;
1881 } 2074 }
1882 2075
1883 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2076 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e4eaf3a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -356,7 +356,7 @@ namespace OpenSim.Region.Framework.Scenes
356 356
357 public bool TrySetCurrentScene(UUID regionID) 357 public bool TrySetCurrentScene(UUID regionID)
358 { 358 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 359// m_log.Debug("Searching for Region: '" + regionID + "'");
360 360
361 lock (m_localScenes) 361 lock (m_localScenes)
362 { 362 {
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index 10012d0..2effa25 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -69,10 +69,6 @@ namespace OpenSim.Region.Framework.Scenes
69 /// <summary> 69 /// <summary>
70 /// Stop the scripts contained in all the prims in this group 70 /// Stop the scripts contained in all the prims in this group
71 /// </summary> 71 /// </summary>
72 /// <param name="sceneObjectBeingDeleted">
73 /// Should be true if these scripts are being removed because the scene
74 /// object is being deleted. This will prevent spurious updates to the client.
75 /// </param>
76 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 72 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
77 { 73 {
78 SceneObjectPart[] parts = m_parts.GetArray(); 74 SceneObjectPart[] parts = m_parts.GetArray();
@@ -227,6 +223,11 @@ namespace OpenSim.Region.Framework.Scenes
227 223
228 public uint GetEffectivePermissions() 224 public uint GetEffectivePermissions()
229 { 225 {
226 return GetEffectivePermissions(false);
227 }
228
229 public uint GetEffectivePermissions(bool useBase)
230 {
230 uint perms=(uint)(PermissionMask.Modify | 231 uint perms=(uint)(PermissionMask.Modify |
231 PermissionMask.Copy | 232 PermissionMask.Copy |
232 PermissionMask.Move | 233 PermissionMask.Move |
@@ -238,7 +239,10 @@ namespace OpenSim.Region.Framework.Scenes
238 for (int i = 0; i < parts.Length; i++) 239 for (int i = 0; i < parts.Length; i++)
239 { 240 {
240 SceneObjectPart part = parts[i]; 241 SceneObjectPart part = parts[i];
241 ownerMask &= part.OwnerMask; 242 if (useBase)
243 ownerMask &= part.BaseMask;
244 else
245 ownerMask &= part.OwnerMask;
242 perms &= part.Inventory.MaskEffectivePermissions(); 246 perms &= part.Inventory.MaskEffectivePermissions();
243 } 247 }
244 248
@@ -380,6 +384,9 @@ namespace OpenSim.Region.Framework.Scenes
380 384
381 public void ResumeScripts() 385 public void ResumeScripts()
382 { 386 {
387 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
388 return;
389
383 SceneObjectPart[] parts = m_parts.GetArray(); 390 SceneObjectPart[] parts = m_parts.GetArray();
384 for (int i = 0; i < parts.Length; i++) 391 for (int i = 0; i < parts.Length; i++)
385 parts[i].Inventory.ResumeScripts(); 392 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 49a3485..8717ed1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -24,11 +24,12 @@
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS 24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Drawing; 30using System.Drawing;
31using System.IO; 31using System.IO;
32using System.Diagnostics;
32using System.Linq; 33using System.Linq;
33using System.Threading; 34using System.Threading;
34using System.Xml; 35using System.Xml;
@@ -42,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
42 43
43namespace OpenSim.Region.Framework.Scenes 44namespace OpenSim.Region.Framework.Scenes
44{ 45{
46
45 [Flags] 47 [Flags]
46 public enum scriptEvents 48 public enum scriptEvents
47 { 49 {
@@ -105,8 +107,29 @@ namespace OpenSim.Region.Framework.Scenes
105 /// since the group's last persistent backup 107 /// since the group's last persistent backup
106 /// </summary> 108 /// </summary>
107 private bool m_hasGroupChanged = false; 109 private bool m_hasGroupChanged = false;
108 private long timeFirstChanged; 110 private long timeFirstChanged = 0;
109 private long timeLastChanged; 111 private long timeLastChanged = 0;
112 private long m_maxPersistTime = 0;
113 private long m_minPersistTime = 0;
114 private Random m_rand;
115 private bool m_suspendUpdates;
116 private List<ScenePresence> m_linkedAvatars = new List<ScenePresence>();
117
118 public bool areUpdatesSuspended
119 {
120 get
121 {
122 return m_suspendUpdates;
123 }
124 set
125 {
126 m_suspendUpdates = value;
127 if (!value)
128 {
129 QueueForUpdateCheck();
130 }
131 }
132 }
110 133
111 public bool HasGroupChanged 134 public bool HasGroupChanged
112 { 135 {
@@ -114,9 +137,39 @@ namespace OpenSim.Region.Framework.Scenes
114 { 137 {
115 if (value) 138 if (value)
116 { 139 {
140 if (m_isBackedUp)
141 {
142 m_scene.SceneGraph.FireChangeBackup(this);
143 }
117 timeLastChanged = DateTime.Now.Ticks; 144 timeLastChanged = DateTime.Now.Ticks;
118 if (!m_hasGroupChanged) 145 if (!m_hasGroupChanged)
119 timeFirstChanged = DateTime.Now.Ticks; 146 timeFirstChanged = DateTime.Now.Ticks;
147 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
148 {
149 if (m_rand == null)
150 {
151 byte[] val = new byte[16];
152 m_rootPart.UUID.ToBytes(val, 0);
153 m_rand = new Random(BitConverter.ToInt32(val, 0));
154 }
155
156 if (m_scene.GetRootAgentCount() == 0)
157 {
158 //If the region is empty, this change has been made by an automated process
159 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
160
161 float factor = 1.5f + (float)(m_rand.NextDouble());
162 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
163 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
164 }
165 else
166 {
167 //If the region is not empty, we want to obey the minimum and maximum persist times
168 //but add a random factor so we stagger the object persistance a little
169 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
170 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
171 }
172 }
120 } 173 }
121 m_hasGroupChanged = value; 174 m_hasGroupChanged = value;
122 175
@@ -131,7 +184,7 @@ namespace OpenSim.Region.Framework.Scenes
131 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 184 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
132 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 185 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
133 /// </summary> 186 /// </summary>
134 public bool HasGroupChangedDueToDelink { get; private set; } 187 public bool HasGroupChangedDueToDelink { get; set; }
135 188
136 private bool isTimeToPersist() 189 private bool isTimeToPersist()
137 { 190 {
@@ -141,8 +194,19 @@ namespace OpenSim.Region.Framework.Scenes
141 return false; 194 return false;
142 if (m_scene.ShuttingDown) 195 if (m_scene.ShuttingDown)
143 return true; 196 return true;
197
198 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
199 {
200 m_maxPersistTime = m_scene.m_persistAfter;
201 m_minPersistTime = m_scene.m_dontPersistBefore;
202 }
203
144 long currentTime = DateTime.Now.Ticks; 204 long currentTime = DateTime.Now.Ticks;
145 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 205
206 if (timeLastChanged == 0) timeLastChanged = currentTime;
207 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
208
209 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
146 return true; 210 return true;
147 return false; 211 return false;
148 } 212 }
@@ -245,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes
245 309
246 private bool m_scriptListens_atTarget; 310 private bool m_scriptListens_atTarget;
247 private bool m_scriptListens_notAtTarget; 311 private bool m_scriptListens_notAtTarget;
248
249 private bool m_scriptListens_atRotTarget; 312 private bool m_scriptListens_atRotTarget;
250 private bool m_scriptListens_notAtRotTarget; 313 private bool m_scriptListens_notAtRotTarget;
251 314
315 public bool m_dupeInProgress = false;
252 internal Dictionary<UUID, string> m_savedScriptState; 316 internal Dictionary<UUID, string> m_savedScriptState;
253 317
254 #region Properties 318 #region Properties
@@ -285,6 +349,16 @@ namespace OpenSim.Region.Framework.Scenes
285 get { return m_parts.Count; } 349 get { return m_parts.Count; }
286 } 350 }
287 351
352// protected Quaternion m_rotation = Quaternion.Identity;
353//
354// public virtual Quaternion Rotation
355// {
356// get { return m_rotation; }
357// set {
358// m_rotation = value;
359// }
360// }
361
288 public Quaternion GroupRotation 362 public Quaternion GroupRotation
289 { 363 {
290 get { return m_rootPart.RotationOffset; } 364 get { return m_rootPart.RotationOffset; }
@@ -404,14 +478,99 @@ namespace OpenSim.Region.Framework.Scenes
404 478
405 if (Scene != null) 479 if (Scene != null)
406 { 480 {
407 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 481 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
408 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 482 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
483 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
484 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
485 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
409 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 486 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
410 { 487 {
411 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 488 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
489 uint x = 0;
490 uint y = 0;
491 string version = String.Empty;
492 Vector3 newpos = Vector3.Zero;
493 OpenSim.Services.Interfaces.GridRegion destination = null;
494
495 bool canCross = true;
496 foreach (ScenePresence av in m_linkedAvatars)
497 {
498 // We need to cross these agents. First, let's find
499 // out if any of them can't cross for some reason.
500 // We have to deny the crossing entirely if any
501 // of them are banned. Alternatively, we could
502 // unsit banned agents....
503
504
505 // We set the avatar position as being the object
506 // position to get the region to send to
507 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
508 {
509 canCross = false;
510 break;
511 }
512
513 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
514 }
515
516 if (canCross)
517 {
518 // We unparent the SP quietly so that it won't
519 // be made to stand up
520 foreach (ScenePresence av in m_linkedAvatars)
521 {
522 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
523 if (parentPart != null)
524 av.ParentUUID = parentPart.UUID;
525
526 av.ParentID = 0;
527 }
528
529 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
530
531 // Normalize
532 if (val.X >= Constants.RegionSize)
533 val.X -= Constants.RegionSize;
534 if (val.Y >= Constants.RegionSize)
535 val.Y -= Constants.RegionSize;
536 if (val.X < 0)
537 val.X += Constants.RegionSize;
538 if (val.Y < 0)
539 val.Y += Constants.RegionSize;
540
541 // If it's deleted, crossing was successful
542 if (IsDeleted)
543 {
544 foreach (ScenePresence av in m_linkedAvatars)
545 {
546 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
547
548 av.IsInTransit = true;
549
550 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
551 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
552 }
553
554 return;
555 }
556 }
557 else if (RootPart.PhysActor != null)
558 {
559 RootPart.PhysActor.CrossingFailure();
560 }
561
562 Vector3 oldp = AbsolutePosition;
563 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
564 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
565 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
412 } 566 }
413 } 567 }
414 568/* don't see the need but worse don't see where is restored to false if things stay in
569 foreach (SceneObjectPart part in m_parts.GetArray())
570 {
571 part.IgnoreUndoUpdate = true;
572 }
573 */
415 if (RootPart.GetStatusSandbox()) 574 if (RootPart.GetStatusSandbox())
416 { 575 {
417 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 576 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -425,10 +584,30 @@ namespace OpenSim.Region.Framework.Scenes
425 return; 584 return;
426 } 585 }
427 } 586 }
428
429 SceneObjectPart[] parts = m_parts.GetArray(); 587 SceneObjectPart[] parts = m_parts.GetArray();
430 for (int i = 0; i < parts.Length; i++) 588 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
431 parts[i].GroupPosition = val; 589 if (m_dupeInProgress)
590 triggerScriptEvent = false;
591 foreach (SceneObjectPart part in parts)
592 {
593 part.GroupPosition = val;
594 if (triggerScriptEvent)
595 part.TriggerScriptChangedEvent(Changed.POSITION);
596 }
597 if (!m_dupeInProgress)
598 {
599 foreach (ScenePresence av in m_linkedAvatars)
600 {
601 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
602 if (p != null && m_parts.TryGetValue(p.UUID, out p))
603 {
604 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
605 av.AbsolutePosition += offset;
606 av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
607 av.SendAvatarDataToAllAgents();
608 }
609 }
610 }
432 611
433 //if (m_rootPart.PhysActor != null) 612 //if (m_rootPart.PhysActor != null)
434 //{ 613 //{
@@ -443,6 +622,29 @@ namespace OpenSim.Region.Framework.Scenes
443 } 622 }
444 } 623 }
445 624
625 public override Vector3 Velocity
626 {
627 get { return RootPart.Velocity; }
628 set { RootPart.Velocity = value; }
629 }
630
631 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
632 {
633 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
634 ScenePresence agent = icon.EndInvoke(iar);
635
636 //// If the cross was successful, this agent is a child agent
637 //if (agent.IsChildAgent)
638 // agent.Reset();
639 //else // Not successful
640 // agent.RestoreInCurrentScene();
641
642 // In any case
643 agent.IsInTransit = false;
644
645 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
646 }
647
446 public override uint LocalId 648 public override uint LocalId
447 { 649 {
448 get { return m_rootPart.LocalId; } 650 get { return m_rootPart.LocalId; }
@@ -540,6 +742,8 @@ namespace OpenSim.Region.Framework.Scenes
540 childPa.Selected = value; 742 childPa.Selected = value;
541 } 743 }
542 } 744 }
745 if (RootPart.KeyframeMotion != null)
746 RootPart.KeyframeMotion.Selected = value;
543 } 747 }
544 } 748 }
545 749
@@ -617,6 +821,7 @@ namespace OpenSim.Region.Framework.Scenes
617 /// </summary> 821 /// </summary>
618 public SceneObjectGroup() 822 public SceneObjectGroup()
619 { 823 {
824
620 } 825 }
621 826
622 /// <summary> 827 /// <summary>
@@ -633,7 +838,7 @@ namespace OpenSim.Region.Framework.Scenes
633 /// Constructor. This object is added to the scene later via AttachToScene() 838 /// Constructor. This object is added to the scene later via AttachToScene()
634 /// </summary> 839 /// </summary>
635 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 840 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
636 { 841 {
637 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 842 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
638 } 843 }
639 844
@@ -669,6 +874,9 @@ namespace OpenSim.Region.Framework.Scenes
669 /// </summary> 874 /// </summary>
670 public virtual void AttachToBackup() 875 public virtual void AttachToBackup()
671 { 876 {
877 if (IsAttachment) return;
878 m_scene.SceneGraph.FireAttachToBackup(this);
879
672 if (InSceneBackup) 880 if (InSceneBackup)
673 { 881 {
674 //m_log.DebugFormat( 882 //m_log.DebugFormat(
@@ -711,6 +919,13 @@ namespace OpenSim.Region.Framework.Scenes
711 919
712 ApplyPhysics(); 920 ApplyPhysics();
713 921
922 if (RootPart.PhysActor != null)
923 RootPart.Force = RootPart.Force;
924 if (RootPart.PhysActor != null)
925 RootPart.Torque = RootPart.Torque;
926 if (RootPart.PhysActor != null)
927 RootPart.Buoyancy = RootPart.Buoyancy;
928
714 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 929 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
715 // for the same object with very different properties. The caller must schedule the update. 930 // for the same object with very different properties. The caller must schedule the update.
716 //ScheduleGroupForFullUpdate(); 931 //ScheduleGroupForFullUpdate();
@@ -726,6 +941,10 @@ namespace OpenSim.Region.Framework.Scenes
726 EntityIntersection result = new EntityIntersection(); 941 EntityIntersection result = new EntityIntersection();
727 942
728 SceneObjectPart[] parts = m_parts.GetArray(); 943 SceneObjectPart[] parts = m_parts.GetArray();
944
945 // Find closest hit here
946 float idist = float.MaxValue;
947
729 for (int i = 0; i < parts.Length; i++) 948 for (int i = 0; i < parts.Length; i++)
730 { 949 {
731 SceneObjectPart part = parts[i]; 950 SceneObjectPart part = parts[i];
@@ -740,11 +959,6 @@ namespace OpenSim.Region.Framework.Scenes
740 959
741 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 960 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
742 961
743 // This may need to be updated to the maximum draw distance possible..
744 // We might (and probably will) be checking for prim creation from other sims
745 // when the camera crosses the border.
746 float idist = Constants.RegionSize;
747
748 if (inter.HitTF) 962 if (inter.HitTF)
749 { 963 {
750 // We need to find the closest prim to return to the testcaller along the ray 964 // We need to find the closest prim to return to the testcaller along the ray
@@ -755,10 +969,11 @@ namespace OpenSim.Region.Framework.Scenes
755 result.obj = part; 969 result.obj = part;
756 result.normal = inter.normal; 970 result.normal = inter.normal;
757 result.distance = inter.distance; 971 result.distance = inter.distance;
972
973 idist = inter.distance;
758 } 974 }
759 } 975 }
760 } 976 }
761
762 return result; 977 return result;
763 } 978 }
764 979
@@ -770,25 +985,27 @@ namespace OpenSim.Region.Framework.Scenes
770 /// <returns></returns> 985 /// <returns></returns>
771 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 986 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
772 { 987 {
773 maxX = -256f; 988 maxX = float.MinValue;
774 maxY = -256f; 989 maxY = float.MinValue;
775 maxZ = -256f; 990 maxZ = float.MinValue;
776 minX = 256f; 991 minX = float.MaxValue;
777 minY = 256f; 992 minY = float.MaxValue;
778 minZ = 8192f; 993 minZ = float.MaxValue;
779 994
780 SceneObjectPart[] parts = m_parts.GetArray(); 995 SceneObjectPart[] parts = m_parts.GetArray();
781 for (int i = 0; i < parts.Length; i++) 996 foreach (SceneObjectPart part in parts)
782 { 997 {
783 SceneObjectPart part = parts[i];
784
785 Vector3 worldPos = part.GetWorldPosition(); 998 Vector3 worldPos = part.GetWorldPosition();
786 Vector3 offset = worldPos - AbsolutePosition; 999 Vector3 offset = worldPos - AbsolutePosition;
787 Quaternion worldRot; 1000 Quaternion worldRot;
788 if (part.ParentID == 0) 1001 if (part.ParentID == 0)
1002 {
789 worldRot = part.RotationOffset; 1003 worldRot = part.RotationOffset;
1004 }
790 else 1005 else
1006 {
791 worldRot = part.GetWorldRotation(); 1007 worldRot = part.GetWorldRotation();
1008 }
792 1009
793 Vector3 frontTopLeft; 1010 Vector3 frontTopLeft;
794 Vector3 frontTopRight; 1011 Vector3 frontTopRight;
@@ -800,6 +1017,8 @@ namespace OpenSim.Region.Framework.Scenes
800 Vector3 backBottomLeft; 1017 Vector3 backBottomLeft;
801 Vector3 backBottomRight; 1018 Vector3 backBottomRight;
802 1019
1020 // Vector3[] corners = new Vector3[8];
1021
803 Vector3 orig = Vector3.Zero; 1022 Vector3 orig = Vector3.Zero;
804 1023
805 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1024 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -834,6 +1053,38 @@ namespace OpenSim.Region.Framework.Scenes
834 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1053 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
835 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1054 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
836 1055
1056
1057
1058 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1059 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1060 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1061 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1062 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1063 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1064 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1065 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1066
1067 //for (int i = 0; i < 8; i++)
1068 //{
1069 // corners[i] = corners[i] * worldRot;
1070 // corners[i] += offset;
1071
1072 // if (corners[i].X > maxX)
1073 // maxX = corners[i].X;
1074 // if (corners[i].X < minX)
1075 // minX = corners[i].X;
1076
1077 // if (corners[i].Y > maxY)
1078 // maxY = corners[i].Y;
1079 // if (corners[i].Y < minY)
1080 // minY = corners[i].Y;
1081
1082 // if (corners[i].Z > maxZ)
1083 // maxZ = corners[i].Y;
1084 // if (corners[i].Z < minZ)
1085 // minZ = corners[i].Z;
1086 //}
1087
837 frontTopLeft = frontTopLeft * worldRot; 1088 frontTopLeft = frontTopLeft * worldRot;
838 frontTopRight = frontTopRight * worldRot; 1089 frontTopRight = frontTopRight * worldRot;
839 frontBottomLeft = frontBottomLeft * worldRot; 1090 frontBottomLeft = frontBottomLeft * worldRot;
@@ -855,6 +1106,15 @@ namespace OpenSim.Region.Framework.Scenes
855 backTopLeft += offset; 1106 backTopLeft += offset;
856 backTopRight += offset; 1107 backTopRight += offset;
857 1108
1109 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1110 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1111 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1112 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1113 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1114 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1115 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1116 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1117
858 if (frontTopRight.X > maxX) 1118 if (frontTopRight.X > maxX)
859 maxX = frontTopRight.X; 1119 maxX = frontTopRight.X;
860 if (frontTopLeft.X > maxX) 1120 if (frontTopLeft.X > maxX)
@@ -998,17 +1258,118 @@ namespace OpenSim.Region.Framework.Scenes
998 1258
999 #endregion 1259 #endregion
1000 1260
1261 public void GetResourcesCosts(SceneObjectPart apart,
1262 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1263 {
1264 // this information may need to be cached
1265
1266 float cost;
1267 float tmpcost;
1268
1269 bool ComplexCost = false;
1270
1271 SceneObjectPart p;
1272 SceneObjectPart[] parts;
1273
1274 lock (m_parts)
1275 {
1276 parts = m_parts.GetArray();
1277 }
1278
1279 int nparts = parts.Length;
1280
1281
1282 for (int i = 0; i < nparts; i++)
1283 {
1284 p = parts[i];
1285
1286 if (p.UsesComplexCost)
1287 {
1288 ComplexCost = true;
1289 break;
1290 }
1291 }
1292
1293 if (ComplexCost)
1294 {
1295 linksetResCost = 0;
1296 linksetPhysCost = 0;
1297 partCost = 0;
1298 partPhysCost = 0;
1299
1300 for (int i = 0; i < nparts; i++)
1301 {
1302 p = parts[i];
1303
1304 cost = p.StreamingCost;
1305 tmpcost = p.SimulationCost;
1306 if (tmpcost > cost)
1307 cost = tmpcost;
1308 tmpcost = p.PhysicsCost;
1309 if (tmpcost > cost)
1310 cost = tmpcost;
1311
1312 linksetPhysCost += tmpcost;
1313 linksetResCost += cost;
1314
1315 if (p == apart)
1316 {
1317 partCost = cost;
1318 partPhysCost = tmpcost;
1319 }
1320 }
1321 }
1322 else
1323 {
1324 partPhysCost = 1.0f;
1325 partCost = 1.0f;
1326 linksetResCost = (float)nparts;
1327 linksetPhysCost = linksetResCost;
1328 }
1329 }
1330
1331 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1332 {
1333 SceneObjectPart p;
1334 SceneObjectPart[] parts;
1335
1336 lock (m_parts)
1337 {
1338 parts = m_parts.GetArray();
1339 }
1340
1341 int nparts = parts.Length;
1342
1343 PhysCost = 0;
1344 StreamCost = 0;
1345 SimulCost = 0;
1346
1347 for (int i = 0; i < nparts; i++)
1348 {
1349 p = parts[i];
1350
1351 StreamCost += p.StreamingCost;
1352 SimulCost += p.SimulationCost;
1353 PhysCost += p.PhysicsCost;
1354 }
1355 }
1356
1001 public void SaveScriptedState(XmlTextWriter writer) 1357 public void SaveScriptedState(XmlTextWriter writer)
1002 { 1358 {
1359 SaveScriptedState(writer, false);
1360 }
1361
1362 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1363 {
1003 XmlDocument doc = new XmlDocument(); 1364 XmlDocument doc = new XmlDocument();
1004 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1365 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1005 1366
1006 SceneObjectPart[] parts = m_parts.GetArray(); 1367 SceneObjectPart[] parts = m_parts.GetArray();
1007 for (int i = 0; i < parts.Length; i++) 1368 for (int i = 0; i < parts.Length; i++)
1008 { 1369 {
1009 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1370 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1010 foreach (KeyValuePair<UUID, string> kvp in pstates) 1371 foreach (KeyValuePair<UUID, string> kvp in pstates)
1011 states.Add(kvp.Key, kvp.Value); 1372 states[kvp.Key] = kvp.Value;
1012 } 1373 }
1013 1374
1014 if (states.Count > 0) 1375 if (states.Count > 0)
@@ -1028,6 +1389,169 @@ namespace OpenSim.Region.Framework.Scenes
1028 } 1389 }
1029 1390
1030 /// <summary> 1391 /// <summary>
1392 /// Add the avatar to this linkset (avatar is sat).
1393 /// </summary>
1394 /// <param name="agentID"></param>
1395 public void AddAvatar(UUID agentID)
1396 {
1397 ScenePresence presence;
1398 if (m_scene.TryGetScenePresence(agentID, out presence))
1399 {
1400 if (!m_linkedAvatars.Contains(presence))
1401 {
1402 m_linkedAvatars.Add(presence);
1403 }
1404 }
1405 }
1406
1407 /// <summary>
1408 /// Delete the avatar from this linkset (avatar is unsat).
1409 /// </summary>
1410 /// <param name="agentID"></param>
1411 public void DeleteAvatar(UUID agentID)
1412 {
1413 ScenePresence presence;
1414 if (m_scene.TryGetScenePresence(agentID, out presence))
1415 {
1416 if (m_linkedAvatars.Contains(presence))
1417 {
1418 m_linkedAvatars.Remove(presence);
1419 }
1420 }
1421 }
1422
1423 /// <summary>
1424 /// Returns the list of linked presences (avatars sat on this group)
1425 /// </summary>
1426 /// <param name="agentID"></param>
1427 public List<ScenePresence> GetLinkedAvatars()
1428 {
1429 return m_linkedAvatars;
1430 }
1431
1432 /// <summary>
1433 /// Attach this scene object to the given avatar.
1434 /// </summary>
1435 /// <param name="agentID"></param>
1436 /// <param name="attachmentpoint"></param>
1437 /// <param name="AttachOffset"></param>
1438 private void AttachToAgent(
1439 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1440 {
1441 if (avatar != null)
1442 {
1443 // don't attach attachments to child agents
1444 if (avatar.IsChildAgent) return;
1445
1446 // Remove from database and parcel prim count
1447 m_scene.DeleteFromStorage(so.UUID);
1448 m_scene.EventManager.TriggerParcelPrimCountTainted();
1449
1450 so.AttachedAvatar = avatar.UUID;
1451
1452 if (so.RootPart.PhysActor != null)
1453 {
1454 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1455 so.RootPart.PhysActor = null;
1456 }
1457
1458 so.AbsolutePosition = attachOffset;
1459 so.RootPart.AttachedPos = attachOffset;
1460 so.IsAttachment = true;
1461 so.RootPart.SetParentLocalId(avatar.LocalId);
1462 so.AttachmentPoint = attachmentpoint;
1463
1464 avatar.AddAttachment(this);
1465
1466 if (!silent)
1467 {
1468 // Killing it here will cause the client to deselect it
1469 // It then reappears on the avatar, deselected
1470 // through the full update below
1471 //
1472 if (IsSelected)
1473 {
1474 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1475 }
1476
1477 IsSelected = false; // fudge....
1478 ScheduleGroupForFullUpdate();
1479 }
1480 }
1481 else
1482 {
1483 m_log.WarnFormat(
1484 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1485 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1486 }
1487 }
1488
1489 public byte GetAttachmentPoint()
1490 {
1491 return m_rootPart.Shape.State;
1492 }
1493
1494 public void DetachToGround()
1495 {
1496 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1497 if (avatar == null)
1498 return;
1499
1500 avatar.RemoveAttachment(this);
1501
1502 Vector3 detachedpos = new Vector3(127f,127f,127f);
1503 if (avatar == null)
1504 return;
1505
1506 detachedpos = avatar.AbsolutePosition;
1507 FromItemID = UUID.Zero;
1508
1509 AbsolutePosition = detachedpos;
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 AttachmentPoint = (byte)0;
1518 // must check if buildind should be true or false here
1519 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1520 HasGroupChanged = true;
1521 RootPart.Rezzed = DateTime.Now;
1522 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1523 AttachToBackup();
1524 m_scene.EventManager.TriggerParcelPrimCountTainted();
1525 m_rootPart.ScheduleFullUpdate();
1526 m_rootPart.ClearUndoState();
1527 }
1528
1529 public void DetachToInventoryPrep()
1530 {
1531 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1532 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1533 if (avatar != null)
1534 {
1535 //detachedpos = avatar.AbsolutePosition;
1536 avatar.RemoveAttachment(this);
1537 }
1538
1539 AttachedAvatar = UUID.Zero;
1540
1541 /*SceneObjectPart[] parts = m_parts.GetArray();
1542 for (int i = 0; i < parts.Length; i++)
1543 parts[i].AttachedAvatar = UUID.Zero;*/
1544
1545 m_rootPart.SetParentLocalId(0);
1546 //m_rootPart.SetAttachmentPoint((byte)0);
1547 IsAttachment = false;
1548 AbsolutePosition = m_rootPart.AttachedPos;
1549 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1550 //AttachToBackup();
1551 //m_rootPart.ScheduleFullUpdate();
1552 }
1553
1554 /// <summary>
1031 /// 1555 ///
1032 /// </summary> 1556 /// </summary>
1033 /// <param name="part"></param> 1557 /// <param name="part"></param>
@@ -1077,7 +1601,10 @@ namespace OpenSim.Region.Framework.Scenes
1077 public void AddPart(SceneObjectPart part) 1601 public void AddPart(SceneObjectPart part)
1078 { 1602 {
1079 part.SetParent(this); 1603 part.SetParent(this);
1080 part.LinkNum = m_parts.Add(part.UUID, part); 1604 m_parts.Add(part.UUID, part);
1605
1606 part.LinkNum = m_parts.Count;
1607
1081 if (part.LinkNum == 2) 1608 if (part.LinkNum == 2)
1082 RootPart.LinkNum = 1; 1609 RootPart.LinkNum = 1;
1083 } 1610 }
@@ -1165,7 +1692,7 @@ namespace OpenSim.Region.Framework.Scenes
1165// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1692// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1166// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1693// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1167 1694
1168 part.StoreUndoState(); 1695// part.StoreUndoState();
1169 part.OnGrab(offsetPos, remoteClient); 1696 part.OnGrab(offsetPos, remoteClient);
1170 } 1697 }
1171 1698
@@ -1185,6 +1712,11 @@ namespace OpenSim.Region.Framework.Scenes
1185 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1712 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1186 public void DeleteGroupFromScene(bool silent) 1713 public void DeleteGroupFromScene(bool silent)
1187 { 1714 {
1715 // We need to keep track of this state in case this group is still queued for backup.
1716 IsDeleted = true;
1717
1718 DetachFromBackup();
1719
1188 SceneObjectPart[] parts = m_parts.GetArray(); 1720 SceneObjectPart[] parts = m_parts.GetArray();
1189 for (int i = 0; i < parts.Length; i++) 1721 for (int i = 0; i < parts.Length; i++)
1190 { 1722 {
@@ -1207,6 +1739,8 @@ namespace OpenSim.Region.Framework.Scenes
1207 } 1739 }
1208 }); 1740 });
1209 } 1741 }
1742
1743
1210 } 1744 }
1211 1745
1212 public void AddScriptLPS(int count) 1746 public void AddScriptLPS(int count)
@@ -1276,28 +1810,43 @@ namespace OpenSim.Region.Framework.Scenes
1276 /// </summary> 1810 /// </summary>
1277 public void ApplyPhysics() 1811 public void ApplyPhysics()
1278 { 1812 {
1279 // Apply physics to the root prim
1280 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1281
1282 // Apply physics to child prims
1283 SceneObjectPart[] parts = m_parts.GetArray(); 1813 SceneObjectPart[] parts = m_parts.GetArray();
1284 if (parts.Length > 1) 1814 if (parts.Length > 1)
1285 { 1815 {
1816 ResetChildPrimPhysicsPositions();
1817
1818 // Apply physics to the root prim
1819 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1820
1821
1286 for (int i = 0; i < parts.Length; i++) 1822 for (int i = 0; i < parts.Length; i++)
1287 { 1823 {
1288 SceneObjectPart part = parts[i]; 1824 SceneObjectPart part = parts[i];
1289 if (part.LocalId != m_rootPart.LocalId) 1825 if (part.LocalId != m_rootPart.LocalId)
1290 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1826 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1291 } 1827 }
1292
1293 // Hack to get the physics scene geometries in the right spot 1828 // Hack to get the physics scene geometries in the right spot
1294 ResetChildPrimPhysicsPositions(); 1829// ResetChildPrimPhysicsPositions();
1830 if (m_rootPart.PhysActor != null)
1831 {
1832 m_rootPart.PhysActor.Building = false;
1833 }
1834 }
1835 else
1836 {
1837 // Apply physics to the root prim
1838 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1295 } 1839 }
1296 } 1840 }
1297 1841
1298 public void SetOwnerId(UUID userId) 1842 public void SetOwnerId(UUID userId)
1299 { 1843 {
1300 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1844 ForEachPart(delegate(SceneObjectPart part)
1845 {
1846
1847 part.OwnerID = userId;
1848
1849 });
1301 } 1850 }
1302 1851
1303 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1852 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1329,11 +1878,17 @@ namespace OpenSim.Region.Framework.Scenes
1329 return; 1878 return;
1330 } 1879 }
1331 1880
1881 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1882 return;
1883
1332 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1884 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1333 // any exception propogate upwards. 1885 // any exception propogate upwards.
1334 try 1886 try
1335 { 1887 {
1336 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1888 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1889 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1890 m_scene.LoadingPrims) // Land may not be valid yet
1891
1337 { 1892 {
1338 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1893 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1339 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1894 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1360,6 +1915,7 @@ namespace OpenSim.Region.Framework.Scenes
1360 } 1915 }
1361 } 1916 }
1362 } 1917 }
1918
1363 } 1919 }
1364 1920
1365 if (m_scene.UseBackup && HasGroupChanged) 1921 if (m_scene.UseBackup && HasGroupChanged)
@@ -1367,10 +1923,30 @@ namespace OpenSim.Region.Framework.Scenes
1367 // don't backup while it's selected or you're asking for changes mid stream. 1923 // don't backup while it's selected or you're asking for changes mid stream.
1368 if (isTimeToPersist() || forcedBackup) 1924 if (isTimeToPersist() || forcedBackup)
1369 { 1925 {
1926 if (m_rootPart.PhysActor != null &&
1927 (!m_rootPart.PhysActor.IsPhysical))
1928 {
1929 // Possible ghost prim
1930 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
1931 {
1932 foreach (SceneObjectPart part in m_parts.GetArray())
1933 {
1934 // Re-set physics actor positions and
1935 // orientations
1936 part.GroupPosition = m_rootPart.GroupPosition;
1937 }
1938 }
1939 }
1370// m_log.DebugFormat( 1940// m_log.DebugFormat(
1371// "[SCENE]: Storing {0}, {1} in {2}", 1941// "[SCENE]: Storing {0}, {1} in {2}",
1372// Name, UUID, m_scene.RegionInfo.RegionName); 1942// Name, UUID, m_scene.RegionInfo.RegionName);
1373 1943
1944 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
1945 {
1946 RootPart.Shape.State = 0;
1947 ScheduleGroupForFullUpdate();
1948 }
1949
1374 SceneObjectGroup backup_group = Copy(false); 1950 SceneObjectGroup backup_group = Copy(false);
1375 backup_group.RootPart.Velocity = RootPart.Velocity; 1951 backup_group.RootPart.Velocity = RootPart.Velocity;
1376 backup_group.RootPart.Acceleration = RootPart.Acceleration; 1952 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1384,6 +1960,11 @@ namespace OpenSim.Region.Framework.Scenes
1384 1960
1385 backup_group.ForEachPart(delegate(SceneObjectPart part) 1961 backup_group.ForEachPart(delegate(SceneObjectPart part)
1386 { 1962 {
1963 if (part.KeyframeMotion != null)
1964 {
1965 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
1966 part.KeyframeMotion.UpdateSceneObject(this);
1967 }
1387 part.Inventory.ProcessInventoryBackup(datastore); 1968 part.Inventory.ProcessInventoryBackup(datastore);
1388 }); 1969 });
1389 1970
@@ -1436,6 +2017,7 @@ namespace OpenSim.Region.Framework.Scenes
1436 /// <returns></returns> 2017 /// <returns></returns>
1437 public SceneObjectGroup Copy(bool userExposed) 2018 public SceneObjectGroup Copy(bool userExposed)
1438 { 2019 {
2020 m_dupeInProgress = true;
1439 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2021 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1440 dupe.m_isBackedUp = false; 2022 dupe.m_isBackedUp = false;
1441 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2023 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
@@ -1450,7 +2032,7 @@ namespace OpenSim.Region.Framework.Scenes
1450 // This is only necessary when userExposed is false! 2032 // This is only necessary when userExposed is false!
1451 2033
1452 bool previousAttachmentStatus = dupe.IsAttachment; 2034 bool previousAttachmentStatus = dupe.IsAttachment;
1453 2035
1454 if (!userExposed) 2036 if (!userExposed)
1455 dupe.IsAttachment = true; 2037 dupe.IsAttachment = true;
1456 2038
@@ -1468,11 +2050,11 @@ namespace OpenSim.Region.Framework.Scenes
1468 dupe.m_rootPart.TrimPermissions(); 2050 dupe.m_rootPart.TrimPermissions();
1469 2051
1470 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2052 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1471 2053
1472 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2054 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1473 { 2055 {
1474 return p1.LinkNum.CompareTo(p2.LinkNum); 2056 return p1.LinkNum.CompareTo(p2.LinkNum);
1475 } 2057 }
1476 ); 2058 );
1477 2059
1478 foreach (SceneObjectPart part in partList) 2060 foreach (SceneObjectPart part in partList)
@@ -1482,41 +2064,53 @@ namespace OpenSim.Region.Framework.Scenes
1482 { 2064 {
1483 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2065 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1484 newPart.LinkNum = part.LinkNum; 2066 newPart.LinkNum = part.LinkNum;
1485 } 2067 if (userExposed)
2068 newPart.ParentID = dupe.m_rootPart.LocalId;
2069 }
1486 else 2070 else
1487 { 2071 {
1488 newPart = dupe.m_rootPart; 2072 newPart = dupe.m_rootPart;
1489 } 2073 }
2074/*
2075 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2076 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1490 2077
1491 // Need to duplicate the physics actor as well 2078 // Need to duplicate the physics actor as well
1492 PhysicsActor originalPartPa = part.PhysActor; 2079 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1493 if (originalPartPa != null && userExposed)
1494 { 2080 {
1495 PrimitiveBaseShape pbs = newPart.Shape; 2081 PrimitiveBaseShape pbs = newPart.Shape;
1496
1497 newPart.PhysActor 2082 newPart.PhysActor
1498 = m_scene.PhysicsScene.AddPrimShape( 2083 = m_scene.PhysicsScene.AddPrimShape(
1499 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2084 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1500 pbs, 2085 pbs,
1501 newPart.AbsolutePosition, 2086 newPart.AbsolutePosition,
1502 newPart.Scale, 2087 newPart.Scale,
1503 newPart.RotationOffset, 2088 newPart.GetWorldRotation(),
1504 originalPartPa.IsPhysical, 2089 isphys,
2090 isphan,
1505 newPart.LocalId); 2091 newPart.LocalId);
1506 2092
1507 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2093 newPart.DoPhysicsPropertyUpdate(isphys, true);
1508 } 2094 */
2095 if (userExposed)
2096 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2097// }
1509 } 2098 }
1510 2099
1511 if (userExposed) 2100 if (userExposed)
1512 { 2101 {
1513 dupe.UpdateParentIDs(); 2102// done above dupe.UpdateParentIDs();
2103
2104 if (dupe.m_rootPart.PhysActor != null)
2105 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2106
1514 dupe.HasGroupChanged = true; 2107 dupe.HasGroupChanged = true;
1515 dupe.AttachToBackup(); 2108 dupe.AttachToBackup();
1516 2109
1517 ScheduleGroupForFullUpdate(); 2110 ScheduleGroupForFullUpdate();
1518 } 2111 }
1519 2112
2113 m_dupeInProgress = false;
1520 return dupe; 2114 return dupe;
1521 } 2115 }
1522 2116
@@ -1528,11 +2122,24 @@ namespace OpenSim.Region.Framework.Scenes
1528 /// <param name="cGroupID"></param> 2122 /// <param name="cGroupID"></param>
1529 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2123 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1530 { 2124 {
1531 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2125 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2126 // give newpart a new local ID lettng old part keep same
2127 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2128 newpart.LocalId = m_scene.AllocateLocalId();
2129
2130 SetRootPart(newpart);
2131 if (userExposed)
2132 RootPart.Velocity = Vector3.Zero; // In case source is moving
1532 } 2133 }
1533 2134
1534 public void ScriptSetPhysicsStatus(bool usePhysics) 2135 public void ScriptSetPhysicsStatus(bool usePhysics)
1535 { 2136 {
2137 if (usePhysics)
2138 {
2139 if (RootPart.KeyframeMotion != null)
2140 RootPart.KeyframeMotion.Stop();
2141 RootPart.KeyframeMotion = null;
2142 }
1536 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2143 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1537 } 2144 }
1538 2145
@@ -1586,7 +2193,7 @@ namespace OpenSim.Region.Framework.Scenes
1586 } 2193 }
1587 } 2194 }
1588 2195
1589 public void applyAngularImpulse(Vector3 impulse) 2196 public void ApplyAngularImpulse(Vector3 impulse)
1590 { 2197 {
1591 PhysicsActor pa = RootPart.PhysActor; 2198 PhysicsActor pa = RootPart.PhysActor;
1592 2199
@@ -1600,36 +2207,12 @@ namespace OpenSim.Region.Framework.Scenes
1600 } 2207 }
1601 } 2208 }
1602 2209
1603 public void setAngularImpulse(Vector3 impulse)
1604 {
1605 PhysicsActor pa = RootPart.PhysActor;
1606
1607 if (pa != null)
1608 {
1609 if (!IsAttachment)
1610 {
1611 pa.Torque = impulse;
1612 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1613 }
1614 }
1615 }
1616
1617 public Vector3 GetTorque() 2210 public Vector3 GetTorque()
1618 { 2211 {
1619 PhysicsActor pa = RootPart.PhysActor; 2212 return RootPart.Torque;
1620
1621 if (pa != null)
1622 {
1623 if (!IsAttachment)
1624 {
1625 Vector3 torque = pa.Torque;
1626 return torque;
1627 }
1628 }
1629
1630 return Vector3.Zero;
1631 } 2213 }
1632 2214
2215 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1633 public void moveToTarget(Vector3 target, float tau) 2216 public void moveToTarget(Vector3 target, float tau)
1634 { 2217 {
1635 if (IsAttachment) 2218 if (IsAttachment)
@@ -1661,6 +2244,46 @@ namespace OpenSim.Region.Framework.Scenes
1661 pa.PIDActive = false; 2244 pa.PIDActive = false;
1662 } 2245 }
1663 2246
2247 public void rotLookAt(Quaternion target, float strength, float damping)
2248 {
2249 SceneObjectPart rootpart = m_rootPart;
2250 if (rootpart != null)
2251 {
2252 if (IsAttachment)
2253 {
2254 /*
2255 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2256 if (avatar != null)
2257 {
2258 Rotate the Av?
2259 } */
2260 }
2261 else
2262 {
2263 if (rootpart.PhysActor != null)
2264 { // APID must be implemented in your physics system for this to function.
2265 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2266 rootpart.PhysActor.APIDStrength = strength;
2267 rootpart.PhysActor.APIDDamping = damping;
2268 rootpart.PhysActor.APIDActive = true;
2269 }
2270 }
2271 }
2272 }
2273
2274 public void stopLookAt()
2275 {
2276 SceneObjectPart rootpart = m_rootPart;
2277 if (rootpart != null)
2278 {
2279 if (rootpart.PhysActor != null)
2280 { // APID must be implemented in your physics system for this to function.
2281 rootpart.PhysActor.APIDActive = false;
2282 }
2283 }
2284
2285 }
2286
1664 /// <summary> 2287 /// <summary>
1665 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2288 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1666 /// </summary> 2289 /// </summary>
@@ -1717,7 +2340,12 @@ namespace OpenSim.Region.Framework.Scenes
1717 /// <param name="cGroupID"></param> 2340 /// <param name="cGroupID"></param>
1718 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2341 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1719 { 2342 {
1720 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2343 // give new ID to the new part, letting old keep original
2344 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2345 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2346 newPart.LocalId = m_scene.AllocateLocalId();
2347 newPart.SetParent(this);
2348
1721 AddPart(newPart); 2349 AddPart(newPart);
1722 2350
1723 SetPartAsNonRoot(newPart); 2351 SetPartAsNonRoot(newPart);
@@ -1846,11 +2474,11 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// Immediately send a full update for this scene object. 2474 /// Immediately send a full update for this scene object.
1847 /// </summary> 2475 /// </summary>
1848 public void SendGroupFullUpdate() 2476 public void SendGroupFullUpdate()
1849 { 2477 {
1850 if (IsDeleted) 2478 if (IsDeleted)
1851 return; 2479 return;
1852 2480
1853// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2481// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1854 2482
1855 RootPart.SendFullUpdateToAllClients(); 2483 RootPart.SendFullUpdateToAllClients();
1856 2484
@@ -1969,6 +2597,11 @@ namespace OpenSim.Region.Framework.Scenes
1969 /// <param name="objectGroup">The group of prims which should be linked to this group</param> 2597 /// <param name="objectGroup">The group of prims which should be linked to this group</param>
1970 public void LinkToGroup(SceneObjectGroup objectGroup) 2598 public void LinkToGroup(SceneObjectGroup objectGroup)
1971 { 2599 {
2600 LinkToGroup(objectGroup, false);
2601 }
2602
2603 public void LinkToGroup(SceneObjectGroup objectGroup, bool insert)
2604 {
1972// m_log.DebugFormat( 2605// m_log.DebugFormat(
1973// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}", 2606// "[SCENE OBJECT GROUP]: Linking group with root part {0}, {1} to group with root part {2}, {3}",
1974// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID); 2607// objectGroup.RootPart.Name, objectGroup.RootPart.UUID, RootPart.Name, RootPart.UUID);
@@ -1979,6 +2612,15 @@ namespace OpenSim.Region.Framework.Scenes
1979 2612
1980 SceneObjectPart linkPart = objectGroup.m_rootPart; 2613 SceneObjectPart linkPart = objectGroup.m_rootPart;
1981 2614
2615 if (m_rootPart.PhysActor != null)
2616 m_rootPart.PhysActor.Building = true;
2617 if (linkPart.PhysActor != null)
2618 linkPart.PhysActor.Building = true;
2619
2620 // physics flags from group to be applied to linked parts
2621 bool grpusephys = UsesPhysics;
2622 bool grptemporary = IsTemporary;
2623
1982 Vector3 oldGroupPosition = linkPart.GroupPosition; 2624 Vector3 oldGroupPosition = linkPart.GroupPosition;
1983 Quaternion oldRootRotation = linkPart.RotationOffset; 2625 Quaternion oldRootRotation = linkPart.RotationOffset;
1984 2626
@@ -2002,15 +2644,36 @@ namespace OpenSim.Region.Framework.Scenes
2002 2644
2003 lock (m_parts.SyncRoot) 2645 lock (m_parts.SyncRoot)
2004 { 2646 {
2005 int linkNum = PrimCount + 1; 2647 int linkNum;
2648 if (insert)
2649 {
2650 linkNum = 2;
2651 foreach (SceneObjectPart part in Parts)
2652 {
2653 if (part.LinkNum > 1)
2654 part.LinkNum++;
2655 }
2656 }
2657 else
2658 {
2659 linkNum = PrimCount + 1;
2660 }
2006 2661
2007 m_parts.Add(linkPart.UUID, linkPart); 2662 m_parts.Add(linkPart.UUID, linkPart);
2008 2663
2009 linkPart.SetParent(this); 2664 linkPart.SetParent(this);
2010 linkPart.CreateSelected = true; 2665 linkPart.CreateSelected = true;
2011 2666
2667 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2668 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2669 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2670 {
2671 linkPart.PhysActor.link(m_rootPart.PhysActor);
2672 this.Scene.PhysicsScene.AddPhysicsActorTaint(linkPart.PhysActor);
2673 }
2674
2012 linkPart.LinkNum = linkNum++; 2675 linkPart.LinkNum = linkNum++;
2013 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2676 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2014 2677
2015 SceneObjectPart[] ogParts = objectGroup.Parts; 2678 SceneObjectPart[] ogParts = objectGroup.Parts;
2016 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2679 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2022,7 +2685,16 @@ namespace OpenSim.Region.Framework.Scenes
2022 { 2685 {
2023 SceneObjectPart part = ogParts[i]; 2686 SceneObjectPart part = ogParts[i];
2024 if (part.UUID != objectGroup.m_rootPart.UUID) 2687 if (part.UUID != objectGroup.m_rootPart.UUID)
2688 {
2025 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2689 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2690 // let physics know
2691 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2692 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2693 {
2694 part.PhysActor.link(m_rootPart.PhysActor);
2695 this.Scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
2696 }
2697 }
2026 part.ClearUndoState(); 2698 part.ClearUndoState();
2027 } 2699 }
2028 } 2700 }
@@ -2031,7 +2703,7 @@ namespace OpenSim.Region.Framework.Scenes
2031 objectGroup.IsDeleted = true; 2703 objectGroup.IsDeleted = true;
2032 2704
2033 objectGroup.m_parts.Clear(); 2705 objectGroup.m_parts.Clear();
2034 2706
2035 // Can't do this yet since backup still makes use of the root part without any synchronization 2707 // Can't do this yet since backup still makes use of the root part without any synchronization
2036// objectGroup.m_rootPart = null; 2708// objectGroup.m_rootPart = null;
2037 2709
@@ -2042,6 +2714,9 @@ namespace OpenSim.Region.Framework.Scenes
2042 // unmoved prims! 2714 // unmoved prims!
2043 ResetChildPrimPhysicsPositions(); 2715 ResetChildPrimPhysicsPositions();
2044 2716
2717 if (m_rootPart.PhysActor != null)
2718 m_rootPart.PhysActor.Building = false;
2719
2045 //HasGroupChanged = true; 2720 //HasGroupChanged = true;
2046 //ScheduleGroupForFullUpdate(); 2721 //ScheduleGroupForFullUpdate();
2047 } 2722 }
@@ -2109,7 +2784,10 @@ namespace OpenSim.Region.Framework.Scenes
2109// m_log.DebugFormat( 2784// m_log.DebugFormat(
2110// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2785// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2111// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2786// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2112 2787
2788 if (m_rootPart.PhysActor != null)
2789 m_rootPart.PhysActor.Building = true;
2790
2113 linkPart.ClearUndoState(); 2791 linkPart.ClearUndoState();
2114 2792
2115 Quaternion worldRot = linkPart.GetWorldRotation(); 2793 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2169,6 +2847,14 @@ namespace OpenSim.Region.Framework.Scenes
2169 2847
2170 // When we delete a group, we currently have to force persist to the database if the object id has changed 2848 // When we delete a group, we currently have to force persist to the database if the object id has changed
2171 // (since delete works by deleting all rows which have a given object id) 2849 // (since delete works by deleting all rows which have a given object id)
2850
2851 // this is as it seems to be in sl now
2852 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2853 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2854
2855 if (m_rootPart.PhysActor != null)
2856 m_rootPart.PhysActor.Building = false;
2857
2172 objectGroup.HasGroupChangedDueToDelink = true; 2858 objectGroup.HasGroupChangedDueToDelink = true;
2173 2859
2174 return objectGroup; 2860 return objectGroup;
@@ -2180,6 +2866,7 @@ namespace OpenSim.Region.Framework.Scenes
2180 /// <param name="objectGroup"></param> 2866 /// <param name="objectGroup"></param>
2181 public virtual void DetachFromBackup() 2867 public virtual void DetachFromBackup()
2182 { 2868 {
2869 m_scene.SceneGraph.FireDetachFromBackup(this);
2183 if (m_isBackedUp && Scene != null) 2870 if (m_isBackedUp && Scene != null)
2184 m_scene.EventManager.OnBackup -= ProcessBackup; 2871 m_scene.EventManager.OnBackup -= ProcessBackup;
2185 2872
@@ -2198,7 +2885,8 @@ namespace OpenSim.Region.Framework.Scenes
2198 2885
2199 axPos *= parentRot; 2886 axPos *= parentRot;
2200 part.OffsetPosition = axPos; 2887 part.OffsetPosition = axPos;
2201 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 2888 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
2889 part.GroupPosition = newPos;
2202 part.OffsetPosition = Vector3.Zero; 2890 part.OffsetPosition = Vector3.Zero;
2203 part.RotationOffset = worldRot; 2891 part.RotationOffset = worldRot;
2204 2892
@@ -2209,7 +2897,7 @@ namespace OpenSim.Region.Framework.Scenes
2209 2897
2210 part.LinkNum = linkNum; 2898 part.LinkNum = linkNum;
2211 2899
2212 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 2900 part.OffsetPosition = newPos - AbsolutePosition;
2213 2901
2214 Quaternion rootRotation = m_rootPart.RotationOffset; 2902 Quaternion rootRotation = m_rootPart.RotationOffset;
2215 2903
@@ -2219,10 +2907,10 @@ namespace OpenSim.Region.Framework.Scenes
2219 2907
2220 parentRot = m_rootPart.RotationOffset; 2908 parentRot = m_rootPart.RotationOffset;
2221 oldRot = part.RotationOffset; 2909 oldRot = part.RotationOffset;
2222 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2910 Quaternion newRot = Quaternion.Inverse(parentRot) * worldRot;
2223 part.RotationOffset = newRot; 2911 part.RotationOffset = newRot;
2224 2912
2225 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2913 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2226 } 2914 }
2227 2915
2228 /// <summary> 2916 /// <summary>
@@ -2473,8 +3161,31 @@ namespace OpenSim.Region.Framework.Scenes
2473 } 3161 }
2474 } 3162 }
2475 3163
3164/*
3165 RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
2476 for (int i = 0; i < parts.Length; i++) 3166 for (int i = 0; i < parts.Length; i++)
2477 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3167 {
3168 if (parts[i] != RootPart)
3169 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
3170 }
3171*/
3172 if (parts.Length > 1)
3173 {
3174 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3175
3176 for (int i = 0; i < parts.Length; i++)
3177 {
3178
3179 if (parts[i].UUID != m_rootPart.UUID)
3180 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3181 }
3182
3183 if (m_rootPart.PhysActor != null)
3184 m_rootPart.PhysActor.Building = false;
3185 }
3186 else
3187 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
3188
2478 } 3189 }
2479 } 3190 }
2480 3191
@@ -2487,6 +3198,17 @@ namespace OpenSim.Region.Framework.Scenes
2487 } 3198 }
2488 } 3199 }
2489 3200
3201
3202
3203 /// <summary>
3204 /// Gets the number of parts
3205 /// </summary>
3206 /// <returns></returns>
3207 public int GetPartCount()
3208 {
3209 return Parts.Count();
3210 }
3211
2490 /// <summary> 3212 /// <summary>
2491 /// Update the texture entry for this part 3213 /// Update the texture entry for this part
2492 /// </summary> 3214 /// </summary>
@@ -2548,11 +3270,6 @@ namespace OpenSim.Region.Framework.Scenes
2548 /// <param name="scale"></param> 3270 /// <param name="scale"></param>
2549 public void GroupResize(Vector3 scale) 3271 public void GroupResize(Vector3 scale)
2550 { 3272 {
2551// m_log.DebugFormat(
2552// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2553
2554 RootPart.StoreUndoState(true);
2555
2556 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3273 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2557 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3274 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2558 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3275 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2579,7 +3296,6 @@ namespace OpenSim.Region.Framework.Scenes
2579 SceneObjectPart obPart = parts[i]; 3296 SceneObjectPart obPart = parts[i];
2580 if (obPart.UUID != m_rootPart.UUID) 3297 if (obPart.UUID != m_rootPart.UUID)
2581 { 3298 {
2582// obPart.IgnoreUndoUpdate = true;
2583 Vector3 oldSize = new Vector3(obPart.Scale); 3299 Vector3 oldSize = new Vector3(obPart.Scale);
2584 3300
2585 float f = 1.0f; 3301 float f = 1.0f;
@@ -2643,8 +3359,6 @@ namespace OpenSim.Region.Framework.Scenes
2643 z *= a; 3359 z *= a;
2644 } 3360 }
2645 } 3361 }
2646
2647// obPart.IgnoreUndoUpdate = false;
2648 } 3362 }
2649 } 3363 }
2650 } 3364 }
@@ -2654,9 +3368,7 @@ namespace OpenSim.Region.Framework.Scenes
2654 prevScale.Y *= y; 3368 prevScale.Y *= y;
2655 prevScale.Z *= z; 3369 prevScale.Z *= z;
2656 3370
2657// RootPart.IgnoreUndoUpdate = true;
2658 RootPart.Resize(prevScale); 3371 RootPart.Resize(prevScale);
2659// RootPart.IgnoreUndoUpdate = false;
2660 3372
2661 parts = m_parts.GetArray(); 3373 parts = m_parts.GetArray();
2662 for (int i = 0; i < parts.Length; i++) 3374 for (int i = 0; i < parts.Length; i++)
@@ -2665,8 +3377,6 @@ namespace OpenSim.Region.Framework.Scenes
2665 3377
2666 if (obPart.UUID != m_rootPart.UUID) 3378 if (obPart.UUID != m_rootPart.UUID)
2667 { 3379 {
2668 obPart.IgnoreUndoUpdate = true;
2669
2670 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3380 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2671 currentpos.X *= x; 3381 currentpos.X *= x;
2672 currentpos.Y *= y; 3382 currentpos.Y *= y;
@@ -2679,16 +3389,12 @@ namespace OpenSim.Region.Framework.Scenes
2679 3389
2680 obPart.Resize(newSize); 3390 obPart.Resize(newSize);
2681 obPart.UpdateOffSet(currentpos); 3391 obPart.UpdateOffSet(currentpos);
2682
2683 obPart.IgnoreUndoUpdate = false;
2684 } 3392 }
2685 3393
2686// obPart.IgnoreUndoUpdate = false; 3394 HasGroupChanged = true;
2687// obPart.StoreUndoState(); 3395 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3396 ScheduleGroupForTerseUpdate();
2688 } 3397 }
2689
2690// m_log.DebugFormat(
2691// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2692 } 3398 }
2693 3399
2694 #endregion 3400 #endregion
@@ -2701,14 +3407,6 @@ namespace OpenSim.Region.Framework.Scenes
2701 /// <param name="pos"></param> 3407 /// <param name="pos"></param>
2702 public void UpdateGroupPosition(Vector3 pos) 3408 public void UpdateGroupPosition(Vector3 pos)
2703 { 3409 {
2704// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2705
2706 RootPart.StoreUndoState(true);
2707
2708// SceneObjectPart[] parts = m_parts.GetArray();
2709// for (int i = 0; i < parts.Length; i++)
2710// parts[i].StoreUndoState();
2711
2712 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3410 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2713 { 3411 {
2714 if (IsAttachment) 3412 if (IsAttachment)
@@ -2741,21 +3439,17 @@ namespace OpenSim.Region.Framework.Scenes
2741 /// </summary> 3439 /// </summary>
2742 /// <param name="pos"></param> 3440 /// <param name="pos"></param>
2743 /// <param name="localID"></param> 3441 /// <param name="localID"></param>
3442 ///
3443
2744 public void UpdateSinglePosition(Vector3 pos, uint localID) 3444 public void UpdateSinglePosition(Vector3 pos, uint localID)
2745 { 3445 {
2746 SceneObjectPart part = GetPart(localID); 3446 SceneObjectPart part = GetPart(localID);
2747 3447
2748// SceneObjectPart[] parts = m_parts.GetArray();
2749// for (int i = 0; i < parts.Length; i++)
2750// parts[i].StoreUndoState();
2751
2752 if (part != null) 3448 if (part != null)
2753 { 3449 {
2754// m_log.DebugFormat( 3450// unlock parts position change
2755// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3451 if (m_rootPart.PhysActor != null)
2756 3452 m_rootPart.PhysActor.Building = true;
2757 part.StoreUndoState(false);
2758 part.IgnoreUndoUpdate = true;
2759 3453
2760 if (part.UUID == m_rootPart.UUID) 3454 if (part.UUID == m_rootPart.UUID)
2761 { 3455 {
@@ -2766,8 +3460,10 @@ namespace OpenSim.Region.Framework.Scenes
2766 part.UpdateOffSet(pos); 3460 part.UpdateOffSet(pos);
2767 } 3461 }
2768 3462
3463 if (m_rootPart.PhysActor != null)
3464 m_rootPart.PhysActor.Building = false;
3465
2769 HasGroupChanged = true; 3466 HasGroupChanged = true;
2770 part.IgnoreUndoUpdate = false;
2771 } 3467 }
2772 } 3468 }
2773 3469
@@ -2777,13 +3473,7 @@ namespace OpenSim.Region.Framework.Scenes
2777 /// <param name="pos"></param> 3473 /// <param name="pos"></param>
2778 public void UpdateRootPosition(Vector3 pos) 3474 public void UpdateRootPosition(Vector3 pos)
2779 { 3475 {
2780// m_log.DebugFormat( 3476 // needs to be called with phys building true
2781// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2782
2783// SceneObjectPart[] parts = m_parts.GetArray();
2784// for (int i = 0; i < parts.Length; i++)
2785// parts[i].StoreUndoState();
2786
2787 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3477 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2788 Vector3 oldPos = 3478 Vector3 oldPos =
2789 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3479 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2806,7 +3496,14 @@ namespace OpenSim.Region.Framework.Scenes
2806 AbsolutePosition = newPos; 3496 AbsolutePosition = newPos;
2807 3497
2808 HasGroupChanged = true; 3498 HasGroupChanged = true;
2809 ScheduleGroupForTerseUpdate(); 3499 if (m_rootPart.Undoing)
3500 {
3501 ScheduleGroupForFullUpdate();
3502 }
3503 else
3504 {
3505 ScheduleGroupForTerseUpdate();
3506 }
2810 } 3507 }
2811 3508
2812 #endregion 3509 #endregion
@@ -2819,17 +3516,6 @@ namespace OpenSim.Region.Framework.Scenes
2819 /// <param name="rot"></param> 3516 /// <param name="rot"></param>
2820 public void UpdateGroupRotationR(Quaternion rot) 3517 public void UpdateGroupRotationR(Quaternion rot)
2821 { 3518 {
2822// m_log.DebugFormat(
2823// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2824
2825// SceneObjectPart[] parts = m_parts.GetArray();
2826// for (int i = 0; i < parts.Length; i++)
2827// parts[i].StoreUndoState();
2828
2829 m_rootPart.StoreUndoState(true);
2830
2831 m_rootPart.UpdateRotation(rot);
2832
2833 PhysicsActor actor = m_rootPart.PhysActor; 3519 PhysicsActor actor = m_rootPart.PhysActor;
2834 if (actor != null) 3520 if (actor != null)
2835 { 3521 {
@@ -2848,16 +3534,6 @@ namespace OpenSim.Region.Framework.Scenes
2848 /// <param name="rot"></param> 3534 /// <param name="rot"></param>
2849 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3535 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2850 { 3536 {
2851// m_log.DebugFormat(
2852// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2853
2854// SceneObjectPart[] parts = m_parts.GetArray();
2855// for (int i = 0; i < parts.Length; i++)
2856// parts[i].StoreUndoState();
2857
2858 RootPart.StoreUndoState(true);
2859 RootPart.IgnoreUndoUpdate = true;
2860
2861 m_rootPart.UpdateRotation(rot); 3537 m_rootPart.UpdateRotation(rot);
2862 3538
2863 PhysicsActor actor = m_rootPart.PhysActor; 3539 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2871,8 +3547,6 @@ namespace OpenSim.Region.Framework.Scenes
2871 3547
2872 HasGroupChanged = true; 3548 HasGroupChanged = true;
2873 ScheduleGroupForTerseUpdate(); 3549 ScheduleGroupForTerseUpdate();
2874
2875 RootPart.IgnoreUndoUpdate = false;
2876 } 3550 }
2877 3551
2878 /// <summary> 3552 /// <summary>
@@ -2885,13 +3559,11 @@ namespace OpenSim.Region.Framework.Scenes
2885 SceneObjectPart part = GetPart(localID); 3559 SceneObjectPart part = GetPart(localID);
2886 3560
2887 SceneObjectPart[] parts = m_parts.GetArray(); 3561 SceneObjectPart[] parts = m_parts.GetArray();
2888 for (int i = 0; i < parts.Length; i++)
2889 parts[i].StoreUndoState();
2890 3562
2891 if (part != null) 3563 if (part != null)
2892 { 3564 {
2893// m_log.DebugFormat( 3565 if (m_rootPart.PhysActor != null)
2894// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3566 m_rootPart.PhysActor.Building = true;
2895 3567
2896 if (part.UUID == m_rootPart.UUID) 3568 if (part.UUID == m_rootPart.UUID)
2897 { 3569 {
@@ -2901,6 +3573,9 @@ namespace OpenSim.Region.Framework.Scenes
2901 { 3573 {
2902 part.UpdateRotation(rot); 3574 part.UpdateRotation(rot);
2903 } 3575 }
3576
3577 if (m_rootPart.PhysActor != null)
3578 m_rootPart.PhysActor.Building = false;
2904 } 3579 }
2905 } 3580 }
2906 3581
@@ -2914,12 +3589,8 @@ namespace OpenSim.Region.Framework.Scenes
2914 SceneObjectPart part = GetPart(localID); 3589 SceneObjectPart part = GetPart(localID);
2915 if (part != null) 3590 if (part != null)
2916 { 3591 {
2917// m_log.DebugFormat( 3592 if (m_rootPart.PhysActor != null)
2918// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3593 m_rootPart.PhysActor.Building = true;
2919// part.Name, part.LocalId, rot);
2920
2921 part.StoreUndoState();
2922 part.IgnoreUndoUpdate = true;
2923 3594
2924 if (part.UUID == m_rootPart.UUID) 3595 if (part.UUID == m_rootPart.UUID)
2925 { 3596 {
@@ -2932,7 +3603,8 @@ namespace OpenSim.Region.Framework.Scenes
2932 part.OffsetPosition = pos; 3603 part.OffsetPosition = pos;
2933 } 3604 }
2934 3605
2935 part.IgnoreUndoUpdate = false; 3606 if (m_rootPart.PhysActor != null)
3607 m_rootPart.PhysActor.Building = false;
2936 } 3608 }
2937 } 3609 }
2938 3610
@@ -2942,15 +3614,12 @@ namespace OpenSim.Region.Framework.Scenes
2942 /// <param name="rot"></param> 3614 /// <param name="rot"></param>
2943 public void UpdateRootRotation(Quaternion rot) 3615 public void UpdateRootRotation(Quaternion rot)
2944 { 3616 {
2945// m_log.DebugFormat( 3617 // needs to be called with phys building true
2946// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
2947// Name, LocalId, rot);
2948
2949 Quaternion axRot = rot; 3618 Quaternion axRot = rot;
2950 Quaternion oldParentRot = m_rootPart.RotationOffset; 3619 Quaternion oldParentRot = m_rootPart.RotationOffset;
2951 3620
2952 m_rootPart.StoreUndoState(); 3621 //Don't use UpdateRotation because it schedules an update prematurely
2953 m_rootPart.UpdateRotation(rot); 3622 m_rootPart.RotationOffset = rot;
2954 3623
2955 PhysicsActor pa = m_rootPart.PhysActor; 3624 PhysicsActor pa = m_rootPart.PhysActor;
2956 3625
@@ -2966,35 +3635,135 @@ namespace OpenSim.Region.Framework.Scenes
2966 SceneObjectPart prim = parts[i]; 3635 SceneObjectPart prim = parts[i];
2967 if (prim.UUID != m_rootPart.UUID) 3636 if (prim.UUID != m_rootPart.UUID)
2968 { 3637 {
2969 prim.IgnoreUndoUpdate = true; 3638 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3639 NewRot = Quaternion.Inverse(axRot) * NewRot;
3640 prim.RotationOffset = NewRot;
3641
2970 Vector3 axPos = prim.OffsetPosition; 3642 Vector3 axPos = prim.OffsetPosition;
3643
2971 axPos *= oldParentRot; 3644 axPos *= oldParentRot;
2972 axPos *= Quaternion.Inverse(axRot); 3645 axPos *= Quaternion.Inverse(axRot);
2973 prim.OffsetPosition = axPos; 3646 prim.OffsetPosition = axPos;
2974 Quaternion primsRot = prim.RotationOffset; 3647 }
2975 Quaternion newRot = oldParentRot * primsRot; 3648 }
2976 newRot = Quaternion.Inverse(axRot) * newRot;
2977 prim.RotationOffset = newRot;
2978 prim.ScheduleTerseUpdate();
2979 prim.IgnoreUndoUpdate = false;
2980 }
2981 }
2982
2983// for (int i = 0; i < parts.Length; i++)
2984// {
2985// SceneObjectPart childpart = parts[i];
2986// if (childpart != m_rootPart)
2987// {
2988//// childpart.IgnoreUndoUpdate = false;
2989//// childpart.StoreUndoState();
2990// }
2991// }
2992 3649
2993 m_rootPart.ScheduleTerseUpdate(); 3650 HasGroupChanged = true;
3651 ScheduleGroupForFullUpdate();
3652 }
2994 3653
2995// m_log.DebugFormat( 3654 private enum updatetype :int
2996// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3655 {
2997// Name, LocalId, rot); 3656 none = 0,
3657 partterse = 1,
3658 partfull = 2,
3659 groupterse = 3,
3660 groupfull = 4
3661 }
3662
3663 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3664 {
3665 // TODO this still as excessive *.Schedule*Update()s
3666
3667 if (part != null && part.ParentGroup != null)
3668 {
3669 ObjectChangeType change = data.change;
3670 bool togroup = ((change & ObjectChangeType.Group) != 0);
3671 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3672
3673 SceneObjectGroup group = part.ParentGroup;
3674 PhysicsActor pha = group.RootPart.PhysActor;
3675
3676 updatetype updateType = updatetype.none;
3677
3678 if (togroup)
3679 {
3680 // related to group
3681 if ((change & ObjectChangeType.Position) != 0)
3682 {
3683 group.AbsolutePosition = data.position;
3684 updateType = updatetype.groupterse;
3685 }
3686 if ((change & ObjectChangeType.Rotation) != 0)
3687 {
3688 group.RootPart.UpdateRotation(data.rotation);
3689 updateType = updatetype.none;
3690 }
3691 if ((change & ObjectChangeType.Scale) != 0)
3692 {
3693 if (pha != null)
3694 pha.Building = true;
3695
3696 group.GroupResize(data.scale);
3697 updateType = updatetype.none;
3698
3699 if (pha != null)
3700 pha.Building = false;
3701 }
3702 }
3703 else
3704 {
3705 // related to single prim in a link-set ( ie group)
3706 if (pha != null)
3707 pha.Building = true;
3708
3709 // root part is special
3710 // parts offset positions or rotations need to change also
3711
3712 if (part == group.RootPart)
3713 {
3714 if ((change & ObjectChangeType.Position) != 0)
3715 group.UpdateRootPosition(data.position);
3716 if ((change & ObjectChangeType.Rotation) != 0)
3717 group.UpdateRootRotation(data.rotation);
3718 if ((change & ObjectChangeType.Scale) != 0)
3719 part.Resize(data.scale);
3720 }
3721 else
3722 {
3723 if ((change & ObjectChangeType.Position) != 0)
3724 {
3725 part.OffsetPosition = data.position;
3726 updateType = updatetype.partterse;
3727 }
3728 if ((change & ObjectChangeType.Rotation) != 0)
3729 {
3730 part.UpdateRotation(data.rotation);
3731 updateType = updatetype.none;
3732 }
3733 if ((change & ObjectChangeType.Scale) != 0)
3734 {
3735 part.Resize(data.scale);
3736 updateType = updatetype.none;
3737 }
3738 }
3739
3740 if (pha != null)
3741 pha.Building = false;
3742 }
3743
3744 if (updateType != updatetype.none)
3745 {
3746 group.HasGroupChanged = true;
3747
3748 switch (updateType)
3749 {
3750 case updatetype.partterse:
3751 part.ScheduleTerseUpdate();
3752 break;
3753 case updatetype.partfull:
3754 part.ScheduleFullUpdate();
3755 break;
3756 case updatetype.groupterse:
3757 group.ScheduleGroupForTerseUpdate();
3758 break;
3759 case updatetype.groupfull:
3760 group.ScheduleGroupForFullUpdate();
3761 break;
3762 default:
3763 break;
3764 }
3765 }
3766 }
2998 } 3767 }
2999 3768
3000 #endregion 3769 #endregion
@@ -3214,11 +3983,38 @@ namespace OpenSim.Region.Framework.Scenes
3214 } 3983 }
3215 } 3984 }
3216 } 3985 }
3217 3986
3987 public Vector3 GetGeometricCenter()
3988 {
3989 // this is not real geometric center but a average of positions relative to root prim acording to
3990 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
3991 // ignoring tortured prims details since sl also seems to ignore
3992 // so no real use in doing it on physics
3993
3994 Vector3 gc = Vector3.Zero;
3995
3996 int nparts = m_parts.Count;
3997 if (nparts <= 1)
3998 return gc;
3999
4000 SceneObjectPart[] parts = m_parts.GetArray();
4001 nparts = parts.Length; // just in case it changed
4002 if (nparts <= 1)
4003 return gc;
4004
4005 // average all parts positions
4006 for (int i = 0; i < nparts; i++)
4007 gc += parts[i].GetWorldPosition();
4008 gc /= nparts;
4009
4010 // relative to root:
4011 gc -= AbsolutePosition;
4012 return gc;
4013 }
4014
3218 public float GetMass() 4015 public float GetMass()
3219 { 4016 {
3220 float retmass = 0f; 4017 float retmass = 0f;
3221
3222 SceneObjectPart[] parts = m_parts.GetArray(); 4018 SceneObjectPart[] parts = m_parts.GetArray();
3223 for (int i = 0; i < parts.Length; i++) 4019 for (int i = 0; i < parts.Length; i++)
3224 retmass += parts[i].GetMass(); 4020 retmass += parts[i].GetMass();
@@ -3379,6 +4175,14 @@ namespace OpenSim.Region.Framework.Scenes
3379 FromItemID = uuid; 4175 FromItemID = uuid;
3380 } 4176 }
3381 4177
4178 public void ResetOwnerChangeFlag()
4179 {
4180 ForEachPart(delegate(SceneObjectPart part)
4181 {
4182 part.ResetOwnerChangeFlag();
4183 });
4184 }
4185
3382 #endregion 4186 #endregion
3383 } 4187 }
3384} 4188}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4bec2d4..0f7959d 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,6 +122,11 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
125
126 private const scriptEvents PhyscicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
124 130
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 131 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 132
@@ -182,6 +188,15 @@ namespace OpenSim.Region.Framework.Scenes
182 188
183 public uint TimeStampTerse; 189 public uint TimeStampTerse;
184 190
191 // The following two are to hold the attachment data
192 // while an object is inworld
193 [XmlIgnore]
194 public byte AttachPoint = 0;
195
196 [XmlIgnore]
197 public Vector3 AttachOffset = Vector3.Zero;
198
199 [XmlIgnore]
185 public int STATUS_ROTATE_X; 200 public int STATUS_ROTATE_X;
186 201
187 public int STATUS_ROTATE_Y; 202 public int STATUS_ROTATE_Y;
@@ -208,8 +223,7 @@ namespace OpenSim.Region.Framework.Scenes
208 223
209 public Vector3 RotationAxis = Vector3.One; 224 public Vector3 RotationAxis = Vector3.One;
210 225
211 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 226 public bool VolumeDetectActive;
212 // Certainly this must be a persistant setting finally
213 227
214 public bool IsWaitingForFirstSpinUpdatePacket; 228 public bool IsWaitingForFirstSpinUpdatePacket;
215 229
@@ -249,10 +263,10 @@ namespace OpenSim.Region.Framework.Scenes
249 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 263 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
250 private Vector3 m_sitTargetPosition; 264 private Vector3 m_sitTargetPosition;
251 private string m_sitAnimation = "SIT"; 265 private string m_sitAnimation = "SIT";
266 private bool m_occupied; // KF if any av is sitting on this prim
252 private string m_text = String.Empty; 267 private string m_text = String.Empty;
253 private string m_touchName = String.Empty; 268 private string m_touchName = String.Empty;
254 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 269 private UndoRedoState m_UndoRedo = null;
255 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
256 270
257 private bool m_passTouches; 271 private bool m_passTouches;
258 272
@@ -280,7 +294,16 @@ namespace OpenSim.Region.Framework.Scenes
280 protected Vector3 m_lastAcceleration; 294 protected Vector3 m_lastAcceleration;
281 protected Vector3 m_lastAngularVelocity; 295 protected Vector3 m_lastAngularVelocity;
282 protected int m_lastTerseSent; 296 protected int m_lastTerseSent;
283 297 protected float m_buoyancy = 0.0f;
298 protected Vector3 m_force;
299 protected Vector3 m_torque;
300
301 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
302 protected float m_density = 1000.0f; // in kg/m^3
303 protected float m_gravitymod = 1.0f;
304 protected float m_friction = 0.6f; // wood
305 protected float m_bounce = 0.5f; // wood
306
284 /// <summary> 307 /// <summary>
285 /// Stores media texture data 308 /// Stores media texture data
286 /// </summary> 309 /// </summary>
@@ -296,6 +319,17 @@ namespace OpenSim.Region.Framework.Scenes
296 private UUID m_collisionSound; 319 private UUID m_collisionSound;
297 private float m_collisionSoundVolume; 320 private float m_collisionSoundVolume;
298 321
322
323 private SOPVehicle m_vehicle = null;
324
325 private KeyframeMotion m_keyframeMotion = null;
326
327 public KeyframeMotion KeyframeMotion
328 {
329 get; set;
330 }
331
332
299 #endregion Fields 333 #endregion Fields
300 334
301// ~SceneObjectPart() 335// ~SceneObjectPart()
@@ -338,7 +372,7 @@ namespace OpenSim.Region.Framework.Scenes
338 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 372 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
339 Quaternion rotationOffset, Vector3 offsetPosition) : this() 373 Quaternion rotationOffset, Vector3 offsetPosition) : this()
340 { 374 {
341 m_name = "Primitive"; 375 m_name = "Object";
342 376
343 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 377 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
344 LastOwnerID = CreatorID = OwnerID = ownerID; 378 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -378,7 +412,7 @@ namespace OpenSim.Region.Framework.Scenes
378 private uint _ownerMask = (uint)PermissionMask.All; 412 private uint _ownerMask = (uint)PermissionMask.All;
379 private uint _groupMask = (uint)PermissionMask.None; 413 private uint _groupMask = (uint)PermissionMask.None;
380 private uint _everyoneMask = (uint)PermissionMask.None; 414 private uint _everyoneMask = (uint)PermissionMask.None;
381 private uint _nextOwnerMask = (uint)PermissionMask.All; 415 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
382 private PrimFlags _flags = PrimFlags.None; 416 private PrimFlags _flags = PrimFlags.None;
383 private DateTime m_expires; 417 private DateTime m_expires;
384 private DateTime m_rezzed; 418 private DateTime m_rezzed;
@@ -472,12 +506,16 @@ namespace OpenSim.Region.Framework.Scenes
472 } 506 }
473 507
474 /// <value> 508 /// <value>
475 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 509 /// Get the inventory list
476 /// </value> 510 /// </value>
477 public TaskInventoryDictionary TaskInventory 511 public TaskInventoryDictionary TaskInventory
478 { 512 {
479 get { return m_inventory.Items; } 513 get {
480 set { m_inventory.Items = value; } 514 return m_inventory.Items;
515 }
516 set {
517 m_inventory.Items = value;
518 }
481 } 519 }
482 520
483 /// <summary> 521 /// <summary>
@@ -527,20 +565,6 @@ namespace OpenSim.Region.Framework.Scenes
527 } 565 }
528 } 566 }
529 567
530 public byte Material
531 {
532 get { return (byte) m_material; }
533 set
534 {
535 m_material = (Material)value;
536
537 PhysicsActor pa = PhysActor;
538
539 if (pa != null)
540 pa.SetMaterial((int)value);
541 }
542 }
543
544 public bool PassTouches 568 public bool PassTouches
545 { 569 {
546 get { return m_passTouches; } 570 get { return m_passTouches; }
@@ -623,14 +647,12 @@ namespace OpenSim.Region.Framework.Scenes
623 set { m_LoopSoundSlavePrims = value; } 647 set { m_LoopSoundSlavePrims = value; }
624 } 648 }
625 649
626
627 public Byte[] TextureAnimation 650 public Byte[] TextureAnimation
628 { 651 {
629 get { return m_TextureAnimation; } 652 get { return m_TextureAnimation; }
630 set { m_TextureAnimation = value; } 653 set { m_TextureAnimation = value; }
631 } 654 }
632 655
633
634 public Byte[] ParticleSystem 656 public Byte[] ParticleSystem
635 { 657 {
636 get { return m_particleSystem; } 658 get { return m_particleSystem; }
@@ -667,8 +689,12 @@ namespace OpenSim.Region.Framework.Scenes
667 { 689 {
668 // If this is a linkset, we don't want the physics engine mucking up our group position here. 690 // If this is a linkset, we don't want the physics engine mucking up our group position here.
669 PhysicsActor actor = PhysActor; 691 PhysicsActor actor = PhysActor;
670 if (actor != null && ParentID == 0) 692 if (ParentID == 0)
671 m_groupPosition = actor.Position; 693 {
694 if (actor != null)
695 m_groupPosition = actor.Position;
696 return m_groupPosition;
697 }
672 698
673 if (ParentGroup.IsAttachment) 699 if (ParentGroup.IsAttachment)
674 { 700 {
@@ -677,12 +703,14 @@ namespace OpenSim.Region.Framework.Scenes
677 return sp.AbsolutePosition; 703 return sp.AbsolutePosition;
678 } 704 }
679 705
706 // use root prim's group position. Physics may have updated it
707 if (ParentGroup.RootPart != this)
708 m_groupPosition = ParentGroup.RootPart.GroupPosition;
680 return m_groupPosition; 709 return m_groupPosition;
681 } 710 }
682 set 711 set
683 { 712 {
684 m_groupPosition = value; 713 m_groupPosition = value;
685
686 PhysicsActor actor = PhysActor; 714 PhysicsActor actor = PhysActor;
687 if (actor != null) 715 if (actor != null)
688 { 716 {
@@ -708,16 +736,6 @@ namespace OpenSim.Region.Framework.Scenes
708 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 736 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
709 } 737 }
710 } 738 }
711
712 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
713 if (SitTargetAvatar != UUID.Zero)
714 {
715 ScenePresence avatar;
716 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
717 {
718 avatar.ParentPosition = GetWorldPosition();
719 }
720 }
721 } 739 }
722 } 740 }
723 741
@@ -726,7 +744,7 @@ namespace OpenSim.Region.Framework.Scenes
726 get { return m_offsetPosition; } 744 get { return m_offsetPosition; }
727 set 745 set
728 { 746 {
729// StoreUndoState(); 747 Vector3 oldpos = m_offsetPosition;
730 m_offsetPosition = value; 748 m_offsetPosition = value;
731 749
732 if (ParentGroup != null && !ParentGroup.IsDeleted) 750 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -741,7 +759,22 @@ namespace OpenSim.Region.Framework.Scenes
741 if (ParentGroup.Scene != null) 759 if (ParentGroup.Scene != null)
742 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 760 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
743 } 761 }
762
763 if (!m_parentGroup.m_dupeInProgress)
764 {
765 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
766 foreach (ScenePresence av in avs)
767 {
768 if (av.ParentID == m_localId)
769 {
770 Vector3 offset = (m_offsetPosition - oldpos);
771 av.AbsolutePosition += offset;
772 av.SendAvatarDataToAllAgents();
773 }
774 }
775 }
744 } 776 }
777 TriggerScriptChangedEvent(Changed.POSITION);
745 } 778 }
746 } 779 }
747 780
@@ -790,7 +823,7 @@ namespace OpenSim.Region.Framework.Scenes
790 823
791 set 824 set
792 { 825 {
793 StoreUndoState(); 826// StoreUndoState();
794 m_rotationOffset = value; 827 m_rotationOffset = value;
795 828
796 PhysicsActor actor = PhysActor; 829 PhysicsActor actor = PhysActor;
@@ -878,7 +911,7 @@ namespace OpenSim.Region.Framework.Scenes
878 get 911 get
879 { 912 {
880 PhysicsActor actor = PhysActor; 913 PhysicsActor actor = PhysActor;
881 if ((actor != null) && actor.IsPhysical) 914 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
882 { 915 {
883 m_angularVelocity = actor.RotationalVelocity; 916 m_angularVelocity = actor.RotationalVelocity;
884 } 917 }
@@ -890,7 +923,16 @@ namespace OpenSim.Region.Framework.Scenes
890 /// <summary></summary> 923 /// <summary></summary>
891 public Vector3 Acceleration 924 public Vector3 Acceleration
892 { 925 {
893 get { return m_acceleration; } 926 get
927 {
928 PhysicsActor actor = PhysActor;
929 if (actor != null)
930 {
931 m_acceleration = actor.Acceleration;
932 }
933 return m_acceleration;
934 }
935
894 set { m_acceleration = value; } 936 set { m_acceleration = value; }
895 } 937 }
896 938
@@ -947,7 +989,10 @@ namespace OpenSim.Region.Framework.Scenes
947 public PrimitiveBaseShape Shape 989 public PrimitiveBaseShape Shape
948 { 990 {
949 get { return m_shape; } 991 get { return m_shape; }
950 set { m_shape = value;} 992 set
993 {
994 m_shape = value;
995 }
951 } 996 }
952 997
953 /// <summary> 998 /// <summary>
@@ -960,7 +1005,6 @@ namespace OpenSim.Region.Framework.Scenes
960 { 1005 {
961 if (m_shape != null) 1006 if (m_shape != null)
962 { 1007 {
963 StoreUndoState();
964 1008
965 m_shape.Scale = value; 1009 m_shape.Scale = value;
966 1010
@@ -987,6 +1031,7 @@ namespace OpenSim.Region.Framework.Scenes
987 } 1031 }
988 1032
989 public UpdateRequired UpdateFlag { get; set; } 1033 public UpdateRequired UpdateFlag { get; set; }
1034 public bool UpdatePhysRequired { get; set; }
990 1035
991 /// <summary> 1036 /// <summary>
992 /// Used for media on a prim. 1037 /// Used for media on a prim.
@@ -1027,10 +1072,7 @@ namespace OpenSim.Region.Framework.Scenes
1027 { 1072 {
1028 get 1073 get
1029 { 1074 {
1030 if (ParentGroup.IsAttachment) 1075 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1031 return GroupPosition;
1032
1033 return m_offsetPosition + m_groupPosition;
1034 } 1076 }
1035 } 1077 }
1036 1078
@@ -1208,6 +1250,13 @@ namespace OpenSim.Region.Framework.Scenes
1208 _flags = value; 1250 _flags = value;
1209 } 1251 }
1210 } 1252 }
1253
1254 [XmlIgnore]
1255 public bool IsOccupied // KF If an av is sittingon this prim
1256 {
1257 get { return m_occupied; }
1258 set { m_occupied = value; }
1259 }
1211 1260
1212 /// <summary> 1261 /// <summary>
1213 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero 1262 /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero
@@ -1267,6 +1316,316 @@ namespace OpenSim.Region.Framework.Scenes
1267 set { m_collisionSoundVolume = value; } 1316 set { m_collisionSoundVolume = value; }
1268 } 1317 }
1269 1318
1319 public float Buoyancy
1320 {
1321 get
1322 {
1323 if (ParentGroup.RootPart == this)
1324 return m_buoyancy;
1325
1326 return ParentGroup.RootPart.Buoyancy;
1327 }
1328 set
1329 {
1330 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1331 {
1332 ParentGroup.RootPart.Buoyancy = value;
1333 return;
1334 }
1335 m_buoyancy = value;
1336 if (PhysActor != null)
1337 PhysActor.Buoyancy = value;
1338 }
1339 }
1340
1341 public Vector3 Force
1342 {
1343 get
1344 {
1345 if (ParentGroup.RootPart == this)
1346 return m_force;
1347
1348 return ParentGroup.RootPart.Force;
1349 }
1350
1351 set
1352 {
1353 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1354 {
1355 ParentGroup.RootPart.Force = value;
1356 return;
1357 }
1358 m_force = value;
1359 if (PhysActor != null)
1360 PhysActor.Force = value;
1361 }
1362 }
1363
1364 public Vector3 Torque
1365 {
1366 get
1367 {
1368 if (ParentGroup.RootPart == this)
1369 return m_torque;
1370
1371 return ParentGroup.RootPart.Torque;
1372 }
1373
1374 set
1375 {
1376 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1377 {
1378 ParentGroup.RootPart.Torque = value;
1379 return;
1380 }
1381 m_torque = value;
1382 if (PhysActor != null)
1383 PhysActor.Torque = value;
1384 }
1385 }
1386
1387 public byte Material
1388 {
1389 get { return (byte)m_material; }
1390 set
1391 {
1392 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1393 {
1394 bool update = false;
1395
1396 if (m_material != (Material)value)
1397 {
1398 update = true;
1399 m_material = (Material)value;
1400 }
1401
1402 if (m_friction != SOPMaterialData.friction(m_material))
1403 {
1404 update = true;
1405 m_friction = SOPMaterialData.friction(m_material);
1406 }
1407
1408 if (m_bounce != SOPMaterialData.bounce(m_material))
1409 {
1410 update = true;
1411 m_bounce = SOPMaterialData.bounce(m_material);
1412 }
1413
1414 if (update)
1415 {
1416 if (PhysActor != null)
1417 {
1418 PhysActor.SetMaterial((int)value);
1419 }
1420 if(ParentGroup != null)
1421 ParentGroup.HasGroupChanged = true;
1422 ScheduleFullUpdateIfNone();
1423 UpdatePhysRequired = true;
1424 }
1425 }
1426 }
1427 }
1428
1429 // not a propriety to move to methods place later
1430 private bool HasMesh()
1431 {
1432 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1433 return true;
1434 return false;
1435 }
1436
1437 // not a propriety to move to methods place later
1438 public byte DefaultPhysicsShapeType()
1439 {
1440 byte type;
1441
1442 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1443 type = (byte)PhysShapeType.convex;
1444 else
1445 type = (byte)PhysShapeType.prim;
1446
1447 return type;
1448 }
1449
1450 [XmlIgnore]
1451 public bool UsesComplexCost
1452 {
1453 get
1454 {
1455 byte pst = PhysicsShapeType;
1456 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1457 return true;
1458 return false;
1459 }
1460 }
1461
1462 [XmlIgnore]
1463 public float PhysicsCost
1464 {
1465 get
1466 {
1467 if(PhysicsShapeType == (byte)PhysShapeType.none)
1468 return 0;
1469
1470 float cost = 0.1f;
1471 if (PhysActor != null)
1472// cost += PhysActor.Cost;
1473
1474 if ((Flags & PrimFlags.Physics) != 0)
1475 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1476 return cost;
1477 }
1478 }
1479
1480 [XmlIgnore]
1481 public float StreamingCost
1482 {
1483 get
1484 {
1485
1486
1487 return 0.1f;
1488 }
1489 }
1490
1491 [XmlIgnore]
1492 public float SimulationCost
1493 {
1494 get
1495 {
1496 // ignoring scripts. Don't like considering them for this
1497 if((Flags & PrimFlags.Physics) != 0)
1498 return 1.0f;
1499
1500 return 0.5f;
1501 }
1502 }
1503
1504 public byte PhysicsShapeType
1505 {
1506 get { return m_physicsShapeType; }
1507 set
1508 {
1509 byte oldv = m_physicsShapeType;
1510
1511 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1512 {
1513 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1514 m_physicsShapeType = DefaultPhysicsShapeType();
1515 else
1516 m_physicsShapeType = value;
1517 }
1518 else
1519 m_physicsShapeType = DefaultPhysicsShapeType();
1520
1521 if (m_physicsShapeType != oldv && ParentGroup != null)
1522 {
1523 if (m_physicsShapeType == (byte)PhysShapeType.none)
1524 {
1525 if (PhysActor != null)
1526 {
1527 Velocity = new Vector3(0, 0, 0);
1528 Acceleration = new Vector3(0, 0, 0);
1529 if (ParentGroup.RootPart == this)
1530 AngularVelocity = new Vector3(0, 0, 0);
1531 ParentGroup.Scene.RemovePhysicalPrim(1);
1532 RemoveFromPhysics();
1533 }
1534 }
1535 else if (PhysActor == null)
1536 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1537 else
1538 {
1539 PhysActor.PhysicsShapeType = m_physicsShapeType;
1540 if (Shape.SculptEntry)
1541 CheckSculptAndLoad();
1542 }
1543
1544 if (ParentGroup != null)
1545 ParentGroup.HasGroupChanged = true;
1546 }
1547
1548 if (m_physicsShapeType != value)
1549 {
1550 UpdatePhysRequired = true;
1551 }
1552 }
1553 }
1554
1555 public float Density // in kg/m^3
1556 {
1557 get { return m_density; }
1558 set
1559 {
1560 if (value >=1 && value <= 22587.0)
1561 {
1562 m_density = value;
1563 UpdatePhysRequired = true;
1564 }
1565
1566 ScheduleFullUpdateIfNone();
1567
1568 if (ParentGroup != null)
1569 ParentGroup.HasGroupChanged = true;
1570 }
1571 }
1572
1573 public float GravityModifier
1574 {
1575 get { return m_gravitymod; }
1576 set
1577 {
1578 if( value >= -1 && value <=28.0f)
1579 {
1580 m_gravitymod = value;
1581 UpdatePhysRequired = true;
1582 }
1583
1584 ScheduleFullUpdateIfNone();
1585
1586 if (ParentGroup != null)
1587 ParentGroup.HasGroupChanged = true;
1588
1589 }
1590 }
1591
1592 public float Friction
1593 {
1594 get { return m_friction; }
1595 set
1596 {
1597 if (value >= 0 && value <= 255.0f)
1598 {
1599 m_friction = value;
1600 UpdatePhysRequired = true;
1601 }
1602
1603 ScheduleFullUpdateIfNone();
1604
1605 if (ParentGroup != null)
1606 ParentGroup.HasGroupChanged = true;
1607 }
1608 }
1609
1610 public float Bounciness
1611 {
1612 get { return m_bounce; }
1613 set
1614 {
1615 if (value >= 0 && value <= 1.0f)
1616 {
1617 m_bounce = value;
1618 UpdatePhysRequired = true;
1619 }
1620
1621 ScheduleFullUpdateIfNone();
1622
1623 if (ParentGroup != null)
1624 ParentGroup.HasGroupChanged = true;
1625 }
1626 }
1627
1628
1270 #endregion Public Properties with only Get 1629 #endregion Public Properties with only Get
1271 1630
1272 private uint ApplyMask(uint val, bool set, uint mask) 1631 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1432,7 +1791,7 @@ namespace OpenSim.Region.Framework.Scenes
1432 impulse = newimpulse; 1791 impulse = newimpulse;
1433 } 1792 }
1434 1793
1435 ParentGroup.applyAngularImpulse(impulse); 1794 ParentGroup.ApplyAngularImpulse(impulse);
1436 } 1795 }
1437 1796
1438 /// <summary> 1797 /// <summary>
@@ -1442,20 +1801,24 @@ namespace OpenSim.Region.Framework.Scenes
1442 /// </summary> 1801 /// </summary>
1443 /// <param name="impulsei">Vector force</param> 1802 /// <param name="impulsei">Vector force</param>
1444 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1803 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1445 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1804
1805 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1806 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1446 { 1807 {
1447 Vector3 impulse = impulsei; 1808 Vector3 torque = torquei;
1448 1809
1449 if (localGlobalTF) 1810 if (localGlobalTF)
1450 { 1811 {
1812/*
1451 Quaternion grot = GetWorldRotation(); 1813 Quaternion grot = GetWorldRotation();
1452 Quaternion AXgrot = grot; 1814 Quaternion AXgrot = grot;
1453 Vector3 AXimpulsei = impulsei; 1815 Vector3 AXimpulsei = impulsei;
1454 Vector3 newimpulse = AXimpulsei * AXgrot; 1816 Vector3 newimpulse = AXimpulsei * AXgrot;
1455 impulse = newimpulse; 1817 */
1818 torque *= GetWorldRotation();
1456 } 1819 }
1457 1820
1458 ParentGroup.setAngularImpulse(impulse); 1821 Torque = torque;
1459 } 1822 }
1460 1823
1461 /// <summary> 1824 /// <summary>
@@ -1463,17 +1826,23 @@ namespace OpenSim.Region.Framework.Scenes
1463 /// </summary> 1826 /// </summary>
1464 /// <param name="rootObjectFlags"></param> 1827 /// <param name="rootObjectFlags"></param>
1465 /// <param name="VolumeDetectActive"></param> 1828 /// <param name="VolumeDetectActive"></param>
1466 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1829 /// <param name="building"></param>
1830
1831 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1467 { 1832 {
1833 VolumeDetectActive = _VolumeDetectActive;
1834
1468 if (!ParentGroup.Scene.CollidablePrims) 1835 if (!ParentGroup.Scene.CollidablePrims)
1469 return; 1836 return;
1470 1837
1471// m_log.DebugFormat( 1838 if (PhysicsShapeType == (byte)PhysShapeType.none)
1472// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1839 return;
1473// Name, LocalId, UUID, m_physicalPrim); 1840
1841 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1842 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1474 1843
1475 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1844 if (_VolumeDetectActive)
1476 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1845 isPhantom = true;
1477 1846
1478 if (IsJoint()) 1847 if (IsJoint())
1479 { 1848 {
@@ -1481,22 +1850,11 @@ namespace OpenSim.Region.Framework.Scenes
1481 } 1850 }
1482 else 1851 else
1483 { 1852 {
1484 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1853 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1485 if (VolumeDetectActive) 1854 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1486 isPhantom = false; 1855 AddToPhysics(isPhysical, isPhantom, building, true);
1487 1856 else
1488 // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition 1857 PhysActor = null; // just to be sure
1489 // or flexible
1490 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1491 {
1492 // Added clarification.. since A rigid body is an object that you can kick around, etc.
1493 bool rigidBody = isPhysical && !isPhantom;
1494
1495 PhysicsActor pa = AddToPhysics(rigidBody);
1496
1497 if (pa != null)
1498 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1499 }
1500 } 1858 }
1501 } 1859 }
1502 1860
@@ -1548,6 +1906,11 @@ namespace OpenSim.Region.Framework.Scenes
1548 dupe.Category = Category; 1906 dupe.Category = Category;
1549 dupe.m_rezzed = m_rezzed; 1907 dupe.m_rezzed = m_rezzed;
1550 1908
1909 dupe.m_UndoRedo = null;
1910
1911 dupe.IgnoreUndoUpdate = false;
1912 dupe.Undoing = false;
1913
1551 dupe.m_inventory = new SceneObjectPartInventory(dupe); 1914 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1552 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 1915 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1553 1916
@@ -1563,6 +1926,7 @@ namespace OpenSim.Region.Framework.Scenes
1563 1926
1564 // Move afterwards ResetIDs as it clears the localID 1927 // Move afterwards ResetIDs as it clears the localID
1565 dupe.LocalId = localID; 1928 dupe.LocalId = localID;
1929
1566 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1930 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1567 dupe.LastOwnerID = OwnerID; 1931 dupe.LastOwnerID = OwnerID;
1568 1932
@@ -1582,6 +1946,9 @@ namespace OpenSim.Region.Framework.Scenes
1582 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1946 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1583 } 1947 }
1584 1948
1949 if (dupe.PhysActor != null)
1950 dupe.PhysActor.LocalID = localID;
1951
1585 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1952 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1586 1953
1587// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1954// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1701,6 +2068,7 @@ namespace OpenSim.Region.Framework.Scenes
1701 2068
1702 /// <summary> 2069 /// <summary>
1703 /// Do a physics propery update for this part. 2070 /// Do a physics propery update for this part.
2071 /// now also updates phantom and volume detector
1704 /// </summary> 2072 /// </summary>
1705 /// <param name="UsePhysics"></param> 2073 /// <param name="UsePhysics"></param>
1706 /// <param name="isNew"></param> 2074 /// <param name="isNew"></param>
@@ -1726,61 +2094,69 @@ namespace OpenSim.Region.Framework.Scenes
1726 { 2094 {
1727 if (pa.IsPhysical) // implies UsePhysics==false for this block 2095 if (pa.IsPhysical) // implies UsePhysics==false for this block
1728 { 2096 {
1729 if (!isNew) 2097 if (!isNew) // implies UsePhysics==false for this block
2098 {
1730 ParentGroup.Scene.RemovePhysicalPrim(1); 2099 ParentGroup.Scene.RemovePhysicalPrim(1);
1731 2100
1732 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2101 Velocity = new Vector3(0, 0, 0);
1733 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2102 Acceleration = new Vector3(0, 0, 0);
1734 pa.delink(); 2103 if (ParentGroup.RootPart == this)
2104 AngularVelocity = new Vector3(0, 0, 0);
1735 2105
1736 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2106 if (pa.Phantom && !VolumeDetectActive)
1737 { 2107 {
1738 // destroy all joints connected to this now deactivated body 2108 RemoveFromPhysics();
1739 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2109 return;
1740 } 2110 }
1741 2111
1742 // stop client-side interpolation of all joint proxy objects that have just been deleted 2112 pa.IsPhysical = UsePhysics;
1743 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2113 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1744 // which stops client-side interpolation of deactivated joint proxy objects. 2114 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2115 pa.delink();
2116 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2117 {
2118 // destroy all joints connected to this now deactivated body
2119 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2120 }
2121 }
1745 } 2122 }
1746 2123
1747 if (!UsePhysics && !isNew) 2124 if (pa.IsPhysical != UsePhysics)
1748 { 2125 pa.IsPhysical = UsePhysics;
1749 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1750 // prim still has velocity and continues to interpolate its position along the old
1751 // velocity-vector.
1752 Velocity = new Vector3(0, 0, 0);
1753 Acceleration = new Vector3(0, 0, 0);
1754 AngularVelocity = new Vector3(0, 0, 0);
1755 //RotationalVelocity = new Vector3(0, 0, 0);
1756 }
1757 2126
1758 pa.IsPhysical = UsePhysics; 2127 if (UsePhysics)
2128 {
2129 if (ParentGroup.RootPart.KeyframeMotion != null)
2130 ParentGroup.RootPart.KeyframeMotion.Stop();
2131 ParentGroup.RootPart.KeyframeMotion = null;
2132 ParentGroup.Scene.AddPhysicalPrim(1);
1759 2133
1760 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2134 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1761 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2135 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1762 /// that's not wholesome. Had to make Scene public
1763 //PhysActor = null;
1764 2136
1765 if ((Flags & PrimFlags.Phantom) == 0) 2137 if (ParentID != 0 && ParentID != LocalId)
1766 {
1767 if (UsePhysics)
1768 { 2138 {
1769 ParentGroup.Scene.AddPhysicalPrim(1); 2139 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1770 2140
1771 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2141 if (parentPa != null)
1772 pa.OnOutOfBounds += PhysicsOutOfBounds;
1773 if (ParentID != 0 && ParentID != LocalId)
1774 { 2142 {
1775 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2143 pa.link(parentPa);
1776
1777 if (parentPa != null)
1778 {
1779 pa.link(parentPa);
1780 }
1781 } 2144 }
1782 } 2145 }
1783 } 2146 }
2147 }
2148
2149 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2150 if (pa.Phantom != phan)
2151 pa.Phantom = phan;
2152
2153// some engines dont' have this check still
2154// if (VolumeDetectActive != pa.IsVolumeDtc)
2155 {
2156 if (VolumeDetectActive)
2157 pa.SetVolumeDetect(1);
2158 else
2159 pa.SetVolumeDetect(0);
1784 } 2160 }
1785 2161
1786 // 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
@@ -1899,15 +2275,29 @@ namespace OpenSim.Region.Framework.Scenes
1899 2275
1900 public Vector3 GetGeometricCenter() 2276 public Vector3 GetGeometricCenter()
1901 { 2277 {
1902 PhysicsActor pa = PhysActor; 2278 // this is not real geometric center but a average of positions relative to root prim acording to
1903 2279 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1904 if (pa != null) 2280 // ignoring tortured prims details since sl also seems to ignore
1905 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2281 // so no real use in doing it on physics
1906 else 2282 if (ParentGroup.IsDeleted)
1907 return new Vector3(0, 0, 0); 2283 return new Vector3(0, 0, 0);
2284
2285 return ParentGroup.GetGeometricCenter();
2286
2287 /*
2288 PhysicsActor pa = PhysActor;
2289
2290 if (pa != null)
2291 {
2292 Vector3 vtmp = pa.CenterOfMass;
2293 return vtmp;
2294 }
2295 else
2296 return new Vector3(0, 0, 0);
2297 */
1908 } 2298 }
1909 2299
1910 public float GetMass() 2300 public float GetMass()
1911 { 2301 {
1912 PhysicsActor pa = PhysActor; 2302 PhysicsActor pa = PhysActor;
1913 2303
@@ -1919,12 +2309,7 @@ namespace OpenSim.Region.Framework.Scenes
1919 2309
1920 public Vector3 GetForce() 2310 public Vector3 GetForce()
1921 { 2311 {
1922 PhysicsActor pa = PhysActor; 2312 return Force;
1923
1924 if (pa != null)
1925 return pa.Force;
1926 else
1927 return Vector3.Zero;
1928 } 2313 }
1929 2314
1930 /// <summary> 2315 /// <summary>
@@ -2560,9 +2945,9 @@ namespace OpenSim.Region.Framework.Scenes
2560 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2945 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2561 2946
2562 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2947 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2563 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2948 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2564 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2949 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2565 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2950 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2566 { 2951 {
2567 ParentGroup.AbsolutePosition = newpos; 2952 ParentGroup.AbsolutePosition = newpos;
2568 return; 2953 return;
@@ -2584,17 +2969,18 @@ namespace OpenSim.Region.Framework.Scenes
2584 //Trys to fetch sound id from prim's inventory. 2969 //Trys to fetch sound id from prim's inventory.
2585 //Prim's inventory doesn't support non script items yet 2970 //Prim's inventory doesn't support non script items yet
2586 2971
2587 lock (TaskInventory) 2972 TaskInventory.LockItemsForRead(true);
2973
2974 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2588 { 2975 {
2589 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2976 if (item.Value.Name == sound)
2590 { 2977 {
2591 if (item.Value.Name == sound) 2978 soundID = item.Value.ItemID;
2592 { 2979 break;
2593 soundID = item.Value.ItemID;
2594 break;
2595 }
2596 } 2980 }
2597 } 2981 }
2982
2983 TaskInventory.LockItemsForRead(false);
2598 } 2984 }
2599 2985
2600 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2986 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2717,6 +3103,19 @@ namespace OpenSim.Region.Framework.Scenes
2717 APIDTarget = Quaternion.Identity; 3103 APIDTarget = Quaternion.Identity;
2718 } 3104 }
2719 3105
3106
3107
3108 public void ScheduleFullUpdateIfNone()
3109 {
3110 if (ParentGroup == null)
3111 return;
3112
3113// ??? ParentGroup.HasGroupChanged = true;
3114
3115 if (UpdateFlag != UpdateRequired.FULL)
3116 ScheduleFullUpdate();
3117 }
3118
2720 /// <summary> 3119 /// <summary>
2721 /// Schedules this prim for a full update 3120 /// Schedules this prim for a full update
2722 /// </summary> 3121 /// </summary>
@@ -2918,8 +3317,8 @@ namespace OpenSim.Region.Framework.Scenes
2918 { 3317 {
2919 const float ROTATION_TOLERANCE = 0.01f; 3318 const float ROTATION_TOLERANCE = 0.01f;
2920 const float VELOCITY_TOLERANCE = 0.001f; 3319 const float VELOCITY_TOLERANCE = 0.001f;
2921 const float POSITION_TOLERANCE = 0.05f; 3320 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2922 const int TIME_MS_TOLERANCE = 3000; 3321 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2923 3322
2924 switch (UpdateFlag) 3323 switch (UpdateFlag)
2925 { 3324 {
@@ -2981,17 +3380,16 @@ namespace OpenSim.Region.Framework.Scenes
2981 if (!UUID.TryParse(sound, out soundID)) 3380 if (!UUID.TryParse(sound, out soundID))
2982 { 3381 {
2983 // search sound file from inventory 3382 // search sound file from inventory
2984 lock (TaskInventory) 3383 TaskInventory.LockItemsForRead(true);
3384 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2985 { 3385 {
2986 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3386 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2987 { 3387 {
2988 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3388 soundID = item.Value.ItemID;
2989 { 3389 break;
2990 soundID = item.Value.ItemID;
2991 break;
2992 }
2993 } 3390 }
2994 } 3391 }
3392 TaskInventory.LockItemsForRead(false);
2995 } 3393 }
2996 3394
2997 if (soundID == UUID.Zero) 3395 if (soundID == UUID.Zero)
@@ -3076,10 +3474,13 @@ namespace OpenSim.Region.Framework.Scenes
3076 3474
3077 public void SetBuoyancy(float fvalue) 3475 public void SetBuoyancy(float fvalue)
3078 { 3476 {
3079 PhysicsActor pa = PhysActor; 3477 Buoyancy = fvalue;
3080 3478/*
3081 if (pa != null) 3479 if (PhysActor != null)
3082 pa.Buoyancy = fvalue; 3480 {
3481 PhysActor.Buoyancy = fvalue;
3482 }
3483 */
3083 } 3484 }
3084 3485
3085 public void SetDieAtEdge(bool p) 3486 public void SetDieAtEdge(bool p)
@@ -3095,47 +3496,111 @@ namespace OpenSim.Region.Framework.Scenes
3095 PhysicsActor pa = PhysActor; 3496 PhysicsActor pa = PhysActor;
3096 3497
3097 if (pa != null) 3498 if (pa != null)
3098 pa.FloatOnWater = floatYN == 1; 3499 pa.FloatOnWater = (floatYN == 1);
3099 } 3500 }
3100 3501
3101 public void SetForce(Vector3 force) 3502 public void SetForce(Vector3 force)
3102 { 3503 {
3103 PhysicsActor pa = PhysActor; 3504 Force = force;
3505 }
3104 3506
3105 if (pa != null) 3507 public SOPVehicle sopVehicle
3106 pa.Force = force; 3508 {
3509 get
3510 {
3511 return m_vehicle;
3512 }
3513 set
3514 {
3515 m_vehicle = value;
3516 }
3517 }
3518
3519
3520 public int VehicleType
3521 {
3522 get
3523 {
3524 if (m_vehicle == null)
3525 return (int)Vehicle.TYPE_NONE;
3526 else
3527 return (int)m_vehicle.Type;
3528 }
3529 set
3530 {
3531 SetVehicleType(value);
3532 }
3107 } 3533 }
3108 3534
3109 public void SetVehicleType(int type) 3535 public void SetVehicleType(int type)
3110 { 3536 {
3111 PhysicsActor pa = PhysActor; 3537 m_vehicle = null;
3538
3539 if (type == (int)Vehicle.TYPE_NONE)
3540 {
3541 if (_parentID ==0 && PhysActor != null)
3542 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3543 return;
3544 }
3545 m_vehicle = new SOPVehicle();
3546 m_vehicle.ProcessTypeChange((Vehicle)type);
3547 {
3548 if (_parentID ==0 && PhysActor != null)
3549 PhysActor.VehicleType = type;
3550 return;
3551 }
3552 }
3112 3553
3113 if (pa != null) 3554 public void SetVehicleFlags(int param, bool remove)
3114 pa.VehicleType = type; 3555 {
3556 if (m_vehicle == null)
3557 return;
3558
3559 m_vehicle.ProcessVehicleFlags(param, remove);
3560
3561 if (_parentID ==0 && PhysActor != null)
3562 {
3563 PhysActor.VehicleFlags(param, remove);
3564 }
3115 } 3565 }
3116 3566
3117 public void SetVehicleFloatParam(int param, float value) 3567 public void SetVehicleFloatParam(int param, float value)
3118 { 3568 {
3119 PhysicsActor pa = PhysActor; 3569 if (m_vehicle == null)
3570 return;
3120 3571
3121 if (pa != null) 3572 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
3122 pa.VehicleFloatParam(param, value); 3573
3574 if (_parentID == 0 && PhysActor != null)
3575 {
3576 PhysActor.VehicleFloatParam(param, value);
3577 }
3123 } 3578 }
3124 3579
3125 public void SetVehicleVectorParam(int param, Vector3 value) 3580 public void SetVehicleVectorParam(int param, Vector3 value)
3126 { 3581 {
3127 PhysicsActor pa = PhysActor; 3582 if (m_vehicle == null)
3583 return;
3128 3584
3129 if (pa != null) 3585 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
3130 pa.VehicleVectorParam(param, value); 3586
3587 if (_parentID == 0 && PhysActor != null)
3588 {
3589 PhysActor.VehicleVectorParam(param, value);
3590 }
3131 } 3591 }
3132 3592
3133 public void SetVehicleRotationParam(int param, Quaternion rotation) 3593 public void SetVehicleRotationParam(int param, Quaternion rotation)
3134 { 3594 {
3135 PhysicsActor pa = PhysActor; 3595 if (m_vehicle == null)
3596 return;
3136 3597
3137 if (pa != null) 3598 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
3138 pa.VehicleRotationParam(param, rotation); 3599
3600 if (_parentID == 0 && PhysActor != null)
3601 {
3602 PhysActor.VehicleRotationParam(param, rotation);
3603 }
3139 } 3604 }
3140 3605
3141 /// <summary> 3606 /// <summary>
@@ -3319,13 +3784,6 @@ namespace OpenSim.Region.Framework.Scenes
3319 hasProfileCut = hasDimple; // is it the same thing? 3784 hasProfileCut = hasDimple; // is it the same thing?
3320 } 3785 }
3321 3786
3322 public void SetVehicleFlags(int param, bool remove)
3323 {
3324 if (PhysActor != null)
3325 {
3326 PhysActor.VehicleFlags(param, remove);
3327 }
3328 }
3329 3787
3330 public void SetGroup(UUID groupID, IClientAPI client) 3788 public void SetGroup(UUID groupID, IClientAPI client)
3331 { 3789 {
@@ -3428,68 +3886,18 @@ namespace OpenSim.Region.Framework.Scenes
3428 //ParentGroup.ScheduleGroupForFullUpdate(); 3886 //ParentGroup.ScheduleGroupForFullUpdate();
3429 } 3887 }
3430 3888
3431 public void StoreUndoState() 3889 public void StoreUndoState(ObjectChangeType change)
3432 { 3890 {
3433 StoreUndoState(false); 3891 if (m_UndoRedo == null)
3434 } 3892 m_UndoRedo = new UndoRedoState(5);
3435 3893
3436 public void StoreUndoState(bool forGroup) 3894 lock (m_UndoRedo)
3437 {
3438 if (!Undoing)
3439 { 3895 {
3440 if (!IgnoreUndoUpdate) 3896 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3441 { 3897 {
3442 if (ParentGroup != null) 3898 m_UndoRedo.StoreUndo(this, change);
3443 {
3444 lock (m_undo)
3445 {
3446 if (m_undo.Count > 0)
3447 {
3448 UndoState last = m_undo.Peek();
3449 if (last != null)
3450 {
3451 // TODO: May need to fix for group comparison
3452 if (last.Compare(this))
3453 {
3454 // m_log.DebugFormat(
3455 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3456 // Name, LocalId, m_undo.Count);
3457
3458 return;
3459 }
3460 }
3461 }
3462
3463 // m_log.DebugFormat(
3464 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3465 // Name, LocalId, forGroup, m_undo.Count);
3466
3467 if (ParentGroup.GetSceneMaxUndo() > 0)
3468 {
3469 UndoState nUndo = new UndoState(this, forGroup);
3470
3471 m_undo.Push(nUndo);
3472
3473 if (m_redo.Count > 0)
3474 m_redo.Clear();
3475
3476 // m_log.DebugFormat(
3477 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3478 // Name, LocalId, forGroup, m_undo.Count);
3479 }
3480 }
3481 }
3482 } 3899 }
3483// else
3484// {
3485// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3486// }
3487 } 3900 }
3488// else
3489// {
3490// m_log.DebugFormat(
3491// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3492// }
3493 } 3901 }
3494 3902
3495 /// <summary> 3903 /// <summary>
@@ -3499,84 +3907,46 @@ namespace OpenSim.Region.Framework.Scenes
3499 { 3907 {
3500 get 3908 get
3501 { 3909 {
3502 lock (m_undo) 3910 if (m_UndoRedo == null)
3503 return m_undo.Count; 3911 return 0;
3912 return m_UndoRedo.Count;
3504 } 3913 }
3505 } 3914 }
3506 3915
3507 public void Undo() 3916 public void Undo()
3508 { 3917 {
3509 lock (m_undo) 3918 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3510 { 3919 return;
3511// m_log.DebugFormat(
3512// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3513// Name, LocalId, m_undo.Count);
3514
3515 if (m_undo.Count > 0)
3516 {
3517 UndoState goback = m_undo.Pop();
3518
3519 if (goback != null)
3520 {
3521 UndoState nUndo = null;
3522
3523 if (ParentGroup.GetSceneMaxUndo() > 0)
3524 {
3525 nUndo = new UndoState(this, goback.ForGroup);
3526 }
3527
3528 goback.PlaybackState(this);
3529
3530 if (nUndo != null)
3531 m_redo.Push(nUndo);
3532 }
3533 }
3534 3920
3535// m_log.DebugFormat( 3921 lock (m_UndoRedo)
3536// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3922 {
3537// Name, LocalId, m_undo.Count); 3923 Undoing = true;
3924 m_UndoRedo.Undo(this);
3925 Undoing = false;
3538 } 3926 }
3539 } 3927 }
3540 3928
3541 public void Redo() 3929 public void Redo()
3542 { 3930 {
3543 lock (m_undo) 3931 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3544 { 3932 return;
3545// m_log.DebugFormat(
3546// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3547// Name, LocalId, m_redo.Count);
3548
3549 if (m_redo.Count > 0)
3550 {
3551 UndoState gofwd = m_redo.Pop();
3552
3553 if (gofwd != null)
3554 {
3555 if (ParentGroup.GetSceneMaxUndo() > 0)
3556 {
3557 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3558
3559 m_undo.Push(nUndo);
3560 }
3561
3562 gofwd.PlayfwdState(this);
3563 }
3564 3933
3565// m_log.DebugFormat( 3934 lock (m_UndoRedo)
3566// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3935 {
3567// Name, LocalId, m_redo.Count); 3936 Undoing = true;
3568 } 3937 m_UndoRedo.Redo(this);
3938 Undoing = false;
3569 } 3939 }
3570 } 3940 }
3571 3941
3572 public void ClearUndoState() 3942 public void ClearUndoState()
3573 { 3943 {
3574// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3944 if (m_UndoRedo == null || Undoing)
3945 return;
3575 3946
3576 lock (m_undo) 3947 lock (m_UndoRedo)
3577 { 3948 {
3578 m_undo.Clear(); 3949 m_UndoRedo.Clear();
3579 m_redo.Clear();
3580 } 3950 }
3581 } 3951 }
3582 3952
@@ -4206,6 +4576,27 @@ namespace OpenSim.Region.Framework.Scenes
4206 } 4576 }
4207 } 4577 }
4208 4578
4579
4580 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4581 {
4582 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4583 return;
4584
4585 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4586 {
4587 PhysicsShapeType = (byte)physdata.PhysShapeType;
4588
4589 }
4590
4591 if(Density != physdata.Density)
4592 Density = physdata.Density;
4593 if(GravityModifier != physdata.GravitationModifier)
4594 GravityModifier = physdata.GravitationModifier;
4595 if(Friction != physdata.Friction)
4596 Friction = physdata.Friction;
4597 if(Bounciness != physdata.Bounce)
4598 Bounciness = physdata.Bounce;
4599 }
4209 /// <summary> 4600 /// <summary>
4210 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4601 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
4211 /// </summary> 4602 /// </summary>
@@ -4213,7 +4604,7 @@ namespace OpenSim.Region.Framework.Scenes
4213 /// <param name="SetTemporary"></param> 4604 /// <param name="SetTemporary"></param>
4214 /// <param name="SetPhantom"></param> 4605 /// <param name="SetPhantom"></param>
4215 /// <param name="SetVD"></param> 4606 /// <param name="SetVD"></param>
4216 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4607 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
4217 { 4608 {
4218 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4609 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
4219 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4610 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -4223,219 +4614,205 @@ namespace OpenSim.Region.Framework.Scenes
4223 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4614 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
4224 return; 4615 return;
4225 4616
4226 PhysicsActor pa = PhysActor; 4617 VolumeDetectActive = SetVD;
4227
4228 // Special cases for VD. VD can only be called from a script
4229 // and can't be combined with changes to other states. So we can rely
4230 // that...
4231 // ... if VD is changed, all others are not.
4232 // ... if one of the others is changed, VD is not.
4233 if (SetVD) // VD is active, special logic applies
4234 {
4235 // State machine logic for VolumeDetect
4236 // More logic below
4237 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
4238 4618
4239 if (phanReset) // Phantom changes from on to off switch VD off too 4619 // volume detector implies phantom
4240 { 4620 if (VolumeDetectActive)
4241 SetVD = false; // Switch it of for the course of this routine
4242 VolumeDetectActive = false; // and also permanently
4243
4244 if (pa != null)
4245 pa.SetVolumeDetect(0); // Let physics know about it too
4246 }
4247 else
4248 {
4249 // If volumedetect is active we don't want phantom to be applied.
4250 // If this is a new call to VD out of the state "phantom"
4251 // this will also cause the prim to be visible to physics
4252 SetPhantom = false;
4253 }
4254 }
4255
4256 if (UsePhysics && IsJoint())
4257 {
4258 SetPhantom = true; 4621 SetPhantom = true;
4259 }
4260 4622
4261 if (UsePhysics) 4623 if (UsePhysics)
4262 {
4263 AddFlag(PrimFlags.Physics); 4624 AddFlag(PrimFlags.Physics);
4264 if (!wasUsingPhysics)
4265 {
4266 DoPhysicsPropertyUpdate(UsePhysics, false);
4267
4268 if (!ParentGroup.IsDeleted)
4269 {
4270 if (LocalId == ParentGroup.RootPart.LocalId)
4271 {
4272 ParentGroup.CheckSculptAndLoad();
4273 }
4274 }
4275 }
4276 }
4277 else 4625 else
4278 {
4279 RemFlag(PrimFlags.Physics); 4626 RemFlag(PrimFlags.Physics);
4280 if (wasUsingPhysics)
4281 {
4282 DoPhysicsPropertyUpdate(UsePhysics, false);
4283 }
4284 }
4285 4627
4286 if (SetPhantom 4628 if (SetPhantom)
4287 || ParentGroup.IsAttachment
4288 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
4289 {
4290 AddFlag(PrimFlags.Phantom); 4629 AddFlag(PrimFlags.Phantom);
4630 else
4631 RemFlag(PrimFlags.Phantom);
4291 4632
4292 if (PhysActor != null) 4633 if (SetTemporary)
4634 AddFlag(PrimFlags.TemporaryOnRez);
4635 else
4636 RemFlag(PrimFlags.TemporaryOnRez);
4637
4638
4639 if (ParentGroup.Scene == null)
4640 return;
4641
4642 PhysicsActor pa = PhysActor;
4643
4644 if (pa != null && building && pa.Building != building)
4645 pa.Building = building;
4646
4647 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4648 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4649 {
4650 if (pa != null)
4293 { 4651 {
4652 ParentGroup.Scene.RemovePhysicalPrim(1);
4294 RemoveFromPhysics(); 4653 RemoveFromPhysics();
4295 pa = null;
4296 } 4654 }
4655
4656 Velocity = new Vector3(0, 0, 0);
4657 Acceleration = new Vector3(0, 0, 0);
4658 if (ParentGroup.RootPart == this)
4659 AngularVelocity = new Vector3(0, 0, 0);
4297 } 4660 }
4298 else // Not phantom 4661 else
4299 { 4662 {
4300 RemFlag(PrimFlags.Phantom); 4663 if (ParentGroup.Scene.CollidablePrims)
4301
4302 if (ParentGroup.Scene == null)
4303 return;
4304
4305 if (ParentGroup.Scene.CollidablePrims && pa == null)
4306 { 4664 {
4307 pa = AddToPhysics(UsePhysics); 4665 if (pa == null)
4308
4309 if (pa != null)
4310 { 4666 {
4311 pa.SetMaterial(Material); 4667 AddToPhysics(UsePhysics, SetPhantom, building , false);
4312 DoPhysicsPropertyUpdate(UsePhysics, true); 4668 pa = PhysActor;
4313 4669
4314 if (!ParentGroup.IsDeleted) 4670 if (pa != null)
4315 { 4671 {
4316 if (LocalId == ParentGroup.RootPart.LocalId) 4672 if (
4673// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4674// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4675// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4676// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4677// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4678// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4679 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4680// (CollisionSound != UUID.Zero)
4681 )
4317 { 4682 {
4318 ParentGroup.CheckSculptAndLoad(); 4683 pa.OnCollisionUpdate += PhysicsCollision;
4684 pa.SubscribeEvents(1000);
4319 } 4685 }
4320 } 4686 }
4321
4322 if (
4323 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4324 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4325 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4326 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4327 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4328 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4329 (CollisionSound != UUID.Zero)
4330 )
4331 {
4332 pa.OnCollisionUpdate += PhysicsCollision;
4333 pa.SubscribeEvents(1000);
4334 }
4335 } 4687 }
4336 } 4688 else // it already has a physical representation
4337 else // it already has a physical representation
4338 {
4339 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4340
4341 if (!ParentGroup.IsDeleted)
4342 { 4689 {
4343 if (LocalId == ParentGroup.RootPart.LocalId) 4690 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4344 { 4691 /* moved into DoPhysicsPropertyUpdate
4345 ParentGroup.CheckSculptAndLoad(); 4692 if(VolumeDetectActive)
4346 } 4693 pa.SetVolumeDetect(1);
4694 else
4695 pa.SetVolumeDetect(0);
4696 */
4697 if (pa.Building != building)
4698 pa.Building = building;
4347 } 4699 }
4348 } 4700 }
4349 } 4701 }
4350
4351 if (SetVD)
4352 {
4353 // If the above logic worked (this is urgent candidate to unit tests!)
4354 // we now have a physicsactor.
4355 // Defensive programming calls for a check here.
4356 // Better would be throwing an exception that could be catched by a unit test as the internal
4357 // logic should make sure, this Physactor is always here.
4358 if (pa != null)
4359 {
4360 pa.SetVolumeDetect(1);
4361 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4362 VolumeDetectActive = true;
4363 }
4364 }
4365 else
4366 {
4367 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4368 // (mumbles, well, at least if you have infinte CPU powers :-))
4369 if (pa != null)
4370 pa.SetVolumeDetect(0);
4371
4372 VolumeDetectActive = false;
4373 }
4374
4375 if (SetTemporary)
4376 {
4377 AddFlag(PrimFlags.TemporaryOnRez);
4378 }
4379 else
4380 {
4381 RemFlag(PrimFlags.TemporaryOnRez);
4382 }
4383 4702
4384 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4703 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4385 4704
4705 // and last in case we have a new actor and not building
4706
4386 if (ParentGroup != null) 4707 if (ParentGroup != null)
4387 { 4708 {
4388 ParentGroup.HasGroupChanged = true; 4709 ParentGroup.HasGroupChanged = true;
4389 ScheduleFullUpdate(); 4710 ScheduleFullUpdate();
4390 } 4711 }
4391 4712
4392// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4713// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4393 } 4714 }
4394 4715
4395 /// <summary> 4716 /// <summary>
4396 /// Adds this part to the physics scene. 4717 /// Adds this part to the physics scene.
4718 /// and sets the PhysActor property
4397 /// </summary> 4719 /// </summary>
4398 /// <remarks>This method also sets the PhysActor property.</remarks> 4720 /// <param name="isPhysical">Add this prim as physical.</param>
4399 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4721 /// <param name="isPhantom">Add this prim as phantom.</param>
4400 /// <returns> 4722 /// <param name="building">tells physics to delay full construction of object</param>
4401 /// The physics actor. null if there was a failure. 4723 /// <param name="applyDynamics">applies velocities, force and torque</param>
4402 /// </returns> 4724 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4403 private PhysicsActor AddToPhysics(bool rigidBody) 4725 {
4404 {
4405 PhysicsActor pa; 4726 PhysicsActor pa;
4406 4727
4728 Vector3 velocity = Velocity;
4729 Vector3 rotationalVelocity = AngularVelocity;;
4730
4407 try 4731 try
4408 { 4732 {
4409 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4733 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4410 string.Format("{0}/{1}", Name, UUID), 4734 string.Format("{0}/{1}", Name, UUID),
4411 Shape, 4735 Shape,
4412 AbsolutePosition, 4736 AbsolutePosition,
4413 Scale, 4737 Scale,
4414 RotationOffset, 4738 GetWorldRotation(),
4415 rigidBody, 4739 isPhysical,
4416 m_localId); 4740 isPhantom,
4741 PhysicsShapeType,
4742 m_localId);
4417 } 4743 }
4418 catch 4744 catch (Exception ex)
4419 { 4745 {
4420 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4746 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4421 pa = null; 4747 pa = null;
4422 } 4748 }
4423 4749
4424 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4425 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4426 // being set.
4427 PhysActor = pa;
4428
4429 // Basic Physics can also return null as well as an exception catch.
4430 if (pa != null) 4750 if (pa != null)
4431 { 4751 {
4432 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4752 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4433 pa.SetMaterial(Material); 4753 pa.SetMaterial(Material);
4434 DoPhysicsPropertyUpdate(rigidBody, true); 4754
4755 if (VolumeDetectActive) // change if not the default only
4756 pa.SetVolumeDetect(1);
4757
4758 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4759 m_vehicle.SetVehicle(pa);
4760
4761 // we are going to tell rest of code about physics so better have this here
4762 PhysActor = pa;
4763
4764 // DoPhysicsPropertyUpdate(isPhysical, true);
4765 // lets expand it here just with what it really needs to do
4766
4767 if (isPhysical)
4768 {
4769 if (ParentGroup.RootPart.KeyframeMotion != null)
4770 ParentGroup.RootPart.KeyframeMotion.Stop();
4771 ParentGroup.RootPart.KeyframeMotion = null;
4772 ParentGroup.Scene.AddPhysicalPrim(1);
4773
4774 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4775 pa.OnOutOfBounds += PhysicsOutOfBounds;
4776
4777 if (ParentID != 0 && ParentID != LocalId)
4778 {
4779 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4780
4781 if (parentPa != null)
4782 {
4783 pa.link(parentPa);
4784 }
4785 }
4786 }
4787
4788 if (applyDynamics)
4789 // do independent of isphysical so parameters get setted (at least some)
4790 {
4791 Velocity = velocity;
4792 AngularVelocity = rotationalVelocity;
4793 pa.Velocity = velocity;
4794 pa.RotationalVelocity = rotationalVelocity;
4795
4796 // if not vehicle and root part apply force and torque
4797 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4798 && LocalId == ParentGroup.RootPart.LocalId)
4799 {
4800 pa.Force = Force;
4801 pa.Torque = Torque;
4802 }
4803 }
4804
4805 if (Shape.SculptEntry)
4806 CheckSculptAndLoad();
4807 else
4808 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4809
4810 if (!building)
4811 pa.Building = false;
4435 } 4812 }
4436 4813
4437 return pa; 4814 PhysActor = pa;
4438 } 4815 }
4439 4816
4440 /// <summary> 4817 /// <summary>
4441 /// This removes the part from the physics scene. 4818 /// This removes the part from the physics scene.
@@ -4642,33 +5019,28 @@ namespace OpenSim.Region.Framework.Scenes
4642 } 5019 }
4643 5020
4644 PhysicsActor pa = PhysActor; 5021 PhysicsActor pa = PhysActor;
4645 5022 if (pa != null)
4646 if (
4647 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4648 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4649 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4650 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4651 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4652 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4653 (CollisionSound != UUID.Zero)
4654 )
4655 { 5023 {
4656 // subscribe to physics updates. 5024 if (
4657 if (pa != null) 5025// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
5026// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
5027// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
5028// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
5029// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
5030// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
5031 ((AggregateScriptEvents & PhyscicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
5032 )
4658 { 5033 {
5034 // subscribe to physics updates.
4659 pa.OnCollisionUpdate += PhysicsCollision; 5035 pa.OnCollisionUpdate += PhysicsCollision;
4660 pa.SubscribeEvents(1000); 5036 pa.SubscribeEvents(1000);
4661 } 5037 }
4662 } 5038 else
4663 else
4664 {
4665 if (pa != null)
4666 { 5039 {
4667 pa.UnSubscribeEvents(); 5040 pa.UnSubscribeEvents();
4668 pa.OnCollisionUpdate -= PhysicsCollision; 5041 pa.OnCollisionUpdate -= PhysicsCollision;
4669 } 5042 }
4670 } 5043 }
4671
4672 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5044 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4673 //{ 5045 //{
4674 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting; 5046 // ParentGroup.Scene.EventManager.OnScriptTimerEvent += handleTimerAccounting;
@@ -4795,5 +5167,17 @@ namespace OpenSim.Region.Framework.Scenes
4795 Color color = Color; 5167 Color color = Color;
4796 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5168 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4797 } 5169 }
5170
5171 public void ResetOwnerChangeFlag()
5172 {
5173 List<UUID> inv = Inventory.GetInventoryList();
5174
5175 foreach (UUID itemID in inv)
5176 {
5177 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5178 item.OwnerChanged = false;
5179 Inventory.UpdateInventoryItem(item, false, false);
5180 }
5181 }
4798 } 5182 }
4799} 5183}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index aacad98..36cb09a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,11 +87,14 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
91 m_inventorySerial++; 96 m_inventorySerial++;
97 QueryScriptStates();
92 } 98 }
93 } 99 }
94 100
@@ -123,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
123 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
124 { 130 {
125 if (null == m_part) 131 if (null == m_part)
126 return; 132 m_items.LockItemsForWrite(true);
127 133
128 lock (m_items) 134 if (Items.Count == 0)
129 { 135 {
130 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
131 return; 137 return;
138 }
132 139
133 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
134 m_items.Clear(); 141 Items.Clear();
135 142
136 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
137 { 144 {
138 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
139 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
140 }
141 } 147 }
148 m_items.LockItemsForWrite(false);
142 } 149 }
143 150
144 public void ResetObjectID() 151 public void ResetObjectID()
145 { 152 {
146 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
147 { 156 {
148 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
149 Items.Clear(); 158 return;
150
151 foreach (TaskInventoryItem item in items)
152 {
153 item.ParentPartID = m_part.UUID;
154 item.ParentID = m_part.UUID;
155 Items.Add(item.ItemID, item);
156 }
157 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
158 } 171 }
159 172
160 /// <summary> 173 /// <summary>
@@ -163,12 +176,11 @@ namespace OpenSim.Region.Framework.Scenes
163 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
164 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
165 { 178 {
166 lock (Items) 179 m_items.LockItemsForWrite(true);
180 if (0 == Items.Count)
167 { 181 {
168 if (0 == Items.Count) 182 m_items.LockItemsForWrite(false);
169 { 183 return;
170 return;
171 }
172 } 184 }
173 185
174 HasInventoryChanged = true; 186 HasInventoryChanged = true;
@@ -184,6 +196,7 @@ namespace OpenSim.Region.Framework.Scenes
184 item.PermsGranter = UUID.Zero; 196 item.PermsGranter = UUID.Zero;
185 item.OwnerChanged = true; 197 item.OwnerChanged = true;
186 } 198 }
199 m_items.LockItemsForWrite(false);
187 } 200 }
188 201
189 /// <summary> 202 /// <summary>
@@ -192,12 +205,11 @@ namespace OpenSim.Region.Framework.Scenes
192 /// <param name="groupID"></param> 205 /// <param name="groupID"></param>
193 public void ChangeInventoryGroup(UUID groupID) 206 public void ChangeInventoryGroup(UUID groupID)
194 { 207 {
195 lock (Items) 208 m_items.LockItemsForWrite(true);
209 if (0 == Items.Count)
196 { 210 {
197 if (0 == Items.Count) 211 m_items.LockItemsForWrite(false);
198 { 212 return;
199 return;
200 }
201 } 213 }
202 214
203 // Don't let this set the HasGroupChanged flag for attachments 215 // Don't let this set the HasGroupChanged flag for attachments
@@ -209,12 +221,45 @@ namespace OpenSim.Region.Framework.Scenes
209 m_part.ParentGroup.HasGroupChanged = true; 221 m_part.ParentGroup.HasGroupChanged = true;
210 } 222 }
211 223
212 List<TaskInventoryItem> items = GetInventoryItems(); 224 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
213 foreach (TaskInventoryItem item in items) 225 foreach (TaskInventoryItem item in items)
214 { 226 {
215 if (groupID != item.GroupID) 227 if (groupID != item.GroupID)
228 {
216 item.GroupID = groupID; 229 item.GroupID = groupID;
230 }
231 }
232 m_items.LockItemsForWrite(false);
233 }
234
235 private void QueryScriptStates()
236 {
237 if (m_part == null || m_part.ParentGroup == null)
238 return;
239
240 IScriptModule[] engines = m_part.ParentGroup.Scene.RequestModuleInterfaces<IScriptModule>();
241 if (engines == null) // No engine at all
242 return;
243
244 Items.LockItemsForRead(true);
245 foreach (TaskInventoryItem item in Items.Values)
246 {
247 if (item.InvType == (int)InventoryType.LSL)
248 {
249 foreach (IScriptModule e in engines)
250 {
251 bool running;
252
253 if (e.HasScript(item.ItemID, out running))
254 {
255 item.ScriptRunning = running;
256 break;
257 }
258 }
259 }
217 } 260 }
261
262 Items.LockItemsForRead(false);
218 } 263 }
219 264
220 /// <summary> 265 /// <summary>
@@ -257,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
257 { 302 {
258 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
259 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
260 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
261 } 309 }
262 310
263 /// <summary> 311 /// <summary>
@@ -271,7 +319,10 @@ namespace OpenSim.Region.Framework.Scenes
271// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 319// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
272 320
273 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 321 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
322 {
323 StoreScriptError(item.ItemID, "no permission");
274 return; 324 return;
325 }
275 326
276 m_part.AddFlag(PrimFlags.Scripted); 327 m_part.AddFlag(PrimFlags.Scripted);
277 328
@@ -280,14 +331,13 @@ namespace OpenSim.Region.Framework.Scenes
280 if (stateSource == 2 && // Prim crossing 331 if (stateSource == 2 && // Prim crossing
281 m_part.ParentGroup.Scene.m_trustBinaries) 332 m_part.ParentGroup.Scene.m_trustBinaries)
282 { 333 {
283 lock (m_items) 334 m_items.LockItemsForWrite(true);
284 { 335 m_items[item.ItemID].PermsMask = 0;
285 m_items[item.ItemID].PermsMask = 0; 336 m_items[item.ItemID].PermsGranter = UUID.Zero;
286 m_items[item.ItemID].PermsGranter = UUID.Zero; 337 m_items.LockItemsForWrite(false);
287 }
288
289 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 338 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
290 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 339 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
340 StoreScriptErrors(item.ItemID, null);
291 m_part.ParentGroup.AddActiveScriptCount(1); 341 m_part.ParentGroup.AddActiveScriptCount(1);
292 m_part.ScheduleFullUpdate(); 342 m_part.ScheduleFullUpdate();
293 return; 343 return;
@@ -296,6 +346,8 @@ namespace OpenSim.Region.Framework.Scenes
296 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString()); 346 AssetBase asset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
297 if (null == asset) 347 if (null == asset)
298 { 348 {
349 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
350 StoreScriptError(item.ItemID, msg);
299 m_log.ErrorFormat( 351 m_log.ErrorFormat(
300 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found", 352 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
301 item.Name, item.ItemID, m_part.AbsolutePosition, 353 item.Name, item.ItemID, m_part.AbsolutePosition,
@@ -306,16 +358,21 @@ namespace OpenSim.Region.Framework.Scenes
306 if (m_part.ParentGroup.m_savedScriptState != null) 358 if (m_part.ParentGroup.m_savedScriptState != null)
307 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 359 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
308 360
309 lock (m_items) 361 m_items.LockItemsForWrite(true);
310 { 362
311 m_items[item.ItemID].OldItemID = item.OldItemID; 363 m_items[item.ItemID].OldItemID = item.OldItemID;
312 m_items[item.ItemID].PermsMask = 0; 364 m_items[item.ItemID].PermsMask = 0;
313 m_items[item.ItemID].PermsGranter = UUID.Zero; 365 m_items[item.ItemID].PermsGranter = UUID.Zero;
314 }
315 366
367 m_items.LockItemsForWrite(false);
368
316 string script = Utils.BytesToString(asset.Data); 369 string script = Utils.BytesToString(asset.Data);
317 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 370 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
318 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 371 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
372 StoreScriptErrors(item.ItemID, null);
373 if (!item.ScriptRunning)
374 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
375 m_part.LocalId, item.ItemID);
319 m_part.ParentGroup.AddActiveScriptCount(1); 376 m_part.ParentGroup.AddActiveScriptCount(1);
320 m_part.ScheduleFullUpdate(); 377 m_part.ScheduleFullUpdate();
321 } 378 }
@@ -386,20 +443,146 @@ namespace OpenSim.Region.Framework.Scenes
386 443
387 /// <summary> 444 /// <summary>
388 /// Start a script which is in this prim's inventory. 445 /// Start a script which is in this prim's inventory.
446 /// Some processing may occur in the background, but this routine returns asap.
389 /// </summary> 447 /// </summary>
390 /// <param name="itemId"> 448 /// <param name="itemId">
391 /// A <see cref="UUID"/> 449 /// A <see cref="UUID"/>
392 /// </param> 450 /// </param>
393 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 451 public void CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
394 { 452 {
395 TaskInventoryItem item = GetInventoryItem(itemId); 453 lock (m_scriptErrors)
396 if (item != null) 454 {
397 CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 455 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
456 m_scriptErrors.Remove(itemId);
457 }
458 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
459 }
460
461 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
462 {
463 m_items.LockItemsForRead(true);
464 if (m_items.ContainsKey(itemId))
465 {
466 if (m_items.ContainsKey(itemId))
467 {
468 m_items.LockItemsForRead(false);
469 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
470 }
471 else
472 {
473 m_items.LockItemsForRead(false);
474 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
475 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
476 StoreScriptError(itemId, msg);
477 m_log.ErrorFormat(
478 "[PRIM INVENTORY]: " +
479 "Couldn't start script with ID {0} since it {1}", itemId, msg);
480 }
481 }
398 else 482 else
483 {
484 m_items.LockItemsForRead(false);
485 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
486 StoreScriptError(itemId, msg);
399 m_log.ErrorFormat( 487 m_log.ErrorFormat(
400 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 488 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
401 itemId, m_part.Name, m_part.UUID, 489 itemId, m_part.Name, m_part.UUID,
402 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 490 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
491 }
492
493 }
494
495 /// <summary>
496 /// Start a script which is in this prim's inventory and return any compilation error messages.
497 /// </summary>
498 /// <param name="itemId">
499 /// A <see cref="UUID"/>
500 /// </param>
501 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
502 {
503 ArrayList errors;
504
505 // Indicate to CreateScriptInstanceInternal() we want it to
506 // post any compilation/loading error messages
507 lock (m_scriptErrors)
508 {
509 m_scriptErrors[itemId] = null;
510 }
511
512 // Perform compilation/loading
513 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
514
515 // Wait for and retrieve any errors
516 lock (m_scriptErrors)
517 {
518 while ((errors = m_scriptErrors[itemId]) == null)
519 {
520 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
521 {
522 m_log.ErrorFormat(
523 "[PRIM INVENTORY]: " +
524 "timedout waiting for script {0} errors", itemId);
525 errors = m_scriptErrors[itemId];
526 if (errors == null)
527 {
528 errors = new ArrayList(1);
529 errors.Add("timedout waiting for errors");
530 }
531 break;
532 }
533 }
534 m_scriptErrors.Remove(itemId);
535 }
536 return errors;
537 }
538
539 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
540 private void StoreScriptErrors(UUID itemId, ArrayList errors)
541 {
542 lock (m_scriptErrors)
543 {
544 // If compilation/loading initiated via CreateScriptInstance(),
545 // it does not want the errors, so just get out
546 if (!m_scriptErrors.ContainsKey(itemId))
547 {
548 return;
549 }
550
551 // Initiated via CreateScriptInstanceEr(), if we know what the
552 // errors are, save them and wake CreateScriptInstanceEr().
553 if (errors != null)
554 {
555 m_scriptErrors[itemId] = errors;
556 System.Threading.Monitor.PulseAll(m_scriptErrors);
557 return;
558 }
559 }
560
561 // Initiated via CreateScriptInstanceEr() but we don't know what
562 // the errors are yet, so retrieve them from the script engine.
563 // This may involve some waiting internal to GetScriptErrors().
564 errors = GetScriptErrors(itemId);
565
566 // Get a default non-null value to indicate success.
567 if (errors == null)
568 {
569 errors = new ArrayList();
570 }
571
572 // Post to CreateScriptInstanceEr() and wake it up
573 lock (m_scriptErrors)
574 {
575 m_scriptErrors[itemId] = errors;
576 System.Threading.Monitor.PulseAll(m_scriptErrors);
577 }
578 }
579
580 // Like StoreScriptErrors(), but just posts a single string message
581 private void StoreScriptError(UUID itemId, string message)
582 {
583 ArrayList errors = new ArrayList(1);
584 errors.Add(message);
585 StoreScriptErrors(itemId, errors);
403 } 586 }
404 587
405 /// <summary> 588 /// <summary>
@@ -412,15 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
412 /// </param> 595 /// </param>
413 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 596 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
414 { 597 {
415 bool scriptPresent = false; 598 if (m_items.ContainsKey(itemId))
416
417 lock (m_items)
418 {
419 if (m_items.ContainsKey(itemId))
420 scriptPresent = true;
421 }
422
423 if (scriptPresent)
424 { 599 {
425 if (!sceneObjectBeingDeleted) 600 if (!sceneObjectBeingDeleted)
426 m_part.RemoveScriptEvents(itemId); 601 m_part.RemoveScriptEvents(itemId);
@@ -445,14 +620,16 @@ namespace OpenSim.Region.Framework.Scenes
445 /// <returns></returns> 620 /// <returns></returns>
446 private bool InventoryContainsName(string name) 621 private bool InventoryContainsName(string name)
447 { 622 {
448 lock (m_items) 623 m_items.LockItemsForRead(true);
624 foreach (TaskInventoryItem item in m_items.Values)
449 { 625 {
450 foreach (TaskInventoryItem item in m_items.Values) 626 if (item.Name == name)
451 { 627 {
452 if (item.Name == name) 628 m_items.LockItemsForRead(false);
453 return true; 629 return true;
454 } 630 }
455 } 631 }
632 m_items.LockItemsForRead(false);
456 return false; 633 return false;
457 } 634 }
458 635
@@ -494,8 +671,9 @@ namespace OpenSim.Region.Framework.Scenes
494 /// <param name="item"></param> 671 /// <param name="item"></param>
495 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 672 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
496 { 673 {
497 List<TaskInventoryItem> il = GetInventoryItems(); 674 m_items.LockItemsForRead(true);
498 675 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
676 m_items.LockItemsForRead(false);
499 foreach (TaskInventoryItem i in il) 677 foreach (TaskInventoryItem i in il)
500 { 678 {
501 if (i.Name == item.Name) 679 if (i.Name == item.Name)
@@ -533,14 +711,14 @@ namespace OpenSim.Region.Framework.Scenes
533 item.Name = name; 711 item.Name = name;
534 item.GroupID = m_part.GroupID; 712 item.GroupID = m_part.GroupID;
535 713
536 lock (m_items) 714 m_items.LockItemsForWrite(true);
537 m_items.Add(item.ItemID, item); 715 m_items.Add(item.ItemID, item);
538 716 m_items.LockItemsForWrite(false);
539 if (allowedDrop) 717 if (allowedDrop)
540 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 718 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
541 else 719 else
542 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 720 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
543 721
544 m_inventorySerial++; 722 m_inventorySerial++;
545 //m_inventorySerial += 2; 723 //m_inventorySerial += 2;
546 HasInventoryChanged = true; 724 HasInventoryChanged = true;
@@ -556,15 +734,15 @@ namespace OpenSim.Region.Framework.Scenes
556 /// <param name="items"></param> 734 /// <param name="items"></param>
557 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 735 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
558 { 736 {
559 lock (m_items) 737 m_items.LockItemsForWrite(true);
738 foreach (TaskInventoryItem item in items)
560 { 739 {
561 foreach (TaskInventoryItem item in items) 740 m_items.Add(item.ItemID, item);
562 { 741// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
563 m_items.Add(item.ItemID, item);
564// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
565 }
566 m_inventorySerial++;
567 } 742 }
743 m_items.LockItemsForWrite(false);
744
745 m_inventorySerial++;
568 } 746 }
569 747
570 /// <summary> 748 /// <summary>
@@ -575,10 +753,9 @@ namespace OpenSim.Region.Framework.Scenes
575 public TaskInventoryItem GetInventoryItem(UUID itemId) 753 public TaskInventoryItem GetInventoryItem(UUID itemId)
576 { 754 {
577 TaskInventoryItem item; 755 TaskInventoryItem item;
578 756 m_items.LockItemsForRead(true);
579 lock (m_items) 757 m_items.TryGetValue(itemId, out item);
580 m_items.TryGetValue(itemId, out item); 758 m_items.LockItemsForRead(false);
581
582 return item; 759 return item;
583 } 760 }
584 761
@@ -594,15 +771,16 @@ namespace OpenSim.Region.Framework.Scenes
594 { 771 {
595 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 772 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
596 773
597 lock (m_items) 774 m_items.LockItemsForRead(true);
775
776 foreach (TaskInventoryItem item in m_items.Values)
598 { 777 {
599 foreach (TaskInventoryItem item in m_items.Values) 778 if (item.Name == name)
600 { 779 items.Add(item);
601 if (item.Name == name)
602 items.Add(item);
603 }
604 } 780 }
605 781
782 m_items.LockItemsForRead(false);
783
606 return items; 784 return items;
607 } 785 }
608 786
@@ -621,6 +799,9 @@ namespace OpenSim.Region.Framework.Scenes
621 string xmlData = Utils.BytesToString(rezAsset.Data); 799 string xmlData = Utils.BytesToString(rezAsset.Data);
622 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 800 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
623 801
802 group.RootPart.AttachPoint = group.RootPart.Shape.State;
803 group.RootPart.AttachOffset = group.AbsolutePosition;
804
624 group.ResetIDs(); 805 group.ResetIDs();
625 806
626 SceneObjectPart rootPart = group.GetPart(group.UUID); 807 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -695,8 +876,9 @@ namespace OpenSim.Region.Framework.Scenes
695 876
696 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 877 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
697 { 878 {
698 TaskInventoryItem it = GetInventoryItem(item.ItemID); 879 m_items.LockItemsForWrite(true);
699 if (it != null) 880
881 if (m_items.ContainsKey(item.ItemID))
700 { 882 {
701// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 883// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
702 884
@@ -709,14 +891,10 @@ namespace OpenSim.Region.Framework.Scenes
709 item.GroupID = m_part.GroupID; 891 item.GroupID = m_part.GroupID;
710 892
711 if (item.AssetID == UUID.Zero) 893 if (item.AssetID == UUID.Zero)
712 item.AssetID = it.AssetID; 894 item.AssetID = m_items[item.ItemID].AssetID;
713 895
714 lock (m_items) 896 m_items[item.ItemID] = item;
715 { 897 m_inventorySerial++;
716 m_items[item.ItemID] = item;
717 m_inventorySerial++;
718 }
719
720 if (fireScriptEvents) 898 if (fireScriptEvents)
721 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 899 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
722 900
@@ -725,7 +903,7 @@ namespace OpenSim.Region.Framework.Scenes
725 HasInventoryChanged = true; 903 HasInventoryChanged = true;
726 m_part.ParentGroup.HasGroupChanged = true; 904 m_part.ParentGroup.HasGroupChanged = true;
727 } 905 }
728 906 m_items.LockItemsForWrite(false);
729 return true; 907 return true;
730 } 908 }
731 else 909 else
@@ -736,8 +914,9 @@ namespace OpenSim.Region.Framework.Scenes
736 item.ItemID, m_part.Name, m_part.UUID, 914 item.ItemID, m_part.Name, m_part.UUID,
737 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 915 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
738 } 916 }
739 return false; 917 m_items.LockItemsForWrite(false);
740 918
919 return false;
741 } 920 }
742 921
743 /// <summary> 922 /// <summary>
@@ -748,43 +927,59 @@ namespace OpenSim.Region.Framework.Scenes
748 /// in this prim's inventory.</returns> 927 /// in this prim's inventory.</returns>
749 public int RemoveInventoryItem(UUID itemID) 928 public int RemoveInventoryItem(UUID itemID)
750 { 929 {
751 TaskInventoryItem item = GetInventoryItem(itemID); 930 m_items.LockItemsForRead(true);
752 if (item != null) 931
932 if (m_items.ContainsKey(itemID))
753 { 933 {
754 int type = m_items[itemID].InvType; 934 int type = m_items[itemID].InvType;
935 m_items.LockItemsForRead(false);
755 if (type == 10) // Script 936 if (type == 10) // Script
756 { 937 {
757 m_part.RemoveScriptEvents(itemID);
758 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 938 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
759 } 939 }
940 m_items.LockItemsForWrite(true);
760 m_items.Remove(itemID); 941 m_items.Remove(itemID);
942 m_items.LockItemsForWrite(false);
761 m_inventorySerial++; 943 m_inventorySerial++;
762 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 944 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
763 945
764 HasInventoryChanged = true; 946 HasInventoryChanged = true;
765 m_part.ParentGroup.HasGroupChanged = true; 947 m_part.ParentGroup.HasGroupChanged = true;
766 948
767 if (!ContainsScripts()) 949 int scriptcount = 0;
950 m_items.LockItemsForRead(true);
951 foreach (TaskInventoryItem item in m_items.Values)
952 {
953 if (item.Type == 10)
954 {
955 scriptcount++;
956 }
957 }
958 m_items.LockItemsForRead(false);
959
960
961 if (scriptcount <= 0)
962 {
768 m_part.RemFlag(PrimFlags.Scripted); 963 m_part.RemFlag(PrimFlags.Scripted);
964 }
769 965
770 m_part.ScheduleFullUpdate(); 966 m_part.ScheduleFullUpdate();
771 967
772 return type; 968 return type;
773
774 } 969 }
775 else 970 else
776 { 971 {
972 m_items.LockItemsForRead(false);
777 m_log.ErrorFormat( 973 m_log.ErrorFormat(
778 "[PRIM INVENTORY]: " + 974 "[PRIM INVENTORY]: " +
779 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 975 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
780 itemID, m_part.Name, m_part.UUID, 976 itemID, m_part.Name, m_part.UUID);
781 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
782 } 977 }
783 978
784 return -1; 979 return -1;
785 } 980 }
786 981
787 private bool CreateInventoryFile() 982 private bool CreateInventoryFileName()
788 { 983 {
789// m_log.DebugFormat( 984// m_log.DebugFormat(
790// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 985// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -793,116 +988,125 @@ namespace OpenSim.Region.Framework.Scenes
793 if (m_inventoryFileName == String.Empty || 988 if (m_inventoryFileName == String.Empty ||
794 m_inventoryFileNameSerial < m_inventorySerial) 989 m_inventoryFileNameSerial < m_inventorySerial)
795 { 990 {
796 // Something changed, we need to create a new file
797 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 991 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
798 m_inventoryFileNameSerial = m_inventorySerial; 992 m_inventoryFileNameSerial = m_inventorySerial;
799 993
800 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero); 994 return true;
995 }
996
997 return false;
998 }
999
1000 /// <summary>
1001 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
1002 /// </summary>
1003 /// <param name="xferManager"></param>
1004 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
1005 {
1006 bool changed = CreateInventoryFileName();
1007
1008 bool includeAssets = false;
1009 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
1010 includeAssets = true;
1011
1012 if (m_inventoryPrivileged != includeAssets)
1013 changed = true;
1014
1015 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
801 1016
802 lock (m_items) 1017 Items.LockItemsForRead(true);
1018
1019 if (m_inventorySerial == 0) // No inventory
1020 {
1021 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1022 Items.LockItemsForRead(false);
1023 return;
1024 }
1025
1026 if (m_items.Count == 0) // No inventory
1027 {
1028 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1029 Items.LockItemsForRead(false);
1030 return;
1031 }
1032
1033 if (!changed)
1034 {
1035 if (m_inventoryFileData.Length > 2)
803 { 1036 {
804 foreach (TaskInventoryItem item in m_items.Values) 1037 xferManager.AddNewFile(m_inventoryFileName,
805 { 1038 m_inventoryFileData);
806// m_log.DebugFormat( 1039 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
807// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}", 1040 Util.StringToBytes256(m_inventoryFileName));
808// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
809 1041
810 UUID ownerID = item.OwnerID; 1042 Items.LockItemsForRead(false);
811 uint everyoneMask = 0; 1043 return;
812 uint baseMask = item.BasePermissions; 1044 }
813 uint ownerMask = item.CurrentPermissions; 1045 }
814 uint groupMask = item.GroupPermissions;
815 1046
816 invString.AddItemStart(); 1047 m_inventoryPrivileged = includeAssets;
817 invString.AddNameValueLine("item_id", item.ItemID.ToString());
818 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
819 1048
820 invString.AddPermissionsStart(); 1049 foreach (TaskInventoryItem item in m_items.Values)
1050 {
1051 UUID ownerID = item.OwnerID;
1052 uint everyoneMask = 0;
1053 uint baseMask = item.BasePermissions;
1054 uint ownerMask = item.CurrentPermissions;
1055 uint groupMask = item.GroupPermissions;
821 1056
822 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask)); 1057 invString.AddItemStart();
823 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask)); 1058 invString.AddNameValueLine("item_id", item.ItemID.ToString());
824 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask)); 1059 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
825 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
826 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
827 1060
828 invString.AddNameValueLine("creator_id", item.CreatorID.ToString()); 1061 invString.AddPermissionsStart();
829 invString.AddNameValueLine("owner_id", ownerID.ToString());
830 1062
831 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString()); 1063 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1064 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1065 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1066 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1067 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
832 1068
833 invString.AddNameValueLine("group_id", item.GroupID.ToString()); 1069 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
834 invString.AddSectionEnd(); 1070 invString.AddNameValueLine("owner_id", ownerID.ToString());
835 1071
836 invString.AddNameValueLine("asset_id", item.AssetID.ToString()); 1072 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
837 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
838 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
839 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
840 1073
841 invString.AddSaleStart(); 1074 invString.AddNameValueLine("group_id", item.GroupID.ToString());
842 invString.AddNameValueLine("sale_type", "not"); 1075 invString.AddSectionEnd();
843 invString.AddNameValueLine("sale_price", "0");
844 invString.AddSectionEnd();
845 1076
846 invString.AddNameValueLine("name", item.Name + "|"); 1077 if (includeAssets)
847 invString.AddNameValueLine("desc", item.Description + "|"); 1078 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1079 else
1080 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1081 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1082 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1083 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
848 1084
849 invString.AddNameValueLine("creation_date", item.CreationDate.ToString()); 1085 invString.AddSaleStart();
850 invString.AddSectionEnd(); 1086 invString.AddNameValueLine("sale_type", "not");
851 } 1087 invString.AddNameValueLine("sale_price", "0");
852 } 1088 invString.AddSectionEnd();
853 1089
854 m_inventoryFileData = Utils.StringToBytes(invString.BuildString); 1090 invString.AddNameValueLine("name", item.Name + "|");
1091 invString.AddNameValueLine("desc", item.Description + "|");
855 1092
856 return true; 1093 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1094 invString.AddSectionEnd();
857 } 1095 }
858 1096
859 // No need to recreate, the existing file is fine 1097 Items.LockItemsForRead(false);
860 return false;
861 }
862 1098
863 /// <summary> 1099 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
864 /// Serialize all the metadata for the items in this prim's inventory ready for sending to the client
865 /// </summary>
866 /// <param name="xferManager"></param>
867 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
868 {
869 lock (m_items)
870 {
871 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
872 // a new script if any previous deletion has left the prim inventory empty.
873 if (m_items.Count == 0) // No inventory
874 {
875// m_log.DebugFormat(
876// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
877// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
878
879 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
880 return;
881 }
882 1100
883 CreateInventoryFile(); 1101 if (m_inventoryFileData.Length > 2)
884 1102 {
885 // In principle, we should only do the rest if the inventory changed; 1103 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
886 // by sending m_inventorySerial to the client, it ought to know 1104 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
887 // that nothing changed and that it doesn't need to request the file. 1105 Util.StringToBytes256(m_inventoryFileName));
888 // Unfortunately, it doesn't look like the client optimizes this; 1106 return;
889 // the client seems to always come back and request the Xfer,
890 // no matter what value m_inventorySerial has.
891 // FIXME: Could probably be > 0 here rather than > 2
892 if (m_inventoryFileData.Length > 2)
893 {
894 // Add the file for Xfer
895 // m_log.DebugFormat(
896 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}",
897 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId);
898
899 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
900 }
901
902 // Tell the client we're ready to Xfer the file
903 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
904 Util.StringToBytes256(m_inventoryFileName));
905 } 1107 }
1108
1109 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
906 } 1110 }
907 1111
908 /// <summary> 1112 /// <summary>
@@ -911,13 +1115,19 @@ namespace OpenSim.Region.Framework.Scenes
911 /// <param name="datastore"></param> 1115 /// <param name="datastore"></param>
912 public void ProcessInventoryBackup(ISimulationDataService datastore) 1116 public void ProcessInventoryBackup(ISimulationDataService datastore)
913 { 1117 {
914 if (HasInventoryChanged) 1118// Removed this because linking will cause an immediate delete of the new
915 { 1119// child prim from the database and the subsequent storing of the prim sees
916 HasInventoryChanged = false; 1120// the inventory of it as unchanged and doesn't store it at all. The overhead
917 List<TaskInventoryItem> items = GetInventoryItems(); 1121// of storing prim inventory needlessly is much less than the aggravation
918 datastore.StorePrimInventory(m_part.UUID, items); 1122// of prim inventory loss.
1123// if (HasInventoryChanged)
1124// {
1125 Items.LockItemsForRead(true);
1126 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1127 Items.LockItemsForRead(false);
919 1128
920 } 1129 HasInventoryChanged = false;
1130// }
921 } 1131 }
922 1132
923 public class InventoryStringBuilder 1133 public class InventoryStringBuilder
@@ -983,82 +1193,63 @@ namespace OpenSim.Region.Framework.Scenes
983 { 1193 {
984 uint mask=0x7fffffff; 1194 uint mask=0x7fffffff;
985 1195
986 lock (m_items) 1196 foreach (TaskInventoryItem item in m_items.Values)
987 { 1197 {
988 foreach (TaskInventoryItem item in m_items.Values) 1198 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1199 mask &= ~((uint)PermissionMask.Copy >> 13);
1200 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1201 mask &= ~((uint)PermissionMask.Transfer >> 13);
1202 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1203 mask &= ~((uint)PermissionMask.Modify >> 13);
1204
1205 if (item.InvType == (int)InventoryType.Object)
989 { 1206 {
990 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1207 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
991 mask &= ~((uint)PermissionMask.Copy >> 13); 1208 mask &= ~((uint)PermissionMask.Copy >> 13);
992 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1209 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
993 mask &= ~((uint)PermissionMask.Transfer >> 13); 1210 mask &= ~((uint)PermissionMask.Transfer >> 13);
994 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1211 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
995 mask &= ~((uint)PermissionMask.Modify >> 13); 1212 mask &= ~((uint)PermissionMask.Modify >> 13);
996
997 if (item.InvType != (int)InventoryType.Object)
998 {
999 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1000 mask &= ~((uint)PermissionMask.Copy >> 13);
1001 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1002 mask &= ~((uint)PermissionMask.Transfer >> 13);
1003 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1004 mask &= ~((uint)PermissionMask.Modify >> 13);
1005 }
1006 else
1007 {
1008 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1009 mask &= ~((uint)PermissionMask.Copy >> 13);
1010 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1011 mask &= ~((uint)PermissionMask.Transfer >> 13);
1012 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1013 mask &= ~((uint)PermissionMask.Modify >> 13);
1014 }
1015
1016 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1017 mask &= ~(uint)PermissionMask.Copy;
1018 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1019 mask &= ~(uint)PermissionMask.Transfer;
1020 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1021 mask &= ~(uint)PermissionMask.Modify;
1022 } 1213 }
1214
1215 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1216 mask &= ~(uint)PermissionMask.Copy;
1217 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1218 mask &= ~(uint)PermissionMask.Transfer;
1219 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1220 mask &= ~(uint)PermissionMask.Modify;
1023 } 1221 }
1024
1025 return mask; 1222 return mask;
1026 } 1223 }
1027 1224
1028 public void ApplyNextOwnerPermissions() 1225 public void ApplyNextOwnerPermissions()
1029 { 1226 {
1030 lock (m_items) 1227 foreach (TaskInventoryItem item in m_items.Values)
1031 { 1228 {
1032 foreach (TaskInventoryItem item in m_items.Values) 1229 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1033 { 1230 {
1034 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1231 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1035 { 1232 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1036 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0) 1233 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1037 item.CurrentPermissions &= ~(uint)PermissionMask.Copy; 1234 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1038 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0) 1235 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1039 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer; 1236 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1040 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1041 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1042 }
1043 item.CurrentPermissions &= item.NextPermissions;
1044 item.BasePermissions &= item.NextPermissions;
1045 item.EveryonePermissions &= item.NextPermissions;
1046 item.OwnerChanged = true;
1047 item.PermsMask = 0;
1048 item.PermsGranter = UUID.Zero;
1049 } 1237 }
1238 item.OwnerChanged = true;
1239 item.CurrentPermissions &= item.NextPermissions;
1240 item.BasePermissions &= item.NextPermissions;
1241 item.EveryonePermissions &= item.NextPermissions;
1242 item.PermsMask = 0;
1243 item.PermsGranter = UUID.Zero;
1050 } 1244 }
1051 } 1245 }
1052 1246
1053 public void ApplyGodPermissions(uint perms) 1247 public void ApplyGodPermissions(uint perms)
1054 { 1248 {
1055 lock (m_items) 1249 foreach (TaskInventoryItem item in m_items.Values)
1056 { 1250 {
1057 foreach (TaskInventoryItem item in m_items.Values) 1251 item.CurrentPermissions = perms;
1058 { 1252 item.BasePermissions = perms;
1059 item.CurrentPermissions = perms;
1060 item.BasePermissions = perms;
1061 }
1062 } 1253 }
1063 1254
1064 m_inventorySerial++; 1255 m_inventorySerial++;
@@ -1071,14 +1262,11 @@ namespace OpenSim.Region.Framework.Scenes
1071 /// <returns></returns> 1262 /// <returns></returns>
1072 public bool ContainsScripts() 1263 public bool ContainsScripts()
1073 { 1264 {
1074 lock (m_items) 1265 foreach (TaskInventoryItem item in m_items.Values)
1075 { 1266 {
1076 foreach (TaskInventoryItem item in m_items.Values) 1267 if (item.InvType == (int)InventoryType.LSL)
1077 { 1268 {
1078 if (item.InvType == (int)InventoryType.LSL) 1269 return true;
1079 {
1080 return true;
1081 }
1082 } 1270 }
1083 } 1271 }
1084 1272
@@ -1092,17 +1280,15 @@ namespace OpenSim.Region.Framework.Scenes
1092 public int ScriptCount() 1280 public int ScriptCount()
1093 { 1281 {
1094 int count = 0; 1282 int count = 0;
1095 lock (m_items) 1283 Items.LockItemsForRead(true);
1284 foreach (TaskInventoryItem item in m_items.Values)
1096 { 1285 {
1097 foreach (TaskInventoryItem item in m_items.Values) 1286 if (item.InvType == (int)InventoryType.LSL)
1098 { 1287 {
1099 if (item.InvType == (int)InventoryType.LSL) 1288 count++;
1100 {
1101 count++;
1102 }
1103 } 1289 }
1104 } 1290 }
1105 1291 Items.LockItemsForRead(false);
1106 return count; 1292 return count;
1107 } 1293 }
1108 /// <summary> 1294 /// <summary>
@@ -1138,11 +1324,8 @@ namespace OpenSim.Region.Framework.Scenes
1138 { 1324 {
1139 List<UUID> ret = new List<UUID>(); 1325 List<UUID> ret = new List<UUID>();
1140 1326
1141 lock (m_items) 1327 foreach (TaskInventoryItem item in m_items.Values)
1142 { 1328 ret.Add(item.ItemID);
1143 foreach (TaskInventoryItem item in m_items.Values)
1144 ret.Add(item.ItemID);
1145 }
1146 1329
1147 return ret; 1330 return ret;
1148 } 1331 }
@@ -1151,8 +1334,9 @@ namespace OpenSim.Region.Framework.Scenes
1151 { 1334 {
1152 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1335 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1153 1336
1154 lock (m_items) 1337 Items.LockItemsForRead(true);
1155 ret = new List<TaskInventoryItem>(m_items.Values); 1338 ret = new List<TaskInventoryItem>(m_items.Values);
1339 Items.LockItemsForRead(false);
1156 1340
1157 return ret; 1341 return ret;
1158 } 1342 }
@@ -1161,18 +1345,24 @@ namespace OpenSim.Region.Framework.Scenes
1161 { 1345 {
1162 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1346 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1163 1347
1164 lock (m_items) 1348 Items.LockItemsForRead(true);
1165 { 1349
1166 foreach (TaskInventoryItem item in m_items.Values) 1350 foreach (TaskInventoryItem item in m_items.Values)
1167 if (item.InvType == (int)type) 1351 if (item.InvType == (int)type)
1168 ret.Add(item); 1352 ret.Add(item);
1169 } 1353
1354 Items.LockItemsForRead(false);
1170 1355
1171 return ret; 1356 return ret;
1172 } 1357 }
1173 1358
1174 public Dictionary<UUID, string> GetScriptStates() 1359 public Dictionary<UUID, string> GetScriptStates()
1175 { 1360 {
1361 return GetScriptStates(false);
1362 }
1363
1364 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1365 {
1176 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1366 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1177 1367
1178 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1368 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1194,14 +1384,21 @@ namespace OpenSim.Region.Framework.Scenes
1194 string n = e.GetXMLState(item.ItemID); 1384 string n = e.GetXMLState(item.ItemID);
1195 if (n != String.Empty) 1385 if (n != String.Empty)
1196 { 1386 {
1197 if (!ret.ContainsKey(item.ItemID)) 1387 if (oldIDs)
1198 ret[item.ItemID] = n; 1388 {
1389 if (!ret.ContainsKey(item.OldItemID))
1390 ret[item.OldItemID] = n;
1391 }
1392 else
1393 {
1394 if (!ret.ContainsKey(item.ItemID))
1395 ret[item.ItemID] = n;
1396 }
1199 break; 1397 break;
1200 } 1398 }
1201 } 1399 }
1202 } 1400 }
1203 } 1401 }
1204
1205 return ret; 1402 return ret;
1206 } 1403 }
1207 1404
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index b5f789b..ac791ae 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Framework.Scenes
92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 92 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
93 /// issue #1716 93 /// issue #1716
94 /// </summary> 94 /// </summary>
95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 95 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
96 96
97 /// <summary> 97 /// <summary>
98 /// Movement updates for agents in neighboring regions are sent directly to clients. 98 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -169,6 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169// private int m_lastColCount = -1; //KF: Look for Collision chnages 169// private int m_lastColCount = -1; //KF: Look for Collision chnages
170// private int m_updateCount = 0; //KF: Update Anims for a while 170// private int m_updateCount = 0; //KF: Update Anims for a while
171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 171// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
172 private List<uint> m_lastColliders = new List<uint>();
172 173
173 private TeleportFlags m_teleportFlags; 174 private TeleportFlags m_teleportFlags;
174 public TeleportFlags TeleportFlags 175 public TeleportFlags TeleportFlags
@@ -230,6 +231,13 @@ namespace OpenSim.Region.Framework.Scenes
230 //private int m_moveToPositionStateStatus; 231 //private int m_moveToPositionStateStatus;
231 //***************************************************** 232 //*****************************************************
232 233
234 private bool m_collisionEventFlag = false;
235 private object m_collisionEventLock = new Object();
236
237 private int m_movementAnimationUpdateCounter = 0;
238
239 private Vector3 m_prevSitOffset;
240
233 protected AvatarAppearance m_appearance; 241 protected AvatarAppearance m_appearance;
234 242
235 public AvatarAppearance Appearance 243 public AvatarAppearance Appearance
@@ -569,6 +577,13 @@ namespace OpenSim.Region.Framework.Scenes
569 /// </summary> 577 /// </summary>
570 public uint ParentID { get; set; } 578 public uint ParentID { get; set; }
571 579
580 public UUID ParentUUID
581 {
582 get { return m_parentUUID; }
583 set { m_parentUUID = value; }
584 }
585 private UUID m_parentUUID = UUID.Zero;
586
572 /// <summary> 587 /// <summary>
573 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null. 588 /// If the avatar is sitting, the prim that it's sitting on. If not sitting then null.
574 /// </summary> 589 /// </summary>
@@ -729,6 +744,26 @@ namespace OpenSim.Region.Framework.Scenes
729 Appearance = appearance; 744 Appearance = appearance;
730 } 745 }
731 746
747 private void RegionHeartbeatEnd(Scene scene)
748 {
749 if (IsChildAgent)
750 return;
751
752 m_movementAnimationUpdateCounter ++;
753 if (m_movementAnimationUpdateCounter >= 2)
754 {
755 m_movementAnimationUpdateCounter = 0;
756 if (Animator != null && ParentID == 0) // skip it if sitting
757 {
758 Animator.UpdateMovementAnimations();
759 }
760 else
761 {
762 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
763 }
764 }
765 }
766
732 public void RegisterToEvents() 767 public void RegisterToEvents()
733 { 768 {
734 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 769 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -798,10 +833,38 @@ namespace OpenSim.Region.Framework.Scenes
798 "[SCENE]: Upgrading child to root agent for {0} in {1}", 833 "[SCENE]: Upgrading child to root agent for {0} in {1}",
799 Name, m_scene.RegionInfo.RegionName); 834 Name, m_scene.RegionInfo.RegionName);
800 835
801 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
802
803 bool wasChild = IsChildAgent; 836 bool wasChild = IsChildAgent;
804 IsChildAgent = false; 837
838 if (ParentUUID != UUID.Zero)
839 {
840 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
841 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
842 if (part == null)
843 {
844 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
845 }
846 else
847 {
848 part.ParentGroup.AddAvatar(UUID);
849 if (part.SitTargetPosition != Vector3.Zero)
850 part.SitTargetAvatar = UUID;
851 ParentPosition = part.GetWorldPosition();
852 ParentID = part.LocalId;
853 ParentPart = part;
854 m_pos = m_prevSitOffset;
855 pos = ParentPosition;
856 }
857 ParentUUID = UUID.Zero;
858
859 IsChildAgent = false;
860
861 Animator.TrySetMovementAnimation("SIT");
862 }
863 else
864 {
865 IsChildAgent = false;
866 }
867
805 868
806 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 869 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
807 if (gm != null) 870 if (gm != null)
@@ -811,62 +874,64 @@ namespace OpenSim.Region.Framework.Scenes
811 874
812 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 875 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
813 876
814 // Moved this from SendInitialData to ensure that Appearance is initialized 877 if (ParentID == 0)
815 // before the inventory is processed in MakeRootAgent. This fixes a race condition
816 // related to the handling of attachments
817 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
818 if (m_scene.TestBorderCross(pos, Cardinals.E))
819 { 878 {
820 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 879 // Moved this from SendInitialData to ensure that Appearance is initialized
821 pos.X = crossedBorder.BorderLine.Z - 1; 880 // before the inventory is processed in MakeRootAgent. This fixes a race condition
822 } 881 // related to the handling of attachments
882 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
883 if (m_scene.TestBorderCross(pos, Cardinals.E))
884 {
885 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
886 pos.X = crossedBorder.BorderLine.Z - 1;
887 }
823 888
824 if (m_scene.TestBorderCross(pos, Cardinals.N)) 889 if (m_scene.TestBorderCross(pos, Cardinals.N))
825 { 890 {
826 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 891 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
827 pos.Y = crossedBorder.BorderLine.Z - 1; 892 pos.Y = crossedBorder.BorderLine.Z - 1;
828 } 893 }
829 894
830 CheckAndAdjustLandingPoint(ref pos); 895 CheckAndAdjustLandingPoint(ref pos);
831 896
832 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 897 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
833 { 898 {
834 m_log.WarnFormat( 899 m_log.WarnFormat(
835 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 900 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
836 pos, Name, UUID); 901 pos, Name, UUID);
837 902
838 if (pos.X < 0f) pos.X = 0f; 903 if (pos.X < 0f) pos.X = 0f;
839 if (pos.Y < 0f) pos.Y = 0f; 904 if (pos.Y < 0f) pos.Y = 0f;
840 if (pos.Z < 0f) pos.Z = 0f; 905 if (pos.Z < 0f) pos.Z = 0f;
841 } 906 }
842 907
843 float localAVHeight = 1.56f; 908 float localAVHeight = 1.56f;
844 if (Appearance.AvatarHeight > 0) 909 if (Appearance.AvatarHeight > 0)
845 localAVHeight = Appearance.AvatarHeight; 910 localAVHeight = Appearance.AvatarHeight;
846 911
847 float posZLimit = 0; 912 float posZLimit = 0;
848 913
849 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 914 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
850 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 915 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
851 916
852 float newPosZ = posZLimit + localAVHeight / 2; 917 float newPosZ = posZLimit + localAVHeight / 2;
853 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 918 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
854 { 919 {
855 pos.Z = newPosZ; 920 pos.Z = newPosZ;
856 } 921 }
857 AbsolutePosition = pos; 922 AbsolutePosition = pos;
858 923
859 AddToPhysicalScene(isFlying); 924 AddToPhysicalScene(isFlying);
860 925
861 if (ForceFly) 926 if (ForceFly)
862 { 927 {
863 Flying = true; 928 Flying = true;
864 } 929 }
865 else if (FlyDisabled) 930 else if (FlyDisabled)
866 { 931 {
867 Flying = false; 932 Flying = false;
933 }
868 } 934 }
869
870 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 935 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
871 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 936 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
872 // elsewhere anyway 937 // elsewhere anyway
@@ -884,14 +949,19 @@ namespace OpenSim.Region.Framework.Scenes
884 { 949 {
885 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 950 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
886 // Resume scripts 951 // Resume scripts
887 foreach (SceneObjectGroup sog in m_attachments) 952 Util.FireAndForget(delegate(object x) {
888 { 953 foreach (SceneObjectGroup sog in m_attachments)
889 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 954 {
890 sog.ResumeScripts(); 955 sog.ScheduleGroupForFullUpdate();
891 } 956 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
957 sog.ResumeScripts();
958 }
959 });
892 } 960 }
893 } 961 }
894 962
963 SendAvatarDataToAllAgents();
964
895 // send the animations of the other presences to me 965 // send the animations of the other presences to me
896 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 966 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
897 { 967 {
@@ -905,6 +975,8 @@ namespace OpenSim.Region.Framework.Scenes
905 MovementFlag = 0; 975 MovementFlag = 0;
906 976
907 m_scene.EventManager.TriggerOnMakeRootAgent(this); 977 m_scene.EventManager.TriggerOnMakeRootAgent(this);
978
979 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
908 } 980 }
909 981
910 public int GetStateSource() 982 public int GetStateSource()
@@ -932,6 +1004,8 @@ namespace OpenSim.Region.Framework.Scenes
932 /// </remarks> 1004 /// </remarks>
933 public void MakeChildAgent() 1005 public void MakeChildAgent()
934 { 1006 {
1007 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1008
935 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1009 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
936 1010
937 // Reset these so that teleporting in and walking out isn't seen 1011 // Reset these so that teleporting in and walking out isn't seen
@@ -1002,11 +1076,24 @@ namespace OpenSim.Region.Framework.Scenes
1002 1076
1003 public void TeleportWithMomentum(Vector3 pos) 1077 public void TeleportWithMomentum(Vector3 pos)
1004 { 1078 {
1079 TeleportWithMomentum(pos, null);
1080 }
1081
1082 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
1083 {
1005 bool isFlying = Flying; 1084 bool isFlying = Flying;
1085 Vector3 vel = Velocity;
1006 RemoveFromPhysicalScene(); 1086 RemoveFromPhysicalScene();
1007 CheckLandingPoint(ref pos); 1087 CheckLandingPoint(ref pos);
1008 AbsolutePosition = pos; 1088 AbsolutePosition = pos;
1009 AddToPhysicalScene(isFlying); 1089 AddToPhysicalScene(isFlying);
1090 if (PhysicsActor != null)
1091 {
1092 if (v.HasValue)
1093 PhysicsActor.SetMomentum((Vector3)v);
1094 else
1095 PhysicsActor.SetMomentum(vel);
1096 }
1010 1097
1011 SendTerseUpdateToAllClients(); 1098 SendTerseUpdateToAllClients();
1012 } 1099 }
@@ -1311,8 +1398,16 @@ namespace OpenSim.Region.Framework.Scenes
1311 { 1398 {
1312 if (m_followCamAuto) 1399 if (m_followCamAuto)
1313 { 1400 {
1314 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1401 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1315 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1402 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1403 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1404 Vector3 distTocam = CameraPosition - posAdjusted;
1405 float distTocamlen = distTocam.Length();
1406 if (distTocamlen > 0)
1407 {
1408 distTocam *= 1.0f / distTocamlen;
1409 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1410 }
1316 } 1411 }
1317 } 1412 }
1318 1413
@@ -1689,9 +1784,9 @@ namespace OpenSim.Region.Framework.Scenes
1689 if (pos.Z - terrainHeight < 0.2) 1784 if (pos.Z - terrainHeight < 0.2)
1690 pos.Z = terrainHeight; 1785 pos.Z = terrainHeight;
1691 1786
1692 m_log.DebugFormat( 1787// m_log.DebugFormat(
1693 "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}", 1788// "[SCENE PRESENCE]: Avatar {0} set move to target {1} (terrain height {2}) in {3}",
1694 Name, pos, terrainHeight, m_scene.RegionInfo.RegionName); 1789// Name, pos, terrainHeight, m_scene.RegionInfo.RegionName);
1695 1790
1696 if (noFly) 1791 if (noFly)
1697 Flying = false; 1792 Flying = false;
@@ -1748,8 +1843,11 @@ namespace OpenSim.Region.Framework.Scenes
1748// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1843// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1749 1844
1750 SitGround = false; 1845 SitGround = false;
1846
1847/* move this down so avatar gets physical in the new position and not where it is siting
1751 if (PhysicsActor == null) 1848 if (PhysicsActor == null)
1752 AddToPhysicalScene(false); 1849 AddToPhysicalScene(false);
1850 */
1753 1851
1754 if (ParentID != 0) 1852 if (ParentID != 0)
1755 { 1853 {
@@ -1773,6 +1871,7 @@ namespace OpenSim.Region.Framework.Scenes
1773 if (part.SitTargetAvatar == UUID) 1871 if (part.SitTargetAvatar == UUID)
1774 part.SitTargetAvatar = UUID.Zero; 1872 part.SitTargetAvatar = UUID.Zero;
1775 1873
1874 part.ParentGroup.DeleteAvatar(UUID);
1776 ParentPosition = part.GetWorldPosition(); 1875 ParentPosition = part.GetWorldPosition();
1777 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1876 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1778 1877
@@ -1781,6 +1880,10 @@ namespace OpenSim.Region.Framework.Scenes
1781 1880
1782 ParentID = 0; 1881 ParentID = 0;
1783 ParentPart = null; 1882 ParentPart = null;
1883
1884 if (PhysicsActor == null)
1885 AddToPhysicalScene(false);
1886
1784 SendAvatarDataToAllAgents(); 1887 SendAvatarDataToAllAgents();
1785 m_requestedSitTargetID = 0; 1888 m_requestedSitTargetID = 0;
1786 1889
@@ -1788,6 +1891,9 @@ namespace OpenSim.Region.Framework.Scenes
1788 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1891 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1789 } 1892 }
1790 1893
1894 else if (PhysicsActor == null)
1895 AddToPhysicalScene(false);
1896
1791 Animator.TrySetMovementAnimation("STAND"); 1897 Animator.TrySetMovementAnimation("STAND");
1792 } 1898 }
1793 1899
@@ -1911,7 +2017,7 @@ namespace OpenSim.Region.Framework.Scenes
1911 forceMouselook = part.GetForceMouselook(); 2017 forceMouselook = part.GetForceMouselook();
1912 2018
1913 ControllingClient.SendSitResponse( 2019 ControllingClient.SendSitResponse(
1914 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2020 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1915 2021
1916 m_requestedSitTargetUUID = targetID; 2022 m_requestedSitTargetUUID = targetID;
1917 2023
@@ -2193,14 +2299,36 @@ namespace OpenSim.Region.Framework.Scenes
2193 2299
2194 //Quaternion result = (sitTargetOrient * vq) * nq; 2300 //Quaternion result = (sitTargetOrient * vq) * nq;
2195 2301
2196 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2302 double x, y, z, m;
2303
2304 Quaternion r = sitTargetOrient;
2305 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2306
2307 if (Math.Abs(1.0 - m) > 0.000001)
2308 {
2309 m = 1.0 / Math.Sqrt(m);
2310 r.X *= (float)m;
2311 r.Y *= (float)m;
2312 r.Z *= (float)m;
2313 r.W *= (float)m;
2314 }
2315
2316 x = 2 * (r.X * r.Z + r.Y * r.W);
2317 y = 2 * (-r.X * r.W + r.Y * r.Z);
2318 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2319
2320 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2321 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2322 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2197 Rotation = sitTargetOrient; 2323 Rotation = sitTargetOrient;
2198 ParentPosition = part.AbsolutePosition; 2324 ParentPosition = part.AbsolutePosition;
2325 part.ParentGroup.AddAvatar(UUID);
2199 } 2326 }
2200 else 2327 else
2201 { 2328 {
2202 m_pos -= part.AbsolutePosition; 2329 m_pos -= part.AbsolutePosition;
2203 ParentPosition = part.AbsolutePosition; 2330 ParentPosition = part.AbsolutePosition;
2331 part.ParentGroup.AddAvatar(UUID);
2204 2332
2205// m_log.DebugFormat( 2333// m_log.DebugFormat(
2206// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2334// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2298,14 +2426,15 @@ namespace OpenSim.Region.Framework.Scenes
2298 direc.Z *= 2.6f; 2426 direc.Z *= 2.6f;
2299 2427
2300 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2428 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2301 Animator.TrySetMovementAnimation("PREJUMP"); 2429// Animator.TrySetMovementAnimation("PREJUMP");
2302 Animator.TrySetMovementAnimation("JUMP"); 2430// Animator.TrySetMovementAnimation("JUMP");
2303 } 2431 }
2304 } 2432 }
2305 } 2433 }
2306 2434
2307 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2435 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2308 m_forceToApply = direc; 2436 m_forceToApply = direc;
2437 Animator.UpdateMovementAnimations();
2309 } 2438 }
2310 2439
2311 #endregion 2440 #endregion
@@ -3039,6 +3168,9 @@ namespace OpenSim.Region.Framework.Scenes
3039 cAgent.AlwaysRun = SetAlwaysRun; 3168 cAgent.AlwaysRun = SetAlwaysRun;
3040 3169
3041 cAgent.Appearance = new AvatarAppearance(Appearance); 3170 cAgent.Appearance = new AvatarAppearance(Appearance);
3171
3172 cAgent.ParentPart = ParentUUID;
3173 cAgent.SitOffset = m_pos;
3042 3174
3043 lock (scriptedcontrols) 3175 lock (scriptedcontrols)
3044 { 3176 {
@@ -3098,6 +3230,8 @@ namespace OpenSim.Region.Framework.Scenes
3098 CameraAtAxis = cAgent.AtAxis; 3230 CameraAtAxis = cAgent.AtAxis;
3099 CameraLeftAxis = cAgent.LeftAxis; 3231 CameraLeftAxis = cAgent.LeftAxis;
3100 CameraUpAxis = cAgent.UpAxis; 3232 CameraUpAxis = cAgent.UpAxis;
3233 ParentUUID = cAgent.ParentPart;
3234 m_prevSitOffset = cAgent.SitOffset;
3101 3235
3102 // When we get to the point of re-computing neighbors everytime this 3236 // When we get to the point of re-computing neighbors everytime this
3103 // changes, then start using the agent's drawdistance rather than the 3237 // changes, then start using the agent's drawdistance rather than the
@@ -3250,18 +3384,6 @@ namespace OpenSim.Region.Framework.Scenes
3250 if (IsChildAgent) 3384 if (IsChildAgent)
3251 return; 3385 return;
3252 3386
3253 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3254 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3255 // as of this comment the interval is set in AddToPhysicalScene
3256 if (Animator != null)
3257 {
3258// if (m_updateCount > 0)
3259// {
3260 Animator.UpdateMovementAnimations();
3261// m_updateCount--;
3262// }
3263 }
3264
3265 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3387 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3266 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3388 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3267 3389
@@ -3304,6 +3426,8 @@ namespace OpenSim.Region.Framework.Scenes
3304 } 3426 }
3305 } 3427 }
3306 3428
3429 RaiseCollisionScriptEvents(coldata);
3430
3307 if (Invulnerable) 3431 if (Invulnerable)
3308 return; 3432 return;
3309 3433
@@ -3888,6 +4012,12 @@ namespace OpenSim.Region.Framework.Scenes
3888 4012
3889 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4013 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3890 { 4014 {
4015 string reason;
4016
4017 // Honor bans
4018 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4019 return;
4020
3891 SceneObjectGroup telehub = null; 4021 SceneObjectGroup telehub = null;
3892 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4022 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3893 { 4023 {
@@ -3927,11 +4057,173 @@ namespace OpenSim.Region.Framework.Scenes
3927 pos = land.LandData.UserLocation; 4057 pos = land.LandData.UserLocation;
3928 } 4058 }
3929 } 4059 }
3930 4060
3931 land.SendLandUpdateToClient(ControllingClient); 4061 land.SendLandUpdateToClient(ControllingClient);
3932 } 4062 }
3933 } 4063 }
3934 4064
4065 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4066 {
4067 lock(m_collisionEventLock)
4068 {
4069 if (m_collisionEventFlag)
4070 return;
4071 m_collisionEventFlag = true;
4072 }
4073
4074 Util.FireAndForget(delegate(object x)
4075 {
4076 try
4077 {
4078 List<uint> thisHitColliders = new List<uint>();
4079 List<uint> endedColliders = new List<uint>();
4080 List<uint> startedColliders = new List<uint>();
4081
4082 foreach (uint localid in coldata.Keys)
4083 {
4084 thisHitColliders.Add(localid);
4085 if (!m_lastColliders.Contains(localid))
4086 {
4087 startedColliders.Add(localid);
4088 }
4089 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4090 }
4091
4092 // calculate things that ended colliding
4093 foreach (uint localID in m_lastColliders)
4094 {
4095 if (!thisHitColliders.Contains(localID))
4096 {
4097 endedColliders.Add(localID);
4098 }
4099 }
4100 //add the items that started colliding this time to the last colliders list.
4101 foreach (uint localID in startedColliders)
4102 {
4103 m_lastColliders.Add(localID);
4104 }
4105 // remove things that ended colliding from the last colliders list
4106 foreach (uint localID in endedColliders)
4107 {
4108 m_lastColliders.Remove(localID);
4109 }
4110
4111 // do event notification
4112 if (startedColliders.Count > 0)
4113 {
4114 ColliderArgs StartCollidingMessage = new ColliderArgs();
4115 List<DetectedObject> colliding = new List<DetectedObject>();
4116 foreach (uint localId in startedColliders)
4117 {
4118 if (localId == 0)
4119 continue;
4120
4121 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4122 string data = "";
4123 if (obj != null)
4124 {
4125 DetectedObject detobj = new DetectedObject();
4126 detobj.keyUUID = obj.UUID;
4127 detobj.nameStr = obj.Name;
4128 detobj.ownerUUID = obj.OwnerID;
4129 detobj.posVector = obj.AbsolutePosition;
4130 detobj.rotQuat = obj.GetWorldRotation();
4131 detobj.velVector = obj.Velocity;
4132 detobj.colliderType = 0;
4133 detobj.groupUUID = obj.GroupID;
4134 colliding.Add(detobj);
4135 }
4136 }
4137
4138 if (colliding.Count > 0)
4139 {
4140 StartCollidingMessage.Colliders = colliding;
4141
4142 foreach (SceneObjectGroup att in GetAttachments())
4143 Scene.EventManager.TriggerScriptCollidingStart(att.LocalId, StartCollidingMessage);
4144 }
4145 }
4146
4147 if (endedColliders.Count > 0)
4148 {
4149 ColliderArgs EndCollidingMessage = new ColliderArgs();
4150 List<DetectedObject> colliding = new List<DetectedObject>();
4151 foreach (uint localId in endedColliders)
4152 {
4153 if (localId == 0)
4154 continue;
4155
4156 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4157 string data = "";
4158 if (obj != null)
4159 {
4160 DetectedObject detobj = new DetectedObject();
4161 detobj.keyUUID = obj.UUID;
4162 detobj.nameStr = obj.Name;
4163 detobj.ownerUUID = obj.OwnerID;
4164 detobj.posVector = obj.AbsolutePosition;
4165 detobj.rotQuat = obj.GetWorldRotation();
4166 detobj.velVector = obj.Velocity;
4167 detobj.colliderType = 0;
4168 detobj.groupUUID = obj.GroupID;
4169 colliding.Add(detobj);
4170 }
4171 }
4172
4173 if (colliding.Count > 0)
4174 {
4175 EndCollidingMessage.Colliders = colliding;
4176
4177 foreach (SceneObjectGroup att in GetAttachments())
4178 Scene.EventManager.TriggerScriptCollidingEnd(att.LocalId, EndCollidingMessage);
4179 }
4180 }
4181
4182 if (thisHitColliders.Count > 0)
4183 {
4184 ColliderArgs CollidingMessage = new ColliderArgs();
4185 List<DetectedObject> colliding = new List<DetectedObject>();
4186 foreach (uint localId in thisHitColliders)
4187 {
4188 if (localId == 0)
4189 continue;
4190
4191 SceneObjectPart obj = Scene.GetSceneObjectPart(localId);
4192 string data = "";
4193 if (obj != null)
4194 {
4195 DetectedObject detobj = new DetectedObject();
4196 detobj.keyUUID = obj.UUID;
4197 detobj.nameStr = obj.Name;
4198 detobj.ownerUUID = obj.OwnerID;
4199 detobj.posVector = obj.AbsolutePosition;
4200 detobj.rotQuat = obj.GetWorldRotation();
4201 detobj.velVector = obj.Velocity;
4202 detobj.colliderType = 0;
4203 detobj.groupUUID = obj.GroupID;
4204 colliding.Add(detobj);
4205 }
4206 }
4207
4208 if (colliding.Count > 0)
4209 {
4210 CollidingMessage.Colliders = colliding;
4211
4212 lock (m_attachments)
4213 {
4214 foreach (SceneObjectGroup att in m_attachments)
4215 Scene.EventManager.TriggerScriptColliding(att.LocalId, CollidingMessage);
4216 }
4217 }
4218 }
4219 }
4220 finally
4221 {
4222 m_collisionEventFlag = false;
4223 }
4224 });
4225 }
4226
3935 private void TeleportFlagsDebug() { 4227 private void TeleportFlagsDebug() {
3936 4228
3937 // Some temporary debugging help to show all the TeleportFlags we have... 4229 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -3956,6 +4248,5 @@ namespace OpenSim.Region.Framework.Scenes
3956 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4248 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
3957 4249
3958 } 4250 }
3959
3960 } 4251 }
3961} 4252}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index e6b88a3..1cd8189 100644
--- a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
+++ b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
@@ -244,6 +244,12 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
244 sr.Close(); 244 sr.Close();
245 } 245 }
246 246
247 XmlNodeList keymotion = doc.GetElementsByTagName("KeyframeMotion");
248 if (keymotion.Count > 0)
249 sceneObject.RootPart.KeyframeMotion = KeyframeMotion.FromData(sceneObject, Convert.FromBase64String(keymotion[0].InnerText));
250 else
251 sceneObject.RootPart.KeyframeMotion = null;
252
247 // Script state may, or may not, exist. Not having any, is NOT 253 // Script state may, or may not, exist. Not having any, is NOT
248 // ever a problem. 254 // ever a problem.
249 sceneObject.LoadScriptState(doc); 255 sceneObject.LoadScriptState(doc);
@@ -347,6 +353,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
347 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 353 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
348 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 354 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
349 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 355 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
356
357 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
358 m_SOPXmlProcessors.Add("Force", ProcessForce);
359 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
360 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
361
362
363 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
364
365 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
366 m_SOPXmlProcessors.Add("Density", ProcessDensity);
367 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
368 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
369 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
370
350 #endregion 371 #endregion
351 372
352 #region TaskInventoryXmlProcessors initialization 373 #region TaskInventoryXmlProcessors initialization
@@ -374,7 +395,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
374 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 395 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
375 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 396 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
376 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 397 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
377 398
378 #endregion 399 #endregion
379 400
380 #region ShapeXmlProcessors initialization 401 #region ShapeXmlProcessors initialization
@@ -569,6 +590,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
569 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 590 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
570 } 591 }
571 592
593 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
594 {
595 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
596 }
597
598 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
599 {
600 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
601 }
602
603 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
604 {
605 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
606 }
607
608 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
609 {
610 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
611 }
612
613 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
614 {
615 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
616 }
617
618 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
619 {
620 bool errors = false;
621 SOPVehicle _vehicle = new SOPVehicle();
622
623 _vehicle.FromXml2(reader, out errors);
624
625 if (errors)
626 {
627 obj.sopVehicle = null;
628 m_log.DebugFormat(
629 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
630 obj.Name, obj.UUID);
631 }
632 else
633 obj.sopVehicle = _vehicle;
634 }
635
572 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 636 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
573 { 637 {
574 List<string> errorNodeNames; 638 List<string> errorNodeNames;
@@ -733,6 +797,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
733 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 797 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
734 } 798 }
735 799
800 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
801 {
802 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
803 }
804
805 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
806 {
807 obj.Force = Util.ReadVector(reader, "Force");
808 }
809 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
810 {
811 obj.Torque = Util.ReadVector(reader, "Torque");
812 }
813
814 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
815 {
816 obj.VolumeDetectActive = Util.ReadBoolean(reader);
817 }
818
736 #endregion 819 #endregion
737 820
738 #region TaskInventoryXmlProcessors 821 #region TaskInventoryXmlProcessors
@@ -1120,6 +1203,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1120 }); 1203 });
1121 1204
1122 writer.WriteEndElement(); 1205 writer.WriteEndElement();
1206
1207 if (sog.RootPart.KeyframeMotion != null)
1208 {
1209 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1210
1211 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1212 writer.WriteBase64(data, 0, data.Length);
1213 writer.WriteEndElement();
1214 }
1215
1123 writer.WriteEndElement(); 1216 writer.WriteEndElement();
1124 } 1217 }
1125 1218
@@ -1218,6 +1311,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1218 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1311 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1219 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1312 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1220 1313
1314 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1315
1316 WriteVector(writer, "Force", sop.Force);
1317 WriteVector(writer, "Torque", sop.Torque);
1318
1319 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1320
1321 if (sop.sopVehicle != null)
1322 sop.sopVehicle.ToXml2(writer);
1323
1324 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1325 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1326 if (sop.Density != 1000.0f)
1327 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1328 if (sop.Friction != 0.6f)
1329 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1330 if (sop.Bounciness != 0.5f)
1331 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1332 if (sop.GravityModifier != 1.0f)
1333 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1334
1221 writer.WriteEndElement(); 1335 writer.WriteEndElement();
1222 } 1336 }
1223 1337
@@ -1487,12 +1601,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1487 { 1601 {
1488 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1602 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1489 1603
1490 if (reader.IsEmptyElement)
1491 {
1492 reader.Read();
1493 return tinv;
1494 }
1495
1496 reader.ReadStartElement(name, String.Empty); 1604 reader.ReadStartElement(name, String.Empty);
1497 1605
1498 while (reader.Name == "TaskInventoryItem") 1606 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/UndoState.cs b/OpenSim/Region/Framework/Scenes/UndoState.cs
index 860172c..7bbf1bd 100644
--- a/OpenSim/Region/Framework/Scenes/UndoState.cs
+++ b/OpenSim/Region/Framework/Scenes/UndoState.cs
@@ -27,202 +27,307 @@
27 27
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Collections.Generic;
30using log4net; 31using log4net;
31using OpenMetaverse; 32using OpenMetaverse;
33using OpenSim.Framework;
32using OpenSim.Region.Framework.Interfaces; 34using OpenSim.Region.Framework.Interfaces;
33 35
34namespace OpenSim.Region.Framework.Scenes 36namespace OpenSim.Region.Framework.Scenes
35{ 37{
36 public class UndoState 38 public class UndoState
37 { 39 {
38// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 40 const int UNDOEXPIRESECONDS = 300; // undo expire time (nice to have it came from a ini later)
39
40 public Vector3 Position = Vector3.Zero;
41 public Vector3 Scale = Vector3.Zero;
42 public Quaternion Rotation = Quaternion.Identity;
43
44 /// <summary>
45 /// Is this undo state for an entire group?
46 /// </summary>
47 public bool ForGroup;
48 41
42 public ObjectChangeData data;
43 public DateTime creationtime;
49 /// <summary> 44 /// <summary>
50 /// Constructor. 45 /// Constructor.
51 /// </summary> 46 /// </summary>
52 /// <param name="part"></param> 47 /// <param name="part"></param>
53 /// <param name="forGroup">True if the undo is for an entire group</param> 48 /// <param name="change">bit field with what is changed</param>
54 public UndoState(SceneObjectPart part, bool forGroup) 49 ///
50 public UndoState(SceneObjectPart part, ObjectChangeType change)
55 { 51 {
56 if (part.ParentID == 0) 52 data = new ObjectChangeData();
57 { 53 data.change = change;
58 ForGroup = forGroup; 54 creationtime = DateTime.UtcNow;
59
60// if (ForGroup)
61 Position = part.ParentGroup.AbsolutePosition;
62// else
63// Position = part.OffsetPosition;
64
65// m_log.DebugFormat(
66// "[UNDO STATE]: Storing undo position {0} for root part", Position);
67 55
68 Rotation = part.RotationOffset; 56 if (part.ParentGroup.RootPart == part)
69 57 {
70// m_log.DebugFormat( 58 if ((change & ObjectChangeType.Position) != 0)
71// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation); 59 data.position = part.ParentGroup.AbsolutePosition;
72 60 if ((change & ObjectChangeType.Rotation) != 0)
73 Scale = part.Shape.Scale; 61 data.rotation = part.RotationOffset;
74 62 if ((change & ObjectChangeType.Scale) != 0)
75// m_log.DebugFormat( 63 data.scale = part.Shape.Scale;
76// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
77 } 64 }
78 else 65 else
79 { 66 {
80 Position = part.OffsetPosition; 67 if ((change & ObjectChangeType.Position) != 0)
81// m_log.DebugFormat( 68 data.position = part.OffsetPosition;
82// "[UNDO STATE]: Storing undo position {0} for child part", Position); 69 if ((change & ObjectChangeType.Rotation) != 0)
70 data.rotation = part.RotationOffset;
71 if ((change & ObjectChangeType.Scale) != 0)
72 data.scale = part.Shape.Scale;
73 }
74 }
75 /// <summary>
76 /// check if undo or redo is too old
77 /// </summary>
83 78
84 Rotation = part.RotationOffset; 79 public bool checkExpire()
85// m_log.DebugFormat( 80 {
86// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation); 81 TimeSpan t = DateTime.UtcNow - creationtime;
82 if (t.Seconds > UNDOEXPIRESECONDS)
83 return true;
84 return false;
85 }
87 86
88 Scale = part.Shape.Scale; 87 /// <summary>
89// m_log.DebugFormat( 88 /// updates undo or redo creation time to now
90// "[UNDO STATE]: Storing undo scale {0} for child part", Scale); 89 /// </summary>
91 } 90 public void updateExpire()
91 {
92 creationtime = DateTime.UtcNow;
92 } 93 }
93 94
94 /// <summary> 95 /// <summary>
95 /// Compare the relevant state in the given part to this state. 96 /// Compare the relevant state in the given part to this state.
96 /// </summary> 97 /// </summary>
97 /// <param name="part"></param> 98 /// <param name="part"></param>
98 /// <returns>true if both the part's position, rotation and scale match those in this undo state. False otherwise.</returns> 99 /// <returns>true what fiels and related data are equal, False otherwise.</returns>
99 public bool Compare(SceneObjectPart part) 100 ///
101 public bool Compare(SceneObjectPart part, ObjectChangeType change)
100 { 102 {
103 if (data.change != change) // if diferent targets, then they are diferent
104 return false;
105
101 if (part != null) 106 if (part != null)
102 { 107 {
103 if (part.ParentID == 0) 108 if (part.ParentID == 0)
104 return 109 {
105 Position == part.ParentGroup.AbsolutePosition 110 if ((change & ObjectChangeType.Position) != 0 && data.position != part.ParentGroup.AbsolutePosition)
106 && Rotation == part.RotationOffset 111 return false;
107 && Scale == part.Shape.Scale; 112 }
108 else 113 else
109 return 114 {
110 Position == part.OffsetPosition 115 if ((change & ObjectChangeType.Position) != 0 && data.position != part.OffsetPosition)
111 && Rotation == part.RotationOffset 116 return false;
112 && Scale == part.Shape.Scale; 117 }
113 } 118
119 if ((change & ObjectChangeType.Rotation) != 0 && data.rotation != part.RotationOffset)
120 return false;
121 if ((change & ObjectChangeType.Rotation) != 0 && data.scale == part.Shape.Scale)
122 return false;
123 return true;
114 124
125 }
115 return false; 126 return false;
116 } 127 }
117 128
118 public void PlaybackState(SceneObjectPart part) 129 /// <summary>
130 /// executes the undo or redo to a part or its group
131 /// </summary>
132 /// <param name="part"></param>
133 ///
134
135 public void PlayState(SceneObjectPart part)
119 { 136 {
120 part.Undoing = true; 137 part.Undoing = true;
121 138
122 if (part.ParentID == 0) 139 SceneObjectGroup grp = part.ParentGroup;
123 {
124// m_log.DebugFormat(
125// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
126// Position, part.Name, part.LocalId);
127 140
128 if (Position != Vector3.Zero) 141 if (grp != null)
129 { 142 {
130 if (ForGroup) 143 grp.doChangeObject(part, data);
131 part.ParentGroup.AbsolutePosition = Position; 144 }
132 else 145 part.Undoing = false;
133 part.ParentGroup.UpdateRootPosition(Position); 146 }
134 } 147 }
135 148
136// m_log.DebugFormat( 149 public class UndoRedoState
137// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}", 150 {
138// part.RotationOffset, Rotation, part.Name, part.LocalId); 151 int size;
152 public LinkedList<UndoState> m_redo = new LinkedList<UndoState>();
153 public LinkedList<UndoState> m_undo = new LinkedList<UndoState>();
139 154
140 if (ForGroup) 155 /// <summary>
141 part.UpdateRotation(Rotation); 156 /// creates a new UndoRedoState with default states memory size
142 else 157 /// </summary>
143 part.ParentGroup.UpdateRootRotation(Rotation);
144 158
145 if (Scale != Vector3.Zero) 159 public UndoRedoState()
146 { 160 {
147// m_log.DebugFormat( 161 size = 5;
148// "[UNDO STATE]: Undoing scale {0} to {1} for root part {2} {3}", 162 }
149// part.Shape.Scale, Scale, part.Name, part.LocalId);
150 163
151 if (ForGroup) 164 /// <summary>
152 part.ParentGroup.GroupResize(Scale); 165 /// creates a new UndoRedoState with states memory having indicated size
153 else 166 /// </summary>
154 part.Resize(Scale); 167 /// <param name="size"></param>
155 }
156 168
157 part.ParentGroup.ScheduleGroupForTerseUpdate(); 169 public UndoRedoState(int _size)
158 } 170 {
171 if (_size < 3)
172 size = 3;
159 else 173 else
160 { 174 size = _size;
161 // Note: Updating these properties on sop automatically schedules an update if needed 175 }
162 if (Position != Vector3.Zero)
163 {
164// m_log.DebugFormat(
165// "[UNDO STATE]: Undoing position {0} to {1} for child part {2} {3}",
166// part.OffsetPosition, Position, part.Name, part.LocalId);
167 176
168 part.OffsetPosition = Position; 177 /// <summary>
169 } 178 /// returns number of undo entries in memory
179 /// </summary>
170 180
171// m_log.DebugFormat( 181 public int Count
172// "[UNDO STATE]: Undoing rotation {0} to {1} for child part {2} {3}", 182 {
173// part.RotationOffset, Rotation, part.Name, part.LocalId); 183 get { return m_undo.Count; }
184 }
174 185
175 part.UpdateRotation(Rotation); 186 /// <summary>
187 /// clears all undo and redo entries
188 /// </summary>
176 189
177 if (Scale != Vector3.Zero) 190 public void Clear()
191 {
192 m_undo.Clear();
193 m_redo.Clear();
194 }
195
196 /// <summary>
197 /// adds a new state undo to part or its group, with changes indicated by what bits
198 /// </summary>
199 /// <param name="part"></param>
200 /// <param name="change">bit field with what is changed</param>
201
202 public void StoreUndo(SceneObjectPart part, ObjectChangeType change)
203 {
204 lock (m_undo)
205 {
206 UndoState last;
207
208 if (m_redo.Count > 0) // last code seems to clear redo on every new undo
178 { 209 {
179// m_log.DebugFormat( 210 m_redo.Clear();
180// "[UNDO STATE]: Undoing scale {0} to {1} for child part {2} {3}", 211 }
181// part.Shape.Scale, Scale, part.Name, part.LocalId);
182 212
183 part.Resize(Scale); 213 if (m_undo.Count > 0)
214 {
215 // check expired entry
216 last = m_undo.First.Value;
217 if (last != null && last.checkExpire())
218 m_undo.Clear();
219 else
220 {
221 // see if we actually have a change
222 if (last != null)
223 {
224 if (last.Compare(part, change))
225 return;
226 }
227 }
184 } 228 }
185 }
186 229
187 part.Undoing = false; 230 // limite size
231 while (m_undo.Count >= size)
232 m_undo.RemoveLast();
233
234 UndoState nUndo = new UndoState(part, change);
235 m_undo.AddFirst(nUndo);
236 }
188 } 237 }
189 238
190 public void PlayfwdState(SceneObjectPart part) 239 /// <summary>
191 { 240 /// executes last state undo to part or its group
192 part.Undoing = true; 241 /// current state is pushed into redo
242 /// </summary>
243 /// <param name="part"></param>
193 244
194 if (part.ParentID == 0) 245 public void Undo(SceneObjectPart part)
246 {
247 lock (m_undo)
195 { 248 {
196 if (Position != Vector3.Zero) 249 UndoState nUndo;
197 part.ParentGroup.AbsolutePosition = Position;
198
199 if (Rotation != Quaternion.Identity)
200 part.UpdateRotation(Rotation);
201 250
202 if (Scale != Vector3.Zero) 251 // expire redo
252 if (m_redo.Count > 0)
203 { 253 {
204 if (ForGroup) 254 nUndo = m_redo.First.Value;
205 part.ParentGroup.GroupResize(Scale); 255 if (nUndo != null && nUndo.checkExpire())
206 else 256 m_redo.Clear();
207 part.Resize(Scale);
208 } 257 }
209 258
210 part.ParentGroup.ScheduleGroupForTerseUpdate(); 259 if (m_undo.Count > 0)
260 {
261 UndoState goback = m_undo.First.Value;
262 // check expired
263 if (goback != null && goback.checkExpire())
264 {
265 m_undo.Clear();
266 return;
267 }
268
269 if (goback != null)
270 {
271 m_undo.RemoveFirst();
272
273 // redo limite size
274 while (m_redo.Count >= size)
275 m_redo.RemoveLast();
276
277 nUndo = new UndoState(part, goback.data.change); // new value in part should it be full goback copy?
278 m_redo.AddFirst(nUndo);
279
280 goback.PlayState(part);
281 }
282 }
211 } 283 }
212 else 284 }
285
286 /// <summary>
287 /// executes last state redo to part or its group
288 /// current state is pushed into undo
289 /// </summary>
290 /// <param name="part"></param>
291
292 public void Redo(SceneObjectPart part)
293 {
294 lock (m_undo)
213 { 295 {
214 // Note: Updating these properties on sop automatically schedules an update if needed 296 UndoState nUndo;
215 if (Position != Vector3.Zero)
216 part.OffsetPosition = Position;
217 297
218 if (Rotation != Quaternion.Identity) 298 // expire undo
219 part.UpdateRotation(Rotation); 299 if (m_undo.Count > 0)
300 {
301 nUndo = m_undo.First.Value;
302 if (nUndo != null && nUndo.checkExpire())
303 m_undo.Clear();
304 }
220 305
221 if (Scale != Vector3.Zero) 306 if (m_redo.Count > 0)
222 part.Resize(Scale); 307 {
308 UndoState gofwd = m_redo.First.Value;
309 // check expired
310 if (gofwd != null && gofwd.checkExpire())
311 {
312 m_redo.Clear();
313 return;
314 }
315
316 if (gofwd != null)
317 {
318 m_redo.RemoveFirst();
319
320 // limite undo size
321 while (m_undo.Count >= size)
322 m_undo.RemoveLast();
323
324 nUndo = new UndoState(part, gofwd.data.change); // new value in part should it be full gofwd copy?
325 m_undo.AddFirst(nUndo);
326
327 gofwd.PlayState(part);
328 }
329 }
223 } 330 }
224
225 part.Undoing = false;
226 } 331 }
227 } 332 }
228 333
@@ -247,4 +352,4 @@ namespace OpenSim.Region.Framework.Scenes
247 m_terrainModule.UndoTerrain(m_terrainChannel); 352 m_terrainModule.UndoTerrain(m_terrainChannel);
248 } 353 }
249 } 354 }
250} \ No newline at end of file 355}
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
index efb68a2..411e421 100644
--- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
+++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs
@@ -87,10 +87,6 @@ namespace OpenSim.Region.Framework.Scenes
87 /// <param name="assetUuids">The assets gathered</param> 87 /// <param name="assetUuids">The assets gathered</param>
88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids) 88 public void GatherAssetUuids(UUID assetUuid, AssetType assetType, IDictionary<UUID, AssetType> assetUuids)
89 { 89 {
90 // avoid infinite loops
91 if (assetUuids.ContainsKey(assetUuid))
92 return;
93
94 try 90 try
95 { 91 {
96 assetUuids[assetUuid] = assetType; 92 assetUuids[assetUuid] = assetType;
diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
index 43548e6..a37e997 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -714,6 +714,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 715 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 716 public event UpdatePrimTexture OnUpdatePrimTexture;
717 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 718 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 719 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 720 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +819,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 819 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 820 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 821 public event DirFindQuery OnDirFindQuery;
822 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 823 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 824 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 825 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +836,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 836 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 837 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 838 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 839 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 840 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 841 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 842 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +866,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 866 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 867 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 868 public event SendPostcard OnSendPostcard;
869 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 870 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 871 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 872 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +888,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 888
886 public void Close() 889 public void Close()
887 { 890 {
891 Close(true);
892 }
893
894 public void Close(bool sendStop)
895 {
888 Disconnect(); 896 Disconnect();
889 } 897 }
890 898
@@ -1690,5 +1698,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1690 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1698 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1691 { 1699 {
1692 } 1700 }
1701
1702 public void SendPartPhysicsProprieties(ISceneEntity entity)
1703 {
1704 }
1705
1693 } 1706 }
1694} 1707}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index 05678c0..8af3652 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -563,7 +563,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
563 563
564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 564 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
565 { 565 {
566 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 566// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
567 567
568 Hashtable response = new Hashtable(); 568 Hashtable response = new Hashtable();
569 response["content_type"] = "text/xml"; 569 response["content_type"] = "text/xml";
@@ -714,7 +714,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
714 714
715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 715 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
716 { 716 {
717 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 717 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
718// string requestbody = (string)request["body"]; 718// string requestbody = (string)request["body"];
719// string uri = (string)request["uri"]; 719// string uri = (string)request["uri"];
720// string contenttype = (string)request["content-type"]; 720// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index 738133c..4dbac1d 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
@@ -190,7 +190,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
190 break; 190 break;
191 } 191 }
192 192
193 m_vivoxVoiceAccountApi = String.Format("http://{0}/api2", m_vivoxServer); 193 m_vivoxVoiceAccountApi = String.Format("https://{0}/api2", m_vivoxServer);
194 194
195 // Admin interface required values 195 // Admin interface required values
196 if (String.IsNullOrEmpty(m_vivoxServer) || 196 if (String.IsNullOrEmpty(m_vivoxServer) ||
@@ -732,7 +732,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
732 return channelUri; 732 return channelUri;
733 } 733 }
734 734
735 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 735
736 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
736 737
737 /// <summary> 738 /// <summary>
738 /// Perform administrative login for Vivox. 739 /// Perform administrative login for Vivox.
@@ -744,7 +745,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
744 return VivoxCall(requrl, false); 745 return VivoxCall(requrl, false);
745 } 746 }
746 747
747 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 748 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
748 749
749 /// <summary> 750 /// <summary>
750 /// Perform administrative logout for Vivox. 751 /// Perform administrative logout for Vivox.
@@ -755,7 +756,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
755 return VivoxCall(requrl, false); 756 return VivoxCall(requrl, false);
756 } 757 }
757 758
758 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 759
760 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
759 761
760 /// <summary> 762 /// <summary>
761 /// Retrieve account information for the specified user. 763 /// Retrieve account information for the specified user.
@@ -767,7 +769,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
767 return VivoxCall(requrl, true); 769 return VivoxCall(requrl, true);
768 } 770 }
769 771
770 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 772
773 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
771 774
772 /// <summary> 775 /// <summary>
773 /// Creates a new account. 776 /// Creates a new account.
@@ -781,7 +784,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
781 return VivoxCall(requrl, true); 784 return VivoxCall(requrl, true);
782 } 785 }
783 786
784 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 787
788 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
785 789
786 /// <summary> 790 /// <summary>
787 /// Change the user's password. 791 /// Change the user's password.
@@ -792,7 +796,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
792 return VivoxCall(requrl, true); 796 return VivoxCall(requrl, true);
793 } 797 }
794 798
795 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 799
800 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
796 801
797 /// <summary> 802 /// <summary>
798 /// Create a channel. 803 /// Create a channel.
@@ -864,7 +869,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
864 return false; 869 return false;
865 } 870 }
866 871
867 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 872 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
868 873
869 /// <summary> 874 /// <summary>
870 /// Retrieve a channel. 875 /// Retrieve a channel.
@@ -1007,7 +1012,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1007 return false; 1012 return false;
1008 } 1013 }
1009 1014
1010 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1015 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1011 1016
1012 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1017 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1013 // { 1018 // {
@@ -1019,7 +1024,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1019 // return VivoxCall(requrl, true); 1024 // return VivoxCall(requrl, true);
1020 // } 1025 // }
1021 1026
1022 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1027 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1023 1028
1024 /// <summary> 1029 /// <summary>
1025 /// Delete a channel. 1030 /// Delete a channel.
@@ -1032,6 +1037,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1032 /// are required in a later phase. 1037 /// are required in a later phase.
1033 /// In this case the call handles parent and description as optional values. 1038 /// In this case the call handles parent and description as optional values.
1034 /// </summary> 1039 /// </summary>
1040
1035 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1041 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1036 { 1042 {
1037 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1043 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1042,11 +1048,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1042 return VivoxCall(requrl, true); 1048 return VivoxCall(requrl, true);
1043 } 1049 }
1044 1050
1045 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1051 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1046 1052
1047 /// <summary> 1053 /// <summary>
1048 /// Return information on channels in the given directory 1054 /// Return information on channels in the given directory
1049 /// </summary> 1055 /// </summary>
1056
1050 private XmlElement VivoxListChildren(string channelid) 1057 private XmlElement VivoxListChildren(string channelid)
1051 { 1058 {
1052 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1059 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1308,4 +1315,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1308 return false; 1315 return false;
1309 } 1316 }
1310 } 1317 }
1311} \ No newline at end of file 1318}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index e669f4c..65bd26c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -892,7 +892,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
892 msg.dialog = dialog; 892 msg.dialog = dialog;
893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
894 msg.fromGroup = true; 894 msg.fromGroup = true;
895 msg.offline = (byte)0; 895 msg.offline = (byte)1; // Allow this message to be stored for offline use
896 msg.ParentEstateID = 0; 896 msg.ParentEstateID = 0;
897 msg.Position = Vector3.Zero; 897 msg.Position = Vector3.Zero;
898 msg.RegionID = UUID.Zero.Guid; 898 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
125 return true;
126
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 127 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 128 Vector3 oldPoint = obj.GroupPosition;
126 int objectCount = obj.ParentGroup.PrimCount; 129 int objectCount = obj.ParentGroup.PrimCount;
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 130 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 131 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 132
133 if (newParcel == null)
134 return true;
135
130 int usedPrims = newParcel.PrimCounts.Total; 136 int usedPrims = newParcel.PrimCounts.Total;
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 137 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
132 138
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 177 return true;
172 } 178 }
173 } 179 }
174} \ No newline at end of file 180}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 5ea5af7..c3335f0 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -169,7 +169,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
169#pragma warning disable 67 169#pragma warning disable 67
170 public event Action<IClientAPI> OnLogout; 170 public event Action<IClientAPI> OnLogout;
171 public event ObjectPermissions OnObjectPermissions; 171 public event ObjectPermissions OnObjectPermissions;
172 172 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
173 public event MoneyTransferRequest OnMoneyTransferRequest; 173 public event MoneyTransferRequest OnMoneyTransferRequest;
174 public event ParcelBuy OnParcelBuy; 174 public event ParcelBuy OnParcelBuy;
175 public event Action<IClientAPI> OnConnectionClosed; 175 public event Action<IClientAPI> OnConnectionClosed;
@@ -238,6 +238,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
238 public event UpdatePrimTexture OnUpdatePrimTexture; 238 public event UpdatePrimTexture OnUpdatePrimTexture;
239 public event UpdateVector OnUpdatePrimGroupPosition; 239 public event UpdateVector OnUpdatePrimGroupPosition;
240 public event UpdateVector OnUpdatePrimSinglePosition; 240 public event UpdateVector OnUpdatePrimSinglePosition;
241 public event ClientChangeObject onClientChangeObject;
241 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 242 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
242 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 243 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
243 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 244 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -375,7 +376,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
375 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 376 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
376 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 377 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
377 public event ClassifiedDelete OnClassifiedDelete; 378 public event ClassifiedDelete OnClassifiedDelete;
378 public event ClassifiedDelete OnClassifiedGodDelete; 379 public event ClassifiedGodDelete OnClassifiedGodDelete;
379 380
380 public event EventNotificationAddRequest OnEventNotificationAddRequest; 381 public event EventNotificationAddRequest OnEventNotificationAddRequest;
381 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 382 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -414,6 +415,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
414 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 415 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
415 public event SimWideDeletesDelegate OnSimWideDeletes; 416 public event SimWideDeletesDelegate OnSimWideDeletes;
416 public event SendPostcard OnSendPostcard; 417 public event SendPostcard OnSendPostcard;
418 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
417 public event MuteListEntryUpdate OnUpdateMuteListEntry; 419 public event MuteListEntryUpdate OnUpdateMuteListEntry;
418 public event MuteListEntryRemove OnRemoveMuteListEntry; 420 public event MuteListEntryRemove OnRemoveMuteListEntry;
419 public event GodlikeMessage onGodlikeMessage; 421 public event GodlikeMessage onGodlikeMessage;
@@ -441,6 +443,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
441 public virtual UUID AgentId 443 public virtual UUID AgentId
442 { 444 {
443 get { return m_uuid; } 445 get { return m_uuid; }
446 set { m_uuid = value; }
444 } 447 }
445 448
446 public UUID SessionId 449 public UUID SessionId
@@ -849,8 +852,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
849 852
850 public void Close() 853 public void Close()
851 { 854 {
852 // Remove ourselves from the scene 855 Close(true);
853 m_scene.RemoveClient(AgentId, false); 856 }
857
858 public void Close(bool sendStop)
859 {
854 } 860 }
855 861
856 public void Start() 862 public void Start()
@@ -1184,5 +1190,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1184 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1190 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1185 { 1191 {
1186 } 1192 }
1193
1194 public void SendPartPhysicsProprieties(ISceneEntity entity)
1195 {
1196 }
1197
1187 } 1198 }
1188} 1199}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 2b8379d..ebf5e84 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 } 170 }
164 else 171 ev.Set();
165 { 172 });
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID); 173
167 return UUID.Zero; 174 ev.WaitOne();
168 } 175
169 } 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)
@@ -314,9 +323,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
314 { 323 {
315 NPCAvatar av; 324 NPCAvatar av;
316 if (m_avatars.TryGetValue(npcID, out av)) 325 if (m_avatars.TryGetValue(npcID, out av))
326 {
327 if (npcID == callerID)
328 return true;
317 return CheckPermissions(av, callerID); 329 return CheckPermissions(av, callerID);
330 }
318 else 331 else
332 {
319 return false; 333 return false;
334 }
320 } 335 }
321 } 336 }
322 337
@@ -328,7 +343,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
328 /// <returns>true if they do, false if they don't.</returns> 343 /// <returns>true if they do, false if they don't.</returns>
329 private bool CheckPermissions(NPCAvatar av, UUID callerID) 344 private bool CheckPermissions(NPCAvatar av, UUID callerID)
330 { 345 {
331 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; 346 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
332 } 347 }
333 } 348 }
334} 349}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..77ea2af
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4091 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 private float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool Phantom
465 {
466 get { return m_isphantom; }
467 set
468 {
469 m_isphantom = value;
470 }
471 }
472
473 public void setPrimForRemoval()
474 {
475 m_taintremove = true;
476 }
477
478 public override bool Flying
479 {
480 // no flying prims for you
481 get { return false; }
482 set { }
483 }
484
485 public override bool IsColliding
486 {
487 get { return iscolliding; }
488 set { iscolliding = value; }
489 }
490
491 public override bool CollidingGround
492 {
493 get { return false; }
494 set { return; }
495 }
496
497 public override bool CollidingObj
498 {
499 get { return false; }
500 set { return; }
501 }
502
503 public override bool ThrottleUpdates
504 {
505 get { return m_throttleUpdates; }
506 set { m_throttleUpdates = value; }
507 }
508
509 public override bool Stopped
510 {
511 get { return _zeroFlag; }
512 }
513
514 public override Vector3 Position
515 {
516 get { return _position; }
517
518 set
519 {
520 _position = value;
521 //m_log.Info("[PHYSICS]: " + _position.ToString());
522 }
523 }
524
525 public override Vector3 Size
526 {
527 get { return _size; }
528 set
529 {
530 if (value.IsFinite())
531 {
532 _size = value;
533 }
534 else
535 {
536 m_log.Warn("[PHYSICS]: Got NaN Size on object");
537 }
538 }
539 }
540
541 public override float Mass
542 {
543 get
544 {
545 CalculateMass();
546 return m_primMass;
547 }
548 }
549
550 public override Vector3 Force
551 {
552 //get { return Vector3.Zero; }
553 get { return m_force; }
554 set
555 {
556 if (value.IsFinite())
557 {
558 m_force = value;
559 }
560 else
561 {
562 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
563 }
564 }
565 }
566
567 public override int VehicleType
568 {
569 get { return (int)m_type; }
570 set { ProcessTypeChange((Vehicle)value); }
571 }
572
573 public override void VehicleFloatParam(int param, float value)
574 {
575 ProcessFloatVehicleParam((Vehicle)param, value);
576 }
577
578 public override void VehicleVectorParam(int param, Vector3 value)
579 {
580 ProcessVectorVehicleParam((Vehicle)param, value);
581 }
582
583 public override void VehicleRotationParam(int param, Quaternion rotation)
584 {
585 ProcessRotationVehicleParam((Vehicle)param, rotation);
586 }
587
588 public override void VehicleFlags(int param, bool remove)
589 {
590 ProcessVehicleFlags(param, remove);
591 }
592
593 public override void SetVolumeDetect(int param)
594 {
595 lock (_parent_scene.OdeLock)
596 {
597 m_isVolumeDetect = (param != 0);
598 }
599 }
600
601 public override Vector3 CenterOfMass
602 {
603 get { return Vector3.Zero; }
604 }
605
606 public override Vector3 GeometricCenter
607 {
608 get { return Vector3.Zero; }
609 }
610
611 public override PrimitiveBaseShape Shape
612 {
613 set
614 {
615 _pbs = value;
616 m_taintshape = true;
617 }
618 }
619
620 public override byte PhysicsShapeType
621 {
622 get
623 {
624 return m_shapetype;
625 }
626 set
627 {
628 m_taintshapetype = value;
629 _parent_scene.AddPhysicsActorTaint(this);
630 }
631 }
632
633 public override Vector3 Velocity
634 {
635 get
636 {
637 // Averate previous velocity with the new one so
638 // client object interpolation works a 'little' better
639 if (_zeroFlag)
640 return Vector3.Zero;
641
642 Vector3 returnVelocity = Vector3.Zero;
643 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
644 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
645 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
646 return returnVelocity;
647 }
648 set
649 {
650 if (value.IsFinite())
651 {
652 _velocity = value;
653 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
654 _acceleration = Vector3.Zero;
655
656 m_taintVelocity = value;
657 _parent_scene.AddPhysicsActorTaint(this);
658 }
659 else
660 {
661 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
662 }
663
664 }
665 }
666
667 public override Vector3 Torque
668 {
669 get
670 {
671 if (!m_isphysical || Body == IntPtr.Zero)
672 return Vector3.Zero;
673
674 return _torque;
675 }
676
677 set
678 {
679 if (value.IsFinite())
680 {
681 m_taintTorque = value;
682 _parent_scene.AddPhysicsActorTaint(this);
683 }
684 else
685 {
686 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
687 }
688 }
689 }
690
691 public override float CollisionScore
692 {
693 get { return m_collisionscore; }
694 set { m_collisionscore = value; }
695 }
696
697 public override bool Kinematic
698 {
699 get { return false; }
700 set { }
701 }
702
703 public override Quaternion Orientation
704 {
705 get { return _orientation; }
706 set
707 {
708 if (QuaternionIsFinite(value))
709 {
710 _orientation = value;
711 }
712 else
713 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
714
715 }
716 }
717
718 public override bool FloatOnWater
719 {
720 set
721 {
722 m_taintCollidesWater = value;
723 _parent_scene.AddPhysicsActorTaint(this);
724 }
725 }
726
727 public override void SetMomentum(Vector3 momentum)
728 {
729 }
730
731 public override Vector3 PIDTarget
732 {
733 set
734 {
735 if (value.IsFinite())
736 {
737 m_PIDTarget = value;
738 }
739 else
740 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
741 }
742 }
743 public override bool PIDActive { set { m_usePID = value; } }
744 public override float PIDTau { set { m_PIDTau = value; } }
745
746 // For RotLookAt
747 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
748 public override bool APIDActive { set { m_useAPID = value; } }
749 public override float APIDStrength { set { m_APIDStrength = value; } }
750 public override float APIDDamping { set { m_APIDDamping = value; } }
751
752 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
753 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
754 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
755 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
756
757 internal static bool QuaternionIsFinite(Quaternion q)
758 {
759 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
760 return false;
761 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
762 return false;
763 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
764 return false;
765 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
766 return false;
767 return true;
768 }
769
770 public override Vector3 Acceleration // client updates read data via here
771 {
772 get
773 {
774 if (_zeroFlag)
775 {
776 return Vector3.Zero;
777 }
778 return _acceleration;
779 }
780 set { _acceleration = value; }
781 }
782
783
784 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
785 {
786 _acceleration = accel;
787 }
788
789 public override void AddForce(Vector3 force, bool pushforce)
790 {
791 if (force.IsFinite())
792 {
793 lock (m_forcelist)
794 m_forcelist.Add(force);
795
796 m_taintforce = true;
797 }
798 else
799 {
800 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
801 }
802 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
803 }
804
805 public override void AddAngularForce(Vector3 force, bool pushforce)
806 {
807 if (force.IsFinite())
808 {
809 m_angularforcelist.Add(force);
810 m_taintaddangularforce = true;
811 }
812 else
813 {
814 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
815 }
816 }
817
818 public override Vector3 RotationalVelocity
819 {
820 get
821 {
822 return m_rotationalVelocity;
823 }
824 set
825 {
826 if (value.IsFinite())
827 {
828 m_rotationalVelocity = value;
829 }
830 else
831 {
832 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
833 }
834 }
835 }
836
837 public override void CrossingFailure()
838 {
839 if (m_outofBounds)
840 {
841 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
842 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
843 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
844 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
845
846 m_lastposition = _position;
847
848 _velocity = Vector3.Zero;
849 m_lastVelocity = _velocity;
850
851
852 if (m_type != Vehicle.TYPE_NONE)
853 Halt();
854
855 d.BodySetLinearVel(Body, 0, 0, 0);
856 base.RequestPhysicsterseUpdate();
857 m_outofBounds = false;
858 }
859 /*
860 int tmp = Interlocked.Increment(ref m_crossingfailures);
861 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
862 {
863 base.RaiseOutOfBounds(_position);
864 return;
865 }
866 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
867 {
868 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
869 }
870 */
871 }
872
873 public override float Buoyancy
874 {
875 get { return m_buoyancy; }
876 set { m_buoyancy = value; }
877 }
878
879 public override void link(PhysicsActor obj)
880 {
881 m_taintparent = obj;
882 }
883
884 public override void delink()
885 {
886 m_taintparent = null;
887 }
888
889 public override void LockAngularMotion(Vector3 axis)
890 {
891 // This is actually ROTATION ENABLE, not a lock.
892 // default is <1,1,1> which is all enabled.
893 // The lock value is updated inside Move(), no point in using the taint system.
894 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
895 if (axis.IsFinite())
896 {
897 axis.X = (axis.X > 0) ? 1f : 0f;
898 axis.Y = (axis.Y > 0) ? 1f : 0f;
899 axis.Z = (axis.Z > 0) ? 1f : 0f;
900 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
901 m_rotateEnableRequest = axis;
902 m_rotateEnableUpdate = true;
903 }
904 else
905 {
906 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
907 }
908 }
909
910 public void SetGeom(IntPtr geom)
911 {
912 if (prim_geom != IntPtr.Zero)
913 {
914 // Remove any old entries
915 //string tPA;
916 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
917 //Console.WriteLine("**** Remove {0}", tPA);
918 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
919 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
920 d.GeomDestroy(prim_geom);
921 }
922
923 prim_geom = geom;
924 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
925 if (prim_geom != IntPtr.Zero)
926 {
927 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
928 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
929 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
930 if (m_NoColide)
931 {
932 d.GeomSetCategoryBits(prim_geom, 0);
933 if (m_isphysical && !m_isVolumeDetect)
934 {
935 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
936 }
937 else
938 {
939 d.GeomSetCollideBits(prim_geom, 0);
940 d.GeomDisable(prim_geom);
941 }
942 }
943 else
944 {
945 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
946 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
947 }
948 }
949
950 if (childPrim)
951 {
952 if (_parent != null && _parent is OdePrim)
953 {
954 OdePrim parent = (OdePrim)_parent;
955 //Console.WriteLine("SetGeom calls ChildSetGeom");
956 parent.ChildSetGeom(this);
957 }
958 }
959 //m_log.Warn("Setting Geom to: " + prim_geom);
960 }
961
962 public void enableBodySoft()
963 {
964 if (!childPrim)
965 {
966 if (m_isphysical && Body != IntPtr.Zero)
967 {
968 d.BodyEnable(Body);
969 if (m_type != Vehicle.TYPE_NONE)
970 Enable(Body, _parent_scene);
971 }
972
973 m_disabled = false;
974 }
975 }
976
977 public void disableBodySoft()
978 {
979 m_disabled = true;
980
981 if (m_isphysical && Body != IntPtr.Zero)
982 {
983 d.BodyDisable(Body);
984 Halt();
985 }
986 }
987
988 public void enableBody()
989 {
990 // Don't enable this body if we're a child prim
991 // this should be taken care of in the parent function not here
992 if (!childPrim)
993 {
994 // Sets the geom to a body
995 Body = d.BodyCreate(_parent_scene.world);
996
997 setMass();
998 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
999 d.Quaternion myrot = new d.Quaternion();
1000 myrot.X = _orientation.X;
1001 myrot.Y = _orientation.Y;
1002 myrot.Z = _orientation.Z;
1003 myrot.W = _orientation.W;
1004 d.BodySetQuaternion(Body, ref myrot);
1005 d.GeomSetBody(prim_geom, Body);
1006
1007 m_collisionCategories |= CollisionCategories.Body;
1008 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1009
1010 if (m_NoColide)
1011 {
1012 d.GeomSetCategoryBits(prim_geom, 0);
1013 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1014 }
1015 else
1016 {
1017 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1018 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1019 }
1020
1021 d.BodySetAutoDisableFlag(Body, true);
1022 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1023
1024 // disconnect from world gravity so we can apply buoyancy
1025 d.BodySetGravityMode(Body, false);
1026
1027 m_interpenetrationcount = 0;
1028 m_collisionscore = 0;
1029 m_disabled = false;
1030
1031 if (m_type != Vehicle.TYPE_NONE)
1032 {
1033 Enable(Body, _parent_scene);
1034 }
1035
1036 _parent_scene.addActivePrim(this);
1037 }
1038 }
1039
1040 #region Mass Calculation
1041
1042 private float CalculateMass()
1043 {
1044 float volume = _size.X * _size.Y * _size.Z; // default
1045 float tmp;
1046
1047 float returnMass = 0;
1048 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1049 float hollowVolume = hollowAmount * hollowAmount;
1050
1051 switch (_pbs.ProfileShape)
1052 {
1053 case ProfileShape.Square:
1054 // default box
1055
1056 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1057 {
1058 if (hollowAmount > 0.0)
1059 {
1060 switch (_pbs.HollowShape)
1061 {
1062 case HollowShape.Square:
1063 case HollowShape.Same:
1064 break;
1065
1066 case HollowShape.Circle:
1067
1068 hollowVolume *= 0.78539816339f;
1069 break;
1070
1071 case HollowShape.Triangle:
1072
1073 hollowVolume *= (0.5f * .5f);
1074 break;
1075
1076 default:
1077 hollowVolume = 0;
1078 break;
1079 }
1080 volume *= (1.0f - hollowVolume);
1081 }
1082 }
1083
1084 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1085 {
1086 //a tube
1087
1088 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1089 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1090 volume -= volume * tmp * tmp;
1091
1092 if (hollowAmount > 0.0)
1093 {
1094 hollowVolume *= hollowAmount;
1095
1096 switch (_pbs.HollowShape)
1097 {
1098 case HollowShape.Square:
1099 case HollowShape.Same:
1100 break;
1101
1102 case HollowShape.Circle:
1103 hollowVolume *= 0.78539816339f; ;
1104 break;
1105
1106 case HollowShape.Triangle:
1107 hollowVolume *= 0.5f * 0.5f;
1108 break;
1109 default:
1110 hollowVolume = 0;
1111 break;
1112 }
1113 volume *= (1.0f - hollowVolume);
1114 }
1115 }
1116
1117 break;
1118
1119 case ProfileShape.Circle:
1120
1121 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1122 {
1123 volume *= 0.78539816339f; // elipse base
1124
1125 if (hollowAmount > 0.0)
1126 {
1127 switch (_pbs.HollowShape)
1128 {
1129 case HollowShape.Same:
1130 case HollowShape.Circle:
1131 break;
1132
1133 case HollowShape.Square:
1134 hollowVolume *= 0.5f * 2.5984480504799f;
1135 break;
1136
1137 case HollowShape.Triangle:
1138 hollowVolume *= .5f * 1.27323954473516f;
1139 break;
1140
1141 default:
1142 hollowVolume = 0;
1143 break;
1144 }
1145 volume *= (1.0f - hollowVolume);
1146 }
1147 }
1148
1149 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1150 {
1151 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1152 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1153 volume *= (1.0f - tmp * tmp);
1154
1155 if (hollowAmount > 0.0)
1156 {
1157
1158 // calculate the hollow volume by it's shape compared to the prim shape
1159 hollowVolume *= hollowAmount;
1160
1161 switch (_pbs.HollowShape)
1162 {
1163 case HollowShape.Same:
1164 case HollowShape.Circle:
1165 break;
1166
1167 case HollowShape.Square:
1168 hollowVolume *= 0.5f * 2.5984480504799f;
1169 break;
1170
1171 case HollowShape.Triangle:
1172 hollowVolume *= .5f * 1.27323954473516f;
1173 break;
1174
1175 default:
1176 hollowVolume = 0;
1177 break;
1178 }
1179 volume *= (1.0f - hollowVolume);
1180 }
1181 }
1182 break;
1183
1184 case ProfileShape.HalfCircle:
1185 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1186 {
1187 volume *= 0.52359877559829887307710723054658f;
1188 }
1189 break;
1190
1191 case ProfileShape.EquilateralTriangle:
1192
1193 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1194 {
1195 volume *= 0.32475953f;
1196
1197 if (hollowAmount > 0.0)
1198 {
1199
1200 // calculate the hollow volume by it's shape compared to the prim shape
1201 switch (_pbs.HollowShape)
1202 {
1203 case HollowShape.Same:
1204 case HollowShape.Triangle:
1205 hollowVolume *= .25f;
1206 break;
1207
1208 case HollowShape.Square:
1209 hollowVolume *= 0.499849f * 3.07920140172638f;
1210 break;
1211
1212 case HollowShape.Circle:
1213 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1214 // Cyllinder hollow volume calculation
1215
1216 hollowVolume *= 0.1963495f * 3.07920140172638f;
1217 break;
1218
1219 default:
1220 hollowVolume = 0;
1221 break;
1222 }
1223 volume *= (1.0f - hollowVolume);
1224 }
1225 }
1226 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1227 {
1228 volume *= 0.32475953f;
1229 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1230 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1231 volume *= (1.0f - tmp * tmp);
1232
1233 if (hollowAmount > 0.0)
1234 {
1235
1236 hollowVolume *= hollowAmount;
1237
1238 switch (_pbs.HollowShape)
1239 {
1240 case HollowShape.Same:
1241 case HollowShape.Triangle:
1242 hollowVolume *= .25f;
1243 break;
1244
1245 case HollowShape.Square:
1246 hollowVolume *= 0.499849f * 3.07920140172638f;
1247 break;
1248
1249 case HollowShape.Circle:
1250
1251 hollowVolume *= 0.1963495f * 3.07920140172638f;
1252 break;
1253
1254 default:
1255 hollowVolume = 0;
1256 break;
1257 }
1258 volume *= (1.0f - hollowVolume);
1259 }
1260 }
1261 break;
1262
1263 default:
1264 break;
1265 }
1266
1267
1268
1269 float taperX1;
1270 float taperY1;
1271 float taperX;
1272 float taperY;
1273 float pathBegin;
1274 float pathEnd;
1275 float profileBegin;
1276 float profileEnd;
1277
1278 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1279 {
1280 taperX1 = _pbs.PathScaleX * 0.01f;
1281 if (taperX1 > 1.0f)
1282 taperX1 = 2.0f - taperX1;
1283 taperX = 1.0f - taperX1;
1284
1285 taperY1 = _pbs.PathScaleY * 0.01f;
1286 if (taperY1 > 1.0f)
1287 taperY1 = 2.0f - taperY1;
1288 taperY = 1.0f - taperY1;
1289 }
1290 else
1291 {
1292 taperX = _pbs.PathTaperX * 0.01f;
1293 if (taperX < 0.0f)
1294 taperX = -taperX;
1295 taperX1 = 1.0f - taperX;
1296
1297 taperY = _pbs.PathTaperY * 0.01f;
1298 if (taperY < 0.0f)
1299 taperY = -taperY;
1300 taperY1 = 1.0f - taperY;
1301
1302 }
1303
1304
1305 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1306
1307 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1308 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1309 volume *= (pathEnd - pathBegin);
1310
1311 // this is crude aproximation
1312 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1313 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1314 volume *= (profileEnd - profileBegin);
1315
1316 returnMass = m_density * volume;
1317
1318 if (returnMass <= 0)
1319 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1320 // else if (returnMass > _parent_scene.maximumMassObject)
1321 // returnMass = _parent_scene.maximumMassObject;
1322
1323
1324
1325 m_primMass = returnMass;
1326 if (m_primMass > _parent_scene.maximumMassObject)
1327 m_primMass = _parent_scene.maximumMassObject;
1328
1329 // Recursively calculate mass
1330 bool HasChildPrim = false;
1331 lock (childrenPrim)
1332 {
1333 if (childrenPrim.Count > 0)
1334 {
1335 HasChildPrim = true;
1336 }
1337
1338 }
1339 if (HasChildPrim)
1340 {
1341 OdePrim[] childPrimArr = new OdePrim[0];
1342
1343 lock (childrenPrim)
1344 childPrimArr = childrenPrim.ToArray();
1345
1346 for (int i = 0; i < childPrimArr.Length; i++)
1347 {
1348 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1349 returnMass += childPrimArr[i].CalculateMass();
1350 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1351 if (i > 256)
1352 break;
1353 }
1354 }
1355 if (returnMass > _parent_scene.maximumMassObject)
1356 returnMass = _parent_scene.maximumMassObject;
1357 return returnMass;
1358 }// end CalculateMass
1359
1360 #endregion
1361
1362 public void setMass()
1363 {
1364 if (Body != (IntPtr)0)
1365 {
1366 float newmass = CalculateMass();
1367
1368 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1369
1370 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1371 d.BodySetMass(Body, ref pMass);
1372 }
1373 }
1374
1375 public void disableBody()
1376 {
1377 //this kills the body so things like 'mesh' can re-create it.
1378 lock (this)
1379 {
1380 if (!childPrim)
1381 {
1382 if (Body != IntPtr.Zero)
1383 {
1384 _parent_scene.remActivePrim(this);
1385 m_collisionCategories &= ~CollisionCategories.Body;
1386 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1387
1388 if (prim_geom != IntPtr.Zero)
1389 {
1390 if (m_NoColide)
1391 {
1392 d.GeomSetCategoryBits(prim_geom, 0);
1393 d.GeomSetCollideBits(prim_geom, 0);
1394 d.GeomDisable(prim_geom);
1395 }
1396 else
1397 {
1398 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1399 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1400 }
1401 }
1402
1403 d.BodyDestroy(Body);
1404 lock (childrenPrim)
1405 {
1406 if (childrenPrim.Count > 0)
1407 {
1408 foreach (OdePrim prm in childrenPrim)
1409 {
1410 if (prm.m_NoColide && prm.prim_geom != IntPtr.Zero)
1411 {
1412 d.GeomSetCategoryBits(prm.prim_geom, 0);
1413 d.GeomSetCollideBits(prm.prim_geom, 0);
1414 d.GeomDisable(prm.prim_geom);
1415 }
1416
1417 _parent_scene.remActivePrim(prm);
1418 prm.Body = IntPtr.Zero;
1419 }
1420 }
1421 }
1422 Body = IntPtr.Zero;
1423 }
1424 }
1425 else
1426 {
1427 _parent_scene.remActivePrim(this);
1428
1429 m_collisionCategories &= ~CollisionCategories.Body;
1430 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1431
1432 if (prim_geom != IntPtr.Zero)
1433 {
1434 if (m_NoColide)
1435 {
1436 d.GeomSetCategoryBits(prim_geom, 0);
1437 d.GeomSetCollideBits(prim_geom, 0);
1438 d.GeomDisable(prim_geom);
1439 }
1440 else
1441 {
1442 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1443 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1444 }
1445 }
1446
1447 Body = IntPtr.Zero;
1448 }
1449 }
1450 m_disabled = true;
1451 m_collisionscore = 0;
1452 }
1453
1454// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1455
1456 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1457 {
1458 //Kill Body so that mesh can re-make the geom
1459 if (IsPhysical && Body != IntPtr.Zero)
1460 {
1461 if (childPrim)
1462 {
1463 if (_parent != null)
1464 {
1465 OdePrim parent = (OdePrim)_parent;
1466 parent.ChildDelink(this);
1467 }
1468 }
1469 else
1470 {
1471 disableBody();
1472 }
1473 }
1474
1475 IntPtr vertices, indices;
1476 int vertexCount, indexCount;
1477 int vertexStride, triStride;
1478 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1479 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1480
1481 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1482 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1483
1484 if (vertexCount == 0 || indexCount == 0)
1485 {
1486 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1487 return false;
1488 }
1489
1490 IntPtr geo = IntPtr.Zero;
1491 try
1492 {
1493 _triMeshData = d.GeomTriMeshDataCreate();
1494 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1495 d.GeomTriMeshDataPreprocess(_triMeshData);
1496
1497 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1498
1499 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1500 }
1501 catch (Exception e)
1502 {
1503 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1504
1505 if (_triMeshData != IntPtr.Zero)
1506 {
1507 d.GeomTriMeshDataDestroy(_triMeshData);
1508 _triMeshData = IntPtr.Zero;
1509 }
1510 return false;
1511 }
1512
1513 SetGeom(geo);
1514
1515 return true;
1516 }
1517
1518 public void ProcessTaints(float timestep) //=============================================================================
1519 {
1520 if (m_taintadd)
1521 {
1522 changeadd(timestep);
1523 }
1524
1525 if (m_taintremove)
1526 return;
1527
1528 if (prim_geom != IntPtr.Zero)
1529 {
1530 if (!_position.ApproxEquals(m_taintposition, 0f))
1531 {
1532 changemove(timestep);
1533 }
1534 if (m_taintrot != _orientation)
1535 {
1536 if (childPrim && IsPhysical) // For physical child prim...
1537 {
1538 rotate(timestep);
1539 // KF: ODE will also rotate the parent prim!
1540 // so rotate the root back to where it was
1541 OdePrim parent = (OdePrim)_parent;
1542 parent.rotate(timestep);
1543 }
1544 else
1545 {
1546 //Just rotate the prim
1547 rotate(timestep);
1548 }
1549 }
1550 //
1551 if (m_taintphantom != m_isphantom )
1552 {
1553 changePhantomStatus();
1554 }//
1555
1556 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1557 {
1558 changePhysicsStatus(timestep);
1559 }//
1560
1561
1562 if (!_size.ApproxEquals(m_taintsize, 0f))
1563 changesize(timestep);
1564 //
1565
1566 if(m_taintshapetype != m_shapetype)
1567 {
1568 m_shapetype = m_taintshapetype;
1569 changeshape(timestep);
1570 }
1571
1572 if (m_taintshape)
1573 changeshape(timestep);
1574 //
1575
1576 if (m_taintforce)
1577 changeAddForce(timestep);
1578
1579 if (m_taintaddangularforce)
1580 changeAddAngularForce(timestep);
1581
1582 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1583 changeSetTorque(timestep);
1584
1585 if (m_taintdisable)
1586 changedisable(timestep);
1587
1588 if (m_taintselected != m_isSelected)
1589 changeSelectedStatus();
1590
1591 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1592 changevelocity(timestep);
1593
1594 if (m_taintparent != _parent)
1595 changelink(timestep);
1596
1597 if (m_taintCollidesWater != m_collidesWater)
1598 changefloatonwater(timestep);
1599
1600 if (m_taintvehicledata != null)
1601 DoSetVehicle();
1602
1603 /* obsolete
1604 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1605 changeAngularLock(timestep);
1606 */
1607 }
1608
1609 else
1610 {
1611 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1612
1613 // not sure this will not flame...
1614 m_taintremove = true;
1615 _parent_scene.AddPhysicsActorTaint(this);
1616 }
1617
1618 }
1619
1620 private void changelink(float timestep)
1621 {
1622 // If the newly set parent is not null
1623 // create link
1624 if (_parent == null && m_taintparent != null)
1625 {
1626 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1627 {
1628 OdePrim obj = (OdePrim)m_taintparent;
1629 obj.ParentPrim(this);
1630 }
1631 }
1632 // If the newly set parent is null
1633 // destroy link
1634 else if (_parent != null && m_taintparent == null)
1635 {
1636 if (_parent is OdePrim)
1637 {
1638 OdePrim obj = (OdePrim)_parent;
1639 obj.ChildDelink(this);
1640 childPrim = false;
1641 }
1642 }
1643
1644 _parent = m_taintparent;
1645 m_taintPhysics = m_isphysical;
1646 }
1647
1648 // I'm the parent
1649 // prim is the child
1650 public void ParentPrim(OdePrim prim)
1651 {
1652 if (this.m_localID != prim.m_localID)
1653 {
1654 if (Body == IntPtr.Zero)
1655 {
1656 Body = d.BodyCreate(_parent_scene.world);
1657 // disconnect from world gravity so we can apply buoyancy
1658 d.BodySetGravityMode(Body, false);
1659
1660 setMass();
1661 }
1662 if (Body != IntPtr.Zero)
1663 {
1664 lock (childrenPrim)
1665 {
1666 if (!childrenPrim.Contains(prim))
1667 {
1668 childrenPrim.Add(prim);
1669
1670 foreach (OdePrim prm in childrenPrim)
1671 {
1672 d.Mass m2;
1673 d.MassSetZero(out m2);
1674 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1675
1676
1677 d.Quaternion quat = new d.Quaternion();
1678 quat.W = prm._orientation.W;
1679 quat.X = prm._orientation.X;
1680 quat.Y = prm._orientation.Y;
1681 quat.Z = prm._orientation.Z;
1682
1683 d.Matrix3 mat = new d.Matrix3();
1684 d.RfromQ(out mat, ref quat);
1685 d.MassRotate(ref m2, ref mat);
1686 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1687 d.MassAdd(ref pMass, ref m2);
1688 }
1689 foreach (OdePrim prm in childrenPrim)
1690 {
1691 if (m_isphantom && !prm.m_isVolumeDetect)
1692 {
1693 prm.m_collisionCategories = 0;
1694 prm.m_collisionFlags = CollisionCategories.Land;
1695 }
1696 else
1697 {
1698 prm.m_collisionCategories |= CollisionCategories.Body;
1699 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1700 }
1701 if (prm.prim_geom == IntPtr.Zero)
1702 {
1703 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1704 continue;
1705 }
1706
1707 if (prm.m_NoColide)
1708 {
1709 d.GeomSetCategoryBits(prm.prim_geom, 0);
1710 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1711 }
1712 else
1713 {
1714 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1715 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1716 }
1717
1718 d.Quaternion quat = new d.Quaternion();
1719 quat.W = prm._orientation.W;
1720 quat.X = prm._orientation.X;
1721 quat.Y = prm._orientation.Y;
1722 quat.Z = prm._orientation.Z;
1723
1724 d.Matrix3 mat = new d.Matrix3();
1725 d.RfromQ(out mat, ref quat);
1726 if (Body != IntPtr.Zero)
1727 {
1728 d.GeomSetBody(prm.prim_geom, Body);
1729 prm.childPrim = true;
1730 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1731 //d.GeomSetOffsetPosition(prim.prim_geom,
1732 // (Position.X - prm.Position.X) - pMass.c.X,
1733 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1734 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1735 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1736 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1737 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1738 d.BodySetMass(Body, ref pMass);
1739 }
1740 else
1741 {
1742 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1743 }
1744
1745 prm.m_interpenetrationcount = 0;
1746 prm.m_collisionscore = 0;
1747 prm.m_disabled = false;
1748
1749 prm.Body = Body;
1750
1751 _parent_scene.addActivePrim(prm);
1752 }
1753
1754 if (m_isphantom && !m_isVolumeDetect)
1755 {
1756 m_collisionCategories = 0;
1757 m_collisionFlags = CollisionCategories.Land;
1758 }
1759 else
1760 {
1761 m_collisionCategories |= CollisionCategories.Body;
1762 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1763 }
1764
1765 if (m_NoColide)
1766 {
1767 d.GeomSetCategoryBits(prim_geom, 0);
1768 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1769 }
1770 else
1771 {
1772 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1773 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1774 }
1775
1776 d.Quaternion quat2 = new d.Quaternion();
1777 quat2.W = _orientation.W;
1778 quat2.X = _orientation.X;
1779 quat2.Y = _orientation.Y;
1780 quat2.Z = _orientation.Z;
1781
1782 d.Matrix3 mat2 = new d.Matrix3();
1783 d.RfromQ(out mat2, ref quat2);
1784 d.GeomSetBody(prim_geom, Body);
1785 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1786 //d.GeomSetOffsetPosition(prim.prim_geom,
1787 // (Position.X - prm.Position.X) - pMass.c.X,
1788 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1789 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1790 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1791 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1792 d.BodySetMass(Body, ref pMass);
1793
1794 d.BodySetAutoDisableFlag(Body, true);
1795 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1796
1797 m_interpenetrationcount = 0;
1798 m_collisionscore = 0;
1799 m_disabled = false;
1800
1801 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1802 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1803
1804 _parent_scene.addActivePrim(this);
1805 }
1806 }
1807 }
1808 }
1809 }
1810
1811 private void ChildSetGeom(OdePrim odePrim)
1812 {
1813 lock (childrenPrim)
1814 {
1815 foreach (OdePrim prm in childrenPrim)
1816 {
1817 prm.disableBody();
1818 }
1819 }
1820 disableBody();
1821
1822 if (Body != IntPtr.Zero)
1823 {
1824 _parent_scene.remActivePrim(this);
1825 }
1826
1827 lock (childrenPrim)
1828 {
1829 foreach (OdePrim prm in childrenPrim)
1830 {
1831 ParentPrim(prm);
1832 }
1833 }
1834 }
1835
1836 private void ChildDelink(OdePrim odePrim)
1837 {
1838 // Okay, we have a delinked child.. need to rebuild the body.
1839 lock (childrenPrim)
1840 {
1841 foreach (OdePrim prm in childrenPrim)
1842 {
1843 prm.childPrim = true;
1844 prm.disableBody();
1845 }
1846 }
1847 disableBody();
1848
1849 lock (childrenPrim)
1850 {
1851 childrenPrim.Remove(odePrim);
1852 }
1853
1854 if (Body != IntPtr.Zero)
1855 {
1856 _parent_scene.remActivePrim(this);
1857 }
1858
1859 lock (childrenPrim)
1860 {
1861 foreach (OdePrim prm in childrenPrim)
1862 {
1863 ParentPrim(prm);
1864 }
1865 }
1866 }
1867
1868 private void changePhantomStatus()
1869 {
1870 m_taintphantom = m_isphantom;
1871 changeSelectedStatus();
1872 }
1873
1874/* not in use
1875 private void SetCollider()
1876 {
1877 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1878 }
1879
1880 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1881 {
1882 if (sel)
1883 {
1884 m_collisionCategories = CollisionCategories.Selected;
1885 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1886 }
1887 else
1888 {
1889 if (phan && !vdtc)
1890 {
1891 m_collisionCategories = 0;
1892 if (phys)
1893 m_collisionFlags = CollisionCategories.Land;
1894 else
1895 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1896 }
1897 else
1898 {
1899 m_collisionCategories = CollisionCategories.Geom;
1900 if (phys)
1901 m_collisionCategories |= CollisionCategories.Body;
1902
1903 m_collisionFlags = m_default_collisionFlags;
1904
1905 if (m_collidesLand)
1906 m_collisionFlags |= CollisionCategories.Land;
1907 if (m_collidesWater)
1908 m_collisionFlags |= CollisionCategories.Water;
1909 }
1910 }
1911
1912 if (prim_geom != IntPtr.Zero)
1913 {
1914 if (m_NoColide)
1915 {
1916 d.GeomSetCategoryBits(prim_geom, 0);
1917 if (phys)
1918 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1919 else
1920 {
1921 d.GeomSetCollideBits(prim_geom, 0);
1922 d.GeomDisable(prim_geom);
1923 }
1924 }
1925 else
1926 {
1927 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1928 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1929 }
1930 }
1931 }
1932*/
1933
1934 private void changeSelectedStatus()
1935 {
1936 if (m_taintselected)
1937 {
1938 m_collisionCategories = CollisionCategories.Selected;
1939 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1940
1941 // We do the body disable soft twice because 'in theory' a collision could have happened
1942 // in between the disabling and the collision properties setting
1943 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1944 // through the ground.
1945
1946 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1947 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1948 // so that causes the selected part to wake up and continue moving.
1949
1950 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1951 // assembly will stop simulating during the selection, because of the lack of atomicity
1952 // of select operations (their processing could be interrupted by a thread switch, causing
1953 // simulation to continue before all of the selected object notifications trickle down to
1954 // the physics engine).
1955
1956 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1957 // selected and disabled. then, due to a thread switch, the selection processing is
1958 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1959 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1960 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1961 // up, start simulating again, which in turn wakes up the last 50.
1962
1963 if (m_isphysical)
1964 {
1965 disableBodySoft();
1966 }
1967
1968 if (prim_geom != IntPtr.Zero)
1969 {
1970 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1971 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1972 if (m_NoColide)
1973 d.GeomDisable(prim_geom);
1974 }
1975
1976 if (m_isphysical)
1977 {
1978 disableBodySoft();
1979 }
1980 if (Body != IntPtr.Zero)
1981 {
1982 d.BodySetLinearVel(Body, 0f, 0f, 0f);
1983 d.BodySetForce(Body, 0f, 0f, 0f);
1984 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
1985 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
1986 }
1987 }
1988 else
1989 {
1990 if (m_isphantom && !m_isVolumeDetect)
1991 {
1992 m_collisionCategories = 0;
1993 if (m_isphysical)
1994 m_collisionFlags = CollisionCategories.Land;
1995 else
1996 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1997 }
1998 else
1999 {
2000 m_collisionCategories = CollisionCategories.Geom;
2001 if (m_isphysical)
2002 m_collisionCategories |= CollisionCategories.Body;
2003
2004 m_collisionFlags = m_default_collisionFlags;
2005
2006 if (m_collidesLand)
2007 m_collisionFlags |= CollisionCategories.Land;
2008 if (m_collidesWater)
2009 m_collisionFlags |= CollisionCategories.Water;
2010 }
2011
2012 if (prim_geom != IntPtr.Zero)
2013 {
2014 if (m_NoColide)
2015 {
2016 d.GeomSetCategoryBits(prim_geom, 0);
2017 if (m_isphysical)
2018 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2019 else
2020 {
2021 d.GeomSetCollideBits(prim_geom, 0);
2022 d.GeomDisable(prim_geom);
2023 }
2024 }
2025 else
2026 {
2027 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2028 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2029 }
2030 }
2031 if (Body != IntPtr.Zero)
2032 {
2033 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2034 d.BodySetForce(Body, 0f, 0f, 0f);
2035 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2036 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2037 }
2038
2039 if (m_isphysical)
2040 {
2041 if (Body != IntPtr.Zero)
2042 {
2043 enableBodySoft();
2044 }
2045 }
2046 }
2047
2048 resetCollisionAccounting();
2049 m_isSelected = m_taintselected;
2050 }//end changeSelectedStatus
2051
2052 public void ResetTaints()
2053 {
2054 m_taintposition = _position;
2055 m_taintrot = _orientation;
2056 m_taintPhysics = m_isphysical;
2057 m_taintselected = m_isSelected;
2058 m_taintsize = _size;
2059 m_taintshape = false;
2060 m_taintforce = false;
2061 m_taintdisable = false;
2062 m_taintVelocity = Vector3.Zero;
2063 }
2064
2065 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2066 {
2067 bool gottrimesh = false;
2068
2069 m_NoColide = false; // assume all will go well
2070
2071 if (_triMeshData != IntPtr.Zero)
2072 {
2073 d.GeomTriMeshDataDestroy(_triMeshData);
2074 _triMeshData = IntPtr.Zero;
2075 }
2076
2077 if (_mesh != null)
2078 {
2079 gottrimesh = setMesh(_parent_scene, _mesh);
2080 if (!gottrimesh)
2081 {
2082 // getting a mesh failed,
2083 // lets go on having a basic box or sphere, with prim size but not coliding
2084 // physical colides with land, non with nothing
2085
2086 m_NoColide = true;
2087 }
2088 }
2089
2090 if (!gottrimesh)
2091 { // we will have a basic box or sphere
2092 IntPtr geo = IntPtr.Zero;
2093
2094 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2095 && _size.X == _size.Y && _size.X == _size.Z)
2096 {
2097 // its a sphere
2098 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2099 try
2100 {
2101 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2102 }
2103 catch (Exception e)
2104 {
2105 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2106 geo = IntPtr.Zero;
2107 ode.dunlock(_parent_scene.world);
2108 }
2109 }
2110 else // make it a box
2111 {
2112 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2113 try
2114 {
2115 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2116 }
2117 catch (Exception e)
2118 {
2119 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2120 geo = IntPtr.Zero;
2121 ode.dunlock(_parent_scene.world);
2122 }
2123 }
2124
2125 if (geo == IntPtr.Zero) // if this happens it must be fixed
2126 {
2127 // if it does lets stop what we can
2128 // not sure this will not flame...
2129
2130 m_taintremove = true;
2131 _parent_scene.AddPhysicsActorTaint(this);
2132 return;
2133 }
2134
2135 SetGeom(geo); // this processes the m_NoColide
2136 }
2137 }
2138
2139 public void changeadd(float timestep)
2140 {
2141 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2142 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2143
2144 if (targetspace == IntPtr.Zero)
2145 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2146
2147 m_targetSpace = targetspace;
2148
2149 if (_mesh == null) // && m_meshfailed == false)
2150 {
2151 if (_parent_scene.needsMeshing(_pbs))
2152 {
2153 bool convex;
2154 if (m_shapetype == 2)
2155 convex = true;
2156 else
2157 convex = false;
2158 try
2159 {
2160 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2161 }
2162 catch
2163 {
2164 //Don't continuously try to mesh prims when meshing has failed
2165 m_meshfailed = true;
2166 _mesh = null;
2167 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2168 }
2169 }
2170 }
2171
2172 lock (_parent_scene.OdeLock)
2173 {
2174 CreateGeom(m_targetSpace, _mesh);
2175
2176 if (prim_geom != IntPtr.Zero)
2177 {
2178 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2179 d.Quaternion myrot = new d.Quaternion();
2180 myrot.X = _orientation.X;
2181 myrot.Y = _orientation.Y;
2182 myrot.Z = _orientation.Z;
2183 myrot.W = _orientation.W;
2184 d.GeomSetQuaternion(prim_geom, ref myrot);
2185 }
2186
2187 if (m_isphysical && Body == IntPtr.Zero)
2188 {
2189 enableBody();
2190 }
2191 }
2192
2193 changeSelectedStatus();
2194
2195 m_taintadd = false;
2196 }
2197
2198 public void changemove(float timestep)
2199 {
2200 if (m_isphysical)
2201 {
2202 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2203 if (!m_taintremove && !childPrim)
2204 {
2205 if (Body == IntPtr.Zero)
2206 enableBody();
2207 //Prim auto disable after 20 frames,
2208 //if you move it, re-enable the prim manually.
2209 if (_parent != null)
2210 {
2211 if (m_linkJoint != IntPtr.Zero)
2212 {
2213 d.JointDestroy(m_linkJoint);
2214 m_linkJoint = IntPtr.Zero;
2215 }
2216 }
2217 if (Body != IntPtr.Zero)
2218 {
2219 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2220
2221 if (_parent != null)
2222 {
2223 OdePrim odParent = (OdePrim)_parent;
2224 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2225 {
2226 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2227 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2228 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2229 d.JointAttach(m_linkJoint, Body, odParent.Body);
2230 d.JointSetFixed(m_linkJoint);
2231 }
2232 }
2233 d.BodyEnable(Body);
2234 if (m_type != Vehicle.TYPE_NONE)
2235 {
2236 Enable(Body, _parent_scene);
2237 }
2238 }
2239 else
2240 {
2241 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2242 }
2243 }
2244 //else
2245 // {
2246 //m_log.Debug("[BUG]: race!");
2247 //}
2248 }
2249 else
2250 {
2251 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2252 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2253 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2254
2255 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2256 m_targetSpace = tempspace;
2257
2258 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2259 if (prim_geom != IntPtr.Zero)
2260 {
2261 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2262
2263 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2264 d.SpaceAdd(m_targetSpace, prim_geom);
2265 }
2266 }
2267
2268 changeSelectedStatus();
2269
2270 resetCollisionAccounting();
2271 m_taintposition = _position;
2272 }
2273
2274 public void rotate(float timestep)
2275 {
2276 d.Quaternion myrot = new d.Quaternion();
2277 myrot.X = _orientation.X;
2278 myrot.Y = _orientation.Y;
2279 myrot.Z = _orientation.Z;
2280 myrot.W = _orientation.W;
2281 if (Body != IntPtr.Zero)
2282 {
2283 // KF: If this is a root prim do BodySet
2284 d.BodySetQuaternion(Body, ref myrot);
2285 }
2286 else
2287 {
2288 // daughter prim, do Geom set
2289 d.GeomSetQuaternion(prim_geom, ref myrot);
2290 }
2291
2292 resetCollisionAccounting();
2293 m_taintrot = _orientation;
2294 }
2295
2296 private void resetCollisionAccounting()
2297 {
2298 m_collisionscore = 0;
2299 m_interpenetrationcount = 0;
2300 m_disabled = false;
2301 }
2302
2303 public void changedisable(float timestep)
2304 {
2305 m_disabled = true;
2306 if (Body != IntPtr.Zero)
2307 {
2308 d.BodyDisable(Body);
2309 Body = IntPtr.Zero;
2310 }
2311
2312 m_taintdisable = false;
2313 }
2314
2315 public void changePhysicsStatus(float timestep)
2316 {
2317 if (m_isphysical == true)
2318 {
2319 if (Body == IntPtr.Zero)
2320 {
2321 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2322 {
2323 changeshape(2f);
2324 }
2325 else
2326 {
2327 enableBody();
2328 }
2329 }
2330 }
2331 else
2332 {
2333 if (Body != IntPtr.Zero)
2334 {
2335 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2336 {
2337 _mesh = null;
2338 changeadd(2f);
2339 }
2340 if (childPrim)
2341 {
2342 if (_parent != null)
2343 {
2344 OdePrim parent = (OdePrim)_parent;
2345 parent.ChildDelink(this);
2346 }
2347 }
2348 else
2349 {
2350 disableBody();
2351 }
2352 }
2353 }
2354
2355 changeSelectedStatus();
2356
2357 resetCollisionAccounting();
2358 m_taintPhysics = m_isphysical;
2359 }
2360
2361 public void changesize(float timestamp)
2362 {
2363
2364 string oldname = _parent_scene.geom_name_map[prim_geom];
2365
2366 if (_size.X <= 0) _size.X = 0.01f;
2367 if (_size.Y <= 0) _size.Y = 0.01f;
2368 if (_size.Z <= 0) _size.Z = 0.01f;
2369
2370 // Cleanup of old prim geometry
2371 if (_mesh != null)
2372 {
2373 // Cleanup meshing here
2374 }
2375 //kill body to rebuild
2376 if (IsPhysical && Body != IntPtr.Zero)
2377 {
2378 if (childPrim)
2379 {
2380 if (_parent != null)
2381 {
2382 OdePrim parent = (OdePrim)_parent;
2383 parent.ChildDelink(this);
2384 }
2385 }
2386 else
2387 {
2388 disableBody();
2389 }
2390 }
2391 if (d.SpaceQuery(m_targetSpace, prim_geom))
2392 {
2393 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2394 d.SpaceRemove(m_targetSpace, prim_geom);
2395 }
2396 // we don't need to do space calculation because the client sends a position update also.
2397
2398 // Construction of new prim
2399 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2400 {
2401 float meshlod = _parent_scene.meshSculptLOD;
2402
2403 if (IsPhysical)
2404 meshlod = _parent_scene.MeshSculptphysicalLOD;
2405 // Don't need to re-enable body.. it's done in SetMesh
2406
2407 IMesh mesh = null;
2408
2409 try
2410 {
2411 if (_parent_scene.needsMeshing(_pbs))
2412 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2413 }
2414 catch
2415 {
2416 m_meshfailed = true;
2417 mesh = null;
2418 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2419 }
2420
2421 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2422 CreateGeom(m_targetSpace, mesh);
2423 }
2424 else
2425 {
2426 _mesh = null;
2427 CreateGeom(m_targetSpace, _mesh);
2428 }
2429
2430 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2431 d.Quaternion myrot = new d.Quaternion();
2432 myrot.X = _orientation.X;
2433 myrot.Y = _orientation.Y;
2434 myrot.Z = _orientation.Z;
2435 myrot.W = _orientation.W;
2436 d.GeomSetQuaternion(prim_geom, ref myrot);
2437
2438 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2439 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2440 {
2441 // Re creates body on size.
2442 // EnableBody also does setMass()
2443 enableBody();
2444 d.BodyEnable(Body);
2445 }
2446
2447 _parent_scene.geom_name_map[prim_geom] = oldname;
2448
2449 changeSelectedStatus();
2450 if (childPrim)
2451 {
2452 if (_parent is OdePrim)
2453 {
2454 OdePrim parent = (OdePrim)_parent;
2455 parent.ChildSetGeom(this);
2456 }
2457 }
2458 resetCollisionAccounting();
2459 m_taintsize = _size;
2460 }
2461
2462
2463
2464 public void changefloatonwater(float timestep)
2465 {
2466 m_collidesWater = m_taintCollidesWater;
2467
2468 if (prim_geom != IntPtr.Zero)
2469 {
2470 if (m_collidesWater)
2471 {
2472 m_collisionFlags |= CollisionCategories.Water;
2473 }
2474 else
2475 {
2476 m_collisionFlags &= ~CollisionCategories.Water;
2477 }
2478 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2479 }
2480 }
2481
2482 public void changeshape(float timestamp)
2483 {
2484 string oldname = _parent_scene.geom_name_map[prim_geom];
2485
2486 // Cleanup of old prim geometry and Bodies
2487 if (IsPhysical && Body != IntPtr.Zero)
2488 {
2489 if (childPrim)
2490 {
2491 if (_parent != null)
2492 {
2493 OdePrim parent = (OdePrim)_parent;
2494 parent.ChildDelink(this);
2495 }
2496 }
2497 else
2498 {
2499 disableBody();
2500 }
2501 }
2502
2503
2504 // we don't need to do space calculation because the client sends a position update also.
2505 if (_size.X <= 0) _size.X = 0.01f;
2506 if (_size.Y <= 0) _size.Y = 0.01f;
2507 if (_size.Z <= 0) _size.Z = 0.01f;
2508 // Construction of new prim
2509
2510 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2511 {
2512 // Don't need to re-enable body.. it's done in SetMesh
2513 float meshlod = _parent_scene.meshSculptLOD;
2514 IMesh mesh;
2515
2516 if (IsPhysical)
2517 meshlod = _parent_scene.MeshSculptphysicalLOD;
2518
2519 bool convex;
2520 if (m_shapetype == 2)
2521 convex = true;
2522 else
2523 convex = false;
2524
2525 try
2526 {
2527 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2528 }
2529 catch
2530 {
2531 mesh = null;
2532 m_meshfailed = true;
2533 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2534 }
2535
2536 CreateGeom(m_targetSpace, mesh);
2537
2538 // createmesh returns null when it doesn't mesh.
2539 }
2540 else
2541 {
2542 _mesh = null;
2543 CreateGeom(m_targetSpace, null);
2544 }
2545
2546 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2547 d.Quaternion myrot = new d.Quaternion();
2548 //myrot.W = _orientation.w;
2549 myrot.W = _orientation.W;
2550 myrot.X = _orientation.X;
2551 myrot.Y = _orientation.Y;
2552 myrot.Z = _orientation.Z;
2553 d.GeomSetQuaternion(prim_geom, ref myrot);
2554
2555 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2556 if (IsPhysical && Body == IntPtr.Zero)
2557 {
2558 // Re creates body on size.
2559 // EnableBody also does setMass()
2560 enableBody();
2561 if (Body != IntPtr.Zero)
2562 {
2563 d.BodyEnable(Body);
2564 }
2565 }
2566 _parent_scene.geom_name_map[prim_geom] = oldname;
2567
2568 changeSelectedStatus();
2569 if (childPrim)
2570 {
2571 if (_parent is OdePrim)
2572 {
2573 OdePrim parent = (OdePrim)_parent;
2574 parent.ChildSetGeom(this);
2575 }
2576 }
2577 resetCollisionAccounting();
2578 m_taintshape = false;
2579 }
2580
2581 public void changeAddForce(float timestamp)
2582 {
2583 if (!m_isSelected)
2584 {
2585 lock (m_forcelist)
2586 {
2587 //m_log.Info("[PHYSICS]: dequeing forcelist");
2588 if (IsPhysical)
2589 {
2590 Vector3 iforce = Vector3.Zero;
2591 int i = 0;
2592 try
2593 {
2594 for (i = 0; i < m_forcelist.Count; i++)
2595 {
2596
2597 iforce = iforce + (m_forcelist[i] * 100);
2598 }
2599 }
2600 catch (IndexOutOfRangeException)
2601 {
2602 m_forcelist = new List<Vector3>();
2603 m_collisionscore = 0;
2604 m_interpenetrationcount = 0;
2605 m_taintforce = false;
2606 return;
2607 }
2608 catch (ArgumentOutOfRangeException)
2609 {
2610 m_forcelist = new List<Vector3>();
2611 m_collisionscore = 0;
2612 m_interpenetrationcount = 0;
2613 m_taintforce = false;
2614 return;
2615 }
2616 d.BodyEnable(Body);
2617
2618 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2619 }
2620 m_forcelist.Clear();
2621 }
2622
2623 m_collisionscore = 0;
2624 m_interpenetrationcount = 0;
2625 }
2626
2627 m_taintforce = false;
2628
2629 }
2630
2631
2632
2633 public void changeSetTorque(float timestamp)
2634 {
2635 if (!m_isSelected)
2636 {
2637 if (IsPhysical && Body != IntPtr.Zero)
2638 {
2639 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2640 }
2641 }
2642
2643 m_taintTorque = Vector3.Zero;
2644 }
2645
2646 public void changeAddAngularForce(float timestamp)
2647 {
2648 if (!m_isSelected)
2649 {
2650 lock (m_angularforcelist)
2651 {
2652 //m_log.Info("[PHYSICS]: dequeing forcelist");
2653 if (IsPhysical)
2654 {
2655 Vector3 iforce = Vector3.Zero;
2656 for (int i = 0; i < m_angularforcelist.Count; i++)
2657 {
2658 iforce = iforce + (m_angularforcelist[i] * 100);
2659 }
2660 d.BodyEnable(Body);
2661 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2662
2663 }
2664 m_angularforcelist.Clear();
2665 }
2666
2667 m_collisionscore = 0;
2668 m_interpenetrationcount = 0;
2669 }
2670
2671 m_taintaddangularforce = false;
2672 }
2673
2674 private void changevelocity(float timestep)
2675 {
2676 if (!m_isSelected)
2677 {
2678 Thread.Sleep(20);
2679 if (IsPhysical)
2680 {
2681 if (Body != IntPtr.Zero)
2682 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2683 }
2684
2685 //resetCollisionAccounting();
2686 }
2687 m_taintVelocity = Vector3.Zero;
2688 }
2689
2690 public void UpdatePositionAndVelocity()
2691 {
2692 return; // moved to the Move () method
2693 }
2694
2695 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2696 {
2697 obj.I.M00 = pMat[0, 0];
2698 obj.I.M01 = pMat[0, 1];
2699 obj.I.M02 = pMat[0, 2];
2700 obj.I.M10 = pMat[1, 0];
2701 obj.I.M11 = pMat[1, 1];
2702 obj.I.M12 = pMat[1, 2];
2703 obj.I.M20 = pMat[2, 0];
2704 obj.I.M21 = pMat[2, 1];
2705 obj.I.M22 = pMat[2, 2];
2706 return obj;
2707 }
2708
2709 public override void SubscribeEvents(int ms)
2710 {
2711 m_eventsubscription = ms;
2712 _parent_scene.addCollisionEventReporting(this);
2713 }
2714
2715 public override void UnSubscribeEvents()
2716 {
2717 _parent_scene.remCollisionEventReporting(this);
2718 m_eventsubscription = 0;
2719 }
2720
2721 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2722 {
2723 if (CollisionEventsThisFrame == null)
2724 CollisionEventsThisFrame = new CollisionEventUpdate();
2725 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2726 }
2727
2728 public void SendCollisions()
2729 {
2730 if (CollisionEventsThisFrame == null)
2731 return;
2732
2733 base.SendCollisionUpdate(CollisionEventsThisFrame);
2734
2735 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2736 CollisionEventsThisFrame = null;
2737 else
2738 CollisionEventsThisFrame = new CollisionEventUpdate();
2739 }
2740
2741 public override bool SubscribedEvents()
2742 {
2743 if (m_eventsubscription > 0)
2744 return true;
2745 return false;
2746 }
2747
2748 public static Matrix4 Inverse(Matrix4 pMat)
2749 {
2750 if (determinant3x3(pMat) == 0)
2751 {
2752 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2753 }
2754
2755
2756
2757 return (Adjoint(pMat) / determinant3x3(pMat));
2758 }
2759
2760 public static Matrix4 Adjoint(Matrix4 pMat)
2761 {
2762 Matrix4 adjointMatrix = new Matrix4();
2763 for (int i = 0; i < 4; i++)
2764 {
2765 for (int j = 0; j < 4; j++)
2766 {
2767 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2768 }
2769 }
2770
2771 adjointMatrix = Transpose(adjointMatrix);
2772 return adjointMatrix;
2773 }
2774
2775 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2776 {
2777 Matrix4 minor = new Matrix4();
2778 int m = 0, n = 0;
2779 for (int i = 0; i < 4; i++)
2780 {
2781 if (i == iRow)
2782 continue;
2783 n = 0;
2784 for (int j = 0; j < 4; j++)
2785 {
2786 if (j == iCol)
2787 continue;
2788 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2789 n++;
2790 }
2791 m++;
2792 }
2793 return minor;
2794 }
2795
2796 public static Matrix4 Transpose(Matrix4 pMat)
2797 {
2798 Matrix4 transposeMatrix = new Matrix4();
2799 for (int i = 0; i < 4; i++)
2800 for (int j = 0; j < 4; j++)
2801 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2802 return transposeMatrix;
2803 }
2804
2805 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2806 {
2807 switch (r)
2808 {
2809 case 0:
2810 switch (c)
2811 {
2812 case 0:
2813 pMat.M11 = val;
2814 break;
2815 case 1:
2816 pMat.M12 = val;
2817 break;
2818 case 2:
2819 pMat.M13 = val;
2820 break;
2821 case 3:
2822 pMat.M14 = val;
2823 break;
2824 }
2825
2826 break;
2827 case 1:
2828 switch (c)
2829 {
2830 case 0:
2831 pMat.M21 = val;
2832 break;
2833 case 1:
2834 pMat.M22 = val;
2835 break;
2836 case 2:
2837 pMat.M23 = val;
2838 break;
2839 case 3:
2840 pMat.M24 = val;
2841 break;
2842 }
2843
2844 break;
2845 case 2:
2846 switch (c)
2847 {
2848 case 0:
2849 pMat.M31 = val;
2850 break;
2851 case 1:
2852 pMat.M32 = val;
2853 break;
2854 case 2:
2855 pMat.M33 = val;
2856 break;
2857 case 3:
2858 pMat.M34 = val;
2859 break;
2860 }
2861
2862 break;
2863 case 3:
2864 switch (c)
2865 {
2866 case 0:
2867 pMat.M41 = val;
2868 break;
2869 case 1:
2870 pMat.M42 = val;
2871 break;
2872 case 2:
2873 pMat.M43 = val;
2874 break;
2875 case 3:
2876 pMat.M44 = val;
2877 break;
2878 }
2879
2880 break;
2881 }
2882 }
2883 private static float determinant3x3(Matrix4 pMat)
2884 {
2885 float det = 0;
2886 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2887 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2888 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2889 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2890 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2891 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2892
2893 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2894 return det;
2895
2896 }
2897
2898 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2899 {
2900 dst.c.W = src.c.W;
2901 dst.c.X = src.c.X;
2902 dst.c.Y = src.c.Y;
2903 dst.c.Z = src.c.Z;
2904 dst.mass = src.mass;
2905 dst.I.M00 = src.I.M00;
2906 dst.I.M01 = src.I.M01;
2907 dst.I.M02 = src.I.M02;
2908 dst.I.M10 = src.I.M10;
2909 dst.I.M11 = src.I.M11;
2910 dst.I.M12 = src.I.M12;
2911 dst.I.M20 = src.I.M20;
2912 dst.I.M21 = src.I.M21;
2913 dst.I.M22 = src.I.M22;
2914 }
2915
2916 public override void SetMaterial(int pMaterial)
2917 {
2918 m_material = pMaterial;
2919 }
2920
2921 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2922 {
2923 switch (pParam)
2924 {
2925 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2926 if (pValue < 0.01f) pValue = 0.01f;
2927 // m_angularDeflectionEfficiency = pValue;
2928 break;
2929 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2930 if (pValue < 0.1f) pValue = 0.1f;
2931 // m_angularDeflectionTimescale = pValue;
2932 break;
2933 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2934 if (pValue < 0.3f) pValue = 0.3f;
2935 m_angularMotorDecayTimescale = pValue;
2936 break;
2937 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2938 if (pValue < 0.3f) pValue = 0.3f;
2939 m_angularMotorTimescale = pValue;
2940 break;
2941 case Vehicle.BANKING_EFFICIENCY:
2942 if (pValue < 0.01f) pValue = 0.01f;
2943 // m_bankingEfficiency = pValue;
2944 break;
2945 case Vehicle.BANKING_MIX:
2946 if (pValue < 0.01f) pValue = 0.01f;
2947 // m_bankingMix = pValue;
2948 break;
2949 case Vehicle.BANKING_TIMESCALE:
2950 if (pValue < 0.01f) pValue = 0.01f;
2951 // m_bankingTimescale = pValue;
2952 break;
2953 case Vehicle.BUOYANCY:
2954 if (pValue < -1f) pValue = -1f;
2955 if (pValue > 1f) pValue = 1f;
2956 m_VehicleBuoyancy = pValue;
2957 break;
2958 // case Vehicle.HOVER_EFFICIENCY:
2959 // if (pValue < 0f) pValue = 0f;
2960 // if (pValue > 1f) pValue = 1f;
2961 // m_VhoverEfficiency = pValue;
2962 // break;
2963 case Vehicle.HOVER_HEIGHT:
2964 m_VhoverHeight = pValue;
2965 break;
2966 case Vehicle.HOVER_TIMESCALE:
2967 if (pValue < 0.1f) pValue = 0.1f;
2968 m_VhoverTimescale = pValue;
2969 break;
2970 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
2971 if (pValue < 0.01f) pValue = 0.01f;
2972 // m_linearDeflectionEfficiency = pValue;
2973 break;
2974 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_linearDeflectionTimescale = pValue;
2977 break;
2978 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
2979 if (pValue < 0.3f) pValue = 0.3f;
2980 m_linearMotorDecayTimescale = pValue;
2981 break;
2982 case Vehicle.LINEAR_MOTOR_TIMESCALE:
2983 if (pValue < 0.1f) pValue = 0.1f;
2984 m_linearMotorTimescale = pValue;
2985 break;
2986 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
2987 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
2988 if (pValue > 1.0f) pValue = 1.0f;
2989 m_verticalAttractionEfficiency = pValue;
2990 break;
2991 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
2992 if (pValue < 0.1f) pValue = 0.1f;
2993 m_verticalAttractionTimescale = pValue;
2994 break;
2995
2996 // These are vector properties but the engine lets you use a single float value to
2997 // set all of the components to the same value
2998 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
2999 if (pValue > 30f) pValue = 30f;
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3002 break;
3003 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3004 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3005 UpdateAngDecay();
3006 break;
3007 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3008 if (pValue < 0.1f) pValue = 0.1f;
3009 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DIRECTION:
3012 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3013 UpdateLinDecay();
3014 break;
3015 case Vehicle.LINEAR_MOTOR_OFFSET:
3016 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3017 break;
3018
3019 }
3020
3021 }//end ProcessFloatVehicleParam
3022
3023 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3024 {
3025 switch (pParam)
3026 {
3027 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3028 if (pValue.X > 30f) pValue.X = 30f;
3029 if (pValue.X < 0.1f) pValue.X = 0.1f;
3030 if (pValue.Y > 30f) pValue.Y = 30f;
3031 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3032 if (pValue.Z > 30f) pValue.Z = 30f;
3033 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3038 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3039 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3040 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3041 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3042 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3043 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3044 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3045 UpdateAngDecay();
3046 break;
3047 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3048 if (pValue.X < 0.1f) pValue.X = 0.1f;
3049 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3050 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3051 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3052 break;
3053 case Vehicle.LINEAR_MOTOR_DIRECTION:
3054 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3055 UpdateLinDecay();
3056 break;
3057 case Vehicle.LINEAR_MOTOR_OFFSET:
3058 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3059 break;
3060 }
3061
3062 }//end ProcessVectorVehicleParam
3063
3064 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3065 {
3066 switch (pParam)
3067 {
3068 case Vehicle.REFERENCE_FRAME:
3069 // m_referenceFrame = pValue;
3070 break;
3071 }
3072
3073 }//end ProcessRotationVehicleParam
3074
3075 internal void ProcessVehicleFlags(int pParam, bool remove)
3076 {
3077 if (remove)
3078 {
3079 m_flags &= ~((VehicleFlag)pParam);
3080 }
3081 else
3082 {
3083 m_flags |= (VehicleFlag)pParam;
3084 }
3085 }
3086
3087 internal void ProcessTypeChange(Vehicle pType)
3088 {
3089 // Set Defaults For Type
3090 m_type = pType;
3091 switch (pType)
3092 {
3093 case Vehicle.TYPE_SLED:
3094 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3095 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3096 // m_lLinMotorVel = Vector3.Zero;
3097 m_linearMotorTimescale = 1000;
3098 m_linearMotorDecayTimescale = 120;
3099 m_angularMotorDirection = Vector3.Zero;
3100 m_angularMotorDVel = Vector3.Zero;
3101 m_angularMotorTimescale = 1000;
3102 m_angularMotorDecayTimescale = 120;
3103 m_VhoverHeight = 0;
3104 // m_VhoverEfficiency = 1;
3105 m_VhoverTimescale = 10;
3106 m_VehicleBuoyancy = 0;
3107 // m_linearDeflectionEfficiency = 1;
3108 // m_linearDeflectionTimescale = 1;
3109 // m_angularDeflectionEfficiency = 1;
3110 // m_angularDeflectionTimescale = 1000;
3111 // m_bankingEfficiency = 0;
3112 // m_bankingMix = 1;
3113 // m_bankingTimescale = 10;
3114 // m_referenceFrame = Quaternion.Identity;
3115 m_flags &=
3116 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3117 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3118 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3119 break;
3120 case Vehicle.TYPE_CAR:
3121 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3122 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3123 // m_lLinMotorVel = Vector3.Zero;
3124 m_linearMotorTimescale = 1;
3125 m_linearMotorDecayTimescale = 60;
3126 m_angularMotorDirection = Vector3.Zero;
3127 m_angularMotorDVel = Vector3.Zero;
3128 m_angularMotorTimescale = 1;
3129 m_angularMotorDecayTimescale = 0.8f;
3130 m_VhoverHeight = 0;
3131 // m_VhoverEfficiency = 0;
3132 m_VhoverTimescale = 1000;
3133 m_VehicleBuoyancy = 0;
3134 // // m_linearDeflectionEfficiency = 1;
3135 // // m_linearDeflectionTimescale = 2;
3136 // // m_angularDeflectionEfficiency = 0;
3137 // m_angularDeflectionTimescale = 10;
3138 m_verticalAttractionEfficiency = 1f;
3139 m_verticalAttractionTimescale = 10f;
3140 // m_bankingEfficiency = -0.2f;
3141 // m_bankingMix = 1;
3142 // m_bankingTimescale = 1;
3143 // m_referenceFrame = Quaternion.Identity;
3144 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3145 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3146 VehicleFlag.LIMIT_MOTOR_UP);
3147 break;
3148 case Vehicle.TYPE_BOAT:
3149 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3150 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3151 // m_lLinMotorVel = Vector3.Zero;
3152 m_linearMotorTimescale = 5;
3153 m_linearMotorDecayTimescale = 60;
3154 m_angularMotorDirection = Vector3.Zero;
3155 m_angularMotorDVel = Vector3.Zero;
3156 m_angularMotorTimescale = 4;
3157 m_angularMotorDecayTimescale = 4;
3158 m_VhoverHeight = 0;
3159 // m_VhoverEfficiency = 0.5f;
3160 m_VhoverTimescale = 2;
3161 m_VehicleBuoyancy = 1;
3162 // m_linearDeflectionEfficiency = 0.5f;
3163 // m_linearDeflectionTimescale = 3;
3164 // m_angularDeflectionEfficiency = 0.5f;
3165 // m_angularDeflectionTimescale = 5;
3166 m_verticalAttractionEfficiency = 0.5f;
3167 m_verticalAttractionTimescale = 5f;
3168 // m_bankingEfficiency = -0.3f;
3169 // m_bankingMix = 0.8f;
3170 // m_bankingTimescale = 1;
3171 // m_referenceFrame = Quaternion.Identity;
3172 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3173 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3174 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3175 VehicleFlag.LIMIT_MOTOR_UP);
3176 break;
3177 case Vehicle.TYPE_AIRPLANE:
3178 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3179 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3180 // m_lLinMotorVel = Vector3.Zero;
3181 m_linearMotorTimescale = 2;
3182 m_linearMotorDecayTimescale = 60;
3183 m_angularMotorDirection = Vector3.Zero;
3184 m_angularMotorDVel = Vector3.Zero;
3185 m_angularMotorTimescale = 4;
3186 m_angularMotorDecayTimescale = 4;
3187 m_VhoverHeight = 0;
3188 // m_VhoverEfficiency = 0.5f;
3189 m_VhoverTimescale = 1000;
3190 m_VehicleBuoyancy = 0;
3191 // m_linearDeflectionEfficiency = 0.5f;
3192 // m_linearDeflectionTimescale = 3;
3193 // m_angularDeflectionEfficiency = 1;
3194 // m_angularDeflectionTimescale = 2;
3195 m_verticalAttractionEfficiency = 0.9f;
3196 m_verticalAttractionTimescale = 2f;
3197 // m_bankingEfficiency = 1;
3198 // m_bankingMix = 0.7f;
3199 // m_bankingTimescale = 2;
3200 // m_referenceFrame = Quaternion.Identity;
3201 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3202 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3203 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3204 break;
3205 case Vehicle.TYPE_BALLOON:
3206 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3207 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3208 m_linearMotorTimescale = 5;
3209 m_linearMotorDecayTimescale = 60;
3210 m_angularMotorDirection = Vector3.Zero;
3211 m_angularMotorDVel = Vector3.Zero;
3212 m_angularMotorTimescale = 6;
3213 m_angularMotorDecayTimescale = 10;
3214 m_VhoverHeight = 5;
3215 // m_VhoverEfficiency = 0.8f;
3216 m_VhoverTimescale = 10;
3217 m_VehicleBuoyancy = 1;
3218 // m_linearDeflectionEfficiency = 0;
3219 // m_linearDeflectionTimescale = 5;
3220 // m_angularDeflectionEfficiency = 0;
3221 // m_angularDeflectionTimescale = 5;
3222 m_verticalAttractionEfficiency = 1f;
3223 m_verticalAttractionTimescale = 100f;
3224 // m_bankingEfficiency = 0;
3225 // m_bankingMix = 0.7f;
3226 // m_bankingTimescale = 5;
3227 // m_referenceFrame = Quaternion.Identity;
3228 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3229 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3230 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3231 break;
3232
3233 }
3234 }//end SetDefaultsForType
3235
3236 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3237 {
3238 if (m_type == Vehicle.TYPE_NONE)
3239 return;
3240
3241 m_body = pBody;
3242 }
3243
3244
3245 internal void Halt()
3246 { // Kill all motions, when non-physical
3247 // m_linearMotorDirection = Vector3.Zero;
3248 m_lLinMotorDVel = Vector3.Zero;
3249 m_lLinObjectVel = Vector3.Zero;
3250 m_wLinObjectVel = Vector3.Zero;
3251 m_angularMotorDirection = Vector3.Zero;
3252 m_lastAngularVelocity = Vector3.Zero;
3253 m_angularMotorDVel = Vector3.Zero;
3254 _acceleration = Vector3.Zero;
3255 }
3256
3257 private void UpdateLinDecay()
3258 {
3259 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3260 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3261 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3262 } // else let the motor decay on its own
3263
3264 private void UpdateAngDecay()
3265 {
3266 m_angularMotorDVel.X = m_angularMotorDirection.X;
3267 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3268 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3269 } // else let the motor decay on its own
3270
3271 public void Move(float timestep)
3272 {
3273 float fx = 0;
3274 float fy = 0;
3275 float fz = 0;
3276 Vector3 linvel; // velocity applied, including any reversal
3277
3278 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3279 // This is a temp patch until proper region crossing is developed.
3280
3281
3282 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3283 {
3284 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3285 bool lastZeroFlag = _zeroFlag; // was it stopped
3286
3287 d.Vector3 vec = d.BodyGetPosition(Body);
3288 Vector3 l_position = Vector3.Zero;
3289 l_position.X = vec.X;
3290 l_position.Y = vec.Y;
3291 l_position.Z = vec.Z;
3292 m_lastposition = _position;
3293 _position = l_position;
3294
3295 d.Quaternion ori = d.BodyGetQuaternion(Body);
3296 // Quaternion l_orientation = Quaternion.Identity;
3297 _orientation.X = ori.X;
3298 _orientation.Y = ori.Y;
3299 _orientation.Z = ori.Z;
3300 _orientation.W = ori.W;
3301 m_lastorientation = _orientation;
3302
3303 d.Vector3 vel = d.BodyGetLinearVel(Body);
3304 m_lastVelocity = _velocity;
3305 _velocity.X = vel.X;
3306 _velocity.Y = vel.Y;
3307 _velocity.Z = vel.Z;
3308 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3309
3310 d.Vector3 torque = d.BodyGetTorque(Body);
3311 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3312
3313
3314 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3315 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3316 )
3317 {
3318 // we are outside current region
3319 // clip position to a stop just outside region and stop it only internally
3320 // do it only once using m_crossingfailures as control
3321 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3322 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3323 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3324 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3325 d.BodySetLinearVel(Body, 0, 0, 0);
3326 m_outofBounds = true;
3327 base.RequestPhysicsterseUpdate();
3328 return;
3329 }
3330
3331 base.RequestPhysicsterseUpdate();
3332
3333 if (l_position.Z < 0)
3334 {
3335 // This is so prim that get lost underground don't fall forever and suck up
3336 //
3337 // Sim resources and memory.
3338 // Disables the prim's movement physics....
3339 // It's a hack and will generate a console message if it fails.
3340
3341 //IsPhysical = false;
3342 if (_parent == null) base.RaiseOutOfBounds(_position);
3343
3344
3345 _acceleration.X = 0; // This stuff may stop client display but it has no
3346 _acceleration.Y = 0; // effect on the object in phys engine!
3347 _acceleration.Z = 0;
3348
3349 _velocity.X = 0;
3350 _velocity.Y = 0;
3351 _velocity.Z = 0;
3352 m_lastVelocity = Vector3.Zero;
3353 m_rotationalVelocity.X = 0;
3354 m_rotationalVelocity.Y = 0;
3355 m_rotationalVelocity.Z = 0;
3356
3357 if (_parent == null) base.RequestPhysicsterseUpdate();
3358
3359 m_throttleUpdates = false;
3360 throttleCounter = 0;
3361 _zeroFlag = true;
3362 //outofBounds = true;
3363 } // end neg Z check
3364
3365 // Is it moving?
3366 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3367 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3368 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3369 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3370 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3371 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3372 {
3373 _zeroFlag = true;
3374 m_throttleUpdates = false;
3375 }
3376 else
3377 {
3378 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3379 _zeroFlag = false;
3380 m_lastUpdateSent = false;
3381 //m_throttleUpdates = false;
3382 }
3383
3384 if (_zeroFlag)
3385 { // Its stopped
3386 _velocity.X = 0.0f;
3387 _velocity.Y = 0.0f;
3388 // _velocity.Z = 0.0f;
3389
3390 _acceleration.X = 0;
3391 _acceleration.Y = 0;
3392 // _acceleration.Z = 0;
3393
3394 m_rotationalVelocity.X = 0;
3395 m_rotationalVelocity.Y = 0;
3396 m_rotationalVelocity.Z = 0;
3397 // Stop it in the phys engine
3398 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3399 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3400 d.BodySetForce(Body, 0f, 0f, 0f);
3401
3402 if (!m_lastUpdateSent)
3403 {
3404 m_throttleUpdates = false;
3405 throttleCounter = 0;
3406 if (_parent == null)
3407 {
3408 base.RequestPhysicsterseUpdate();
3409 }
3410
3411 m_lastUpdateSent = true;
3412 }
3413 }
3414 else
3415 { // Its moving
3416 if (lastZeroFlag != _zeroFlag)
3417 {
3418 if (_parent == null)
3419 {
3420 base.RequestPhysicsterseUpdate();
3421 }
3422 }
3423 m_lastUpdateSent = false;
3424 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3425 {
3426 if (_parent == null)
3427 {
3428 base.RequestPhysicsterseUpdate();
3429 }
3430 }
3431 else
3432 {
3433 throttleCounter++;
3434 }
3435 }
3436 m_lastposition = l_position;
3437
3438 /// End UpdatePositionAndVelocity insert
3439
3440
3441 // Rotation lock =====================================
3442 if (m_rotateEnableUpdate)
3443 {
3444 // Snapshot current angles, set up Amotor(s)
3445 m_rotateEnableUpdate = false;
3446 m_rotateEnable = m_rotateEnableRequest;
3447 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3448
3449 if (Amotor != IntPtr.Zero)
3450 {
3451 d.JointDestroy(Amotor);
3452 Amotor = IntPtr.Zero;
3453 //Console.WriteLine("Old Amotor Destroyed");
3454 }
3455
3456 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3457 { // not all are enabled
3458 d.Quaternion r = d.BodyGetQuaternion(Body);
3459 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3460 // extract the axes vectors
3461 Vector3 vX = new Vector3(1f, 0f, 0f);
3462 Vector3 vY = new Vector3(0f, 1f, 0f);
3463 Vector3 vZ = new Vector3(0f, 0f, 1f);
3464 vX = vX * locrot;
3465 vY = vY * locrot;
3466 vZ = vZ * locrot;
3467 // snapshot the current angle vectors
3468 m_lockX = vX;
3469 m_lockY = vY;
3470 m_lockZ = vZ;
3471 // m_lockRot = locrot;
3472 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3473 d.JointAttach(Amotor, Body, IntPtr.Zero);
3474 d.JointSetAMotorMode(Amotor, 0); // User mode??
3475 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3476
3477 float axisnum = 3; // how many to lock
3478 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3479 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3480 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3481
3482 int i = 0;
3483
3484 if (m_rotateEnable.X == 0)
3485 {
3486 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3487 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3488 i++;
3489 }
3490
3491 if (m_rotateEnable.Y == 0)
3492 {
3493 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3494 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3495 i++;
3496 }
3497
3498 if (m_rotateEnable.Z == 0)
3499 {
3500 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3501 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3502 i++;
3503 }
3504
3505 // These lowstops and high stops are effectively (no wiggle room)
3506 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3507 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3508 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3509 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3510 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3511 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3512 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3513 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3514 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3515 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3516 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3517 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3518 } // else none are locked
3519 } // end Rotation Update
3520
3521
3522 // VEHICLE processing ==========================================
3523 if (m_type != Vehicle.TYPE_NONE)
3524 {
3525 // get body attitude
3526 d.Quaternion rot = d.BodyGetQuaternion(Body);
3527 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3528 Quaternion irotq = Quaternion.Inverse(rotq);
3529
3530 // VEHICLE Linear Motion
3531 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3532 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3533 m_lLinObjectVel = vel_now * irotq;
3534 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3535 {
3536 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3537 {
3538 float decayfactor = m_linearMotorDecayTimescale / timestep;
3539 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3540 m_lLinMotorDVel -= decayAmount;
3541 }
3542 else
3543 {
3544 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3545 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3546 m_lLinMotorDVel -= decel;
3547 }
3548 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3549 {
3550 m_lLinMotorDVel = Vector3.Zero;
3551 }
3552
3553 /* else
3554 {
3555 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3556 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3557 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3558 } */
3559 } // end linear motor decay
3560
3561 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3562 {
3563 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3564 if (m_linearMotorTimescale < 300.0f)
3565 {
3566 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3567 float linfactor = m_linearMotorTimescale / timestep;
3568 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3569 m_lLinObjectVel += attackAmount;
3570 }
3571 if (m_linearFrictionTimescale.X < 300.0f)
3572 {
3573 float fricfactor = m_linearFrictionTimescale.X / timestep;
3574 float fricX = m_lLinObjectVel.X / fricfactor;
3575 m_lLinObjectVel.X -= fricX;
3576 }
3577 if (m_linearFrictionTimescale.Y < 300.0f)
3578 {
3579 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3580 float fricY = m_lLinObjectVel.Y / fricfactor;
3581 m_lLinObjectVel.Y -= fricY;
3582 }
3583 if (m_linearFrictionTimescale.Z < 300.0f)
3584 {
3585 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3586 float fricZ = m_lLinObjectVel.Z / fricfactor;
3587 m_lLinObjectVel.Z -= fricZ;
3588 }
3589 }
3590 m_wLinObjectVel = m_lLinObjectVel * rotq;
3591
3592 // Gravity and Buoyancy
3593 Vector3 grav = Vector3.Zero;
3594 if (m_VehicleBuoyancy < 1.0f)
3595 {
3596 // There is some gravity, make a gravity force vector
3597 // that is applied after object velocity.
3598 d.Mass objMass;
3599 d.BodyGetMass(Body, out objMass);
3600 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3601 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3602 } // else its 1.0, no gravity.
3603
3604 // Hovering
3605 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3606 {
3607 // We should hover, get the target height
3608 d.Vector3 pos = d.BodyGetPosition(Body);
3609 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3610 {
3611 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3612 }
3613 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3614 {
3615 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3616 }
3617 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3618 {
3619 m_VhoverTargetHeight = m_VhoverHeight;
3620 }
3621
3622 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3623 {
3624 // If body is aready heigher, use its height as target height
3625 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3626 }
3627
3628 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3629 // m_VhoverTimescale = 0f; // time to acheive height
3630 // timestep is time since last frame,in secs
3631 float herr0 = pos.Z - m_VhoverTargetHeight;
3632 // Replace Vertical speed with correction figure if significant
3633 if (Math.Abs(herr0) > 0.01f)
3634 {
3635 //? d.Mass objMass;
3636 //? d.BodyGetMass(Body, out objMass);
3637 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3638 //KF: m_VhoverEfficiency is not yet implemented
3639 }
3640 else
3641 {
3642 m_wLinObjectVel.Z = 0f;
3643 }
3644 }
3645 else
3646 { // not hovering
3647 if (m_wLinObjectVel.Z == 0f)
3648 { // Gravity rules
3649 m_wLinObjectVel.Z = vel_now.Z;
3650 } // else the motor has it
3651 }
3652 linvel = m_wLinObjectVel;
3653
3654 // Vehicle Linear Motion done =======================================
3655 // Apply velocity
3656 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3657 // apply gravity force
3658 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3659 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3660 // end MoveLinear()
3661
3662
3663 // MoveAngular
3664 /*
3665 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3666
3667 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3668 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3669 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3670
3671 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3672 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3673 */
3674 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3675
3676 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3677 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3678 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3679
3680 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3681
3682 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3683 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3684 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3685 // Decay Angular Motor 2.
3686 if (m_angularMotorDecayTimescale < 300.0f)
3687 {
3688 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3689 {
3690 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3691 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3692 m_angularMotorDVel -= decayAmount;
3693 }
3694 else
3695 {
3696 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3697 m_angularMotorDVel -= decel;
3698 }
3699
3700 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3701 {
3702 m_angularMotorDVel = Vector3.Zero;
3703 }
3704 else
3705 {
3706 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3707 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3708 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3709 }
3710 } // end decay angular motor
3711 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3712
3713 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3714
3715 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3716 { // if motor or object have motion
3717 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3718
3719 if (m_angularMotorTimescale < 300.0f)
3720 {
3721 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3722 float angfactor = m_angularMotorTimescale / timestep;
3723 Vector3 attackAmount = (attack_error / angfactor);
3724 angObjectVel += attackAmount;
3725 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3726 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3727 }
3728
3729 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3730 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3731 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3732 } // else no signif. motion
3733
3734 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3735 // Bank section tba
3736 // Deflection section tba
3737 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3738
3739
3740 /* // Rotation Axis Disables:
3741 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3742 {
3743 if (m_angularEnable.X == 0)
3744 angObjectVel.X = 0f;
3745 if (m_angularEnable.Y == 0)
3746 angObjectVel.Y = 0f;
3747 if (m_angularEnable.Z == 0)
3748 angObjectVel.Z = 0f;
3749 }
3750 */
3751 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3752
3753 // Vertical attractor section
3754 Vector3 vertattr = Vector3.Zero;
3755
3756 if (m_verticalAttractionTimescale < 300)
3757 {
3758 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3759 // make a vector pointing up
3760 Vector3 verterr = Vector3.Zero;
3761 verterr.Z = 1.0f;
3762 // rotate it to Body Angle
3763 verterr = verterr * rotq;
3764 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3765 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3766 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3767
3768 if (verterr.Z < 0.0f)
3769 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3770 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3771 //Console.WriteLine("InvertFlip");
3772 verterr.X = 2.0f - verterr.X;
3773 verterr.Y = 2.0f - verterr.Y;
3774 }
3775 verterr *= 0.5f;
3776 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3777 Vector3 xyav = angObjectVel;
3778 xyav.Z = 0.0f;
3779 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3780 {
3781 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3782 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3783 vertattr.X = verterr.Y;
3784 vertattr.Y = -verterr.X;
3785 vertattr.Z = 0f;
3786 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3787
3788 // scaling appears better usingsquare-law
3789 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3790 float bounce = 1.0f - damped;
3791 // 0 = crit damp, 1 = bouncy
3792 float oavz = angObjectVel.Z; // retain z velocity
3793 // time-scaled correction, which sums, therefore is bouncy:
3794 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3795 // damped, good @ < 90:
3796 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3797 angObjectVel.Z = oavz;
3798 //if(frcount == 0) Console.WriteLine("VA+");
3799 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3800 }
3801 else
3802 {
3803 // else error is very small
3804 angObjectVel.X = 0f;
3805 angObjectVel.Y = 0f;
3806 //if(frcount == 0) Console.WriteLine("VA0");
3807 }
3808 } // else vertical attractor is off
3809 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3810
3811
3812 m_lastAngularVelocity = angObjectVel;
3813 // apply Angular Velocity to body
3814 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3815 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3816
3817 } // end VEHICLES
3818 else
3819 {
3820 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3821
3822 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3823
3824 /// Dynamics Buoyancy
3825 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3826 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3827 // NB Prims in ODE are no subject to global gravity
3828 // This should only affect gravity operations
3829
3830 float m_mass = CalculateMass();
3831 // calculate z-force due togravity on object.
3832 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3833 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3834 {
3835 fz = 0; // llMoveToTarget ignores gravity.
3836 // it also ignores mass of object, and any physical resting on it.
3837 // Vector3 m_PIDTarget is where we are going
3838 // float m_PIDTau is time to get there
3839 fx = 0;
3840 fy = 0;
3841 d.Vector3 pos = d.BodyGetPosition(Body);
3842 Vector3 error = new Vector3(
3843 (m_PIDTarget.X - pos.X),
3844 (m_PIDTarget.Y - pos.Y),
3845 (m_PIDTarget.Z - pos.Z));
3846 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3847 { // Very close, Jump there and quit move
3848
3849 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3850 _target_velocity = Vector3.Zero;
3851 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3852 d.BodySetForce(Body, 0f, 0f, 0f);
3853 }
3854 else
3855 {
3856 float scale = 50.0f * timestep / m_PIDTau;
3857 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3858 {
3859 // Nearby, quit update of velocity
3860 }
3861 else
3862 { // Far, calc damped velocity
3863 _target_velocity = error * scale;
3864 }
3865 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3866 }
3867 } // end PID MoveToTarget
3868
3869
3870 /// Dynamics Hover ===================================================================================
3871 // Hover PID Controller can only run if the PIDcontroller is not in use.
3872 if (m_useHoverPID && !m_usePID)
3873 {
3874 //Console.WriteLine("Hover " + m_primName);
3875
3876 // If we're using the PID controller, then we have no gravity
3877 fz = (-1 * _parent_scene.gravityz) * m_mass;
3878
3879 // no lock; for now it's only called from within Simulate()
3880
3881 // If the PID Controller isn't active then we set our force
3882 // calculating base velocity to the current position
3883
3884 if ((m_PIDTau < 1))
3885 {
3886 PID_G = PID_G / m_PIDTau;
3887 }
3888
3889 if ((PID_G - m_PIDTau) <= 0)
3890 {
3891 PID_G = m_PIDTau + 1;
3892 }
3893
3894
3895 // Where are we, and where are we headed?
3896 d.Vector3 pos = d.BodyGetPosition(Body);
3897 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3898
3899
3900 // Non-Vehicles have a limited set of Hover options.
3901 // determine what our target height really is based on HoverType
3902 switch (m_PIDHoverType)
3903 {
3904 case PIDHoverType.Ground:
3905 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3906 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3907 break;
3908 case PIDHoverType.GroundAndWater:
3909 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3910 m_waterHeight = _parent_scene.GetWaterLevel();
3911 if (m_groundHeight > m_waterHeight)
3912 {
3913 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3914 }
3915 else
3916 {
3917 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3918 }
3919 break;
3920
3921 } // end switch (m_PIDHoverType)
3922
3923
3924 _target_velocity =
3925 new Vector3(0.0f, 0.0f,
3926 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3927 );
3928
3929 // if velocity is zero, use position control; otherwise, velocity control
3930
3931 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3932 {
3933 // keep track of where we stopped. No more slippin' & slidin'
3934
3935 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3936 // react to the physics scene by moving it's position.
3937 // Avatar to Avatar collisions
3938 // Prim to avatar collisions
3939 d.Vector3 dlinvel = vel;
3940 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3941 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3942 d.BodyAddForce(Body, 0, 0, fz);
3943 //KF this prevents furthur motions return;
3944 }
3945 else
3946 {
3947 _zeroFlag = false;
3948
3949 // We're flying and colliding with something
3950 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3951 }
3952 } // end m_useHoverPID && !m_usePID
3953
3954
3955 /// Dynamics Apply Forces ===================================================================================
3956 fx *= m_mass;
3957 fy *= m_mass;
3958 //fz *= m_mass;
3959 fx += m_force.X;
3960 fy += m_force.Y;
3961 fz += m_force.Z;
3962
3963 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3964 if (fx != 0 || fy != 0 || fz != 0)
3965 {
3966 //m_taintdisable = true;
3967 //base.RaiseOutOfBounds(Position);
3968 //d.BodySetLinearVel(Body, fx, fy, 0f);
3969 if (!d.BodyIsEnabled(Body))
3970 {
3971 // A physical body at rest on a surface will auto-disable after a while,
3972 // this appears to re-enable it incase the surface it is upon vanishes,
3973 // and the body should fall again.
3974 d.BodySetLinearVel(Body, 0f, 0f, 0f);
3975 d.BodySetForce(Body, 0f, 0f, 0f);
3976 enableBodySoft();
3977 }
3978
3979 // 35x10 = 350n times the mass per second applied maximum.
3980 float nmax = 35f * m_mass;
3981 float nmin = -35f * m_mass;
3982
3983
3984 if (fx > nmax)
3985 fx = nmax;
3986 if (fx < nmin)
3987 fx = nmin;
3988 if (fy > nmax)
3989 fy = nmax;
3990 if (fy < nmin)
3991 fy = nmin;
3992 d.BodyAddForce(Body, fx, fy, fz);
3993 } // end apply forces
3994 } // end Vehicle/Dynamics
3995
3996 /// RotLookAt / LookAt =================================================================================
3997 if (m_useAPID)
3998 {
3999 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4000 // Quaternion m_APIDTarget
4001 // float m_APIDStrength // From SL experiments, this is the time to get there
4002 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4003 // Also in SL the mass of the object has no effect on time to get there.
4004 // Factors:
4005 // get present body rotation
4006 float limit = 1.0f;
4007 float rscaler = 50f; // adjusts rotation damping time
4008 float lscaler = 10f; // adjusts linear damping time in llLookAt
4009 float RLAservo = 0f;
4010 Vector3 diff_axis;
4011 float diff_angle;
4012 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4013 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4014 Quaternion rtarget = new Quaternion();
4015
4016 if (m_APIDTarget.W == -99.9f)
4017 {
4018 // this is really a llLookAt(), x,y,z is the target vector
4019 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4020 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4021 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4022 float twopi = 2.0f * (float)Math.PI;
4023 Vector3 dir = target - _position;
4024 dir.Normalize();
4025 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4026 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4027 float terot = (float)Math.Atan2(dir.Z, txy);
4028 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4029 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4030 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4031 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4032 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4033 float roll = (float)Math.Atan2(ra, rb);
4034 float errorz = tzrot - ozrot;
4035 if (errorz > (float)Math.PI) errorz -= twopi;
4036 else if (errorz < -(float)Math.PI) errorz += twopi;
4037 float errory = oerot - terot;
4038 if (errory > (float)Math.PI) errory -= twopi;
4039 else if (errory < -(float)Math.PI) errory += twopi;
4040 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4041 if (diff_angle > 0.01f * m_APIDdamper)
4042 {
4043 m_APIDdamper = 1.0f;
4044 RLAservo = timestep / m_APIDStrength * rscaler;
4045 errorz *= RLAservo;
4046 errory *= RLAservo;
4047 error.X = -roll * 8.0f;
4048 error.Y = errory;
4049 error.Z = errorz;
4050 error *= rotq;
4051 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4052 }
4053 else
4054 {
4055 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4056 m_APIDdamper = 2.0f;
4057 }
4058 }
4059 else
4060 {
4061 // this is a llRotLookAt()
4062 rtarget = m_APIDTarget;
4063
4064 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4065 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4066 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4067
4068 // diff_axis.Normalize(); it already is!
4069 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4070 {
4071 m_APIDdamper = 1.0f;
4072 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4073 rotforce = rotforce * rotq;
4074 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4075 RLAservo = timestep / m_APIDStrength * lscaler;
4076 rotforce = rotforce * RLAservo * diff_angle;
4077 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4078 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4079 }
4080 else
4081 { // close enough
4082 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4083 m_APIDdamper = 2.0f;
4084 }
4085 } // end llLookAt/llRotLookAt
4086 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4087 } // end m_useAPID
4088 } // end root prims
4089 } // end Move()
4090 } // end class
4091}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..00f5122
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3887 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742
1743 public void addActivePrim(OdePrim activatePrim)
1744 {
1745 // adds active prim.. (ones that should be iterated over in collisions_optimized
1746 lock (_activeprims)
1747 {
1748 if (!_activeprims.Contains(activatePrim))
1749 _activeprims.Add(activatePrim);
1750 //else
1751 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1752 }
1753 }
1754
1755 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1756 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1757 {
1758 PhysicsActor result;
1759 IMesh mesh = null;
1760
1761 if (needsMeshing(pbs))
1762 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1763
1764 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid);
1765
1766 return result;
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid);
1779
1780 return result;
1781 }
1782
1783 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1784 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
1785 {
1786 PhysicsActor result;
1787 IMesh mesh = null;
1788
1789 if (needsMeshing(pbs))
1790 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1791
1792 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid);
1793
1794 return result;
1795 }
1796
1797 public override float TimeDilation
1798 {
1799 get { return m_timeDilation; }
1800 }
1801
1802 public override bool SupportsNINJAJoints
1803 {
1804 get { return m_NINJA_physics_joints_enabled; }
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalAddActiveJoint(PhysicsJoint joint)
1809 {
1810 activeJoints.Add(joint);
1811 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1816 {
1817 pendingJoints.Add(joint);
1818 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1819 }
1820
1821 // internal utility function: must be called within a lock (OdeLock)
1822 private void InternalRemovePendingJoint(PhysicsJoint joint)
1823 {
1824 pendingJoints.Remove(joint);
1825 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1826 }
1827
1828 // internal utility function: must be called within a lock (OdeLock)
1829 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1830 {
1831 activeJoints.Remove(joint);
1832 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1833 }
1834
1835 public override void DumpJointInfo()
1836 {
1837 string hdr = "[NINJA] JOINTINFO: ";
1838 foreach (PhysicsJoint j in pendingJoints)
1839 {
1840 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1841 }
1842 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1843 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1844 {
1845 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1846 }
1847 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1848 foreach (PhysicsJoint j in activeJoints)
1849 {
1850 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1853 foreach (string jointName in SOPName_to_activeJoint.Keys)
1854 {
1855 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1856 }
1857 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1858
1859 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1860 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1861 foreach (string actorName in joints_connecting_actor.Keys)
1862 {
1863 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1864 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1865 {
1866 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1867 }
1868 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1869 }
1870 }
1871
1872 public override void RequestJointDeletion(string ObjectNameInScene)
1873 {
1874 lock (externalJointRequestsLock)
1875 {
1876 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1877 {
1878 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1879 }
1880 }
1881 }
1882
1883 private void DeleteRequestedJoints()
1884 {
1885 List<string> myRequestedJointsToBeDeleted;
1886 lock (externalJointRequestsLock)
1887 {
1888 // make a local copy of the shared list for processing (threading issues)
1889 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1890 }
1891
1892 foreach (string jointName in myRequestedJointsToBeDeleted)
1893 {
1894 lock (OdeLock)
1895 {
1896 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1897 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1898 {
1899 OdePhysicsJoint joint = null;
1900 if (SOPName_to_activeJoint.ContainsKey(jointName))
1901 {
1902 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1903 InternalRemoveActiveJoint(joint);
1904 }
1905 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1906 {
1907 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1908 InternalRemovePendingJoint(joint);
1909 }
1910
1911 if (joint != null)
1912 {
1913 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1914 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1915 {
1916 string bodyName = joint.BodyNames[iBodyName];
1917 if (bodyName != "NULL")
1918 {
1919 joints_connecting_actor[bodyName].Remove(joint);
1920 if (joints_connecting_actor[bodyName].Count == 0)
1921 {
1922 joints_connecting_actor.Remove(bodyName);
1923 }
1924 }
1925 }
1926
1927 DoJointDeactivated(joint);
1928 if (joint.jointID != IntPtr.Zero)
1929 {
1930 d.JointDestroy(joint.jointID);
1931 joint.jointID = IntPtr.Zero;
1932 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1933 }
1934 else
1935 {
1936 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1937 }
1938 }
1939 else
1940 {
1941 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1942 }
1943 }
1944 else
1945 {
1946 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1947 }
1948 }
1949 }
1950
1951 // remove processed joints from the shared list
1952 lock (externalJointRequestsLock)
1953 {
1954 foreach (string jointName in myRequestedJointsToBeDeleted)
1955 {
1956 requestedJointsToBeDeleted.Remove(jointName);
1957 }
1958 }
1959 }
1960
1961 // for pending joints we don't know if their associated bodies exist yet or not.
1962 // the joint is actually created during processing of the taints
1963 private void CreateRequestedJoints()
1964 {
1965 List<PhysicsJoint> myRequestedJointsToBeCreated;
1966 lock (externalJointRequestsLock)
1967 {
1968 // make a local copy of the shared list for processing (threading issues)
1969 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1970 }
1971
1972 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1973 {
1974 lock (OdeLock)
1975 {
1976 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1977 {
1978 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1979 continue;
1980 }
1981 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1982 {
1983 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1984 continue;
1985 }
1986
1987 InternalAddPendingJoint(joint as OdePhysicsJoint);
1988
1989 if (joint.BodyNames.Count >= 2)
1990 {
1991 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1992 {
1993 string bodyName = joint.BodyNames[iBodyName];
1994 if (bodyName != "NULL")
1995 {
1996 if (!joints_connecting_actor.ContainsKey(bodyName))
1997 {
1998 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1999 }
2000 joints_connecting_actor[bodyName].Add(joint);
2001 }
2002 }
2003 }
2004 }
2005 }
2006
2007 // remove processed joints from shared list
2008 lock (externalJointRequestsLock)
2009 {
2010 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2011 {
2012 requestedJointsToBeCreated.Remove(joint);
2013 }
2014 }
2015
2016 }
2017
2018 // public function to add an request for joint creation
2019 // this joint will just be added to a waiting list that is NOT processed during the main
2020 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2021
2022 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2023 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2024
2025 {
2026
2027 OdePhysicsJoint joint = new OdePhysicsJoint();
2028 joint.ObjectNameInScene = objectNameInScene;
2029 joint.Type = jointType;
2030 joint.Position = position;
2031 joint.Rotation = rotation;
2032 joint.RawParams = parms;
2033 joint.BodyNames = new List<string>(bodyNames);
2034 joint.TrackedBodyName = trackedBodyName;
2035 joint.LocalRotation = localRotation;
2036 joint.jointID = IntPtr.Zero;
2037 joint.ErrorMessageCount = 0;
2038
2039 lock (externalJointRequestsLock)
2040 {
2041 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2042 {
2043 requestedJointsToBeCreated.Add(joint);
2044 }
2045 }
2046 return joint;
2047 }
2048
2049 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2050 {
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2052 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2053 {
2054
2055 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2056 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2057 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2058 {
2059 jointsToRemove.Add(j);
2060 }
2061 foreach (PhysicsJoint j in jointsToRemove)
2062 {
2063 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2064 RequestJointDeletion(j.ObjectNameInScene);
2065 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2066 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2067 }
2068 }
2069 }
2070
2071 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2072 {
2073 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2074 lock (OdeLock)
2075 {
2076 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2077 RemoveAllJointsConnectedToActor(actor);
2078 }
2079 }
2080
2081 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2082 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2083 {
2084 Debug.Assert(joint.IsInPhysicsEngine);
2085 d.Vector3 pos = new d.Vector3();
2086
2087 if (!(joint is OdePhysicsJoint))
2088 {
2089 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2090 }
2091 else
2092 {
2093 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2094 switch (odeJoint.Type)
2095 {
2096 case PhysicsJointType.Ball:
2097 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2098 break;
2099 case PhysicsJointType.Hinge:
2100 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2101 break;
2102 }
2103 }
2104 return new Vector3(pos.X, pos.Y, pos.Z);
2105 }
2106
2107 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2108 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2109 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2110 // keeping track of the joint's original orientation relative to one of the involved bodies.
2111 public override Vector3 GetJointAxis(PhysicsJoint joint)
2112 {
2113 Debug.Assert(joint.IsInPhysicsEngine);
2114 d.Vector3 axis = new d.Vector3();
2115
2116 if (!(joint is OdePhysicsJoint))
2117 {
2118 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2119 }
2120 else
2121 {
2122 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2123 switch (odeJoint.Type)
2124 {
2125 case PhysicsJointType.Ball:
2126 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2127 break;
2128 case PhysicsJointType.Hinge:
2129 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2130 break;
2131 }
2132 }
2133 return new Vector3(axis.X, axis.Y, axis.Z);
2134 }
2135
2136
2137 public void remActivePrim(OdePrim deactivatePrim)
2138 {
2139 lock (_activeprims)
2140 {
2141 _activeprims.Remove(deactivatePrim);
2142 }
2143 }
2144
2145 public override void RemovePrim(PhysicsActor prim)
2146 {
2147 if (prim is OdePrim)
2148 {
2149 lock (OdeLock)
2150 {
2151 OdePrim p = (OdePrim) prim;
2152
2153 p.setPrimForRemoval();
2154 AddPhysicsActorTaint(prim);
2155 //RemovePrimThreadLocked(p);
2156 }
2157 }
2158 }
2159
2160 /// <summary>
2161 /// This is called from within simulate but outside the locked portion
2162 /// We need to do our own locking here
2163 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2164 ///
2165 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2166 /// that the space was using.
2167 /// </summary>
2168 /// <param name="prim"></param>
2169 public void RemovePrimThreadLocked(OdePrim prim)
2170 {
2171//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2172 lock (prim)
2173 {
2174 remCollisionEventReporting(prim);
2175 lock (ode)
2176 {
2177 if (prim.prim_geom != IntPtr.Zero)
2178 {
2179 prim.ResetTaints();
2180
2181 try
2182 {
2183 if (prim._triMeshData != IntPtr.Zero)
2184 {
2185 d.GeomTriMeshDataDestroy(prim._triMeshData);
2186 prim._triMeshData = IntPtr.Zero;
2187 }
2188 }
2189 catch { };
2190
2191 if (prim.IsPhysical)
2192 {
2193 prim.disableBody();
2194 if (prim.childPrim)
2195 {
2196 prim.childPrim = false;
2197 prim.Body = IntPtr.Zero;
2198 prim.m_disabled = true;
2199 prim.IsPhysical = false;
2200 }
2201
2202 }
2203 // we don't want to remove the main space
2204
2205 // If the geometry is in the targetspace, remove it from the target space
2206 //m_log.Warn(prim.m_targetSpace);
2207
2208 //if (prim.m_targetSpace != IntPtr.Zero)
2209 //{
2210 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2211 //{
2212
2213 //if (d.GeomIsSpace(prim.m_targetSpace))
2214 //{
2215 //waitForSpaceUnlock(prim.m_targetSpace);
2216 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2217 prim.m_targetSpace = IntPtr.Zero;
2218 //}
2219 //else
2220 //{
2221 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2222 //((OdePrim)prim).m_targetSpace.ToString());
2223 //}
2224
2225 //}
2226 //}
2227 //m_log.Warn(prim.prim_geom);
2228 try
2229 {
2230 if (prim.prim_geom != IntPtr.Zero)
2231 {
2232
2233//string tPA;
2234//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2235//Console.WriteLine("**** Remove {0}", tPA);
2236 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2237 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2238 d.GeomDestroy(prim.prim_geom);
2239 prim.prim_geom = IntPtr.Zero;
2240 }
2241 else
2242 {
2243 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2244 }
2245 }
2246 catch (AccessViolationException)
2247 {
2248 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2249 }
2250 lock (_prims)
2251 _prims.Remove(prim);
2252
2253 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2254 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2255 //{
2256 //if (prim.m_targetSpace != null)
2257 //{
2258 //if (d.GeomIsSpace(prim.m_targetSpace))
2259 //{
2260 //waitForSpaceUnlock(prim.m_targetSpace);
2261 //d.SpaceRemove(space, prim.m_targetSpace);
2262 // free up memory used by the space.
2263 //d.SpaceDestroy(prim.m_targetSpace);
2264 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2265 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2266 //}
2267 //else
2268 //{
2269 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2270 //((OdePrim) prim).m_targetSpace.ToString());
2271 //}
2272 //}
2273 //}
2274
2275 if (SupportsNINJAJoints)
2276 {
2277 RemoveAllJointsConnectedToActorThreadLocked(prim);
2278 }
2279 }
2280 }
2281 }
2282 }
2283
2284 #endregion
2285
2286 #region Space Separation Calculation
2287
2288 /// <summary>
2289 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2290 /// </summary>
2291 /// <param name="pSpace"></param>
2292 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2293 {
2294 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2295 {
2296 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2297 {
2298 if (staticPrimspace[x, y] == pSpace)
2299 staticPrimspace[x, y] = IntPtr.Zero;
2300 }
2301 }
2302 }
2303
2304 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2305 {
2306 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2307 }
2308
2309 /// <summary>
2310 /// Called when a static prim moves. Allocates a space for the prim based on its position
2311 /// </summary>
2312 /// <param name="geom">the pointer to the geom that moved</param>
2313 /// <param name="pos">the position that the geom moved to</param>
2314 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2315 /// <returns>a pointer to the new space it's in</returns>
2316 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2317 {
2318 // Called from setting the Position and Size of an ODEPrim so
2319 // it's already in locked space.
2320
2321 // we don't want to remove the main space
2322 // we don't need to test physical here because this function should
2323 // never be called if the prim is physical(active)
2324
2325 // All physical prim end up in the root space
2326 //Thread.Sleep(20);
2327 if (currentspace != space)
2328 {
2329 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2330 //if (currentspace == IntPtr.Zero)
2331 //{
2332 //int adfadf = 0;
2333 //}
2334 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2335 {
2336 if (d.GeomIsSpace(currentspace))
2337 {
2338 waitForSpaceUnlock(currentspace);
2339 d.SpaceRemove(currentspace, geom);
2340 }
2341 else
2342 {
2343 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2344 " Geom:" + geom);
2345 }
2346 }
2347 else
2348 {
2349 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2350 if (sGeomIsIn != IntPtr.Zero)
2351 {
2352 if (d.GeomIsSpace(currentspace))
2353 {
2354 waitForSpaceUnlock(sGeomIsIn);
2355 d.SpaceRemove(sGeomIsIn, geom);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 sGeomIsIn + " Geom:" + geom);
2361 }
2362 }
2363 }
2364
2365 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2366 if (d.SpaceGetNumGeoms(currentspace) == 0)
2367 {
2368 if (currentspace != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(currentspace))
2371 {
2372 waitForSpaceUnlock(currentspace);
2373 waitForSpaceUnlock(space);
2374 d.SpaceRemove(space, currentspace);
2375 // free up memory used by the space.
2376
2377 //d.SpaceDestroy(currentspace);
2378 resetSpaceArrayItemToZero(currentspace);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 currentspace + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 else
2389 {
2390 // this is a physical object that got disabled. ;.;
2391 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2392 {
2393 if (d.SpaceQuery(currentspace, geom))
2394 {
2395 if (d.GeomIsSpace(currentspace))
2396 {
2397 waitForSpaceUnlock(currentspace);
2398 d.SpaceRemove(currentspace, geom);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 else
2407 {
2408 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2409 if (sGeomIsIn != IntPtr.Zero)
2410 {
2411 if (d.GeomIsSpace(sGeomIsIn))
2412 {
2413 waitForSpaceUnlock(sGeomIsIn);
2414 d.SpaceRemove(sGeomIsIn, geom);
2415 }
2416 else
2417 {
2418 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2419 sGeomIsIn + " Geom:" + geom);
2420 }
2421 }
2422 }
2423 }
2424 }
2425
2426 // The routines in the Position and Size sections do the 'inserting' into the space,
2427 // so all we have to do is make sure that the space that we're putting the prim into
2428 // is in the 'main' space.
2429 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2430 IntPtr newspace = calculateSpaceForGeom(pos);
2431
2432 if (newspace == IntPtr.Zero)
2433 {
2434 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2435 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2436 }
2437
2438 return newspace;
2439 }
2440
2441 /// <summary>
2442 /// Creates a new space at X Y
2443 /// </summary>
2444 /// <param name="iprimspaceArrItemX"></param>
2445 /// <param name="iprimspaceArrItemY"></param>
2446 /// <returns>A pointer to the created space</returns>
2447 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2448 {
2449 // creating a new space for prim and inserting it into main space.
2450 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2451 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2452 waitForSpaceUnlock(space);
2453 d.SpaceSetSublevel(space, 1);
2454 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2455 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2456 }
2457
2458 /// <summary>
2459 /// Calculates the space the prim should be in by its position
2460 /// </summary>
2461 /// <param name="pos"></param>
2462 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2463 public IntPtr calculateSpaceForGeom(Vector3 pos)
2464 {
2465 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2466 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2467 return staticPrimspace[xyspace[0], xyspace[1]];
2468 }
2469
2470 /// <summary>
2471 /// Holds the space allocation logic
2472 /// </summary>
2473 /// <param name="pos"></param>
2474 /// <returns>an array item based on the position</returns>
2475 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2476 {
2477 int[] returnint = new int[2];
2478
2479 returnint[0] = (int) (pos.X/metersInSpace);
2480
2481 if (returnint[0] > ((int) (259f/metersInSpace)))
2482 returnint[0] = ((int) (259f/metersInSpace));
2483 if (returnint[0] < 0)
2484 returnint[0] = 0;
2485
2486 returnint[1] = (int) (pos.Y/metersInSpace);
2487 if (returnint[1] > ((int) (259f/metersInSpace)))
2488 returnint[1] = ((int) (259f/metersInSpace));
2489 if (returnint[1] < 0)
2490 returnint[1] = 0;
2491
2492 return returnint;
2493 }
2494
2495 #endregion
2496
2497 /// <summary>
2498 /// Routine to figure out if we need to mesh this prim with our mesher
2499 /// </summary>
2500 /// <param name="pbs"></param>
2501 /// <returns></returns>
2502 public bool needsMeshing(PrimitiveBaseShape pbs)
2503 {
2504 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2505 // but we still need to check for sculptie meshing being enabled so this is the most
2506 // convenient place to do it for now...
2507
2508 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2509 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2510 int iPropertiesNotSupportedDefault = 0;
2511
2512 if (pbs.SculptEntry && !meshSculptedPrim)
2513 {
2514#if SPAM
2515 m_log.Warn("NonMesh");
2516#endif
2517 return false;
2518 }
2519
2520 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2521 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2522 {
2523 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2524 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2525 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2526 {
2527
2528 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2529 && pbs.ProfileHollow == 0
2530 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2531 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2532 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2533 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2534 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2535 {
2536#if SPAM
2537 m_log.Warn("NonMesh");
2538#endif
2539 return false;
2540 }
2541 }
2542 }
2543
2544 if (forceSimplePrimMeshing)
2545 return true;
2546
2547 if (pbs.ProfileHollow != 0)
2548 iPropertiesNotSupportedDefault++;
2549
2550 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2551 iPropertiesNotSupportedDefault++;
2552
2553 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2554 iPropertiesNotSupportedDefault++;
2555
2556 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2557 iPropertiesNotSupportedDefault++;
2558
2559 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2560 iPropertiesNotSupportedDefault++;
2561
2562 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2563 iPropertiesNotSupportedDefault++;
2564
2565 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2566 iPropertiesNotSupportedDefault++;
2567
2568 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2569 iPropertiesNotSupportedDefault++;
2570
2571 // test for torus
2572 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2573 {
2574 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2575 {
2576 iPropertiesNotSupportedDefault++;
2577 }
2578 }
2579 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2580 {
2581 if (pbs.PathCurve == (byte)Extrusion.Straight)
2582 {
2583 iPropertiesNotSupportedDefault++;
2584 }
2585
2586 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2587 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2588 {
2589 iPropertiesNotSupportedDefault++;
2590 }
2591 }
2592 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2606 {
2607 iPropertiesNotSupportedDefault++;
2608 }
2609 }
2610
2611 if (pbs.SculptEntry && meshSculptedPrim)
2612 iPropertiesNotSupportedDefault++;
2613
2614 if (iPropertiesNotSupportedDefault == 0)
2615 {
2616#if SPAM
2617 m_log.Warn("NonMesh");
2618#endif
2619 return false;
2620 }
2621#if SPAM
2622 m_log.Debug("Mesh");
2623#endif
2624 return true;
2625 }
2626
2627 /// <summary>
2628 /// Called after our prim properties are set Scale, position etc.
2629 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2630 /// This assures us that we have no race conditions
2631 /// </summary>
2632 /// <param name="prim"></param>
2633 public override void AddPhysicsActorTaint(PhysicsActor prim)
2634 {
2635
2636 if (prim is OdePrim)
2637 {
2638 OdePrim taintedprim = ((OdePrim) prim);
2639 lock (_taintedPrimLock)
2640 {
2641 if (!(_taintedPrimH.Contains(taintedprim)))
2642 {
2643//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2644 _taintedPrimH.Add(taintedprim); // HashSet for searching
2645 _taintedPrimL.Add(taintedprim); // List for ordered readout
2646 }
2647 }
2648 return;
2649 }
2650 else if (prim is OdeCharacter)
2651 {
2652 OdeCharacter taintedchar = ((OdeCharacter)prim);
2653 lock (_taintedActors)
2654 {
2655 if (!(_taintedActors.Contains(taintedchar)))
2656 {
2657 _taintedActors.Add(taintedchar);
2658 if (taintedchar.bad)
2659 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2660 }
2661 }
2662 }
2663 }
2664
2665 /// <summary>
2666 /// This is our main simulate loop
2667 /// It's thread locked by a Mutex in the scene.
2668 /// It holds Collisions, it instructs ODE to step through the physical reactions
2669 /// It moves the objects around in memory
2670 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2671 /// </summary>
2672 /// <param name="timeStep"></param>
2673 /// <returns></returns>
2674 public override float Simulate(float timeStep)
2675 {
2676 if (framecount >= int.MaxValue)
2677 framecount = 0;
2678 //if (m_worldOffset != Vector3.Zero)
2679 // return 0;
2680
2681 framecount++;
2682
2683 DateTime now = DateTime.UtcNow;
2684 TimeSpan SinceLastFrame = now - m_lastframe;
2685 m_lastframe = now;
2686 float realtime = (float)SinceLastFrame.TotalSeconds;
2687// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2688 timeStep = realtime;
2689
2690 // float fps = 1.0f / realtime;
2691 float fps = 0.0f; // number of ODE steps in this Simulate step
2692 //m_log.Info(timeStep.ToString());
2693 step_time += timeStep;
2694
2695 // If We're loaded down by something else,
2696 // or debugging with the Visual Studio project on pause
2697 // skip a few frames to catch up gracefully.
2698 // without shooting the physicsactors all over the place
2699
2700 if (step_time >= m_SkipFramesAtms)
2701 {
2702 // Instead of trying to catch up, it'll do 5 physics frames only
2703 step_time = ODE_STEPSIZE;
2704 m_physicsiterations = 5;
2705 }
2706 else
2707 {
2708 m_physicsiterations = 10;
2709 }
2710
2711 if (SupportsNINJAJoints)
2712 {
2713 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2715 }
2716
2717 lock (OdeLock)
2718 {
2719 // Process 10 frames if the sim is running normal..
2720 // process 5 frames if the sim is running slow
2721 //try
2722 //{
2723 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2724 //}
2725 //catch (StackOverflowException)
2726 //{
2727 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2728 // ode.drelease(world);
2729 //base.TriggerPhysicsBasedRestart();
2730 //}
2731
2732 int i = 0;
2733
2734 // Figure out the Frames Per Second we're going at.
2735 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2736
2737 // fps = (step_time / ODE_STEPSIZE) * 1000;
2738 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2739 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2740
2741 // step_time = 0.09375f;
2742
2743 while (step_time > 0.0f)
2744 {
2745 //lock (ode)
2746 //{
2747 //if (!ode.lockquery())
2748 //{
2749 // ode.dlock(world);
2750 try
2751 {
2752 // Insert, remove Characters
2753 bool processedtaints = false;
2754
2755 lock (_taintedActors)
2756 {
2757 if (_taintedActors.Count > 0)
2758 {
2759 foreach (OdeCharacter character in _taintedActors)
2760 {
2761
2762 character.ProcessTaints(ODE_STEPSIZE);
2763
2764 processedtaints = true;
2765 //character.m_collisionscore = 0;
2766 }
2767
2768 if (processedtaints)
2769 _taintedActors.Clear();
2770 }
2771 } // end lock _taintedActors
2772
2773 // Modify other objects in the scene.
2774 processedtaints = false;
2775
2776 lock (_taintedPrimLock)
2777 {
2778 foreach (OdePrim prim in _taintedPrimL)
2779 {
2780 if (prim.m_taintremove)
2781 {
2782 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2783 RemovePrimThreadLocked(prim);
2784 }
2785 else
2786 {
2787 //Console.WriteLine("Simulate calls ProcessTaints");
2788 prim.ProcessTaints(ODE_STEPSIZE);
2789 }
2790 processedtaints = true;
2791 prim.m_collisionscore = 0;
2792
2793 // This loop can block up the Heartbeat for a very long time on large regions.
2794 // We need to let the Watchdog know that the Heartbeat is not dead
2795 // NOTE: This is currently commented out, but if things like OAR loading are
2796 // timing the heartbeat out we will need to uncomment it
2797 //Watchdog.UpdateThread();
2798 }
2799
2800 if (SupportsNINJAJoints)
2801 {
2802 // Create pending joints, if possible
2803
2804 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2805 // a joint requires specifying the body id of both involved bodies
2806 if (pendingJoints.Count > 0)
2807 {
2808 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2809 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2810 foreach (PhysicsJoint joint in pendingJoints)
2811 {
2812 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2813 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2814 System.StringSplitOptions.RemoveEmptyEntries);
2815 List<IntPtr> jointBodies = new List<IntPtr>();
2816 bool allJointBodiesAreReady = true;
2817 foreach (string jointParam in jointParams)
2818 {
2819 if (jointParam == "NULL")
2820 {
2821 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2822 jointBodies.Add(IntPtr.Zero);
2823 }
2824 else
2825 {
2826 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2827 bool foundPrim = false;
2828 lock (_prims)
2829 {
2830 foreach (OdePrim prim in _prims) // FIXME: inefficient
2831 {
2832 if (prim.SOPName == jointParam)
2833 {
2834 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2835 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2836 {
2837 jointBodies.Add(prim.Body);
2838 foundPrim = true;
2839 break;
2840 }
2841 else
2842 {
2843 DoJointErrorMessage(joint, "prim name " + jointParam +
2844 " exists but is not (yet) physical; deferring joint creation. " +
2845 "IsPhysical property is " + prim.IsPhysical +
2846 " and body is " + prim.Body);
2847 foundPrim = false;
2848 break;
2849 }
2850 }
2851 }
2852 }
2853 if (foundPrim)
2854 {
2855 // all is fine
2856 }
2857 else
2858 {
2859 allJointBodiesAreReady = false;
2860 break;
2861 }
2862 }
2863 }
2864 if (allJointBodiesAreReady)
2865 {
2866 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2867 if (jointBodies[0] == jointBodies[1])
2868 {
2869 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2870 }
2871 else
2872 {
2873 switch (joint.Type)
2874 {
2875 case PhysicsJointType.Ball:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2879 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetBallAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 //DoJointErrorMessage(joint, "ODE joint setting OK");
2888 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2889 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2890 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2891 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2892
2893 if (joint is OdePhysicsJoint)
2894 {
2895 ((OdePhysicsJoint)joint).jointID = odeJoint;
2896 }
2897 else
2898 {
2899 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2900 }
2901 }
2902 break;
2903 case PhysicsJointType.Hinge:
2904 {
2905 IntPtr odeJoint;
2906 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2907 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2908 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2909 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2910 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2911 d.JointSetHingeAnchor(odeJoint,
2912 joint.Position.X,
2913 joint.Position.Y,
2914 joint.Position.Z);
2915 // We use the orientation of the x-axis of the joint's coordinate frame
2916 // as the axis for the hinge.
2917
2918 // Therefore, we must get the joint's coordinate frame based on the
2919 // joint.Rotation field, which originates from the orientation of the
2920 // joint's proxy object in the scene.
2921
2922 // The joint's coordinate frame is defined as the transformation matrix
2923 // that converts a vector from joint-local coordinates into world coordinates.
2924 // World coordinates are defined as the XYZ coordinate system of the sim,
2925 // as shown in the top status-bar of the viewer.
2926
2927 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2928 // and use that as the hinge axis.
2929
2930 //joint.Rotation.Normalize();
2931 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2932
2933 // Now extract the X axis of the joint's coordinate frame.
2934
2935 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2936 // tar pit of transposed, inverted, and generally messed-up orientations.
2937 // (In other words, Matrix4.AtAxis() is borked.)
2938 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2939
2940 // Instead, compute the X axis of the coordinate frame by transforming
2941 // the (1,0,0) vector. At least that works.
2942
2943 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2944 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2945 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2946 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2947 d.JointSetHingeAxis(odeJoint,
2948 jointAxis.X,
2949 jointAxis.Y,
2950 jointAxis.Z);
2951 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2952 if (joint is OdePhysicsJoint)
2953 {
2954 ((OdePhysicsJoint)joint).jointID = odeJoint;
2955 }
2956 else
2957 {
2958 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2959 }
2960 }
2961 break;
2962 }
2963 successfullyProcessedPendingJoints.Add(joint);
2964 }
2965 }
2966 else
2967 {
2968 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2969 }
2970 }
2971 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2972 {
2973 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2975 InternalRemovePendingJoint(successfullyProcessedJoint);
2976 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2977 InternalAddActiveJoint(successfullyProcessedJoint);
2978 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2979 }
2980 }
2981 } // end SupportsNINJAJoints
2982
2983 if (processedtaints)
2984//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2985 _taintedPrimH.Clear(); // ??? if this only ???
2986 _taintedPrimL.Clear();
2987 } // end lock _taintedPrimLock
2988
2989 // Move characters
2990 lock (_characters)
2991 {
2992 List<OdeCharacter> defects = new List<OdeCharacter>();
2993 foreach (OdeCharacter actor in _characters)
2994 {
2995 if (actor != null)
2996 actor.Move(ODE_STEPSIZE, defects);
2997 }
2998 if (0 != defects.Count)
2999 {
3000 foreach (OdeCharacter defect in defects)
3001 {
3002 RemoveCharacter(defect);
3003 }
3004 }
3005 } // end lock _characters
3006
3007 // Move other active objects
3008 lock (_activeprims)
3009 {
3010 foreach (OdePrim prim in _activeprims)
3011 {
3012 prim.m_collisionscore = 0;
3013 prim.Move(ODE_STEPSIZE);
3014 }
3015 } // end lock _activeprims
3016
3017 //if ((framecount % m_randomizeWater) == 0)
3018 // randomizeWater(waterlevel);
3019
3020 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3021 m_rayCastManager.ProcessQueuedRequests();
3022
3023 collision_optimized(ODE_STEPSIZE);
3024
3025 lock (_collisionEventPrim)
3026 {
3027 foreach (PhysicsActor obj in _collisionEventPrim)
3028 {
3029 if (obj == null)
3030 continue;
3031
3032 switch ((ActorTypes)obj.PhysicsActorType)
3033 {
3034 case ActorTypes.Agent:
3035 OdeCharacter cobj = (OdeCharacter)obj;
3036 cobj.AddCollisionFrameTime(100);
3037 cobj.SendCollisions();
3038 break;
3039 case ActorTypes.Prim:
3040 OdePrim pobj = (OdePrim)obj;
3041 pobj.SendCollisions();
3042 break;
3043 }
3044 }
3045 } // end lock _collisionEventPrim
3046
3047 //if (m_global_contactcount > 5)
3048 //{
3049 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3050 //}
3051
3052 m_global_contactcount = 0;
3053
3054 d.WorldQuickStep(world, ODE_STEPSIZE);
3055 d.JointGroupEmpty(contactgroup);
3056 fps++;
3057 //ode.dunlock(world);
3058 } // end try
3059 catch (Exception e)
3060 {
3061 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3062 ode.dunlock(world);
3063 }
3064
3065 step_time -= ODE_STEPSIZE;
3066 i++;
3067 //}
3068 //else
3069 //{
3070 //fps = 0;
3071 //}
3072 //}
3073 } // end while (step_time > 0.0f)
3074
3075 lock (_characters)
3076 {
3077 foreach (OdeCharacter actor in _characters)
3078 {
3079 if (actor != null)
3080 {
3081 if (actor.bad)
3082 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3083 actor.UpdatePositionAndVelocity();
3084 }
3085 }
3086 }
3087
3088 lock (_badCharacter)
3089 {
3090 if (_badCharacter.Count > 0)
3091 {
3092 foreach (OdeCharacter chr in _badCharacter)
3093 {
3094 RemoveCharacter(chr);
3095 }
3096 _badCharacter.Clear();
3097 }
3098 }
3099
3100 lock (_activeprims)
3101 {
3102 //if (timeStep < 0.2f)
3103 {
3104 foreach (OdePrim actor in _activeprims)
3105 {
3106 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3107 {
3108 actor.UpdatePositionAndVelocity();
3109
3110 if (SupportsNINJAJoints)
3111 {
3112 // If an actor moved, move its joint proxy objects as well.
3113 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3114 // for this purpose but it is never called! So we just do the joint
3115 // movement code here.
3116
3117 if (actor.SOPName != null &&
3118 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3119 joints_connecting_actor[actor.SOPName] != null &&
3120 joints_connecting_actor[actor.SOPName].Count > 0)
3121 {
3122 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3123 {
3124 if (affectedJoint.IsInPhysicsEngine)
3125 {
3126 DoJointMoved(affectedJoint);
3127 }
3128 else
3129 {
3130 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 }
3138 } // end lock _activeprims
3139
3140 //DumpJointInfo();
3141
3142 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3143 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3144 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3145 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3146 {
3147 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3148 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3149
3150 if (physics_logging_append_existing_logfile)
3151 {
3152 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3153 TextWriter fwriter = File.AppendText(fname);
3154 fwriter.WriteLine(header);
3155 fwriter.Close();
3156 }
3157 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3158 }
3159 } // end lock OdeLock
3160
3161 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3162 } // end Simulate
3163
3164 public override void GetResults()
3165 {
3166 }
3167
3168 public override bool IsThreaded
3169 {
3170 // for now we won't be multithreaded
3171 get { return (false); }
3172 }
3173
3174 #region ODE Specific Terrain Fixes
3175 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3176 {
3177 float[] returnarr = new float[262144];
3178 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3179
3180 // Filling out the array into its multi-dimensional components
3181 for (int y = 0; y < WorldExtents.Y; y++)
3182 {
3183 for (int x = 0; x < WorldExtents.X; x++)
3184 {
3185 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3186 }
3187 }
3188
3189 // Resize using Nearest Neighbour
3190
3191 // This particular way is quick but it only works on a multiple of the original
3192
3193 // The idea behind this method can be described with the following diagrams
3194 // second pass and third pass happen in the same loop really.. just separated
3195 // them to show what this does.
3196
3197 // First Pass
3198 // ResultArr:
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201 // 1,1,1,1,1,1
3202 // 1,1,1,1,1,1
3203 // 1,1,1,1,1,1
3204 // 1,1,1,1,1,1
3205
3206 // Second Pass
3207 // ResultArr2:
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215 // ,,,,,,,,,,
3216 // 1,,1,,1,,1,,1,,1,
3217 // ,,,,,,,,,,
3218 // 1,,1,,1,,1,,1,,1,
3219
3220 // Third pass fills in the blanks
3221 // ResultArr2:
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229 // 1,1,1,1,1,1,1,1,1,1,1,1
3230 // 1,1,1,1,1,1,1,1,1,1,1,1
3231 // 1,1,1,1,1,1,1,1,1,1,1,1
3232 // 1,1,1,1,1,1,1,1,1,1,1,1
3233
3234 // X,Y = .
3235 // X+1,y = ^
3236 // X,Y+1 = *
3237 // X+1,Y+1 = #
3238
3239 // Filling in like this;
3240 // .*
3241 // ^#
3242 // 1st .
3243 // 2nd *
3244 // 3rd ^
3245 // 4th #
3246 // on single loop.
3247
3248 float[,] resultarr2 = new float[512, 512];
3249 for (int y = 0; y < WorldExtents.Y; y++)
3250 {
3251 for (int x = 0; x < WorldExtents.X; x++)
3252 {
3253 resultarr2[y * 2, x * 2] = resultarr[y, x];
3254
3255 if (y < WorldExtents.Y)
3256 {
3257 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X)
3260 {
3261 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 if (x < WorldExtents.X && y < WorldExtents.Y)
3264 {
3265 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3266 }
3267 }
3268 }
3269
3270 //Flatten out the array
3271 int i = 0;
3272 for (int y = 0; y < 512; y++)
3273 {
3274 for (int x = 0; x < 512; x++)
3275 {
3276 if (resultarr2[y, x] <= 0)
3277 returnarr[i] = 0.0000001f;
3278 else
3279 returnarr[i] = resultarr2[y, x];
3280
3281 i++;
3282 }
3283 }
3284
3285 return returnarr;
3286 }
3287
3288 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3289 {
3290 float[] returnarr = new float[262144];
3291 float[,] resultarr = new float[512,512];
3292
3293 // Filling out the array into its multi-dimensional components
3294 for (int y = 0; y < 256; y++)
3295 {
3296 for (int x = 0; x < 256; x++)
3297 {
3298 resultarr[y, x] = heightMap[y * 256 + x];
3299 }
3300 }
3301
3302 // Resize using interpolation
3303
3304 // This particular way is quick but it only works on a multiple of the original
3305
3306 // The idea behind this method can be described with the following diagrams
3307 // second pass and third pass happen in the same loop really.. just separated
3308 // them to show what this does.
3309
3310 // First Pass
3311 // ResultArr:
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314 // 1,1,1,1,1,1
3315 // 1,1,1,1,1,1
3316 // 1,1,1,1,1,1
3317 // 1,1,1,1,1,1
3318
3319 // Second Pass
3320 // ResultArr2:
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328 // ,,,,,,,,,,
3329 // 1,,1,,1,,1,,1,,1,
3330 // ,,,,,,,,,,
3331 // 1,,1,,1,,1,,1,,1,
3332
3333 // Third pass fills in the blanks
3334 // ResultArr2:
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342 // 1,1,1,1,1,1,1,1,1,1,1,1
3343 // 1,1,1,1,1,1,1,1,1,1,1,1
3344 // 1,1,1,1,1,1,1,1,1,1,1,1
3345 // 1,1,1,1,1,1,1,1,1,1,1,1
3346
3347 // X,Y = .
3348 // X+1,y = ^
3349 // X,Y+1 = *
3350 // X+1,Y+1 = #
3351
3352 // Filling in like this;
3353 // .*
3354 // ^#
3355 // 1st .
3356 // 2nd *
3357 // 3rd ^
3358 // 4th #
3359 // on single loop.
3360
3361 float[,] resultarr2 = new float[512,512];
3362 for (int y = 0; y < (int)Constants.RegionSize; y++)
3363 {
3364 for (int x = 0; x < (int)Constants.RegionSize; x++)
3365 {
3366 resultarr2[y*2, x*2] = resultarr[y, x];
3367
3368 if (y < (int)Constants.RegionSize)
3369 {
3370 if (y + 1 < (int)Constants.RegionSize)
3371 {
3372 if (x + 1 < (int)Constants.RegionSize)
3373 {
3374 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3380 }
3381 }
3382 else
3383 {
3384 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3385 }
3386 }
3387 if (x < (int)Constants.RegionSize)
3388 {
3389 if (x + 1 < (int)Constants.RegionSize)
3390 {
3391 if (y + 1 < (int)Constants.RegionSize)
3392 {
3393 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3394 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3395 }
3396 else
3397 {
3398 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3399 }
3400 }
3401 else
3402 {
3403 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3404 }
3405 }
3406 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3407 {
3408 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3409 {
3410 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3411 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3412 }
3413 else
3414 {
3415 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3416 }
3417 }
3418 }
3419 }
3420 //Flatten out the array
3421 int i = 0;
3422 for (int y = 0; y < 512; y++)
3423 {
3424 for (int x = 0; x < 512; x++)
3425 {
3426 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3427 {
3428 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3429 resultarr2[y, x] = 0;
3430 }
3431 returnarr[i] = resultarr2[y, x];
3432 i++;
3433 }
3434 }
3435
3436 return returnarr;
3437 }
3438
3439 #endregion
3440
3441 public override void SetTerrain(float[] heightMap)
3442 {
3443 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3444 {
3445 if (m_parentScene is OdeScene)
3446 {
3447 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3448 }
3449 }
3450 else
3451 {
3452 SetTerrain(heightMap, m_worldOffset);
3453 }
3454 }
3455
3456 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3457 {
3458
3459 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3460
3461 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3462 int heightmapHeight = regionsize + 2;
3463
3464 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3465 int heightmapHeightSamples = (int)regionsize + 2;
3466
3467 // Array of height samples for ODE
3468 float[] _heightmap;
3469 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3470
3471 // Other ODE parameters
3472 const float scale = 1.0f;
3473 const float offset = 0.0f;
3474 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3475 const int wrap = 0;
3476
3477 float hfmin = 2000f;
3478 float hfmax = -2000f;
3479 float minele = 0.0f; // Dont allow -ve heights
3480
3481 int x = 0;
3482 int y = 0;
3483 int xx = 0;
3484 int yy = 0;
3485
3486 // load the height samples array from the heightMap
3487 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3488 {
3489 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3490 {
3491 xx = x - 1;
3492 if (xx < 0) xx = 0;
3493 if (xx > (regionsize - 1)) xx = regionsize - 1;
3494
3495 yy = y - 1;
3496 if (yy < 0) yy = 0;
3497 if (yy > (regionsize - 1)) yy = regionsize - 1;
3498 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3499 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3500 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3501 if (val < minele) val = minele;
3502 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3503 hfmin = (val < hfmin) ? val : hfmin;
3504 hfmax = (val > hfmax) ? val : hfmax;
3505 }
3506 }
3507
3508 lock (OdeLock)
3509 {
3510 IntPtr GroundGeom = IntPtr.Zero;
3511 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3512 {
3513 RegionTerrain.Remove(pOffset);
3514 if (GroundGeom != IntPtr.Zero)
3515 {
3516 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3517 {
3518 TerrainHeightFieldHeights.Remove(GroundGeom);
3519 }
3520 d.SpaceRemove(space, GroundGeom);
3521 d.GeomDestroy(GroundGeom);
3522 }
3523 }
3524 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3525 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3526 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3527 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3528 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3529 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3530 if (GroundGeom != IntPtr.Zero)
3531 {
3532 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3533 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3534 }
3535 geom_name_map[GroundGeom] = "Terrain";
3536
3537 d.Matrix3 R = new d.Matrix3();
3538
3539 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3540 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3541 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3542
3543 q1 = q1 * q2;
3544 //q1 = q1 * q3;
3545 Vector3 v3;
3546 float angle;
3547 q1.GetAxisAngle(out v3, out angle);
3548
3549 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3550 d.GeomSetRotation(GroundGeom, ref R);
3551 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3552 IntPtr testGround = IntPtr.Zero;
3553 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3554 {
3555 RegionTerrain.Remove(pOffset);
3556 }
3557 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3558 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3559 }
3560 }
3561
3562 public override void DeleteTerrain()
3563 {
3564 }
3565
3566 public float GetWaterLevel()
3567 {
3568 return waterlevel;
3569 }
3570
3571 public override bool SupportsCombining()
3572 {
3573 return true;
3574 }
3575
3576 public override void UnCombine(PhysicsScene pScene)
3577 {
3578 IntPtr localGround = IntPtr.Zero;
3579// float[] localHeightfield;
3580 bool proceed = false;
3581 List<IntPtr> geomDestroyList = new List<IntPtr>();
3582
3583 lock (OdeLock)
3584 {
3585 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3586 {
3587 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3588 {
3589 if (geom == localGround)
3590 {
3591// localHeightfield = TerrainHeightFieldHeights[geom];
3592 proceed = true;
3593 }
3594 else
3595 {
3596 geomDestroyList.Add(geom);
3597 }
3598 }
3599
3600 if (proceed)
3601 {
3602 m_worldOffset = Vector3.Zero;
3603 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3604 m_parentScene = null;
3605
3606 foreach (IntPtr g in geomDestroyList)
3607 {
3608 // removingHeightField needs to be done or the garbage collector will
3609 // collect the terrain data before we tell ODE to destroy it causing
3610 // memory corruption
3611 if (TerrainHeightFieldHeights.ContainsKey(g))
3612 {
3613// float[] removingHeightField = TerrainHeightFieldHeights[g];
3614 TerrainHeightFieldHeights.Remove(g);
3615
3616 if (RegionTerrain.ContainsKey(g))
3617 {
3618 RegionTerrain.Remove(g);
3619 }
3620
3621 d.GeomDestroy(g);
3622 //removingHeightField = new float[0];
3623 }
3624 }
3625
3626 }
3627 else
3628 {
3629 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3630
3631 }
3632 }
3633 }
3634 }
3635
3636 public override void SetWaterLevel(float baseheight)
3637 {
3638 waterlevel = baseheight;
3639 randomizeWater(waterlevel);
3640 }
3641
3642 public void randomizeWater(float baseheight)
3643 {
3644 const uint heightmapWidth = m_regionWidth + 2;
3645 const uint heightmapHeight = m_regionHeight + 2;
3646 const uint heightmapWidthSamples = m_regionWidth + 2;
3647 const uint heightmapHeightSamples = m_regionHeight + 2;
3648 const float scale = 1.0f;
3649 const float offset = 0.0f;
3650 const float thickness = 2.9f;
3651 const int wrap = 0;
3652
3653 for (int i = 0; i < (258 * 258); i++)
3654 {
3655 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3656 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3657 }
3658
3659 lock (OdeLock)
3660 {
3661 if (WaterGeom != IntPtr.Zero)
3662 {
3663 d.SpaceRemove(space, WaterGeom);
3664 }
3665 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3666 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3667 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3668 offset, thickness, wrap);
3669 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3670 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3671 if (WaterGeom != IntPtr.Zero)
3672 {
3673 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3674 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3675
3676 }
3677 geom_name_map[WaterGeom] = "Water";
3678
3679 d.Matrix3 R = new d.Matrix3();
3680
3681 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3682 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3683 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3684
3685 q1 = q1 * q2;
3686 //q1 = q1 * q3;
3687 Vector3 v3;
3688 float angle;
3689 q1.GetAxisAngle(out v3, out angle);
3690
3691 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3692 d.GeomSetRotation(WaterGeom, ref R);
3693 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3694
3695 }
3696
3697 }
3698
3699 public override void Dispose()
3700 {
3701 m_rayCastManager.Dispose();
3702 m_rayCastManager = null;
3703
3704 lock (OdeLock)
3705 {
3706 lock (_prims)
3707 {
3708 foreach (OdePrim prm in _prims)
3709 {
3710 RemovePrim(prm);
3711 }
3712 }
3713
3714 //foreach (OdeCharacter act in _characters)
3715 //{
3716 //RemoveAvatar(act);
3717 //}
3718 d.WorldDestroy(world);
3719 //d.CloseODE();
3720 }
3721 }
3722 public override Dictionary<uint, float> GetTopColliders()
3723 {
3724 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3725 int cnt = 0;
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 if (prm.CollisionScore > 0)
3731 {
3732 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3733 cnt++;
3734 prm.CollisionScore = 0f;
3735 if (cnt > 25)
3736 {
3737 break;
3738 }
3739 }
3740 }
3741 }
3742 return returncolliders;
3743 }
3744
3745 public override bool SupportsRayCast()
3746 {
3747 return true;
3748 }
3749
3750 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3751 {
3752 if (retMethod != null)
3753 {
3754 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3755 }
3756 }
3757
3758#if USE_DRAWSTUFF
3759 // Keyboard callback
3760 public void command(int cmd)
3761 {
3762 IntPtr geom;
3763 d.Mass mass;
3764 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3765
3766
3767
3768 Char ch = Char.ToLower((Char)cmd);
3769 switch ((Char)ch)
3770 {
3771 case 'w':
3772 try
3773 {
3774 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3775
3776 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 }
3779 catch (ArgumentException)
3780 { hpr.X = 0; }
3781 break;
3782
3783 case 'a':
3784 hpr.X++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787
3788 case 's':
3789 try
3790 {
3791 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3792
3793 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3794 ds.SetViewpoint(ref xyz, ref hpr);
3795 }
3796 catch (ArgumentException)
3797 { hpr.X = 0; }
3798 break;
3799 case 'd':
3800 hpr.X--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'r':
3804 xyz.Z++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'f':
3808 xyz.Z--;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'e':
3812 xyz.Y++;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 case 'q':
3816 xyz.Y--;
3817 ds.SetViewpoint(ref xyz, ref hpr);
3818 break;
3819 }
3820 }
3821
3822 public void step(int pause)
3823 {
3824
3825 ds.SetColor(1.0f, 1.0f, 0.0f);
3826 ds.SetTexture(ds.Texture.Wood);
3827 lock (_prims)
3828 {
3829 foreach (OdePrim prm in _prims)
3830 {
3831 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3832 if (prm.prim_geom != IntPtr.Zero)
3833 {
3834 d.Vector3 pos;
3835 d.GeomCopyPosition(prm.prim_geom, out pos);
3836 //d.BodyCopyPosition(body, out pos);
3837
3838 d.Matrix3 R;
3839 d.GeomCopyRotation(prm.prim_geom, out R);
3840 //d.BodyCopyRotation(body, out R);
3841
3842
3843 d.Vector3 sides = new d.Vector3();
3844 sides.X = prm.Size.X;
3845 sides.Y = prm.Size.Y;
3846 sides.Z = prm.Size.Z;
3847
3848 ds.DrawBox(ref pos, ref R, ref sides);
3849 }
3850 }
3851 }
3852 ds.SetColor(1.0f, 0.0f, 0.0f);
3853 lock (_characters)
3854 {
3855 foreach (OdeCharacter chr in _characters)
3856 {
3857 if (chr.Shell != IntPtr.Zero)
3858 {
3859 IntPtr body = d.GeomGetBody(chr.Shell);
3860
3861 d.Vector3 pos;
3862 d.GeomCopyPosition(chr.Shell, out pos);
3863 //d.BodyCopyPosition(body, out pos);
3864
3865 d.Matrix3 R;
3866 d.GeomCopyRotation(chr.Shell, out R);
3867 //d.BodyCopyRotation(body, out R);
3868
3869 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3870 d.Vector3 sides = new d.Vector3();
3871 sides.X = 0.5f;
3872 sides.Y = 0.5f;
3873 sides.Z = 0.5f;
3874
3875 ds.DrawBox(ref pos, ref R, ref sides);
3876 }
3877 }
3878 }
3879 }
3880
3881 public void start(int unused)
3882 {
3883 ds.SetViewpoint(ref xyz, ref hpr);
3884 }
3885#endif
3886 }
3887}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..c32cf38 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -36,6 +36,7 @@ namespace OpenSim.Region.Physics.Manager
36 { 36 {
37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod); 37 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod);
38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical); 38 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical);
39 IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical,bool convex);
39 } 40 }
40 41
41 // Values for level of detail to be passed to the mesher. 42 // Values for level of detail to be passed to the mesher.
@@ -65,5 +66,6 @@ namespace OpenSim.Region.Physics.Manager
65 void releasePinned(); 66 void releasePinned();
66 void Append(IMesh newMesh); 67 void Append(IMesh newMesh);
67 void TransformLinear(float[,] matrix, float[] offset); 68 void TransformLinear(float[,] matrix, float[] offset);
69 Vector3 GetCentroid();
68 } 70 }
69} 71}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsActor.cs b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
index 0587054..b66d7f1 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -68,6 +68,19 @@ namespace OpenSim.Region.Physics.Manager
68 } 68 }
69 } 69 }
70 70
71 public struct ContactData
72 {
73 public float mu;
74 public float bounce;
75 public bool softcolide;
76
77 public ContactData(float _mu, float _bounce, bool _softcolide)
78 {
79 mu = _mu;
80 bounce = _bounce;
81 softcolide = _softcolide;
82 }
83 }
71 /// <summary> 84 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 85 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 86 /// </summary>
@@ -135,6 +148,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 148 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 149 public event CollisionUpdate OnCollisionUpdate;
137 150
151 public virtual void SetVehicle(object vdata) { }
152
138 public event OutOfBounds OnOutOfBounds; 153 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 154#pragma warning restore 67
140 155
@@ -142,11 +157,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 157 {
143 get { return new NullPhysicsActor(); } 158 get { return new NullPhysicsActor(); }
144 } 159 }
160
161 public virtual bool Building { get; set; }
162
163 public virtual void getContactData(ref ContactData cdata)
164 {
165 cdata.mu = 0;
166 cdata.bounce = 0;
167 }
145 168
146 public abstract bool Stopped { get; } 169 public abstract bool Stopped { get; }
147 170
148 public abstract Vector3 Size { get; set; } 171 public abstract Vector3 Size { get; set; }
149 172
173 public virtual bool Phantom { get; set; }
174
175 public virtual bool IsVolumeDtc
176 {
177 get { return false; }
178 set { return; }
179 }
180
181 public virtual byte PhysicsShapeType { get; set; }
182
150 public abstract PrimitiveBaseShape Shape { set; } 183 public abstract PrimitiveBaseShape Shape { set; }
151 184
152 uint m_baseLocalID; 185 uint m_baseLocalID;
@@ -195,6 +228,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 228 }
196 } 229 }
197 230
231 public virtual byte[] Serialize(bool PhysIsRunning)
232 {
233 return new byte[0];
234 }
235
198 public virtual void RaiseOutOfBounds(Vector3 pos) 236 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 237 {
200 // Make a temporary copy of the event to avoid possibility of 238 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +260,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 260 {
223 } 261 }
224 262
263 public virtual float Density { get; set; }
264 public virtual float GravModifier { get; set; }
265 public virtual float Friction { get; set; }
266 public virtual float Bounce { get; set; }
267
225 /// <summary> 268 /// <summary>
226 /// Position of this actor. 269 /// Position of this actor.
227 /// </summary> 270 /// </summary>
@@ -554,5 +597,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 597 {
555 return false; 598 return false;
556 } 599 }
600
557 } 601 }
558} 602}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index 2a6163c..d10a2aa 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager
43 public delegate void JointDeactivated(PhysicsJoint joint); 43 public delegate void JointDeactivated(PhysicsJoint joint);
44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" 44 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
45 45
46 public enum RayFilterFlags:ushort
47 {
48 // the flags
49 water = 0x01,
50 land = 0x02,
51 agent = 0x04,
52 nonphysical = 0x08,
53 physical = 0x10,
54 phantom = 0x20,
55 volumedtc = 0x40,
56
57 // ray cast colision control (may only work for meshs)
58 BackFaceCull = 0x4000,
59 ClosestHit = 0x8000,
60
61 // some combinations
62 LSLPhanton = phantom | volumedtc,
63 PrimsNonPhantom = nonphysical | physical,
64 PrimsNonPhantomAgents = nonphysical | physical | agent,
65
66 AllPrims = nonphysical | phantom | volumedtc | physical,
67 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
68
69 ClosestAndBackCull = ClosestHit | BackFaceCull,
70
71 All = 0x3f
72 }
73
46 /// <summary> 74 /// <summary>
47 /// Contact result from a raycast. 75 /// Contact result from a raycast.
48 /// </summary> 76 /// </summary>
@@ -54,6 +82,8 @@ namespace OpenSim.Region.Physics.Manager
54 public Vector3 Normal; 82 public Vector3 Normal;
55 } 83 }
56 84
85
86
57 public abstract class PhysicsScene 87 public abstract class PhysicsScene
58 { 88 {
59// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 89// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -125,6 +155,25 @@ namespace OpenSim.Region.Physics.Manager
125 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, 155 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
126 Vector3 size, Quaternion rotation, bool isPhysical, uint localid); 156 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
127 157
158 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
159 uint localid, byte[] sdata)
160 {
161 return null;
162 }
163
164 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
165 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
166 {
167 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
168 }
169
170
171 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
172 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
173 {
174 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
175 }
176
128 public virtual float TimeDilation 177 public virtual float TimeDilation
129 { 178 {
130 get { return 1.0f; } 179 get { return 1.0f; }
@@ -222,7 +271,7 @@ namespace OpenSim.Region.Physics.Manager
222 } 271 }
223 272
224 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 273 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
225 274 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
226 public virtual void UnCombine(PhysicsScene pScene) {} 275 public virtual void UnCombine(PhysicsScene pScene) {}
227 276
228 /// <summary> 277 /// <summary>
@@ -260,5 +309,23 @@ namespace OpenSim.Region.Physics.Manager
260 { 309 {
261 return new List<ContactResult>(); 310 return new List<ContactResult>();
262 } 311 }
312
313 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
314 {
315 return null;
316 }
317
318 public virtual bool SuportsRaycastWorldFiltered()
319 {
320 return false;
321 }
322
323 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
324 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
325 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
326 {
327 return new List<ContactResult>();
328 }
329
263 } 330 }
264} 331}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..8a3b50b 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 // Remove the reference to the encoded JPEG2000 data so it can be GCed 77 // Remove the reference to the encoded JPEG2000 data so it can be GCed
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 3bd15ce..825b858 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -321,7 +335,7 @@ namespace OpenSim.Region.Physics.Meshing
321 335
322 if (primShape.SculptData.Length <= 0) 336 if (primShape.SculptData.Length <= 0)
323 { 337 {
324 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 338 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 339 return false;
326 } 340 }
327 341
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
@@ -702,6 +717,11 @@ namespace OpenSim.Region.Physics.Meshing
702 return CreateMesh(primName, primShape, size, lod, false); 717 return CreateMesh(primName, primShape, size, lod, false);
703 } 718 }
704 719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
721 {
722 return CreateMesh(primName, primShape, size, lod, false);
723 }
724
705 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 725 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
706 { 726 {
707#if SPAM 727#if SPAM
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 3f88353..5e8f4c6 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -600,8 +600,8 @@ namespace OpenSim.Region.Physics.OdePlugin
600 break; 600 break;
601 601
602 case HollowShape.Circle: 602 case HollowShape.Circle:
603 // Hollow shape is a perfect cyllinder in respect to the cube's scale 603 // Hollow shape is a perfect cylinder in respect to the cube's scale
604 // Cyllinder hollow volume calculation 604 // Cylinder hollow volume calculation
605 605
606 hollowVolume *= 0.1963495f * 3.07920140172638f; 606 hollowVolume *= 0.1963495f * 3.07920140172638f;
607 break; 607 break;
@@ -2826,7 +2826,7 @@ Console.WriteLine(" JointCreateFixed");
2826 } 2826 }
2827 public override bool PIDActive { set { m_usePID = value; } } 2827 public override bool PIDActive { set { m_usePID = value; } }
2828 public override float PIDTau { set { m_PIDTau = value; } } 2828 public override float PIDTau { set { m_PIDTau = value; } }
2829 2829
2830 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2830 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2831 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2831 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2832 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2832 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
70
71 public Mesh()
72 {
73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
79 }
80
81 public Mesh Clone()
82 {
83 Mesh result = new Mesh();
84
85 foreach (Triangle t in m_triangles)
86 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 }
89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
91 return result;
92 }
93
94 public void Add(Triangle triangle)
95 {
96 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
98 // If a vertex of the triangle is not yet in the vertices list,
99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
140 m_triangles.Add(triangle);
141 }
142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
151 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..f002bba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1026 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace OpenSim.Region.Physics.Meshing
47{
48 public class MeshmerizerPlugin : IMeshingPlugin
49 {
50 public MeshmerizerPlugin()
51 {
52 }
53
54 public string GetName()
55 {
56 return "UbitMeshmerizer";
57 }
58
59 public IMesher GetMesher(IConfigSource config)
60 {
61 return new Meshmerizer(config);
62 }
63 }
64
65 public class Meshmerizer : IMesher
66 {
67 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
68
69 // Setting baseDir to a path will enable the dumping of raw files
70 // raw files can be imported by blender so a visual inspection of the results can be done
71#if SPAM
72 const string baseDir = "rawFiles";
73#else
74 private const string baseDir = null; //"rawFiles";
75#endif
76
77 private bool cacheSculptMaps = true;
78 private bool cacheSculptAlphaMaps = true;
79
80 private string decodedSculptMapPath = null;
81 private bool useMeshiesPhysicsMesh = false;
82
83 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
84
85 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
86
87 public Meshmerizer(IConfigSource config)
88 {
89 IConfig start_config = config.Configs["Startup"];
90 IConfig mesh_config = config.Configs["Mesh"];
91
92 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
93
94 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
95
96 if (Environment.OSVersion.Platform == PlatformID.Unix)
97 {
98 cacheSculptAlphaMaps = false;
99 }
100 else
101 cacheSculptAlphaMaps = cacheSculptMaps;
102
103 if(mesh_config != null)
104 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
105
106 try
107 {
108 if (!Directory.Exists(decodedSculptMapPath))
109 Directory.CreateDirectory(decodedSculptMapPath);
110 }
111 catch (Exception e)
112 {
113 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
114 }
115 }
116
117 /// <summary>
118 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
119 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
120 /// for some reason
121 /// </summary>
122 /// <param name="minX"></param>
123 /// <param name="maxX"></param>
124 /// <param name="minY"></param>
125 /// <param name="maxY"></param>
126 /// <param name="minZ"></param>
127 /// <param name="maxZ"></param>
128 /// <returns></returns>
129 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
130 {
131 Mesh box = new Mesh();
132 List<Vertex> vertices = new List<Vertex>();
133 // bottom
134
135 vertices.Add(new Vertex(minX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, maxY, minZ));
137 vertices.Add(new Vertex(maxX, minY, minZ));
138 vertices.Add(new Vertex(minX, minY, minZ));
139
140 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
141 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
142
143 // top
144
145 vertices.Add(new Vertex(maxX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, maxY, maxZ));
147 vertices.Add(new Vertex(minX, minY, maxZ));
148 vertices.Add(new Vertex(maxX, minY, maxZ));
149
150 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
151 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
152
153 // sides
154
155 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
156 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
157
158 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
159 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
160
161 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
162 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
163
164 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
165 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
166
167 return box;
168 }
169
170 /// <summary>
171 /// Creates a simple bounding box mesh for a complex input mesh
172 /// </summary>
173 /// <param name="meshIn"></param>
174 /// <returns></returns>
175 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
176 {
177 float minX = float.MaxValue;
178 float maxX = float.MinValue;
179 float minY = float.MaxValue;
180 float maxY = float.MinValue;
181 float minZ = float.MaxValue;
182 float maxZ = float.MinValue;
183
184 foreach (Vector3 v in meshIn.getVertexList())
185 {
186 if (v.X < minX) minX = v.X;
187 if (v.Y < minY) minY = v.Y;
188 if (v.Z < minZ) minZ = v.Z;
189
190 if (v.X > maxX) maxX = v.X;
191 if (v.Y > maxY) maxY = v.Y;
192 if (v.Z > maxZ) maxZ = v.Z;
193 }
194
195 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
196 }
197
198 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
199 {
200 m_log.Error(message);
201 m_log.Error("\nPrim Name: " + primName);
202 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
203 }
204
205 /// <summary>
206 /// Add a submesh to an existing list of coords and faces.
207 /// </summary>
208 /// <param name="subMeshData"></param>
209 /// <param name="size">Size of entire object</param>
210 /// <param name="coords"></param>
211 /// <param name="faces"></param>
212 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
213 {
214 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
215
216 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
217 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
218 // geometry for this submesh.
219 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
220 return;
221
222 OpenMetaverse.Vector3 posMax;
223 OpenMetaverse.Vector3 posMin;
224 if (subMeshData.ContainsKey("PositionDomain"))
225 {
226 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
227 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
228 }
229 else
230 {
231 posMax = new Vector3(0.5f, 0.5f, 0.5f);
232 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
233 }
234
235 ushort faceIndexOffset = (ushort)coords.Count;
236
237 byte[] posBytes = subMeshData["Position"].AsBinary();
238 for (int i = 0; i < posBytes.Length; i += 6)
239 {
240 ushort uX = Utils.BytesToUInt16(posBytes, i);
241 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
242 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
243
244 Coord c = new Coord(
245 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
246 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
247 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
248
249 coords.Add(c);
250 }
251
252 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
253 for (int i = 0; i < triangleBytes.Length; i += 6)
254 {
255 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
256 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
257 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
258 Face f = new Face(v1, v2, v3);
259 faces.Add(f);
260 }
261 }
262
263 /// <summary>
264 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
265 /// </summary>
266 /// <param name="primName"></param>
267 /// <param name="primShape"></param>
268 /// <param name="size"></param>
269 /// <param name="lod"></param>
270 /// <returns></returns>
271 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
272 {
273// m_log.DebugFormat(
274// "[MESH]: Creating physics proxy for {0}, shape {1}",
275// primName, (OpenMetaverse.SculptType)primShape.SculptType);
276
277 List<Coord> coords;
278 List<Face> faces;
279
280 if (primShape.SculptEntry)
281 {
282 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
283 {
284 if (!useMeshiesPhysicsMesh)
285 return null;
286
287 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
288 return null;
289 }
290 else
291 {
292 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
293 return null;
294 }
295 }
296 else
297 {
298 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
299 return null;
300 }
301
302 primShape.SculptData = Utils.EmptyBytes;
303
304 int numCoords = coords.Count;
305 int numFaces = faces.Count;
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
313 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
314 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
315 }
316
317 return mesh;
318 }
319
320 /// <summary>
321 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
322 /// </summary>
323 /// <param name="primName"></param>
324 /// <param name="primShape"></param>
325 /// <param name="size"></param>
326 /// <param name="coords">Coords are added to this list by the method.</param>
327 /// <param name="faces">Faces are added to this list by the method.</param>
328 /// <returns>true if coords and faces were successfully generated, false if not</returns>
329 private bool GenerateCoordsAndFacesFromPrimMeshData(
330 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
331 {
332// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
333
334 bool usemesh = false;
335
336 coords = new List<Coord>();
337 faces = new List<Face>();
338 OSD meshOsd = null;
339
340 if (primShape.SculptData.Length <= 0)
341 {
342 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
343 return false;
344 }
345
346 long start = 0;
347 using (MemoryStream data = new MemoryStream(primShape.SculptData))
348 {
349 try
350 {
351 OSD osd = OSDParser.DeserializeLLSDBinary(data);
352 if (osd is OSDMap)
353 meshOsd = (OSDMap)osd;
354 else
355 {
356 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
357 return false;
358 }
359 }
360 catch (Exception e)
361 {
362 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
363 }
364
365 start = data.Position;
366 }
367
368 if (meshOsd is OSDMap)
369 {
370 OSDMap physicsParms = null;
371 OSDMap map = (OSDMap)meshOsd;
372
373 if (!convex)
374 {
375 if (map.ContainsKey("physics_shape"))
376 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
377 else if (map.ContainsKey("physics_mesh"))
378 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
379
380 if (physicsParms != null)
381 usemesh = true;
382 }
383
384 if(!usemesh && (map.ContainsKey("physics_convex")))
385 physicsParms = (OSDMap)map["physics_convex"];
386
387
388 if (physicsParms == null)
389 {
390 m_log.Warn("[MESH]: unknown mesh type");
391 return false;
392 }
393
394 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
395 int physSize = physicsParms["size"].AsInteger();
396
397 if (physOffset < 0 || physSize == 0)
398 return false; // no mesh data in asset
399
400 OSD decodedMeshOsd = new OSD();
401 byte[] meshBytes = new byte[physSize];
402 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
403// byte[] decompressed = new byte[physSize * 5];
404 try
405 {
406 using (MemoryStream inMs = new MemoryStream(meshBytes))
407 {
408 using (MemoryStream outMs = new MemoryStream())
409 {
410 using (ZOutputStream zOut = new ZOutputStream(outMs))
411 {
412 byte[] readBuffer = new byte[2048];
413 int readLen = 0;
414 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
415 {
416 zOut.Write(readBuffer, 0, readLen);
417 }
418 zOut.Flush();
419 outMs.Seek(0, SeekOrigin.Begin);
420
421 byte[] decompressedBuf = outMs.GetBuffer();
422
423 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
424 }
425 }
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
431 return false;
432 }
433
434 if (usemesh)
435 {
436 OSDArray decodedMeshOsdArray = null;
437
438 // physics_shape is an array of OSDMaps, one for each submesh
439 if (decodedMeshOsd is OSDArray)
440 {
441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
449 }
450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458
459 List<float3> vs = new List<float3>();
460 PHullResult hullr = new PHullResult();
461 float3 f3;
462 Coord c;
463 Face f;
464 Vector3 range;
465 Vector3 min;
466
467 const float invMaxU16 = 1.0f / 65535f;
468 int t1;
469 int t2;
470 int t3;
471 int i;
472 int nverts;
473 int nindexs;
474
475 if (cmap.ContainsKey("Max"))
476 range = cmap["Max"].AsVector3();
477 else
478 range = new Vector3(0.5f, 0.5f, 0.5f);
479
480 if (cmap.ContainsKey("Min"))
481 min = cmap["Min"].AsVector3();
482 else
483 min = new Vector3(-0.5f, -0.5f, -0.5f);
484
485 range = range - min;
486 range *= invMaxU16;
487
488 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
489 {
490 List<int> hsizes = new List<int>();
491 int totalpoints = 0;
492 data = cmap["HullList"].AsBinary();
493 for (i = 0; i < data.Length; i++)
494 {
495 t1 = data[i];
496 if (t1 == 0)
497 t1 = 256;
498 totalpoints += t1;
499 hsizes.Add(t1);
500 }
501
502 data = cmap["Positions"].AsBinary();
503 int ptr = 0;
504 int vertsoffset = 0;
505
506 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
507 {
508 foreach (int hullsize in hsizes)
509 {
510 for (i = 0; i < hullsize; i++ )
511 {
512 t1 = data[ptr++];
513 t1 += data[ptr++] << 8;
514 t2 = data[ptr++];
515 t2 += data[ptr++] << 8;
516 t3 = data[ptr++];
517 t3 += data[ptr++] << 8;
518
519 f3 = new float3((t1 * range.X + min.X) * size.X,
520 (t2 * range.Y + min.Y) * size.Y,
521 (t3 * range.Z + min.Z) * size.Z);
522 vs.Add(f3);
523 }
524
525 if(hullsize <3)
526 {
527 vs.Clear();
528 continue;
529 }
530
531 if (hullsize <5)
532 {
533 foreach (float3 point in vs)
534 {
535 c.X = point.x;
536 c.Y = point.y;
537 c.Z = point.z;
538 coords.Add(c);
539 }
540 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
541 faces.Add(f);
542
543 if (hullsize == 4)
544 {
545 // not sure about orientation..
546 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
547 faces.Add(f);
548 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
549 faces.Add(f);
550 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
551 faces.Add(f);
552 }
553 vertsoffset += vs.Count;
554 vs.Clear();
555 continue;
556 }
557
558 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
559 {
560 vs.Clear();
561 continue;
562 }
563
564 nverts = hullr.Vertices.Count;
565 nindexs = hullr.Indices.Count;
566
567 if (nindexs % 3 != 0)
568 {
569 vs.Clear();
570 continue;
571 }
572
573 for (i = 0; i < nverts; i++)
574 {
575 c.X = hullr.Vertices[i].x;
576 c.Y = hullr.Vertices[i].y;
577 c.Z = hullr.Vertices[i].z;
578 coords.Add(c);
579 }
580
581 for (i = 0; i < nindexs; i += 3)
582 {
583 t1 = hullr.Indices[i];
584 if (t1 > nverts)
585 break;
586 t2 = hullr.Indices[i + 1];
587 if (t2 > nverts)
588 break;
589 t3 = hullr.Indices[i + 2];
590 if (t3 > nverts)
591 break;
592 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
593 faces.Add(f);
594 }
595 vertsoffset += nverts;
596 vs.Clear();
597 }
598 }
599 if (coords.Count > 0 && faces.Count > 0)
600 return true;
601 }
602
603 vs.Clear();
604
605 if (cmap.ContainsKey("BoundingVerts"))
606 {
607 data = cmap["BoundingVerts"].AsBinary();
608
609 for (i = 0; i < data.Length; )
610 {
611 t1 = data[i++];
612 t1 += data[i++] << 8;
613 t2 = data[i++];
614 t2 += data[i++] << 8;
615 t3 = data[i++];
616 t3 += data[i++] << 8;
617
618 f3 = new float3((t1 * range.X + min.X) * size.X,
619 (t2 * range.Y + min.Y) * size.Y,
620 (t3 * range.Z + min.Z) * size.Z);
621 vs.Add(f3);
622 }
623
624 if (vs.Count < 3)
625 {
626 vs.Clear();
627 return false;
628 }
629
630 if (vs.Count < 5)
631 {
632 foreach (float3 point in vs)
633 {
634 c.X = point.x;
635 c.Y = point.y;
636 c.Z = point.z;
637 coords.Add(c);
638 }
639 f = new Face(0, 1, 2);
640 faces.Add(f);
641
642 if (vs.Count == 4)
643 {
644 f = new Face(0, 2, 3);
645 faces.Add(f);
646 f = new Face(0, 3, 1);
647 faces.Add(f);
648 f = new Face( 3, 2, 1);
649 faces.Add(f);
650 }
651 vs.Clear();
652 return true;
653 }
654
655 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
656 return false;
657
658 nverts = hullr.Vertices.Count;
659 nindexs = hullr.Indices.Count;
660
661 if (nindexs % 3 != 0)
662 return false;
663
664 for (i = 0; i < nverts; i++)
665 {
666 c.X = hullr.Vertices[i].x;
667 c.Y = hullr.Vertices[i].y;
668 c.Z = hullr.Vertices[i].z;
669 coords.Add(c);
670 }
671 for (i = 0; i < nindexs; i += 3)
672 {
673 t1 = hullr.Indices[i];
674 if (t1 > nverts)
675 break;
676 t2 = hullr.Indices[i + 1];
677 if (t2 > nverts)
678 break;
679 t3 = hullr.Indices[i + 2];
680 if (t3 > nverts)
681 break;
682 f = new Face(t1, t2, t3);
683 faces.Add(f);
684 }
685
686 if (coords.Count > 0 && faces.Count > 0)
687 return true;
688 }
689 else
690 return false;
691 }
692 }
693
694 return true;
695 }
696
697 /// <summary>
698 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
699 /// </summary>
700 /// <param name="primName"></param>
701 /// <param name="primShape"></param>
702 /// <param name="size"></param>
703 /// <param name="lod"></param>
704 /// <param name="coords">Coords are added to this list by the method.</param>
705 /// <param name="faces">Faces are added to this list by the method.</param>
706 /// <returns>true if coords and faces were successfully generated, false if not</returns>
707 private bool GenerateCoordsAndFacesFromPrimSculptData(
708 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
709 {
710 coords = new List<Coord>();
711 faces = new List<Face>();
712 PrimMesher.SculptMesh sculptMesh;
713 Image idata = null;
714 string decodedSculptFileName = "";
715
716 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
717 {
718 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
719 try
720 {
721 if (File.Exists(decodedSculptFileName))
722 {
723 idata = Image.FromFile(decodedSculptFileName);
724 }
725 }
726 catch (Exception e)
727 {
728 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
729
730 }
731 //if (idata != null)
732 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
733 }
734
735 if (idata == null)
736 {
737 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
738 return false;
739
740 try
741 {
742 OpenMetaverse.Imaging.ManagedImage unusedData;
743 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
744
745 if (idata == null)
746 {
747 // In some cases it seems that the decode can return a null bitmap without throwing
748 // an exception
749 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
750
751 return false;
752 }
753
754 unusedData = null;
755
756 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
757
758 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
759 // don't cache images with alpha channel in linux since mono can't load them correctly)
760 {
761 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
762 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
763 }
764 }
765 catch (DllNotFoundException)
766 {
767 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
768 return false;
769 }
770 catch (IndexOutOfRangeException)
771 {
772 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
773 return false;
774 }
775 catch (Exception ex)
776 {
777 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
778 return false;
779 }
780 }
781
782 PrimMesher.SculptMesh.SculptType sculptType;
783 switch ((OpenMetaverse.SculptType)primShape.SculptType)
784 {
785 case OpenMetaverse.SculptType.Cylinder:
786 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
787 break;
788 case OpenMetaverse.SculptType.Plane:
789 sculptType = PrimMesher.SculptMesh.SculptType.plane;
790 break;
791 case OpenMetaverse.SculptType.Torus:
792 sculptType = PrimMesher.SculptMesh.SculptType.torus;
793 break;
794 case OpenMetaverse.SculptType.Sphere:
795 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
796 break;
797 default:
798 sculptType = PrimMesher.SculptMesh.SculptType.plane;
799 break;
800 }
801
802 bool mirror = ((primShape.SculptType & 128) != 0);
803 bool invert = ((primShape.SculptType & 64) != 0);
804
805 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
806
807 idata.Dispose();
808
809 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
810
811 sculptMesh.Scale(size.X, size.Y, size.Z);
812
813 coords = sculptMesh.coords;
814 faces = sculptMesh.faces;
815
816 return true;
817 }
818
819 /// <summary>
820 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
821 /// </summary>
822 /// <param name="primName"></param>
823 /// <param name="primShape"></param>
824 /// <param name="size"></param>
825 /// <param name="coords">Coords are added to this list by the method.</param>
826 /// <param name="faces">Faces are added to this list by the method.</param>
827 /// <returns>true if coords and faces were successfully generated, false if not</returns>
828 private bool GenerateCoordsAndFacesFromPrimShapeData(
829 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
830 {
831 PrimMesh primMesh;
832 coords = new List<Coord>();
833 faces = new List<Face>();
834
835 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
836 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
837 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
838 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
839 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
840 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
841
842 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
843 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
844 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
845 if (profileHollow > 0.95f)
846 profileHollow = 0.95f;
847
848 int sides = 4;
849 LevelOfDetail iLOD = (LevelOfDetail)lod;
850 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
851 sides = 3;
852 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
853 {
854 switch (iLOD)
855 {
856 case LevelOfDetail.High: sides = 24; break;
857 case LevelOfDetail.Medium: sides = 12; break;
858 case LevelOfDetail.Low: sides = 6; break;
859 case LevelOfDetail.VeryLow: sides = 3; break;
860 default: sides = 24; break;
861 }
862 }
863 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
864 { // half circle, prim is a sphere
865 switch (iLOD)
866 {
867 case LevelOfDetail.High: sides = 24; break;
868 case LevelOfDetail.Medium: sides = 12; break;
869 case LevelOfDetail.Low: sides = 6; break;
870 case LevelOfDetail.VeryLow: sides = 3; break;
871 default: sides = 24; break;
872 }
873
874 profileBegin = 0.5f * profileBegin + 0.5f;
875 profileEnd = 0.5f * profileEnd + 0.5f;
876 }
877
878 int hollowSides = sides;
879 if (primShape.HollowShape == HollowShape.Circle)
880 {
881 switch (iLOD)
882 {
883 case LevelOfDetail.High: hollowSides = 24; break;
884 case LevelOfDetail.Medium: hollowSides = 12; break;
885 case LevelOfDetail.Low: hollowSides = 6; break;
886 case LevelOfDetail.VeryLow: hollowSides = 3; break;
887 default: hollowSides = 24; break;
888 }
889 }
890 else if (primShape.HollowShape == HollowShape.Square)
891 hollowSides = 4;
892 else if (primShape.HollowShape == HollowShape.Triangle)
893 hollowSides = 3;
894
895 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
896
897 if (primMesh.errorMessage != null)
898 if (primMesh.errorMessage.Length > 0)
899 m_log.Error("[ERROR] " + primMesh.errorMessage);
900
901 primMesh.topShearX = pathShearX;
902 primMesh.topShearY = pathShearY;
903 primMesh.pathCutBegin = pathBegin;
904 primMesh.pathCutEnd = pathEnd;
905
906 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
907 {
908 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
909 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
910 primMesh.taperX = pathScaleX;
911 primMesh.taperY = pathScaleY;
912
913 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
914 {
915 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
916 if (profileBegin < 0.0f) profileBegin = 0.0f;
917 if (profileEnd > 1.0f) profileEnd = 1.0f;
918 }
919#if SPAM
920 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
921#endif
922 try
923 {
924 primMesh.ExtrudeLinear();
925 }
926 catch (Exception ex)
927 {
928 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
929 return false;
930 }
931 }
932 else
933 {
934 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
935 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
936 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
937 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
938 primMesh.skew = 0.01f * primShape.PathSkew;
939 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
940 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
941 primMesh.taperX = primShape.PathTaperX * 0.01f;
942 primMesh.taperY = primShape.PathTaperY * 0.01f;
943
944 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
945 {
946 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
947 if (profileBegin < 0.0f) profileBegin = 0.0f;
948 if (profileEnd > 1.0f) profileEnd = 1.0f;
949 }
950#if SPAM
951 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
952#endif
953 try
954 {
955 primMesh.ExtrudeCircular();
956 }
957 catch (Exception ex)
958 {
959 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
960 return false;
961 }
962 }
963
964 primMesh.DumpRaw(baseDir, primName, "primMesh");
965
966 primMesh.Scale(size.X, size.Y, size.Z);
967
968 coords = primMesh.coords;
969 faces = primMesh.faces;
970
971 return true;
972 }
973
974 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
975 {
976 return CreateMesh(primName, primShape, size, lod, false,false);
977 }
978
979 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
980 {
981 return CreateMesh(primName, primShape, size, lod, false,false);
982 }
983
984 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
985 {
986#if SPAM
987 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
988#endif
989
990 Mesh mesh = null;
991 ulong key = 0;
992
993 // If this mesh has been created already, return it instead of creating another copy
994 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
995 key = primShape.GetMeshKey(size, lod, convex);
996 if (m_uniqueMeshes.TryGetValue(key, out mesh))
997 return mesh;
998
999 if (size.X < 0.01f) size.X = 0.01f;
1000 if (size.Y < 0.01f) size.Y = 0.01f;
1001 if (size.Z < 0.01f) size.Z = 0.01f;
1002
1003 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1004
1005 if (mesh != null)
1006 {
1007 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1008 {
1009#if SPAM
1010 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1011 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1012#endif
1013 mesh = CreateBoundingBoxMesh(mesh);
1014 mesh.DumpRaw(baseDir, primName, "Z extruded");
1015 }
1016
1017 // trim the vertex and triangle lists to free up memory
1018 mesh.TrimExcess();
1019
1020 m_uniqueMeshes.Add(key, mesh);
1021 }
1022
1023 return mesh;
1024 }
1025 }
1026}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..53022ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2284 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239 }
240
241 public struct Face
242 {
243 public int primFace;
244
245 // vertices
246 public int v1;
247 public int v2;
248 public int v3;
249
250 //normals
251 public int n1;
252 public int n2;
253 public int n3;
254
255 // uvs
256 public int uv1;
257 public int uv2;
258 public int uv3;
259
260 public Face(int v1, int v2, int v3)
261 {
262 primFace = 0;
263
264 this.v1 = v1;
265 this.v2 = v2;
266 this.v3 = v3;
267
268 this.n1 = 0;
269 this.n2 = 0;
270 this.n3 = 0;
271
272 this.uv1 = 0;
273 this.uv2 = 0;
274 this.uv3 = 0;
275
276 }
277
278 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
279 {
280 primFace = 0;
281
282 this.v1 = v1;
283 this.v2 = v2;
284 this.v3 = v3;
285
286 this.n1 = n1;
287 this.n2 = n2;
288 this.n3 = n3;
289
290 this.uv1 = 0;
291 this.uv2 = 0;
292 this.uv3 = 0;
293 }
294
295 public Coord SurfaceNormal(List<Coord> coordList)
296 {
297 Coord c1 = coordList[this.v1];
298 Coord c2 = coordList[this.v2];
299 Coord c3 = coordList[this.v3];
300
301 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
302 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
303
304 return Coord.Cross(edge1, edge2).Normalize();
305 }
306 }
307
308 public struct ViewerFace
309 {
310 public int primFaceNumber;
311
312 public Coord v1;
313 public Coord v2;
314 public Coord v3;
315
316 public int coordIndex1;
317 public int coordIndex2;
318 public int coordIndex3;
319
320 public Coord n1;
321 public Coord n2;
322 public Coord n3;
323
324 public UVCoord uv1;
325 public UVCoord uv2;
326 public UVCoord uv3;
327
328 public ViewerFace(int primFaceNumber)
329 {
330 this.primFaceNumber = primFaceNumber;
331
332 this.v1 = new Coord();
333 this.v2 = new Coord();
334 this.v3 = new Coord();
335
336 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
337
338 this.n1 = new Coord();
339 this.n2 = new Coord();
340 this.n3 = new Coord();
341
342 this.uv1 = new UVCoord();
343 this.uv2 = new UVCoord();
344 this.uv3 = new UVCoord();
345 }
346
347 public void Scale(float x, float y, float z)
348 {
349 this.v1.X *= x;
350 this.v1.Y *= y;
351 this.v1.Z *= z;
352
353 this.v2.X *= x;
354 this.v2.Y *= y;
355 this.v2.Z *= z;
356
357 this.v3.X *= x;
358 this.v3.Y *= y;
359 this.v3.Z *= z;
360 }
361
362 public void AddPos(float x, float y, float z)
363 {
364 this.v1.X += x;
365 this.v2.X += x;
366 this.v3.X += x;
367
368 this.v1.Y += y;
369 this.v2.Y += y;
370 this.v3.Y += y;
371
372 this.v1.Z += z;
373 this.v2.Z += z;
374 this.v3.Z += z;
375 }
376
377 public void AddRot(Quat q)
378 {
379 this.v1 *= q;
380 this.v2 *= q;
381 this.v3 *= q;
382
383 this.n1 *= q;
384 this.n2 *= q;
385 this.n3 *= q;
386 }
387
388 public void CalcSurfaceNormal()
389 {
390
391 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
392 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
393
394 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
395 }
396 }
397
398 internal struct Angle
399 {
400 internal float angle;
401 internal float X;
402 internal float Y;
403
404 internal Angle(float angle, float x, float y)
405 {
406 this.angle = angle;
407 this.X = x;
408 this.Y = y;
409 }
410 }
411
412 internal class AngleList
413 {
414 private float iX, iY; // intersection point
415
416 private static Angle[] angles3 =
417 {
418 new Angle(0.0f, 1.0f, 0.0f),
419 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
420 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
421 new Angle(1.0f, 1.0f, 0.0f)
422 };
423
424 private static Coord[] normals3 =
425 {
426 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
427 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
428 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
429 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
430 };
431
432 private static Angle[] angles4 =
433 {
434 new Angle(0.0f, 1.0f, 0.0f),
435 new Angle(0.25f, 0.0f, 1.0f),
436 new Angle(0.5f, -1.0f, 0.0f),
437 new Angle(0.75f, 0.0f, -1.0f),
438 new Angle(1.0f, 1.0f, 0.0f)
439 };
440
441 private static Coord[] normals4 =
442 {
443 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
444 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
445 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
446 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
447 new Coord(0.5f, 0.5f, 0.0f).Normalize()
448 };
449
450 private static Angle[] angles24 =
451 {
452 new Angle(0.0f, 1.0f, 0.0f),
453 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
454 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
455 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
456 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
457 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
458 new Angle(0.25f, 0.0f, 1.0f),
459 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
460 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
461 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
462 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
463 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
464 new Angle(0.5f, -1.0f, 0.0f),
465 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
466 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
467 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
468 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
469 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
470 new Angle(0.75f, 0.0f, -1.0f),
471 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
472 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
473 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
474 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
475 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
476 new Angle(1.0f, 1.0f, 0.0f)
477 };
478
479 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
480 {
481 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
482 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
483 }
484
485 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
486 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
487 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
488 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
489
490 if (denom != 0.0)
491 {
492 double ua = uaNumerator / denom;
493 iX = (float)(x1 + ua * (x2 - x1));
494 iY = (float)(y1 + ua * (y2 - y1));
495 }
496 }
497
498 internal List<Angle> angles;
499 internal List<Coord> normals;
500
501 internal void makeAngles(int sides, float startAngle, float stopAngle)
502 {
503 angles = new List<Angle>();
504 normals = new List<Coord>();
505
506 double twoPi = System.Math.PI * 2.0;
507 float twoPiInv = 1.0f / (float)twoPi;
508
509 if (sides < 1)
510 throw new Exception("number of sides not greater than zero");
511 if (stopAngle <= startAngle)
512 throw new Exception("stopAngle not greater than startAngle");
513
514 if ((sides == 3 || sides == 4 || sides == 24))
515 {
516 startAngle *= twoPiInv;
517 stopAngle *= twoPiInv;
518
519 Angle[] sourceAngles;
520 if (sides == 3)
521 sourceAngles = angles3;
522 else if (sides == 4)
523 sourceAngles = angles4;
524 else sourceAngles = angles24;
525
526 int startAngleIndex = (int)(startAngle * sides);
527 int endAngleIndex = sourceAngles.Length - 1;
528 if (stopAngle < 1.0f)
529 endAngleIndex = (int)(stopAngle * sides) + 1;
530 if (endAngleIndex == startAngleIndex)
531 endAngleIndex++;
532
533 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
534 {
535 angles.Add(sourceAngles[angleIndex]);
536 if (sides == 3)
537 normals.Add(normals3[angleIndex]);
538 else if (sides == 4)
539 normals.Add(normals4[angleIndex]);
540 }
541
542 if (startAngle > 0.0f)
543 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
544
545 if (stopAngle < 1.0f)
546 {
547 int lastAngleIndex = angles.Count - 1;
548 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
549 }
550 }
551 else
552 {
553 double stepSize = twoPi / sides;
554
555 int startStep = (int)(startAngle / stepSize);
556 double angle = stepSize * startStep;
557 int step = startStep;
558 double stopAngleTest = stopAngle;
559 if (stopAngle < twoPi)
560 {
561 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
562 if (stopAngleTest < stopAngle)
563 stopAngleTest += stepSize;
564 if (stopAngleTest > twoPi)
565 stopAngleTest = twoPi;
566 }
567
568 while (angle <= stopAngleTest)
569 {
570 Angle newAngle;
571 newAngle.angle = (float)angle;
572 newAngle.X = (float)System.Math.Cos(angle);
573 newAngle.Y = (float)System.Math.Sin(angle);
574 angles.Add(newAngle);
575 step += 1;
576 angle = stepSize * step;
577 }
578
579 if (startAngle > angles[0].angle)
580 {
581 Angle newAngle;
582 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
583 newAngle.angle = startAngle;
584 newAngle.X = iX;
585 newAngle.Y = iY;
586 angles[0] = newAngle;
587 }
588
589 int index = angles.Count - 1;
590 if (stopAngle < angles[index].angle)
591 {
592 Angle newAngle;
593 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
594 newAngle.angle = stopAngle;
595 newAngle.X = iX;
596 newAngle.Y = iY;
597 angles[index] = newAngle;
598 }
599 }
600 }
601 }
602
603 /// <summary>
604 /// generates a profile for extrusion
605 /// </summary>
606 internal class Profile
607 {
608 private const float twoPi = 2.0f * (float)Math.PI;
609
610 internal string errorMessage = null;
611
612 internal List<Coord> coords;
613 internal List<Face> faces;
614 internal List<Coord> vertexNormals;
615 internal List<float> us;
616 internal List<UVCoord> faceUVs;
617 internal List<int> faceNumbers;
618
619 // use these for making individual meshes for each prim face
620 internal List<int> outerCoordIndices = null;
621 internal List<int> hollowCoordIndices = null;
622 internal List<int> cut1CoordIndices = null;
623 internal List<int> cut2CoordIndices = null;
624
625 internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
626 internal Coord cutNormal1 = new Coord();
627 internal Coord cutNormal2 = new Coord();
628
629 internal int numOuterVerts = 0;
630 internal int numHollowVerts = 0;
631
632 internal int outerFaceNumber = -1;
633 internal int hollowFaceNumber = -1;
634
635 internal bool calcVertexNormals = false;
636 internal int bottomFaceNumber = 0;
637 internal int numPrimFaces = 0;
638
639 internal Profile()
640 {
641 this.coords = new List<Coord>();
642 this.faces = new List<Face>();
643 this.vertexNormals = new List<Coord>();
644 this.us = new List<float>();
645 this.faceUVs = new List<UVCoord>();
646 this.faceNumbers = new List<int>();
647 }
648
649 internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
650 {
651 this.calcVertexNormals = calcVertexNormals;
652 this.coords = new List<Coord>();
653 this.faces = new List<Face>();
654 this.vertexNormals = new List<Coord>();
655 this.us = new List<float>();
656 this.faceUVs = new List<UVCoord>();
657 this.faceNumbers = new List<int>();
658
659 Coord center = new Coord(0.0f, 0.0f, 0.0f);
660 //bool hasCenter = false;
661
662 List<Coord> hollowCoords = new List<Coord>();
663 List<Coord> hollowNormals = new List<Coord>();
664 List<float> hollowUs = new List<float>();
665
666 if (calcVertexNormals)
667 {
668 this.outerCoordIndices = new List<int>();
669 this.hollowCoordIndices = new List<int>();
670 this.cut1CoordIndices = new List<int>();
671 this.cut2CoordIndices = new List<int>();
672 }
673
674 bool hasHollow = (hollow > 0.0f);
675
676 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
677
678 AngleList angles = new AngleList();
679 AngleList hollowAngles = new AngleList();
680
681 float xScale = 0.5f;
682 float yScale = 0.5f;
683 if (sides == 4) // corners of a square are sqrt(2) from center
684 {
685 xScale = 0.707f;
686 yScale = 0.707f;
687 }
688
689 float startAngle = profileStart * twoPi;
690 float stopAngle = profileEnd * twoPi;
691
692 try { angles.makeAngles(sides, startAngle, stopAngle); }
693 catch (Exception ex)
694 {
695
696 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
697 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
698
699 return;
700 }
701
702 this.numOuterVerts = angles.angles.Count;
703
704 // flag to create as few triangles as possible for 3 or 4 side profile
705 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
706
707 if (hasHollow)
708 {
709 if (sides == hollowSides)
710 hollowAngles = angles;
711 else
712 {
713 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
714 catch (Exception ex)
715 {
716 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
717 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
718
719 return;
720 }
721 }
722 this.numHollowVerts = hollowAngles.angles.Count;
723 }
724 else if (!simpleFace)
725 {
726 this.coords.Add(center);
727 //hasCenter = true;
728 if (this.calcVertexNormals)
729 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
730 this.us.Add(0.0f);
731 }
732
733 float z = 0.0f;
734
735 Angle angle;
736 Coord newVert = new Coord();
737 if (hasHollow && hollowSides != sides)
738 {
739 int numHollowAngles = hollowAngles.angles.Count;
740 for (int i = 0; i < numHollowAngles; i++)
741 {
742 angle = hollowAngles.angles[i];
743 newVert.X = hollow * xScale * angle.X;
744 newVert.Y = hollow * yScale * angle.Y;
745 newVert.Z = z;
746
747 hollowCoords.Add(newVert);
748 if (this.calcVertexNormals)
749 {
750 if (hollowSides < 5)
751 hollowNormals.Add(hollowAngles.normals[i].Invert());
752 else
753 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
754
755 hollowUs.Add(angle.angle * hollow);
756 }
757 }
758 }
759
760 int index = 0;
761 int numAngles = angles.angles.Count;
762
763 for (int i = 0; i < numAngles; i++)
764 {
765 angle = angles.angles[i];
766 newVert.X = angle.X * xScale;
767 newVert.Y = angle.Y * yScale;
768 newVert.Z = z;
769 this.coords.Add(newVert);
770 if (this.calcVertexNormals)
771 {
772 this.outerCoordIndices.Add(this.coords.Count - 1);
773
774 if (sides < 5)
775 {
776 this.vertexNormals.Add(angles.normals[i]);
777 float u = angle.angle;
778 this.us.Add(u);
779 }
780 else
781 {
782 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
783 this.us.Add(angle.angle);
784 }
785 }
786
787 if (hasHollow)
788 {
789 if (hollowSides == sides)
790 {
791 newVert.X *= hollow;
792 newVert.Y *= hollow;
793 newVert.Z = z;
794 hollowCoords.Add(newVert);
795 if (this.calcVertexNormals)
796 {
797 if (sides < 5)
798 {
799 hollowNormals.Add(angles.normals[i].Invert());
800 }
801
802 else
803 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
804
805 hollowUs.Add(angle.angle * hollow);
806 }
807 }
808 }
809 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
810 {
811 Face newFace = new Face();
812 newFace.v1 = 0;
813 newFace.v2 = index;
814 newFace.v3 = index + 1;
815
816 this.faces.Add(newFace);
817 }
818 index += 1;
819 }
820
821 if (hasHollow)
822 {
823 hollowCoords.Reverse();
824 if (this.calcVertexNormals)
825 {
826 hollowNormals.Reverse();
827 hollowUs.Reverse();
828 }
829
830 if (createFaces)
831 {
832 //int numOuterVerts = this.coords.Count;
833 //numOuterVerts = this.coords.Count;
834 //int numHollowVerts = hollowCoords.Count;
835 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
836
837 if (this.numOuterVerts == this.numHollowVerts)
838 {
839 Face newFace = new Face();
840
841 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
842 {
843 newFace.v1 = coordIndex;
844 newFace.v2 = coordIndex + 1;
845 newFace.v3 = numTotalVerts - coordIndex - 1;
846 this.faces.Add(newFace);
847
848 newFace.v1 = coordIndex + 1;
849 newFace.v2 = numTotalVerts - coordIndex - 2;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852 }
853 }
854 else
855 {
856 if (this.numOuterVerts < this.numHollowVerts)
857 {
858 Face newFace = new Face();
859 int j = 0; // j is the index for outer vertices
860 int maxJ = this.numOuterVerts - 1;
861 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
862 {
863 if (j < maxJ)
864 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
865 {
866 newFace.v1 = numTotalVerts - i - 1;
867 newFace.v2 = j;
868 newFace.v3 = j + 1;
869
870 this.faces.Add(newFace);
871 j += 1;
872 }
873
874 newFace.v1 = j;
875 newFace.v2 = numTotalVerts - i - 2;
876 newFace.v3 = numTotalVerts - i - 1;
877
878 this.faces.Add(newFace);
879 }
880 }
881 else // numHollowVerts < numOuterVerts
882 {
883 Face newFace = new Face();
884 int j = 0; // j is the index for inner vertices
885 int maxJ = this.numHollowVerts - 1;
886 for (int i = 0; i < this.numOuterVerts; i++)
887 {
888 if (j < maxJ)
889 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
890 {
891 newFace.v1 = i;
892 newFace.v2 = numTotalVerts - j - 2;
893 newFace.v3 = numTotalVerts - j - 1;
894
895 this.faces.Add(newFace);
896 j += 1;
897 }
898
899 newFace.v1 = numTotalVerts - j - 1;
900 newFace.v2 = i;
901 newFace.v3 = i + 1;
902
903 this.faces.Add(newFace);
904 }
905 }
906 }
907 }
908
909 if (calcVertexNormals)
910 {
911 foreach (Coord hc in hollowCoords)
912 {
913 this.coords.Add(hc);
914 hollowCoordIndices.Add(this.coords.Count - 1);
915 }
916 }
917 else
918 this.coords.AddRange(hollowCoords);
919
920 if (this.calcVertexNormals)
921 {
922 this.vertexNormals.AddRange(hollowNormals);
923 this.us.AddRange(hollowUs);
924
925 }
926 }
927
928 if (simpleFace && createFaces)
929 {
930 if (sides == 3)
931 this.faces.Add(new Face(0, 1, 2));
932 else if (sides == 4)
933 {
934 this.faces.Add(new Face(0, 1, 2));
935 this.faces.Add(new Face(0, 2, 3));
936 }
937 }
938
939 if (calcVertexNormals && hasProfileCut)
940 {
941 int lastOuterVertIndex = this.numOuterVerts - 1;
942
943 if (hasHollow)
944 {
945 this.cut1CoordIndices.Add(0);
946 this.cut1CoordIndices.Add(this.coords.Count - 1);
947
948 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
949 this.cut2CoordIndices.Add(lastOuterVertIndex);
950
951 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
952 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
953
954 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
955 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
956 }
957
958 else
959 {
960 this.cut1CoordIndices.Add(0);
961 this.cut1CoordIndices.Add(1);
962
963 this.cut2CoordIndices.Add(lastOuterVertIndex);
964 this.cut2CoordIndices.Add(0);
965
966 this.cutNormal1.X = this.vertexNormals[1].Y;
967 this.cutNormal1.Y = -this.vertexNormals[1].X;
968
969 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
970 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
971
972 }
973 this.cutNormal1.Normalize();
974 this.cutNormal2.Normalize();
975 }
976
977 this.MakeFaceUVs();
978
979 hollowCoords = null;
980 hollowNormals = null;
981 hollowUs = null;
982
983 if (calcVertexNormals)
984 { // calculate prim face numbers
985
986 // face number order is top, outer, hollow, bottom, start cut, end cut
987 // I know it's ugly but so is the whole concept of prim face numbers
988
989 int faceNum = 1; // start with outer faces
990 this.outerFaceNumber = faceNum;
991
992 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
993 if (startVert > 0)
994 this.faceNumbers.Add(-1);
995 for (int i = 0; i < this.numOuterVerts - 1; i++)
996 //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
997 this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
998
999 //if (!hasHollow && !hasProfileCut)
1000 // this.bottomFaceNumber = faceNum++;
1001
1002 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1003
1004 if (sides > 4 && (hasHollow || hasProfileCut))
1005 faceNum++;
1006
1007 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1008 faceNum++;
1009
1010 if (hasHollow)
1011 {
1012 for (int i = 0; i < this.numHollowVerts; i++)
1013 this.faceNumbers.Add(faceNum);
1014
1015 this.hollowFaceNumber = faceNum++;
1016 }
1017 //if (hasProfileCut || hasHollow)
1018 // this.bottomFaceNumber = faceNum++;
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 internal void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
1038 }
1039
1040 internal Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 internal Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 internal void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 internal void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 internal void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 internal void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 internal void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 internal void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 internal void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 internal void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1265 {
1266 int step = 0;
1267
1268 float length = this.pathCutEnd - this.pathCutBegin;
1269 float twistTotal = twistEnd - twistBegin;
1270 float twistTotalAbs = Math.Abs(twistTotal);
1271 if (twistTotalAbs > 0.01f)
1272 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1273
1274 float start = -0.5f;
1275 float stepSize = length / (float)steps;
1276 float percentOfPathMultiplier = stepSize;
1277 float xOffset = 0.0f;
1278 float yOffset = 0.0f;
1279 float zOffset = start;
1280 float xOffsetStepIncrement = this.topShearX / steps;
1281 float yOffsetStepIncrement = this.topShearY / steps;
1282
1283 float percentOfPath = this.pathCutBegin;
1284 zOffset += percentOfPath;
1285
1286 // sanity checks
1287
1288 bool done = false;
1289
1290 while (!done)
1291 {
1292 PathNode newNode = new PathNode();
1293
1294 newNode.xScale = 1.0f;
1295 if (this.taperX == 0.0f)
1296 newNode.xScale = 1.0f;
1297 else if (this.taperX > 0.0f)
1298 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1299 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1300
1301 newNode.yScale = 1.0f;
1302 if (this.taperY == 0.0f)
1303 newNode.yScale = 1.0f;
1304 else if (this.taperY > 0.0f)
1305 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1306 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1307
1308 float twist = twistBegin + twistTotal * percentOfPath;
1309
1310 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1311 newNode.position = new Coord(xOffset, yOffset, zOffset);
1312 newNode.percentOfPath = percentOfPath;
1313
1314 pathNodes.Add(newNode);
1315
1316 if (step < steps)
1317 {
1318 step += 1;
1319 percentOfPath += percentOfPathMultiplier;
1320 xOffset += xOffsetStepIncrement;
1321 yOffset += yOffsetStepIncrement;
1322 zOffset += stepSize;
1323 if (percentOfPath > this.pathCutEnd)
1324 done = true;
1325 }
1326 else done = true;
1327 }
1328 } // end of linear path code
1329
1330 else // pathType == Circular
1331 {
1332 float twistTotal = twistEnd - twistBegin;
1333
1334 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1335 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1336 // accurately match the viewer
1337 float twistTotalAbs = Math.Abs(twistTotal);
1338 if (twistTotalAbs > 0.01f)
1339 {
1340 if (twistTotalAbs > Math.PI * 1.5f)
1341 steps *= 2;
1342 if (twistTotalAbs > Math.PI * 3.0f)
1343 steps *= 2;
1344 }
1345
1346 float yPathScale = this.holeSizeY * 0.5f;
1347 float pathLength = this.pathCutEnd - this.pathCutBegin;
1348 float totalSkew = this.skew * 2.0f * pathLength;
1349 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1350 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1351 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1352
1353 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1354 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1355 // to calculate the sine for generating the path radius appears to approximate it's effects there
1356 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1357 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1358 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1359 // displayed by the viewer.
1360
1361 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1362 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1363 float stepSize = twoPi / this.stepsPerRevolution;
1364
1365 int step = (int)(startAngle / stepSize);
1366 float angle = startAngle;
1367
1368 bool done = false;
1369 while (!done) // loop through the length of the path and add the layers
1370 {
1371 PathNode newNode = new PathNode();
1372
1373 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1374 float yProfileScale = this.holeSizeY;
1375
1376 float percentOfPath = angle / (twoPi * this.revolutions);
1377 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1378
1379 if (this.taperX > 0.01f)
1380 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1381 else if (this.taperX < -0.01f)
1382 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1383
1384 if (this.taperY > 0.01f)
1385 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1386 else if (this.taperY < -0.01f)
1387 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1388
1389 newNode.xScale = xProfileScale;
1390 newNode.yScale = yProfileScale;
1391
1392 float radiusScale = 1.0f;
1393 if (this.radius > 0.001f)
1394 radiusScale = 1.0f - this.radius * percentOfPath;
1395 else if (this.radius < 0.001f)
1396 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1397
1398 float twist = twistBegin + twistTotal * percentOfPath;
1399
1400 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1401 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1402
1403 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1404
1405 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1406
1407 newNode.position = new Coord(xOffset, yOffset, zOffset);
1408
1409 // now orient the rotation of the profile layer relative to it's position on the path
1410 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1411
1412 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1413
1414 // next apply twist rotation to the profile layer
1415 if (twistTotal != 0.0f || twistBegin != 0.0f)
1416 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1417
1418 newNode.percentOfPath = percentOfPath;
1419
1420 pathNodes.Add(newNode);
1421
1422 // calculate terms for next iteration
1423 // calculate the angle for the next iteration of the loop
1424
1425 if (angle >= endAngle - 0.01)
1426 done = true;
1427 else
1428 {
1429 step += 1;
1430 angle = stepSize * step;
1431 if (angle > endAngle)
1432 angle = endAngle;
1433 }
1434 }
1435 }
1436 }
1437 }
1438
1439 public class PrimMesh
1440 {
1441 public string errorMessage = "";
1442 private const float twoPi = 2.0f * (float)Math.PI;
1443
1444 public List<Coord> coords;
1445 public List<Coord> normals;
1446 public List<Face> faces;
1447
1448 public List<ViewerFace> viewerFaces;
1449
1450 private int sides = 4;
1451 private int hollowSides = 4;
1452 private float profileStart = 0.0f;
1453 private float profileEnd = 1.0f;
1454 private float hollow = 0.0f;
1455 public int twistBegin = 0;
1456 public int twistEnd = 0;
1457 public float topShearX = 0.0f;
1458 public float topShearY = 0.0f;
1459 public float pathCutBegin = 0.0f;
1460 public float pathCutEnd = 1.0f;
1461 public float dimpleBegin = 0.0f;
1462 public float dimpleEnd = 1.0f;
1463 public float skew = 0.0f;
1464 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1465 public float holeSizeY = 0.25f;
1466 public float taperX = 0.0f;
1467 public float taperY = 0.0f;
1468 public float radius = 0.0f;
1469 public float revolutions = 1.0f;
1470 public int stepsPerRevolution = 24;
1471
1472 private int profileOuterFaceNumber = -1;
1473 private int profileHollowFaceNumber = -1;
1474
1475 private bool hasProfileCut = false;
1476 private bool hasHollow = false;
1477 public bool calcVertexNormals = false;
1478 private bool normalsProcessed = false;
1479 public bool viewerMode = false;
1480 public bool sphereMode = false;
1481
1482 public int numPrimFaces = 0;
1483
1484 /// <summary>
1485 /// Human readable string representation of the parameters used to create a mesh.
1486 /// </summary>
1487 /// <returns></returns>
1488 public string ParamsToDisplayString()
1489 {
1490 string s = "";
1491 s += "sides..................: " + this.sides.ToString();
1492 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1493 s += "\nprofileStart.........: " + this.profileStart.ToString();
1494 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1495 s += "\nhollow...............: " + this.hollow.ToString();
1496 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1497 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1498 s += "\ntopShearX............: " + this.topShearX.ToString();
1499 s += "\ntopShearY............: " + this.topShearY.ToString();
1500 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1501 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1502 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1503 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1504 s += "\nskew.................: " + this.skew.ToString();
1505 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1506 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1507 s += "\ntaperX...............: " + this.taperX.ToString();
1508 s += "\ntaperY...............: " + this.taperY.ToString();
1509 s += "\nradius...............: " + this.radius.ToString();
1510 s += "\nrevolutions..........: " + this.revolutions.ToString();
1511 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1512 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1513 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1514 s += "\nhasHollow............: " + this.hasHollow.ToString();
1515 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1516
1517 return s;
1518 }
1519
1520 public int ProfileOuterFaceNumber
1521 {
1522 get { return profileOuterFaceNumber; }
1523 }
1524
1525 public int ProfileHollowFaceNumber
1526 {
1527 get { return profileHollowFaceNumber; }
1528 }
1529
1530 public bool HasProfileCut
1531 {
1532 get { return hasProfileCut; }
1533 }
1534
1535 public bool HasHollow
1536 {
1537 get { return hasHollow; }
1538 }
1539
1540
1541 /// <summary>
1542 /// Constructs a PrimMesh object and creates the profile for extrusion.
1543 /// </summary>
1544 /// <param name="sides"></param>
1545 /// <param name="profileStart"></param>
1546 /// <param name="profileEnd"></param>
1547 /// <param name="hollow"></param>
1548 /// <param name="hollowSides"></param>
1549 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1550 {
1551 this.coords = new List<Coord>();
1552 this.faces = new List<Face>();
1553
1554 this.sides = sides;
1555 this.profileStart = profileStart;
1556 this.profileEnd = profileEnd;
1557 this.hollow = hollow;
1558 this.hollowSides = hollowSides;
1559
1560 if (sides < 3)
1561 this.sides = 3;
1562 if (hollowSides < 3)
1563 this.hollowSides = 3;
1564 if (profileStart < 0.0f)
1565 this.profileStart = 0.0f;
1566 if (profileEnd > 1.0f)
1567 this.profileEnd = 1.0f;
1568 if (profileEnd < 0.02f)
1569 this.profileEnd = 0.02f;
1570 if (profileStart >= profileEnd)
1571 this.profileStart = profileEnd - 0.02f;
1572 if (hollow > 0.99f)
1573 this.hollow = 0.99f;
1574 if (hollow < 0.0f)
1575 this.hollow = 0.0f;
1576
1577 //if (sphereMode)
1578 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1579 //else
1580 // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1581 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1582 //this.hasHollow = (this.hollow > 0.001f);
1583 }
1584
1585 /// <summary>
1586 /// Extrudes a profile along a path.
1587 /// </summary>
1588 public void Extrude(PathType pathType)
1589 {
1590 bool needEndFaces = false;
1591
1592 this.coords = new List<Coord>();
1593 this.faces = new List<Face>();
1594
1595 if (this.viewerMode)
1596 {
1597 this.viewerFaces = new List<ViewerFace>();
1598 this.calcVertexNormals = true;
1599 }
1600
1601 if (this.calcVertexNormals)
1602 this.normals = new List<Coord>();
1603
1604 int steps = 1;
1605
1606 float length = this.pathCutEnd - this.pathCutBegin;
1607 normalsProcessed = false;
1608
1609 if (this.viewerMode && this.sides == 3)
1610 {
1611 // prisms don't taper well so add some vertical resolution
1612 // other prims may benefit from this but just do prisms for now
1613 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1614 steps = (int)(steps * 4.5 * length);
1615 }
1616
1617 if (sphereMode)
1618 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1619 else
1620 //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1621 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1622 this.hasHollow = (this.hollow > 0.001f);
1623
1624 float twistBegin = this.twistBegin / 360.0f * twoPi;
1625 float twistEnd = this.twistEnd / 360.0f * twoPi;
1626 float twistTotal = twistEnd - twistBegin;
1627 float twistTotalAbs = Math.Abs(twistTotal);
1628 if (twistTotalAbs > 0.01f)
1629 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1630
1631 float hollow = this.hollow;
1632
1633 // sanity checks
1634 float initialProfileRot = 0.0f;
1635 if (pathType == PathType.Circular)
1636 {
1637 if (this.sides == 3)
1638 {
1639 initialProfileRot = (float)Math.PI;
1640 if (this.hollowSides == 4)
1641 {
1642 if (hollow > 0.7f)
1643 hollow = 0.7f;
1644 hollow *= 0.707f;
1645 }
1646 else hollow *= 0.5f;
1647 }
1648 else if (this.sides == 4)
1649 {
1650 initialProfileRot = 0.25f * (float)Math.PI;
1651 if (this.hollowSides != 4)
1652 hollow *= 0.707f;
1653 }
1654 else if (this.sides > 4)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow /= 0.7f;
1662 }
1663 }
1664 }
1665 else
1666 {
1667 if (this.sides == 3)
1668 {
1669 if (this.hollowSides == 4)
1670 {
1671 if (hollow > 0.7f)
1672 hollow = 0.7f;
1673 hollow *= 0.707f;
1674 }
1675 else hollow *= 0.5f;
1676 }
1677 else if (this.sides == 4)
1678 {
1679 initialProfileRot = 1.25f * (float)Math.PI;
1680 if (this.hollowSides != 4)
1681 hollow *= 0.707f;
1682 }
1683 else if (this.sides == 24 && this.hollowSides == 4)
1684 hollow *= 1.414f;
1685 }
1686
1687 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1688 this.errorMessage = profile.errorMessage;
1689
1690 this.numPrimFaces = profile.numPrimFaces;
1691
1692 //profileOuterFaceNumber = profile.faceNumbers[0];
1693 //if (!needEndFaces)
1694 // profileOuterFaceNumber--;
1695 //profileOuterFaceNumber = needEndFaces ? 1 : 0;
1696
1697
1698 //if (hasHollow)
1699 //{
1700 // if (needEndFaces)
1701 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
1702 // else
1703 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
1704 //}
1705
1706
1707 profileOuterFaceNumber = profile.outerFaceNumber;
1708 if (!needEndFaces)
1709 profileOuterFaceNumber--;
1710
1711 if (hasHollow)
1712 {
1713 profileHollowFaceNumber = profile.hollowFaceNumber;
1714 if (!needEndFaces)
1715 profileHollowFaceNumber--;
1716 }
1717
1718 int cut1Vert = -1;
1719 int cut2Vert = -1;
1720 if (hasProfileCut)
1721 {
1722 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1723 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1724 }
1725
1726 if (initialProfileRot != 0.0f)
1727 {
1728 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1729 if (viewerMode)
1730 profile.MakeFaceUVs();
1731 }
1732
1733 Coord lastCutNormal1 = new Coord();
1734 Coord lastCutNormal2 = new Coord();
1735 float lastV = 1.0f;
1736
1737 Path path = new Path();
1738 path.twistBegin = twistBegin;
1739 path.twistEnd = twistEnd;
1740 path.topShearX = topShearX;
1741 path.topShearY = topShearY;
1742 path.pathCutBegin = pathCutBegin;
1743 path.pathCutEnd = pathCutEnd;
1744 path.dimpleBegin = dimpleBegin;
1745 path.dimpleEnd = dimpleEnd;
1746 path.skew = skew;
1747 path.holeSizeX = holeSizeX;
1748 path.holeSizeY = holeSizeY;
1749 path.taperX = taperX;
1750 path.taperY = taperY;
1751 path.radius = radius;
1752 path.revolutions = revolutions;
1753 path.stepsPerRevolution = stepsPerRevolution;
1754
1755 path.Create(pathType, steps);
1756
1757
1758 if (pathType == PathType.Circular)
1759 {
1760 needEndFaces = false;
1761 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1762 needEndFaces = true;
1763 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1764 needEndFaces = true;
1765 else if (this.skew != 0.0f)
1766 needEndFaces = true;
1767 else if (twistTotal != 0.0f)
1768 needEndFaces = true;
1769 else if (this.radius != 0.0f)
1770 needEndFaces = true;
1771 }
1772 else needEndFaces = true;
1773
1774 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1775 {
1776 PathNode node = path.pathNodes[nodeIndex];
1777 Profile newLayer = profile.Copy();
1778 newLayer.Scale(node.xScale, node.yScale);
1779
1780 newLayer.AddRot(node.rotation);
1781 newLayer.AddPos(node.position);
1782
1783 if (needEndFaces && nodeIndex == 0)
1784 {
1785 newLayer.FlipNormals();
1786
1787 // add the top faces to the viewerFaces list here
1788 if (this.viewerMode)
1789 {
1790 Coord faceNormal = newLayer.faceNormal;
1791 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1792 int numFaces = newLayer.faces.Count;
1793 List<Face> faces = newLayer.faces;
1794
1795 for (int i = 0; i < numFaces; i++)
1796 {
1797 Face face = faces[i];
1798 newViewerFace.v1 = newLayer.coords[face.v1];
1799 newViewerFace.v2 = newLayer.coords[face.v2];
1800 newViewerFace.v3 = newLayer.coords[face.v3];
1801
1802 newViewerFace.coordIndex1 = face.v1;
1803 newViewerFace.coordIndex2 = face.v2;
1804 newViewerFace.coordIndex3 = face.v3;
1805
1806 newViewerFace.n1 = faceNormal;
1807 newViewerFace.n2 = faceNormal;
1808 newViewerFace.n3 = faceNormal;
1809
1810 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1811 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1812 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1813
1814 this.viewerFaces.Add(newViewerFace);
1815 }
1816 }
1817 } // if (nodeIndex == 0)
1818
1819 // append this layer
1820
1821 int coordsLen = this.coords.Count;
1822 newLayer.AddValue2FaceVertexIndices(coordsLen);
1823
1824 this.coords.AddRange(newLayer.coords);
1825
1826 if (this.calcVertexNormals)
1827 {
1828 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1829 this.normals.AddRange(newLayer.vertexNormals);
1830 }
1831
1832 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1833 this.faces.AddRange(newLayer.faces);
1834
1835 // fill faces between layers
1836
1837 int numVerts = newLayer.coords.Count;
1838 Face newFace = new Face();
1839
1840 if (nodeIndex > 0)
1841 {
1842 int startVert = coordsLen + 1;
1843 int endVert = this.coords.Count;
1844
1845 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1846 startVert--;
1847
1848 for (int i = startVert; i < endVert; i++)
1849 {
1850 int iNext = i + 1;
1851 if (i == endVert - 1)
1852 iNext = startVert;
1853
1854 int whichVert = i - startVert;
1855
1856 newFace.v1 = i;
1857 newFace.v2 = i - numVerts;
1858 newFace.v3 = iNext - numVerts;
1859 this.faces.Add(newFace);
1860
1861 newFace.v2 = iNext - numVerts;
1862 newFace.v3 = iNext;
1863 this.faces.Add(newFace);
1864
1865 if (this.viewerMode)
1866 {
1867 // add the side faces to the list of viewerFaces here
1868
1869 int primFaceNum = profile.faceNumbers[whichVert];
1870 if (!needEndFaces)
1871 primFaceNum -= 1;
1872
1873 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1874 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1875
1876 float u1 = newLayer.us[whichVert];
1877 float u2 = 1.0f;
1878 if (whichVert < newLayer.us.Count - 1)
1879 u2 = newLayer.us[whichVert + 1];
1880
1881 if (whichVert == cut1Vert || whichVert == cut2Vert)
1882 {
1883 u1 = 0.0f;
1884 u2 = 1.0f;
1885 }
1886 else if (sides < 5)
1887 {
1888 if (whichVert < profile.numOuterVerts)
1889 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1890 // to reflect the entire texture width
1891 u1 *= sides;
1892 u2 *= sides;
1893 u2 -= (int)u1;
1894 u1 -= (int)u1;
1895 if (u2 < 0.1f)
1896 u2 = 1.0f;
1897 //this.profileOuterFaceNumber = primFaceNum;
1898 }
1899 else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
1900 {
1901 u1 *= 2.0f;
1902 u2 *= 2.0f;
1903 //this.profileHollowFaceNumber = primFaceNum;
1904 }
1905 }
1906
1907 newViewerFace1.uv1.U = u1;
1908 newViewerFace1.uv2.U = u1;
1909 newViewerFace1.uv3.U = u2;
1910
1911 newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
1912 newViewerFace1.uv2.V = lastV;
1913 newViewerFace1.uv3.V = lastV;
1914
1915 newViewerFace2.uv1.U = u1;
1916 newViewerFace2.uv2.U = u2;
1917 newViewerFace2.uv3.U = u2;
1918
1919 newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
1920 newViewerFace2.uv2.V = lastV;
1921 newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
1922
1923 newViewerFace1.v1 = this.coords[i];
1924 newViewerFace1.v2 = this.coords[i - numVerts];
1925 newViewerFace1.v3 = this.coords[iNext - numVerts];
1926
1927 newViewerFace2.v1 = this.coords[i];
1928 newViewerFace2.v2 = this.coords[iNext - numVerts];
1929 newViewerFace2.v3 = this.coords[iNext];
1930
1931 newViewerFace1.coordIndex1 = i;
1932 newViewerFace1.coordIndex2 = i - numVerts;
1933 newViewerFace1.coordIndex3 = iNext - numVerts;
1934
1935 newViewerFace2.coordIndex1 = i;
1936 newViewerFace2.coordIndex2 = iNext - numVerts;
1937 newViewerFace2.coordIndex3 = iNext;
1938
1939 // profile cut faces
1940 if (whichVert == cut1Vert)
1941 {
1942 newViewerFace1.n1 = newLayer.cutNormal1;
1943 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1944
1945 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1946 newViewerFace2.n2 = lastCutNormal1;
1947 }
1948 else if (whichVert == cut2Vert)
1949 {
1950 newViewerFace1.n1 = newLayer.cutNormal2;
1951 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
1952
1953 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
1954 newViewerFace2.n2 = lastCutNormal2;
1955 }
1956
1957 else // outer and hollow faces
1958 {
1959 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1960 { // looks terrible when path is twisted... need vertex normals here
1961 newViewerFace1.CalcSurfaceNormal();
1962 newViewerFace2.CalcSurfaceNormal();
1963 }
1964 else
1965 {
1966 newViewerFace1.n1 = this.normals[i];
1967 newViewerFace1.n2 = this.normals[i - numVerts];
1968 newViewerFace1.n3 = this.normals[iNext - numVerts];
1969
1970 newViewerFace2.n1 = this.normals[i];
1971 newViewerFace2.n2 = this.normals[iNext - numVerts];
1972 newViewerFace2.n3 = this.normals[iNext];
1973 }
1974 }
1975
1976 this.viewerFaces.Add(newViewerFace1);
1977 this.viewerFaces.Add(newViewerFace2);
1978
1979 }
1980 }
1981 }
1982
1983 lastCutNormal1 = newLayer.cutNormal1;
1984 lastCutNormal2 = newLayer.cutNormal2;
1985 lastV = 1.0f - node.percentOfPath;
1986
1987 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
1988 {
1989 // add the top faces to the viewerFaces list here
1990 Coord faceNormal = newLayer.faceNormal;
1991 ViewerFace newViewerFace = new ViewerFace();
1992 newViewerFace.primFaceNumber = 0;
1993 int numFaces = newLayer.faces.Count;
1994 List<Face> faces = newLayer.faces;
1995
1996 for (int i = 0; i < numFaces; i++)
1997 {
1998 Face face = faces[i];
1999 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2000 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2001 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2002
2003 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2004 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2005 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2006
2007 newViewerFace.n1 = faceNormal;
2008 newViewerFace.n2 = faceNormal;
2009 newViewerFace.n3 = faceNormal;
2010
2011 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2012 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2013 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2014
2015 this.viewerFaces.Add(newViewerFace);
2016 }
2017 }
2018
2019
2020 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2021
2022 }
2023
2024
2025 /// <summary>
2026 /// DEPRICATED - use Extrude(PathType.Linear) instead
2027 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2028 /// </summary>
2029 ///
2030 public void ExtrudeLinear()
2031 {
2032 this.Extrude(PathType.Linear);
2033 }
2034
2035
2036 /// <summary>
2037 /// DEPRICATED - use Extrude(PathType.Circular) instead
2038 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2039 /// </summary>
2040 ///
2041 public void ExtrudeCircular()
2042 {
2043 this.Extrude(PathType.Circular);
2044 }
2045
2046
2047 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2048 {
2049 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2050 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2051
2052 Coord normal = Coord.Cross(edge1, edge2);
2053
2054 normal.Normalize();
2055
2056 return normal;
2057 }
2058
2059 private Coord SurfaceNormal(Face face)
2060 {
2061 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2062 }
2063
2064 /// <summary>
2065 /// Calculate the surface normal for a face in the list of faces
2066 /// </summary>
2067 /// <param name="faceIndex"></param>
2068 /// <returns></returns>
2069 public Coord SurfaceNormal(int faceIndex)
2070 {
2071 int numFaces = this.faces.Count;
2072 if (faceIndex < 0 || faceIndex >= numFaces)
2073 throw new Exception("faceIndex out of range");
2074
2075 return SurfaceNormal(this.faces[faceIndex]);
2076 }
2077
2078 /// <summary>
2079 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2080 /// </summary>
2081 /// <returns></returns>
2082 public PrimMesh Copy()
2083 {
2084 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2085 copy.twistBegin = this.twistBegin;
2086 copy.twistEnd = this.twistEnd;
2087 copy.topShearX = this.topShearX;
2088 copy.topShearY = this.topShearY;
2089 copy.pathCutBegin = this.pathCutBegin;
2090 copy.pathCutEnd = this.pathCutEnd;
2091 copy.dimpleBegin = this.dimpleBegin;
2092 copy.dimpleEnd = this.dimpleEnd;
2093 copy.skew = this.skew;
2094 copy.holeSizeX = this.holeSizeX;
2095 copy.holeSizeY = this.holeSizeY;
2096 copy.taperX = this.taperX;
2097 copy.taperY = this.taperY;
2098 copy.radius = this.radius;
2099 copy.revolutions = this.revolutions;
2100 copy.stepsPerRevolution = this.stepsPerRevolution;
2101 copy.calcVertexNormals = this.calcVertexNormals;
2102 copy.normalsProcessed = this.normalsProcessed;
2103 copy.viewerMode = this.viewerMode;
2104 copy.numPrimFaces = this.numPrimFaces;
2105 copy.errorMessage = this.errorMessage;
2106
2107 copy.coords = new List<Coord>(this.coords);
2108 copy.faces = new List<Face>(this.faces);
2109 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2110 copy.normals = new List<Coord>(this.normals);
2111
2112 return copy;
2113 }
2114
2115 /// <summary>
2116 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2117 /// </summary>
2118 public void CalcNormals()
2119 {
2120 if (normalsProcessed)
2121 return;
2122
2123 normalsProcessed = true;
2124
2125 int numFaces = faces.Count;
2126
2127 if (!this.calcVertexNormals)
2128 this.normals = new List<Coord>();
2129
2130 for (int i = 0; i < numFaces; i++)
2131 {
2132 Face face = faces[i];
2133
2134 this.normals.Add(SurfaceNormal(i).Normalize());
2135
2136 int normIndex = normals.Count - 1;
2137 face.n1 = normIndex;
2138 face.n2 = normIndex;
2139 face.n3 = normIndex;
2140
2141 this.faces[i] = face;
2142 }
2143 }
2144
2145 /// <summary>
2146 /// Adds a value to each XYZ vertex coordinate in the mesh
2147 /// </summary>
2148 /// <param name="x"></param>
2149 /// <param name="y"></param>
2150 /// <param name="z"></param>
2151 public void AddPos(float x, float y, float z)
2152 {
2153 int i;
2154 int numVerts = this.coords.Count;
2155 Coord vert;
2156
2157 for (i = 0; i < numVerts; i++)
2158 {
2159 vert = this.coords[i];
2160 vert.X += x;
2161 vert.Y += y;
2162 vert.Z += z;
2163 this.coords[i] = vert;
2164 }
2165
2166 if (this.viewerFaces != null)
2167 {
2168 int numViewerFaces = this.viewerFaces.Count;
2169
2170 for (i = 0; i < numViewerFaces; i++)
2171 {
2172 ViewerFace v = this.viewerFaces[i];
2173 v.AddPos(x, y, z);
2174 this.viewerFaces[i] = v;
2175 }
2176 }
2177 }
2178
2179 /// <summary>
2180 /// Rotates the mesh
2181 /// </summary>
2182 /// <param name="q"></param>
2183 public void AddRot(Quat q)
2184 {
2185 int i;
2186 int numVerts = this.coords.Count;
2187
2188 for (i = 0; i < numVerts; i++)
2189 this.coords[i] *= q;
2190
2191 if (this.normals != null)
2192 {
2193 int numNormals = this.normals.Count;
2194 for (i = 0; i < numNormals; i++)
2195 this.normals[i] *= q;
2196 }
2197
2198 if (this.viewerFaces != null)
2199 {
2200 int numViewerFaces = this.viewerFaces.Count;
2201
2202 for (i = 0; i < numViewerFaces; i++)
2203 {
2204 ViewerFace v = this.viewerFaces[i];
2205 v.v1 *= q;
2206 v.v2 *= q;
2207 v.v3 *= q;
2208
2209 v.n1 *= q;
2210 v.n2 *= q;
2211 v.n3 *= q;
2212 this.viewerFaces[i] = v;
2213 }
2214 }
2215 }
2216
2217#if VERTEX_INDEXER
2218 public VertexIndexer GetVertexIndexer()
2219 {
2220 if (this.viewerMode && this.viewerFaces.Count > 0)
2221 return new VertexIndexer(this);
2222 return null;
2223 }
2224#endif
2225
2226 /// <summary>
2227 /// Scales the mesh
2228 /// </summary>
2229 /// <param name="x"></param>
2230 /// <param name="y"></param>
2231 /// <param name="z"></param>
2232 public void Scale(float x, float y, float z)
2233 {
2234 int i;
2235 int numVerts = this.coords.Count;
2236 //Coord vert;
2237
2238 Coord m = new Coord(x, y, z);
2239 for (i = 0; i < numVerts; i++)
2240 this.coords[i] *= m;
2241
2242 if (this.viewerFaces != null)
2243 {
2244 int numViewerFaces = this.viewerFaces.Count;
2245 for (i = 0; i < numViewerFaces; i++)
2246 {
2247 ViewerFace v = this.viewerFaces[i];
2248 v.v1 *= m;
2249 v.v2 *= m;
2250 v.v3 *= m;
2251 this.viewerFaces[i] = v;
2252 }
2253
2254 }
2255
2256 }
2257
2258 /// <summary>
2259 /// Dumps the mesh to a Blender compatible "Raw" format file
2260 /// </summary>
2261 /// <param name="path"></param>
2262 /// <param name="name"></param>
2263 /// <param name="title"></param>
2264 public void DumpRaw(String path, String name, String title)
2265 {
2266 if (path == null)
2267 return;
2268 String fileName = name + "_" + title + ".raw";
2269 String completePath = System.IO.Path.Combine(path, fileName);
2270 StreamWriter sw = new StreamWriter(completePath);
2271
2272 for (int i = 0; i < this.faces.Count; i++)
2273 {
2274 string s = this.coords[this.faces[i].v1].ToString();
2275 s += " " + this.coords[this.faces[i].v2].ToString();
2276 s += " " + this.coords[this.faces[i].v3].ToString();
2277
2278 sw.WriteLine(s);
2279 }
2280
2281 sw.Close();
2282 }
2283 }
2284}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,197 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace PrimMesher
40{
41 public class SculptMap
42 {
43 public int width;
44 public int height;
45 public byte[] redBytes;
46 public byte[] greenBytes;
47 public byte[] blueBytes;
48
49 public SculptMap()
50 {
51 }
52
53 public SculptMap(Bitmap bm, int lod)
54 {
55 int bmW = bm.Width;
56 int bmH = bm.Height;
57
58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data");
60
61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62
63 bool smallMap = bmW * bmH <= numLodPixels;
64 bool needsScaling = false;
65
66 width = bmW;
67 height = bmH;
68 while (width * height > numLodPixels * 4)
69 {
70 width >>= 1;
71 height >>= 1;
72 needsScaling = true;
73 }
74
75 try
76 {
77 if (needsScaling)
78 bm = ScaleImage(bm, width, height);
79 }
80
81 catch (Exception e)
82 {
83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
84 }
85
86 if (width * height > numLodPixels)
87 {
88 width >>= 1;
89 height >>= 1;
90 }
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98
99 try
100 {
101 for (int y = 0; y <= height; y++)
102 {
103 for (int x = 0; x <= width; x++)
104 {
105 Color c;
106
107 if (smallMap)
108 c = bm.GetPixel(x < width ? x : x - 1,
109 y < height ? y : y - 1);
110 else
111 c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1,
112 y < height ? y * 2 : y * 2 - 1);
113
114 redBytes[byteNdx] = c.R;
115 greenBytes[byteNdx] = c.G;
116 blueBytes[byteNdx] = c.B;
117
118 ++byteNdx;
119 }
120 }
121 }
122 catch (Exception e)
123 {
124 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
125 }
126
127 width++;
128 height++;
129 }
130
131 public List<List<Coord>> ToRows(bool mirror)
132 {
133 int numRows = height;
134 int numCols = width;
135
136 List<List<Coord>> rows = new List<List<Coord>>(numRows);
137
138 float pixScale = 1.0f / 255;
139
140 int rowNdx, colNdx;
141 int smNdx = 0;
142
143
144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
145 {
146 List<Coord> row = new List<Coord>(numCols);
147 for (colNdx = 0; colNdx < numCols; colNdx++)
148 {
149
150 if (mirror)
151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
152 else
153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
154
155 ++smNdx;
156 }
157 rows.Add(row);
158 }
159 return rows;
160 }
161
162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
163 {
164
165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
166
167 Color c;
168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
185
186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
191 return scaledImage;
192 }
193
194 }
195
196 }
197#endif
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,646 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace PrimMesher
42{
43
44 public class SculptMesh
45 {
46 public List<Coord> coords;
47 public List<Face> faces;
48
49 public List<ViewerFace> viewerFaces;
50 public List<Coord> normals;
51 public List<UVCoord> uvs;
52
53 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
54
55#if SYSTEM_DRAWING
56
57 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
58 {
59 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
60 SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
61 bitmap.Dispose();
62 return sculptMesh;
63 }
64
65
66 public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
67 {
68 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
69 _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
70 bitmap.Dispose();
71 }
72#endif
73
74 /// <summary>
75 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
76 /// Construct a sculpt mesh from a 2D array of floats
77 /// </summary>
78 /// <param name="zMap"></param>
79 /// <param name="xBegin"></param>
80 /// <param name="xEnd"></param>
81 /// <param name="yBegin"></param>
82 /// <param name="yEnd"></param>
83 /// <param name="viewerMode"></param>
84 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
85 {
86 float xStep, yStep;
87 float uStep, vStep;
88
89 int numYElements = zMap.GetLength(0);
90 int numXElements = zMap.GetLength(1);
91
92 try
93 {
94 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
95 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
96
97 uStep = 1.0f / (numXElements - 1);
98 vStep = 1.0f / (numYElements - 1);
99 }
100 catch (DivideByZeroException)
101 {
102 return;
103 }
104
105 coords = new List<Coord>();
106 faces = new List<Face>();
107 normals = new List<Coord>();
108 uvs = new List<UVCoord>();
109
110 viewerFaces = new List<ViewerFace>();
111
112 int p1, p2, p3, p4;
113
114 int x, y;
115 int xStart = 0, yStart = 0;
116
117 for (y = yStart; y < numYElements; y++)
118 {
119 int rowOffset = y * numXElements;
120
121 for (x = xStart; x < numXElements; x++)
122 {
123 /*
124 * p1-----p2
125 * | \ f2 |
126 * | \ |
127 * | f1 \|
128 * p3-----p4
129 */
130
131 p4 = rowOffset + x;
132 p3 = p4 - 1;
133
134 p2 = p4 - numXElements;
135 p1 = p3 - numXElements;
136
137 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
138 this.coords.Add(c);
139 if (viewerMode)
140 {
141 this.normals.Add(new Coord());
142 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
143 }
144
145 if (y > 0 && x > 0)
146 {
147 Face f1, f2;
148
149 if (viewerMode)
150 {
151 f1 = new Face(p1, p4, p3, p1, p4, p3);
152 f1.uv1 = p1;
153 f1.uv2 = p4;
154 f1.uv3 = p3;
155
156 f2 = new Face(p1, p2, p4, p1, p2, p4);
157 f2.uv1 = p1;
158 f2.uv2 = p2;
159 f2.uv3 = p4;
160 }
161 else
162 {
163 f1 = new Face(p1, p4, p3);
164 f2 = new Face(p1, p2, p4);
165 }
166
167 this.faces.Add(f1);
168 this.faces.Add(f2);
169 }
170 }
171 }
172
173 if (viewerMode)
174 calcVertexNormals(SculptType.plane, numXElements, numYElements);
175 }
176
177#if SYSTEM_DRAWING
178 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
179 {
180 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
181 }
182
183 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
184 {
185 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
186 }
187#endif
188
189 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
190 {
191 _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
192 }
193
194#if SYSTEM_DRAWING
195 /// <summary>
196 /// converts a bitmap to a list of lists of coords, while scaling the image.
197 /// the scaling is done in floating point so as to allow for reduced vertex position
198 /// quantization as the position will be averaged between pixel values. this routine will
199 /// likely fail if the bitmap width and height are not powers of 2.
200 /// </summary>
201 /// <param name="bitmap"></param>
202 /// <param name="scale"></param>
203 /// <param name="mirror"></param>
204 /// <returns></returns>
205 private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
206 {
207 int numRows = bitmap.Height / scale;
208 int numCols = bitmap.Width / scale;
209 List<List<Coord>> rows = new List<List<Coord>>(numRows);
210
211 float pixScale = 1.0f / (scale * scale);
212 pixScale /= 255;
213
214 int imageX, imageY = 0;
215
216 int rowNdx, colNdx;
217
218 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
219 {
220 List<Coord> row = new List<Coord>(numCols);
221 for (colNdx = 0; colNdx < numCols; colNdx++)
222 {
223 imageX = colNdx * scale;
224 int imageYStart = rowNdx * scale;
225 int imageYEnd = imageYStart + scale;
226 int imageXEnd = imageX + scale;
227 float rSum = 0.0f;
228 float gSum = 0.0f;
229 float bSum = 0.0f;
230 for (; imageX < imageXEnd; imageX++)
231 {
232 for (imageY = imageYStart; imageY < imageYEnd; imageY++)
233 {
234 Color c = bitmap.GetPixel(imageX, imageY);
235 if (c.A != 255)
236 {
237 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
238 c = bitmap.GetPixel(imageX, imageY);
239 }
240 rSum += c.R;
241 gSum += c.G;
242 bSum += c.B;
243 }
244 }
245 if (mirror)
246 row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
247 else
248 row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
249
250 }
251 rows.Add(row);
252 }
253 return rows;
254 }
255
256 private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
257 {
258 int numRows = bitmap.Height / scale;
259 int numCols = bitmap.Width / scale;
260 List<List<Coord>> rows = new List<List<Coord>>(numRows);
261
262 float pixScale = 1.0f / 256.0f;
263
264 int imageX, imageY = 0;
265
266 int rowNdx, colNdx;
267
268 for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
269 {
270 List<Coord> row = new List<Coord>(numCols);
271 imageY = rowNdx * scale;
272 if (rowNdx == numRows) imageY--;
273 for (colNdx = 0; colNdx <= numCols; colNdx++)
274 {
275 imageX = colNdx * scale;
276 if (colNdx == numCols) imageX--;
277
278 Color c = bitmap.GetPixel(imageX, imageY);
279 if (c.A != 255)
280 {
281 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
282 c = bitmap.GetPixel(imageX, imageY);
283 }
284
285 if (mirror)
286 row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
287 else
288 row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
289
290 }
291 rows.Add(row);
292 }
293 return rows;
294 }
295
296
297 void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
298 {
299 _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
300 }
301#endif
302
303 void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
304 {
305 coords = new List<Coord>();
306 faces = new List<Face>();
307 normals = new List<Coord>();
308 uvs = new List<UVCoord>();
309
310 sculptType = (SculptType)(((int)sculptType) & 0x07);
311
312 if (mirror)
313 invert = !invert;
314
315 viewerFaces = new List<ViewerFace>();
316
317 int width = rows[0].Count;
318
319 int p1, p2, p3, p4;
320
321 int imageX, imageY;
322
323 if (sculptType != SculptType.plane)
324 {
325 if (rows.Count % 2 == 0)
326 {
327 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
328 rows[rowNdx].Add(rows[rowNdx][0]);
329 }
330 else
331 {
332 int lastIndex = rows[0].Count - 1;
333
334 for (int i = 0; i < rows.Count; i++)
335 rows[i][0] = rows[i][lastIndex];
336 }
337 }
338
339 Coord topPole = rows[0][width / 2];
340 Coord bottomPole = rows[rows.Count - 1][width / 2];
341
342 if (sculptType == SculptType.sphere)
343 {
344 if (rows.Count % 2 == 0)
345 {
346 int count = rows[0].Count;
347 List<Coord> topPoleRow = new List<Coord>(count);
348 List<Coord> bottomPoleRow = new List<Coord>(count);
349
350 for (int i = 0; i < count; i++)
351 {
352 topPoleRow.Add(topPole);
353 bottomPoleRow.Add(bottomPole);
354 }
355 rows.Insert(0, topPoleRow);
356 rows.Add(bottomPoleRow);
357 }
358 else
359 {
360 int count = rows[0].Count;
361
362 List<Coord> topPoleRow = rows[0];
363 List<Coord> bottomPoleRow = rows[rows.Count - 1];
364
365 for (int i = 0; i < count; i++)
366 {
367 topPoleRow[i] = topPole;
368 bottomPoleRow[i] = bottomPole;
369 }
370 }
371 }
372
373 if (sculptType == SculptType.torus)
374 rows.Add(rows[0]);
375
376 int coordsDown = rows.Count;
377 int coordsAcross = rows[0].Count;
378// int lastColumn = coordsAcross - 1;
379
380 float widthUnit = 1.0f / (coordsAcross - 1);
381 float heightUnit = 1.0f / (coordsDown - 1);
382
383 for (imageY = 0; imageY < coordsDown; imageY++)
384 {
385 int rowOffset = imageY * coordsAcross;
386
387 for (imageX = 0; imageX < coordsAcross; imageX++)
388 {
389 /*
390 * p1-----p2
391 * | \ f2 |
392 * | \ |
393 * | f1 \|
394 * p3-----p4
395 */
396
397 p4 = rowOffset + imageX;
398 p3 = p4 - 1;
399
400 p2 = p4 - coordsAcross;
401 p1 = p3 - coordsAcross;
402
403 this.coords.Add(rows[imageY][imageX]);
404 if (viewerMode)
405 {
406 this.normals.Add(new Coord());
407 this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
408 }
409
410 if (imageY > 0 && imageX > 0)
411 {
412 Face f1, f2;
413
414 if (viewerMode)
415 {
416 if (invert)
417 {
418 f1 = new Face(p1, p4, p3, p1, p4, p3);
419 f1.uv1 = p1;
420 f1.uv2 = p4;
421 f1.uv3 = p3;
422
423 f2 = new Face(p1, p2, p4, p1, p2, p4);
424 f2.uv1 = p1;
425 f2.uv2 = p2;
426 f2.uv3 = p4;
427 }
428 else
429 {
430 f1 = new Face(p1, p3, p4, p1, p3, p4);
431 f1.uv1 = p1;
432 f1.uv2 = p3;
433 f1.uv3 = p4;
434
435 f2 = new Face(p1, p4, p2, p1, p4, p2);
436 f2.uv1 = p1;
437 f2.uv2 = p4;
438 f2.uv3 = p2;
439 }
440 }
441 else
442 {
443 if (invert)
444 {
445 f1 = new Face(p1, p4, p3);
446 f2 = new Face(p1, p2, p4);
447 }
448 else
449 {
450 f1 = new Face(p1, p3, p4);
451 f2 = new Face(p1, p4, p2);
452 }
453 }
454
455 this.faces.Add(f1);
456 this.faces.Add(f2);
457 }
458 }
459 }
460
461 if (viewerMode)
462 calcVertexNormals(sculptType, coordsAcross, coordsDown);
463 }
464
465 /// <summary>
466 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
467 /// </summary>
468 /// <returns></returns>
469 public SculptMesh Copy()
470 {
471 return new SculptMesh(this);
472 }
473
474 public SculptMesh(SculptMesh sm)
475 {
476 coords = new List<Coord>(sm.coords);
477 faces = new List<Face>(sm.faces);
478 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
479 normals = new List<Coord>(sm.normals);
480 uvs = new List<UVCoord>(sm.uvs);
481 }
482
483 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
484 { // compute vertex normals by summing all the surface normals of all the triangles sharing
485 // each vertex and then normalizing
486 int numFaces = this.faces.Count;
487 for (int i = 0; i < numFaces; i++)
488 {
489 Face face = this.faces[i];
490 Coord surfaceNormal = face.SurfaceNormal(this.coords);
491 this.normals[face.n1] += surfaceNormal;
492 this.normals[face.n2] += surfaceNormal;
493 this.normals[face.n3] += surfaceNormal;
494 }
495
496 int numNormals = this.normals.Count;
497 for (int i = 0; i < numNormals; i++)
498 this.normals[i] = this.normals[i].Normalize();
499
500 if (sculptType != SculptType.plane)
501 { // blend the vertex normals at the cylinder seam
502 for (int y = 0; y < ySize; y++)
503 {
504 int rowOffset = y * xSize;
505
506 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
507 }
508 }
509
510 foreach (Face face in this.faces)
511 {
512 ViewerFace vf = new ViewerFace(0);
513 vf.v1 = this.coords[face.v1];
514 vf.v2 = this.coords[face.v2];
515 vf.v3 = this.coords[face.v3];
516
517 vf.coordIndex1 = face.v1;
518 vf.coordIndex2 = face.v2;
519 vf.coordIndex3 = face.v3;
520
521 vf.n1 = this.normals[face.n1];
522 vf.n2 = this.normals[face.n2];
523 vf.n3 = this.normals[face.n3];
524
525 vf.uv1 = this.uvs[face.uv1];
526 vf.uv2 = this.uvs[face.uv2];
527 vf.uv3 = this.uvs[face.uv3];
528
529 this.viewerFaces.Add(vf);
530 }
531 }
532
533 /// <summary>
534 /// Adds a value to each XYZ vertex coordinate in the mesh
535 /// </summary>
536 /// <param name="x"></param>
537 /// <param name="y"></param>
538 /// <param name="z"></param>
539 public void AddPos(float x, float y, float z)
540 {
541 int i;
542 int numVerts = this.coords.Count;
543 Coord vert;
544
545 for (i = 0; i < numVerts; i++)
546 {
547 vert = this.coords[i];
548 vert.X += x;
549 vert.Y += y;
550 vert.Z += z;
551 this.coords[i] = vert;
552 }
553
554 if (this.viewerFaces != null)
555 {
556 int numViewerFaces = this.viewerFaces.Count;
557
558 for (i = 0; i < numViewerFaces; i++)
559 {
560 ViewerFace v = this.viewerFaces[i];
561 v.AddPos(x, y, z);
562 this.viewerFaces[i] = v;
563 }
564 }
565 }
566
567 /// <summary>
568 /// Rotates the mesh
569 /// </summary>
570 /// <param name="q"></param>
571 public void AddRot(Quat q)
572 {
573 int i;
574 int numVerts = this.coords.Count;
575
576 for (i = 0; i < numVerts; i++)
577 this.coords[i] *= q;
578
579 int numNormals = this.normals.Count;
580 for (i = 0; i < numNormals; i++)
581 this.normals[i] *= q;
582
583 if (this.viewerFaces != null)
584 {
585 int numViewerFaces = this.viewerFaces.Count;
586
587 for (i = 0; i < numViewerFaces; i++)
588 {
589 ViewerFace v = this.viewerFaces[i];
590 v.v1 *= q;
591 v.v2 *= q;
592 v.v3 *= q;
593
594 v.n1 *= q;
595 v.n2 *= q;
596 v.n3 *= q;
597
598 this.viewerFaces[i] = v;
599 }
600 }
601 }
602
603 public void Scale(float x, float y, float z)
604 {
605 int i;
606 int numVerts = this.coords.Count;
607
608 Coord m = new Coord(x, y, z);
609 for (i = 0; i < numVerts; i++)
610 this.coords[i] *= m;
611
612 if (this.viewerFaces != null)
613 {
614 int numViewerFaces = this.viewerFaces.Count;
615 for (i = 0; i < numViewerFaces; i++)
616 {
617 ViewerFace v = this.viewerFaces[i];
618 v.v1 *= m;
619 v.v2 *= m;
620 v.v3 *= m;
621 this.viewerFaces[i] = v;
622 }
623 }
624 }
625
626 public void DumpRaw(String path, String name, String title)
627 {
628 if (path == null)
629 return;
630 String fileName = name + "_" + title + ".raw";
631 String completePath = System.IO.Path.Combine(path, fileName);
632 StreamWriter sw = new StreamWriter(completePath);
633
634 for (int i = 0; i < this.faces.Count; i++)
635 {
636 string s = this.coords[this.faces[i].v1].ToString();
637 s += " " + this.coords[this.faces[i].v2].ToString();
638 s += " " + this.coords[this.faces[i].v3].ToString();
639
640 sw.WriteLine(s);
641 }
642
643 sw.Close();
644 }
645 }
646}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ec4be58
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1400 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28
29// Revision by Ubit 2011/12
30
31using System;
32using System.Collections.Generic;
33using System.Reflection;
34using OpenMetaverse;
35using OdeAPI;
36using OpenSim.Framework;
37using OpenSim.Region.Physics.Manager;
38using log4net;
39
40namespace OpenSim.Region.Physics.OdePlugin
41{
42 /// <summary>
43 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
44 /// </summary>
45
46 public enum dParam : int
47 {
48 LowStop = 0,
49 HiStop = 1,
50 Vel = 2,
51 FMax = 3,
52 FudgeFactor = 4,
53 Bounce = 5,
54 CFM = 6,
55 StopERP = 7,
56 StopCFM = 8,
57 LoStop2 = 256,
58 HiStop2 = 257,
59 Vel2 = 258,
60 FMax2 = 259,
61 StopERP2 = 7 + 256,
62 StopCFM2 = 8 + 256,
63 LoStop3 = 512,
64 HiStop3 = 513,
65 Vel3 = 514,
66 FMax3 = 515,
67 StopERP3 = 7 + 512,
68 StopCFM3 = 8 + 512
69 }
70
71 public class OdeCharacter : PhysicsActor
72 {
73 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
74
75 private Vector3 _position;
76 private Vector3 _zeroPosition;
77 private bool _zeroFlag = false;
78 private Vector3 _velocity;
79 private Vector3 _target_velocity;
80 private Vector3 _acceleration;
81 private Vector3 m_rotationalVelocity;
82 private float m_mass = 80f;
83 public float m_density = 60f;
84 private bool m_pidControllerActive = true;
85 public float PID_D = 800.0f;
86 public float PID_P = 900.0f;
87 //private static float POSTURE_SERVO = 10000.0f;
88 public float CAPSULE_RADIUS = 0.37f;
89 public float CAPSULE_LENGTH = 2.140599f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool m_iscolliding = false;
94 private bool m_iscollidingGround = false;
95 private bool m_iscollidingObj = false;
96 private bool m_alwaysRun = false;
97 private int m_requestedUpdateFrequency = 0;
98 public uint m_localID = 0;
99 public bool m_returnCollisions = false;
100 // taints and their non-tainted counterparts
101 public bool m_isPhysical = false; // the current physical status
102 public float MinimumGroundFlightOffset = 3f;
103
104 private float m_buoyancy = 0f;
105
106 // private CollisionLocker ode;
107
108 private string m_name = String.Empty;
109 // other filter control
110 int m_colliderfilter = 0;
111 // int m_colliderGroundfilter = 0;
112 int m_colliderObjectfilter = 0;
113
114 // Default we're a Character
115 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
116
117 // Default, Collide with Other Geometries, spaces, bodies and characters.
118 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
119 | CollisionCategories.Geom
120 | CollisionCategories.VolumeDtc
121 );
122 // we do land collisions not ode | CollisionCategories.Land);
123 public IntPtr Body = IntPtr.Zero;
124 private OdeScene _parent_scene;
125 public IntPtr Shell = IntPtr.Zero;
126 public IntPtr Amotor = IntPtr.Zero;
127 public d.Mass ShellMass;
128// public bool collidelock = false;
129
130 private bool m_haseventsubscription = false;
131 public int m_eventsubscription = 0;
132 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
133
134 // unique UUID of this character object
135 public UUID m_uuid;
136 public bool bad = false;
137
138 float mu;
139
140 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
141 {
142 m_uuid = UUID.Random();
143
144 if (pos.IsFinite())
145 {
146 if (pos.Z > 99999f)
147 {
148 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
149 }
150 if (pos.Z < -100f) // shouldn't this be 0 ?
151 {
152 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
153 }
154 _position = pos;
155 }
156 else
157 {
158 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
159 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
160 }
161
162 _parent_scene = parent_scene;
163
164 PID_D = pid_d;
165 PID_P = pid_p;
166 CAPSULE_RADIUS = capsule_radius;
167 m_density = density;
168 m_mass = 80f; // sure we have a default
169
170 mu = parent_scene.AvatarFriction;
171
172 walkDivisor = walk_divisor;
173 runDivisor = rundivisor;
174
175 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
176 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
177
178 m_isPhysical = false; // current status: no ODE information exists
179
180 m_name = avName;
181
182 AddChange(changes.Add, null);
183 }
184
185 public override int PhysicsActorType
186 {
187 get { return (int)ActorTypes.Agent; }
188 set { return; }
189 }
190
191 public override void getContactData(ref ContactData cdata)
192 {
193 cdata.mu = mu;
194 cdata.bounce = 0;
195 cdata.softcolide = false;
196 }
197
198 public override bool Building { get; set; }
199
200 /// <summary>
201 /// If this is set, the avatar will move faster
202 /// </summary>
203 public override bool SetAlwaysRun
204 {
205 get { return m_alwaysRun; }
206 set { m_alwaysRun = value; }
207 }
208
209 public override uint LocalID
210 {
211 set { m_localID = value; }
212 }
213
214 public override bool Grabbed
215 {
216 set { return; }
217 }
218
219 public override bool Selected
220 {
221 set { return; }
222 }
223
224 public override float Buoyancy
225 {
226 get { return m_buoyancy; }
227 set { m_buoyancy = value; }
228 }
229
230 public override bool FloatOnWater
231 {
232 set { return; }
233 }
234
235 public override bool IsPhysical
236 {
237 get { return false; }
238 set { return; }
239 }
240
241 public override bool ThrottleUpdates
242 {
243 get { return false; }
244 set { return; }
245 }
246
247 public override bool Flying
248 {
249 get { return flying; }
250 set
251 {
252 flying = value;
253 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
254 }
255 }
256
257 /// <summary>
258 /// Returns if the avatar is colliding in general.
259 /// This includes the ground and objects and avatar.
260 /// </summary>
261 public override bool IsColliding
262 {
263 get { return (m_iscolliding || m_iscollidingGround); }
264 set
265 {
266 if (value)
267 {
268 m_colliderfilter += 2;
269 if (m_colliderfilter > 2)
270 m_colliderfilter = 2;
271 }
272 else
273 {
274 m_colliderfilter--;
275 if (m_colliderfilter < 0)
276 m_colliderfilter = 0;
277 }
278
279 if (m_colliderfilter == 0)
280 m_iscolliding = false;
281 else
282 {
283// SetPidStatus(false);
284 m_pidControllerActive = true;
285 m_iscolliding = true;
286 }
287 }
288 }
289
290 /// <summary>
291 /// Returns if an avatar is colliding with the ground
292 /// </summary>
293 public override bool CollidingGround
294 {
295 get { return m_iscollidingGround; }
296 set
297 {
298 /* we now control this
299 if (value)
300 {
301 m_colliderGroundfilter += 2;
302 if (m_colliderGroundfilter > 2)
303 m_colliderGroundfilter = 2;
304 }
305 else
306 {
307 m_colliderGroundfilter--;
308 if (m_colliderGroundfilter < 0)
309 m_colliderGroundfilter = 0;
310 }
311
312 if (m_colliderGroundfilter == 0)
313 m_iscollidingGround = false;
314 else
315 m_iscollidingGround = true;
316 */
317 }
318
319 }
320
321 /// <summary>
322 /// Returns if the avatar is colliding with an object
323 /// </summary>
324 public override bool CollidingObj
325 {
326 get { return m_iscollidingObj; }
327 set
328 {
329 // Ubit filter this also
330 if (value)
331 {
332 m_colliderObjectfilter += 2;
333 if (m_colliderObjectfilter > 2)
334 m_colliderObjectfilter = 2;
335 }
336 else
337 {
338 m_colliderObjectfilter--;
339 if (m_colliderObjectfilter < 0)
340 m_colliderObjectfilter = 0;
341 }
342
343 if (m_colliderObjectfilter == 0)
344 m_iscollidingObj = false;
345 else
346 m_iscollidingObj = true;
347
348 // m_iscollidingObj = value;
349/*
350 if (m_iscollidingObj)
351 m_pidControllerActive = false;
352 else
353 m_pidControllerActive = true;
354 */
355 }
356 }
357
358 /// <summary>
359 /// turn the PID controller on or off.
360 /// The PID Controller will turn on all by itself in many situations
361 /// </summary>
362 /// <param name="status"></param>
363 public void SetPidStatus(bool status)
364 {
365 m_pidControllerActive = status;
366 }
367
368 public override bool Stopped
369 {
370 get { return _zeroFlag; }
371 }
372
373 /// <summary>
374 /// This 'puts' an avatar somewhere in the physics space.
375 /// Not really a good choice unless you 'know' it's a good
376 /// spot otherwise you're likely to orbit the avatar.
377 /// </summary>
378 public override Vector3 Position
379 {
380 get { return _position; }
381 set
382 {
383 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
384 {
385 if (value.IsFinite())
386 {
387 if (value.Z > 9999999f)
388 {
389 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
390 }
391 if (value.Z < -100f)
392 {
393 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
394 }
395 AddChange(changes.Position, value);
396 }
397 else
398 {
399 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
400 }
401 }
402 }
403 }
404
405 public override Vector3 RotationalVelocity
406 {
407 get { return m_rotationalVelocity; }
408 set { m_rotationalVelocity = value; }
409 }
410
411 /// <summary>
412 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
413 /// and use it to offset landings properly
414 /// </summary>
415 public override Vector3 Size
416 {
417 get {
418 float d = CAPSULE_RADIUS * 2;
419 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
420 set
421 {
422 if (value.IsFinite())
423 {
424 AddChange(changes.Size, value);
425 }
426 else
427 {
428 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
429 }
430 }
431 }
432
433 /// <summary>
434 /// This creates the Avatar's physical Surrogate at the position supplied
435 /// </summary>
436 /// <param name="npositionX"></param>
437 /// <param name="npositionY"></param>
438 /// <param name="npositionZ"></param>
439
440 //
441 /// <summary>
442 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
443 /// This may be used in calculations in the scene/scenepresence
444 /// </summary>
445 public override float Mass
446 {
447 get
448 {
449 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
450 return m_density * AVvolume;
451 }
452 }
453 public override void link(PhysicsActor obj)
454 {
455
456 }
457
458 public override void delink()
459 {
460
461 }
462
463 public override void LockAngularMotion(Vector3 axis)
464 {
465
466 }
467
468
469 public override Vector3 Force
470 {
471 get { return _target_velocity; }
472 set { return; }
473 }
474
475 public override int VehicleType
476 {
477 get { return 0; }
478 set { return; }
479 }
480
481 public override void VehicleFloatParam(int param, float value)
482 {
483
484 }
485
486 public override void VehicleVectorParam(int param, Vector3 value)
487 {
488
489 }
490
491 public override void VehicleRotationParam(int param, Quaternion rotation)
492 {
493
494 }
495
496 public override void VehicleFlags(int param, bool remove)
497 {
498
499 }
500
501 public override void SetVolumeDetect(int param)
502 {
503
504 }
505
506 public override Vector3 CenterOfMass
507 {
508 get
509 {
510 Vector3 pos = _position;
511 return pos;
512 }
513 }
514
515 public override Vector3 GeometricCenter
516 {
517 get
518 {
519 Vector3 pos = _position;
520 return pos;
521 }
522 }
523
524 //UBit mess
525 /* for later use
526 public override Vector3 PrimOOBsize
527 {
528 get
529 {
530 Vector3 s=Size;
531 s.X *=0.5f;
532 s.Y *=0.5f;
533 s.Z *=0.5f;
534 return s;
535 }
536 }
537
538 public override Vector3 PrimOOBoffset
539 {
540 get
541 {
542 return Vector3.Zero;
543 }
544 }
545 */
546
547 public override PrimitiveBaseShape Shape
548 {
549 set { return; }
550 }
551
552 public override Vector3 Velocity
553 {
554 get
555 {
556 return _velocity;
557 }
558 set
559 {
560 if (value.IsFinite())
561 {
562 AddChange(changes.Velocity, value);
563 }
564 else
565 {
566 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
567 }
568 }
569 }
570
571 public override Vector3 Torque
572 {
573 get { return Vector3.Zero; }
574 set { return; }
575 }
576
577 public override float CollisionScore
578 {
579 get { return 0f; }
580 set { }
581 }
582
583 public override bool Kinematic
584 {
585 get { return false; }
586 set { }
587 }
588
589 public override Quaternion Orientation
590 {
591 get { return Quaternion.Identity; }
592 set
593 {
594 }
595 }
596
597 public override Vector3 Acceleration
598 {
599 get { return _acceleration; }
600 set { }
601 }
602
603 public void SetAcceleration(Vector3 accel)
604 {
605 m_pidControllerActive = true;
606 _acceleration = accel;
607 }
608
609 /// <summary>
610 /// Adds the force supplied to the Target Velocity
611 /// The PID controller takes this target velocity and tries to make it a reality
612 /// </summary>
613 /// <param name="force"></param>
614 public override void AddForce(Vector3 force, bool pushforce)
615 {
616 if (force.IsFinite())
617 {
618 if (pushforce)
619 {
620 AddChange(changes.Force, force * m_density / _parent_scene.ODE_STEPSIZE / 28f);
621 }
622 else
623 {
624 AddChange(changes.Velocity, force);
625 }
626 }
627 else
628 {
629 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
630 }
631 //m_lastUpdateSent = false;
632 }
633
634 public override void AddAngularForce(Vector3 force, bool pushforce)
635 {
636
637 }
638
639 public override void SetMomentum(Vector3 momentum)
640 {
641 if (momentum.IsFinite())
642 AddChange(changes.Momentum, momentum);
643 }
644
645
646 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
647 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
648 // place that is safe to call this routine AvatarGeomAndBodyCreation.
649 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
650 {
651 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
652 if (CAPSULE_LENGTH <= 0)
653 {
654 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
655 CAPSULE_LENGTH = 0.01f;
656
657 }
658
659 if (CAPSULE_RADIUS <= 0)
660 {
661 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
662 CAPSULE_RADIUS = 0.01f;
663
664 }
665 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
666
667 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
668 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
669
670 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
671
672 m_mass = ShellMass.mass; // update mass
673
674 // rescale PID parameters
675 PID_D = _parent_scene.avPIDD;
676 PID_P = _parent_scene.avPIDP;
677
678 // rescale PID parameters so that this aren't affected by mass
679 // and so don't get unstable for some masses
680 // also scale by ode time step so you don't need to refix them
681
682 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
683 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
684 PID_P /= 50 * 80;
685 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
686
687 Body = d.BodyCreate(_parent_scene.world);
688
689 d.BodySetAutoDisableFlag(Body, false);
690 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
691
692 _position.X = npositionX;
693 _position.Y = npositionY;
694 _position.Z = npositionZ;
695
696 d.BodySetMass(Body, ref ShellMass);
697 d.GeomSetBody(Shell, Body);
698
699 // The purpose of the AMotor here is to keep the avatar's physical
700 // surrogate from rotating while moving
701 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
702 d.JointAttach(Amotor, Body, IntPtr.Zero);
703
704 d.JointSetAMotorMode(Amotor, 0);
705 d.JointSetAMotorNumAxes(Amotor, 3);
706 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
707 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
708 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
709
710 d.JointSetAMotorAngle(Amotor, 0, 0);
711 d.JointSetAMotorAngle(Amotor, 1, 0);
712 d.JointSetAMotorAngle(Amotor, 2, 0);
713
714 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
715 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
718 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
719 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
720
721 // These lowstops and high stops are effectively (no wiggle room)
722 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
723 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
724 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
725 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
726 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
727 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
728
729 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
730 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
731 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
732
733 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e6f);
734 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e6f);
735 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e6f);
736 }
737
738 /// <summary>
739 /// Destroys the avatar body and geom
740
741 private void AvatarGeomAndBodyDestroy()
742 {
743 // Kill the Amotor
744 if (Amotor != IntPtr.Zero)
745 {
746 d.JointDestroy(Amotor);
747 Amotor = IntPtr.Zero;
748 }
749
750 if (Body != IntPtr.Zero)
751 {
752 //kill the body
753 d.BodyDestroy(Body);
754 Body = IntPtr.Zero;
755 }
756
757 //kill the Geometry
758 if (Shell != IntPtr.Zero)
759 {
760 _parent_scene.geom_name_map.Remove(Shell);
761 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
762 d.GeomDestroy(Shell);
763 Shell = IntPtr.Zero;
764 }
765 }
766
767 /// <summary>
768 /// Called from Simulate
769 /// This is the avatar's movement control + PID Controller
770 /// </summary>
771 /// <param name="timeStep"></param>
772 public void Move(float timeStep, List<OdeCharacter> defects)
773 {
774 if (Body == IntPtr.Zero)
775 return;
776
777 d.Vector3 dtmp = d.BodyGetPosition(Body);
778 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
779
780 // the Amotor still lets avatar rotation to drift during colisions
781 // so force it back to identity
782
783 d.Quaternion qtmp;
784 qtmp.W = 1;
785 qtmp.X = 0;
786 qtmp.Y = 0;
787 qtmp.Z = 0;
788 d.BodySetQuaternion(Body, ref qtmp);
789
790 if (m_pidControllerActive == false)
791 {
792 _zeroPosition = localpos;
793 }
794
795 if (!localpos.IsFinite())
796 {
797 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
798 defects.Add(this);
799 // _parent_scene.RemoveCharacter(this);
800
801 // destroy avatar capsule and related ODE data
802 AvatarGeomAndBodyDestroy();
803 return;
804 }
805
806 // check outbounds forcing to be in world
807 bool fixbody = false;
808 if (localpos.X < 0.0f)
809 {
810 fixbody = true;
811 localpos.X = 0.1f;
812 }
813 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
814 {
815 fixbody = true;
816 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
817 }
818 if (localpos.Y < 0.0f)
819 {
820 fixbody = true;
821 localpos.Y = 0.1f;
822 }
823 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
824 {
825 fixbody = true;
826 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
827 }
828 if (fixbody)
829 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
830
831 Vector3 vec = Vector3.Zero;
832 dtmp = d.BodyGetLinearVel(Body);
833 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
834
835 float movementdivisor = 1f;
836 //Ubit change divisions into multiplications below
837 if (!m_alwaysRun)
838 movementdivisor = 1 / walkDivisor;
839 else
840 movementdivisor = 1 / runDivisor;
841
842 //******************************************
843 // colide with land
844 d.AABB aabb;
845 d.GeomGetAABB(Shell, out aabb);
846 float chrminZ = aabb.MinZ;
847
848 Vector3 posch = localpos;
849
850 float ftmp;
851
852 if (flying)
853 {
854 ftmp = timeStep;
855 posch.X += vel.X * ftmp;
856 posch.Y += vel.Y * ftmp;
857 }
858
859 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
860 if (chrminZ < terrainheight)
861 {
862 float depth = terrainheight - chrminZ;
863 if (!flying)
864 {
865 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 60;
866 }
867 else
868 vec.Z = depth * PID_P * 60;
869
870 if (depth < 0.2f)
871 {
872 m_iscolliding = true;
873 m_colliderfilter = 2;
874 m_iscollidingGround = true;
875
876 ContactPoint contact = new ContactPoint();
877 contact.PenetrationDepth = depth;
878 contact.Position.X = localpos.X;
879 contact.Position.Y = localpos.Y;
880 contact.Position.Z = chrminZ;
881 contact.SurfaceNormal.X = 0f;
882 contact.SurfaceNormal.Y = 0f;
883 contact.SurfaceNormal.Z = -1f;
884 AddCollisionEvent(0, contact);
885
886 vec.Z *= 0.5f;
887 }
888
889 else
890 m_iscollidingGround = false;
891 }
892 else
893 m_iscollidingGround = false;
894
895 //******************************************
896
897 // if velocity is zero, use position control; otherwise, velocity control
898 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f
899 && m_iscolliding)
900 {
901 // keep track of where we stopped. No more slippin' & slidin'
902 if (!_zeroFlag)
903 {
904 _zeroFlag = true;
905 _zeroPosition = localpos;
906 }
907 if (m_pidControllerActive)
908 {
909 // We only want to deactivate the PID Controller if we think we want to have our surrogate
910 // react to the physics scene by moving it's position.
911 // Avatar to Avatar collisions
912 // Prim to avatar collisions
913
914 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
915 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
916 if (flying)
917 {
918 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
919 }
920 }
921 //PidStatus = true;
922 }
923 else
924 {
925 m_pidControllerActive = true;
926 _zeroFlag = false;
927
928 if (m_iscolliding)
929 {
930 if (!flying)
931 {
932 if (_target_velocity.Z > 0.0f)
933 {
934 // We're colliding with something and we're not flying but we're moving
935 // This means we're walking or running. JUMPING
936 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
937 }
938 // We're standing on something
939 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
940 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
941 }
942 else
943 {
944 // We're flying and colliding with something
945 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
946 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
947 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
948 }
949 }
950 else // ie not colliding
951 {
952 if (flying) //(!m_iscolliding && flying)
953 {
954 // we're in mid air suspended
955 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
956 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
957 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
958 }
959
960 else
961 {
962 // we're not colliding and we're not flying so that means we're falling!
963 // m_iscolliding includes collisions with the ground.
964
965 // d.Vector3 pos = d.BodyGetPosition(Body);
966 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
967 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
968 }
969 }
970 }
971
972 if (flying)
973 {
974 vec.Z -= _parent_scene.gravityz * m_mass;
975
976 //Added for auto fly height. Kitto Flora
977 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
978
979 if (localpos.Z < target_altitude)
980 {
981 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
982 }
983 // end add Kitto Flora
984 }
985
986 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50m/s apply breaks
987 {
988 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
989 vec.X -= breakfactor * vel.X;
990 vec.Y -= breakfactor * vel.Y;
991 vec.Z -= breakfactor * vel.Z;
992 }
993
994 if (vec.IsFinite())
995 {
996 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
997 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
998 }
999 else
1000 {
1001 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1002 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1003 defects.Add(this);
1004 // _parent_scene.RemoveCharacter(this);
1005 // destroy avatar capsule and related ODE data
1006 AvatarGeomAndBodyDestroy();
1007 return;
1008 }
1009
1010 // update our local ideia of position velocity and aceleration
1011 _position = localpos;
1012 _acceleration = _velocity; // previus velocity
1013 _velocity = vel;
1014 _acceleration = (vel - _acceleration) / timeStep;
1015
1016 }
1017
1018 /// <summary>
1019 /// Updates the reported position and velocity.
1020 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1021 /// also outbounds checking
1022 /// copy and outbounds now done in move(..) at ode rate
1023 ///
1024 /// </summary>
1025 public void UpdatePositionAndVelocity()
1026 {
1027 return;
1028
1029// if (Body == IntPtr.Zero)
1030// return;
1031
1032 }
1033
1034 /// <summary>
1035 /// Cleanup the things we use in the scene.
1036 /// </summary>
1037 public void Destroy()
1038 {
1039 AddChange(changes.Remove, null);
1040 }
1041
1042 public override void CrossingFailure()
1043 {
1044 }
1045
1046 public override Vector3 PIDTarget { set { return; } }
1047 public override bool PIDActive { set { return; } }
1048 public override float PIDTau { set { return; } }
1049
1050 public override float PIDHoverHeight { set { return; } }
1051 public override bool PIDHoverActive { set { return; } }
1052 public override PIDHoverType PIDHoverType { set { return; } }
1053 public override float PIDHoverTau { set { return; } }
1054
1055 public override Quaternion APIDTarget { set { return; } }
1056
1057 public override bool APIDActive { set { return; } }
1058
1059 public override float APIDStrength { set { return; } }
1060
1061 public override float APIDDamping { set { return; } }
1062
1063
1064 public override void SubscribeEvents(int ms)
1065 {
1066 m_requestedUpdateFrequency = ms;
1067 m_eventsubscription = ms;
1068 _parent_scene.AddCollisionEventReporting(this);
1069 m_haseventsubscription = true;
1070 }
1071
1072 public override void UnSubscribeEvents()
1073 {
1074 m_haseventsubscription = false;
1075 _parent_scene.RemoveCollisionEventReporting(this);
1076 m_requestedUpdateFrequency = 0;
1077 m_eventsubscription = 0;
1078 }
1079
1080 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1081 {
1082 if (m_haseventsubscription)
1083 {
1084 // m_log.DebugFormat(
1085 // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact);
1086
1087 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1088 }
1089 }
1090
1091 public void SendCollisions()
1092 {
1093 if (m_haseventsubscription && m_eventsubscription > m_requestedUpdateFrequency)
1094 {
1095 if (CollisionEventsThisFrame != null)
1096 {
1097 base.SendCollisionUpdate(CollisionEventsThisFrame);
1098 }
1099 CollisionEventsThisFrame = new CollisionEventUpdate();
1100 m_eventsubscription = 0;
1101 }
1102 }
1103
1104 public override bool SubscribedEvents()
1105 {
1106 return m_haseventsubscription;
1107 }
1108
1109 private void changePhysicsStatus(bool NewStatus)
1110 {
1111 if (NewStatus != m_isPhysical)
1112 {
1113 if (NewStatus)
1114 {
1115 // Create avatar capsule and related ODE data
1116 if ((Shell != IntPtr.Zero))
1117 {
1118 // a lost shell ?
1119 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1120 + (Shell != IntPtr.Zero ? "Shell " : "")
1121 + (Body != IntPtr.Zero ? "Body " : "")
1122 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1123 AvatarGeomAndBodyDestroy();
1124 }
1125
1126 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1127 _parent_scene.geom_name_map[Shell] = m_name;
1128 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1129 _parent_scene.AddCharacter(this);
1130 }
1131 else
1132 {
1133 _parent_scene.RemoveCharacter(this);
1134 // destroy avatar capsule and related ODE data
1135 AvatarGeomAndBodyDestroy();
1136 }
1137
1138 m_isPhysical = NewStatus;
1139 }
1140 }
1141
1142 private void changeAdd()
1143 {
1144 changePhysicsStatus(true);
1145 }
1146
1147 private void changeRemove()
1148 {
1149 changePhysicsStatus(false);
1150 }
1151
1152 private void changeShape(PrimitiveBaseShape arg)
1153 {
1154 }
1155
1156 private void changeSize(Vector3 Size)
1157 {
1158 if (Size.IsFinite())
1159 {
1160 float caplen = Size.Z;
1161
1162 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1163
1164 if (caplen != CAPSULE_LENGTH)
1165 {
1166 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1167 {
1168 AvatarGeomAndBodyDestroy();
1169
1170 float prevCapsule = CAPSULE_LENGTH;
1171 CAPSULE_LENGTH = caplen;
1172
1173 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1174 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1175
1176 Velocity = Vector3.Zero;
1177
1178 _parent_scene.geom_name_map[Shell] = m_name;
1179 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1180 }
1181 else
1182 {
1183 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1184 + (Shell == IntPtr.Zero ? "Shell " : "")
1185 + (Body == IntPtr.Zero ? "Body " : "")
1186 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1187 }
1188 }
1189
1190 m_pidControllerActive = true;
1191 }
1192 else
1193 {
1194 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1195 }
1196 }
1197
1198 private void changePosition( Vector3 newPos)
1199 {
1200 if (Body != IntPtr.Zero)
1201 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1202 _position = newPos;
1203 }
1204
1205 private void changeOrientation(Quaternion newOri)
1206 {
1207 }
1208
1209 private void changeVelocity(Vector3 newVel)
1210 {
1211 m_pidControllerActive = true;
1212 _target_velocity = newVel;
1213 }
1214
1215 private void changeSetTorque(Vector3 newTorque)
1216 {
1217 }
1218
1219 private void changeAddForce(Vector3 newForce)
1220 {
1221 }
1222
1223 private void changeAddAngularForce(Vector3 arg)
1224 {
1225 }
1226
1227 private void changeAngularLock(Vector3 arg)
1228 {
1229 }
1230
1231 private void changeFloatOnWater(bool arg)
1232 {
1233 }
1234
1235 private void changeVolumedetetion(bool arg)
1236 {
1237 }
1238
1239 private void changeSelectedStatus(bool arg)
1240 {
1241 }
1242
1243 private void changeDisable(bool arg)
1244 {
1245 }
1246
1247 private void changeBuilding(bool arg)
1248 {
1249 }
1250
1251 private void changeForce(Vector3 newForce)
1252 {
1253 m_pidControllerActive = false;
1254 if (Body != IntPtr.Zero)
1255 {
1256 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1257 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1258 }
1259 }
1260
1261 // for now momentum is actually velocity
1262 private void changeMomentum(Vector3 newmomentum)
1263 {
1264 _velocity = newmomentum;
1265 _target_velocity = newmomentum;
1266 m_pidControllerActive = true;
1267 if (Body != IntPtr.Zero)
1268 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1269 }
1270
1271 private void donullchange()
1272 {
1273 }
1274
1275 public bool DoAChange(changes what, object arg)
1276 {
1277 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1278 {
1279 return false;
1280 }
1281
1282 // nasty switch
1283 switch (what)
1284 {
1285 case changes.Add:
1286 changeAdd();
1287 break;
1288 case changes.Remove:
1289 changeRemove();
1290 break;
1291
1292 case changes.Position:
1293 changePosition((Vector3)arg);
1294 break;
1295
1296 case changes.Orientation:
1297 changeOrientation((Quaternion)arg);
1298 break;
1299
1300 case changes.PosOffset:
1301 donullchange();
1302 break;
1303
1304 case changes.OriOffset:
1305 donullchange();
1306 break;
1307
1308 case changes.Velocity:
1309 changeVelocity((Vector3)arg);
1310 break;
1311
1312 // case changes.Acceleration:
1313 // changeacceleration((Vector3)arg);
1314 // break;
1315 // case changes.AngVelocity:
1316 // changeangvelocity((Vector3)arg);
1317 // break;
1318
1319 case changes.Force:
1320 changeForce((Vector3)arg);
1321 break;
1322
1323 case changes.Torque:
1324 changeSetTorque((Vector3)arg);
1325 break;
1326
1327 case changes.AddForce:
1328 changeAddForce((Vector3)arg);
1329 break;
1330
1331 case changes.AddAngForce:
1332 changeAddAngularForce((Vector3)arg);
1333 break;
1334
1335 case changes.AngLock:
1336 changeAngularLock((Vector3)arg);
1337 break;
1338
1339 case changes.Size:
1340 changeSize((Vector3)arg);
1341 break;
1342
1343 case changes.Momentum:
1344 changeMomentum((Vector3)arg);
1345 break;
1346/* not in use for now
1347 case changes.Shape:
1348 changeShape((PrimitiveBaseShape)arg);
1349 break;
1350
1351 case changes.CollidesWater:
1352 changeFloatOnWater((bool)arg);
1353 break;
1354
1355 case changes.VolumeDtc:
1356 changeVolumedetetion((bool)arg);
1357 break;
1358
1359 case changes.Physical:
1360 changePhysicsStatus((bool)arg);
1361 break;
1362
1363 case changes.Selected:
1364 changeSelectedStatus((bool)arg);
1365 break;
1366
1367 case changes.disabled:
1368 changeDisable((bool)arg);
1369 break;
1370
1371 case changes.building:
1372 changeBuilding((bool)arg);
1373 break;
1374*/
1375 case changes.Null:
1376 donullchange();
1377 break;
1378
1379 default:
1380 donullchange();
1381 break;
1382 }
1383 return false;
1384 }
1385
1386 public void AddChange(changes what, object arg)
1387 {
1388 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1389 }
1390
1391
1392 internal void AddCollisionFrameTime(int p)
1393 {
1394 // protect it from overflow crashing
1395 if (m_eventsubscription + p >= int.MaxValue)
1396 m_eventsubscription = 0;
1397 m_eventsubscription += p;
1398 }
1399 }
1400}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..dcd02e2
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,997 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
67 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
68
69 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
70
71 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
72 // HOVER_TERRAIN_ONLY
73 // HOVER_GLOBAL_HEIGHT
74 // NO_DEFLECTION_UP
75 // HOVER_WATER_ONLY
76 // HOVER_UP_ONLY
77 // LIMIT_MOTOR_UP
78 // LIMIT_ROLL_ONLY
79 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
80
81 // Linear properties
82 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
83 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
84 private float m_linearMotorDecayTimescale = 120;
85 private float m_linearMotorTimescale = 1000;
86 private Vector3 m_linearMotorOffset = Vector3.Zero;
87
88 //Angular properties
89 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
90 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
91 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
92 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
93
94 //Deflection properties
95 private float m_angularDeflectionEfficiency = 0;
96 private float m_angularDeflectionTimescale = 1000;
97 private float m_linearDeflectionEfficiency = 0;
98 private float m_linearDeflectionTimescale = 1000;
99
100 //Banking properties
101 private float m_bankingEfficiency = 0;
102 private float m_bankingMix = 0;
103 private float m_bankingTimescale = 1000;
104
105 //Hover and Buoyancy properties
106 private float m_VhoverHeight = 0f;
107 private float m_VhoverEfficiency = 0f;
108 private float m_VhoverTimescale = 1000f;
109 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
110 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
111 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
112 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
113
114 //Attractor properties
115 private float m_verticalAttractionEfficiency = 1.0f; // damped
116 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
117
118
119 // auxiliar
120 private float m_lmEfect = 0; // current linear motor eficiency
121 private float m_amEfect = 0; // current angular motor eficiency
122 private float m_ffactor = 1.0f;
123
124 public float FrictionFactor
125 {
126 get
127 {
128 return m_ffactor;
129 }
130 }
131
132 public ODEDynamics(OdePrim rootp)
133 {
134 rootPrim = rootp;
135 _pParentScene = rootPrim._parent_scene;
136 }
137
138 public void DoSetVehicle(VehicleData vd)
139 {
140
141 float timestep = _pParentScene.ODE_STEPSIZE;
142 float invtimestep = 1.0f / timestep;
143
144 m_type = vd.m_type;
145 m_flags = vd.m_flags;
146
147 // Linear properties
148 m_linearMotorDirection = vd.m_linearMotorDirection;
149
150 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
151 if (m_linearFrictionTimescale.X < timestep) m_linearFrictionTimescale.X = timestep;
152 if (m_linearFrictionTimescale.Y < timestep) m_linearFrictionTimescale.Y = timestep;
153 if (m_linearFrictionTimescale.Z < timestep) m_linearFrictionTimescale.Z = timestep;
154
155 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
156 if (m_linearMotorDecayTimescale < timestep) m_linearMotorDecayTimescale = timestep;
157 m_linearMotorDecayTimescale *= invtimestep;
158
159 m_linearMotorTimescale = vd.m_linearMotorTimescale;
160 if (m_linearMotorTimescale < timestep) m_linearMotorTimescale = timestep;
161
162
163 m_linearMotorOffset = vd.m_linearMotorOffset;
164
165 //Angular properties
166 m_angularMotorDirection = vd.m_angularMotorDirection;
167 m_angularMotorTimescale = vd.m_angularMotorTimescale;
168 if (m_angularMotorTimescale < timestep) m_angularMotorTimescale = timestep;
169
170 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
171 if (m_angularMotorDecayTimescale < timestep) m_angularMotorDecayTimescale = timestep;
172 m_angularMotorDecayTimescale *= invtimestep;
173
174 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
175 if (m_angularFrictionTimescale.X < timestep) m_angularFrictionTimescale.X = timestep;
176 if (m_angularFrictionTimescale.Y < timestep) m_angularFrictionTimescale.Y = timestep;
177 if (m_angularFrictionTimescale.Z < timestep) m_angularFrictionTimescale.Z = timestep;
178
179 //Deflection properties
180 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
181 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
182 if (m_angularDeflectionTimescale < timestep) m_angularDeflectionTimescale = timestep;
183
184 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
185 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
186 if (m_linearDeflectionTimescale < timestep) m_linearDeflectionTimescale = timestep;
187
188 //Banking properties
189 m_bankingEfficiency = vd.m_bankingEfficiency;
190 m_bankingMix = vd.m_bankingMix;
191 m_bankingTimescale = vd.m_bankingTimescale;
192 if (m_bankingTimescale < timestep) m_bankingTimescale = timestep;
193
194 //Hover and Buoyancy properties
195 m_VhoverHeight = vd.m_VhoverHeight;
196 m_VhoverEfficiency = vd.m_VhoverEfficiency;
197 m_VhoverTimescale = vd.m_VhoverTimescale;
198 if (m_VhoverTimescale < timestep) m_VhoverTimescale = timestep;
199
200 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
201
202 //Attractor properties
203 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
204 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
205 if (m_verticalAttractionTimescale < timestep) m_verticalAttractionTimescale = timestep;
206
207 // Axis
208 m_referenceFrame = vd.m_referenceFrame;
209
210 m_lmEfect = 0;
211 m_amEfect = 0;
212 m_ffactor = 1.0f;
213 }
214
215 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
216 {
217 float len;
218 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
219 float timestep = _pParentScene.ODE_STEPSIZE;
220
221 switch (pParam)
222 {
223 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
224 if (pValue < 0f) pValue = 0f;
225 if (pValue > 1f) pValue = 1f;
226 m_angularDeflectionEfficiency = pValue;
227 break;
228 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
229 if (pValue < timestep) pValue = timestep;
230 m_angularDeflectionTimescale = pValue;
231 break;
232 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
233 if (pValue < timestep) pValue = timestep;
234 // try to make impulses to work a bit better
235// if (pValue < 0.5f) pValue = 0.5f;
236 else if (pValue > 120) pValue = 120;
237 m_angularMotorDecayTimescale = pValue * invtimestep;
238 break;
239 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
240 if (pValue < timestep) pValue = timestep;
241 m_angularMotorTimescale = pValue;
242 break;
243 case Vehicle.BANKING_EFFICIENCY:
244 if (pValue < -1f) pValue = -1f;
245 if (pValue > 1f) pValue = 1f;
246 m_bankingEfficiency = pValue;
247 break;
248 case Vehicle.BANKING_MIX:
249 if (pValue < 0f) pValue = 0f;
250 if (pValue > 1f) pValue = 1f;
251 m_bankingMix = pValue;
252 break;
253 case Vehicle.BANKING_TIMESCALE:
254 if (pValue < timestep) pValue = timestep;
255 m_bankingTimescale = pValue;
256 break;
257 case Vehicle.BUOYANCY:
258 if (pValue < -1f) pValue = -1f;
259 if (pValue > 1f) pValue = 1f;
260 m_VehicleBuoyancy = pValue;
261 break;
262 case Vehicle.HOVER_EFFICIENCY:
263 if (pValue < 0f) pValue = 0f;
264 if (pValue > 1f) pValue = 1f;
265 m_VhoverEfficiency = pValue;
266 break;
267 case Vehicle.HOVER_HEIGHT:
268 m_VhoverHeight = pValue;
269 break;
270 case Vehicle.HOVER_TIMESCALE:
271 if (pValue < timestep) pValue = timestep;
272 m_VhoverTimescale = pValue;
273 break;
274 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
275 if (pValue < 0f) pValue = 0f;
276 if (pValue > 1f) pValue = 1f;
277 m_linearDeflectionEfficiency = pValue;
278 break;
279 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
280 if (pValue < timestep) pValue = timestep;
281 m_linearDeflectionTimescale = pValue;
282 break;
283 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
284 if (pValue < timestep) pValue = timestep;
285 // try to make impulses to work a bit better
286 //if (pValue < 0.5f) pValue = 0.5f;
287 else if (pValue > 120) pValue = 120;
288 m_linearMotorDecayTimescale = pValue * invtimestep;
289 break;
290 case Vehicle.LINEAR_MOTOR_TIMESCALE:
291 if (pValue < timestep) pValue = timestep;
292 m_linearMotorTimescale = pValue;
293 break;
294 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
295 if (pValue < 0f) pValue = 0f;
296 if (pValue > 1f) pValue = 1f;
297 m_verticalAttractionEfficiency = pValue;
298 break;
299 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
300 if (pValue < timestep) pValue = timestep;
301 m_verticalAttractionTimescale = pValue;
302 break;
303
304 // These are vector properties but the engine lets you use a single float value to
305 // set all of the components to the same value
306 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
307 if (pValue < timestep) pValue = timestep;
308 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
309 break;
310 case Vehicle.ANGULAR_MOTOR_DIRECTION:
311 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
312 len = m_angularMotorDirection.Length();
313 if (len > 12.566f)
314 m_angularMotorDirection *= (12.566f / len);
315 m_amEfect = 1.0f; // turn it on
316 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
317 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
318 d.BodyEnable(rootPrim.Body);
319 break;
320 case Vehicle.LINEAR_FRICTION_TIMESCALE:
321 if (pValue < timestep) pValue = timestep;
322 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
323 break;
324 case Vehicle.LINEAR_MOTOR_DIRECTION:
325 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
326 len = m_linearMotorDirection.Length();
327 if (len > 30.0f)
328 m_linearMotorDirection *= (30.0f / len);
329 m_lmEfect = 1.0f; // turn it on
330 m_ffactor = 0.01f;
331 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
332 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
333 d.BodyEnable(rootPrim.Body);
334 break;
335 case Vehicle.LINEAR_MOTOR_OFFSET:
336 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
337 len = m_linearMotorOffset.Length();
338 if (len > 100.0f)
339 m_linearMotorOffset *= (100.0f / len);
340 break;
341 }
342 }//end ProcessFloatVehicleParam
343
344 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
345 {
346 float len;
347 float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
348 float timestep = _pParentScene.ODE_STEPSIZE;
349 switch (pParam)
350 {
351 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
352 if (pValue.X < timestep) pValue.X = timestep;
353 if (pValue.Y < timestep) pValue.Y = timestep;
354 if (pValue.Z < timestep) pValue.Z = timestep;
355
356 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
357 break;
358 case Vehicle.ANGULAR_MOTOR_DIRECTION:
359 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
360 // Limit requested angular speed to 2 rps= 4 pi rads/sec
361 len = m_angularMotorDirection.Length();
362 if (len > 12.566f)
363 m_angularMotorDirection *= (12.566f / len);
364 m_amEfect = 1.0f; // turn it on
365 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
366 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
367 d.BodyEnable(rootPrim.Body);
368 break;
369 case Vehicle.LINEAR_FRICTION_TIMESCALE:
370 if (pValue.X < timestep) pValue.X = timestep;
371 if (pValue.Y < timestep) pValue.Y = timestep;
372 if (pValue.Z < timestep) pValue.Z = timestep;
373 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.LINEAR_MOTOR_DIRECTION:
376 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 len = m_linearMotorDirection.Length();
378 if (len > 30.0f)
379 m_linearMotorDirection *= (30.0f / len);
380 m_lmEfect = 1.0f; // turn it on
381 m_ffactor = 0.01f;
382 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
383 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
384 d.BodyEnable(rootPrim.Body);
385 break;
386 case Vehicle.LINEAR_MOTOR_OFFSET:
387 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
388 len = m_linearMotorOffset.Length();
389 if (len > 100.0f)
390 m_linearMotorOffset *= (100.0f / len);
391 break;
392 case Vehicle.BLOCK_EXIT:
393 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 }
396 }//end ProcessVectorVehicleParam
397
398 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
399 {
400 switch (pParam)
401 {
402 case Vehicle.REFERENCE_FRAME:
403 m_referenceFrame = Quaternion.Inverse(pValue);
404 break;
405 case Vehicle.ROLL_FRAME:
406 m_RollreferenceFrame = pValue;
407 break;
408 }
409 }//end ProcessRotationVehicleParam
410
411 internal void ProcessVehicleFlags(int pParam, bool remove)
412 {
413 if (remove)
414 {
415 m_flags &= ~((VehicleFlag)pParam);
416 }
417 else
418 {
419 m_flags |= (VehicleFlag)pParam;
420 }
421 }//end ProcessVehicleFlags
422
423 internal void ProcessTypeChange(Vehicle pType)
424 {
425 float invtimestep = _pParentScene.ODE_STEPSIZE;
426 m_lmEfect = 0;
427 m_amEfect = 0;
428 m_ffactor = 1f;
429
430 m_linearMotorDirection = Vector3.Zero;
431 m_angularMotorDirection = Vector3.Zero;
432
433 m_BlockingEndPoint = Vector3.Zero;
434 m_RollreferenceFrame = Quaternion.Identity;
435 m_linearMotorOffset = Vector3.Zero;
436
437 m_referenceFrame = Quaternion.Identity;
438
439 // Set Defaults For Type
440 m_type = pType;
441 switch (pType)
442 {
443 case Vehicle.TYPE_NONE:
444 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
445 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
446 m_linearMotorTimescale = 1000;
447 m_linearMotorDecayTimescale = 120 * invtimestep;
448 m_angularMotorTimescale = 1000;
449 m_angularMotorDecayTimescale = 1000 * invtimestep;
450 m_VhoverHeight = 0;
451 m_VhoverEfficiency = 1;
452 m_VhoverTimescale = 1000;
453 m_VehicleBuoyancy = 0;
454 m_linearDeflectionEfficiency = 0;
455 m_linearDeflectionTimescale = 1000;
456 m_angularDeflectionEfficiency = 0;
457 m_angularDeflectionTimescale = 1000;
458 m_bankingEfficiency = 0;
459 m_bankingMix = 1;
460 m_bankingTimescale = 1000;
461 m_verticalAttractionEfficiency = 0;
462 m_verticalAttractionTimescale = 1000;
463
464 m_flags = (VehicleFlag)0;
465 break;
466
467 case Vehicle.TYPE_SLED:
468 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
469 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
470 m_linearMotorTimescale = 1000;
471 m_linearMotorDecayTimescale = 120 * invtimestep;
472 m_angularMotorTimescale = 1000;
473 m_angularMotorDecayTimescale = 120 * invtimestep;
474 m_VhoverHeight = 0;
475 m_VhoverEfficiency = 1;
476 m_VhoverTimescale = 10;
477 m_VehicleBuoyancy = 0;
478 m_linearDeflectionEfficiency = 1;
479 m_linearDeflectionTimescale = 1;
480 m_angularDeflectionEfficiency = 0;
481 m_angularDeflectionTimescale = 1000;
482 m_bankingEfficiency = 0;
483 m_bankingMix = 1;
484 m_bankingTimescale = 10;
485 m_flags &=
486 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
487 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
488 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
489 break;
490 case Vehicle.TYPE_CAR:
491 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1;
494 m_linearMotorDecayTimescale = 60 * invtimestep;
495 m_angularMotorTimescale = 1;
496 m_angularMotorDecayTimescale = 0.8f * invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 0;
499 m_VhoverTimescale = 1000;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 2;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1f;
506 m_verticalAttractionTimescale = 10f;
507 m_bankingEfficiency = -0.2f;
508 m_bankingMix = 1;
509 m_bankingTimescale = 1;
510 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
511 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
512 VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
513 break;
514 case Vehicle.TYPE_BOAT:
515 m_linearFrictionTimescale = new Vector3(10, 3, 2);
516 m_angularFrictionTimescale = new Vector3(10, 10, 10);
517 m_linearMotorTimescale = 5;
518 m_linearMotorDecayTimescale = 60 * invtimestep;
519 m_angularMotorTimescale = 4;
520 m_angularMotorDecayTimescale = 4 * invtimestep;
521 m_VhoverHeight = 0;
522 m_VhoverEfficiency = 0.5f;
523 m_VhoverTimescale = 2;
524 m_VehicleBuoyancy = 1;
525 m_linearDeflectionEfficiency = 0.5f;
526 m_linearDeflectionTimescale = 3;
527 m_angularDeflectionEfficiency = 0.5f;
528 m_angularDeflectionTimescale = 5;
529 m_verticalAttractionEfficiency = 0.5f;
530 m_verticalAttractionTimescale = 5f;
531 m_bankingEfficiency = -0.3f;
532 m_bankingMix = 0.8f;
533 m_bankingTimescale = 1;
534 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
535 VehicleFlag.HOVER_GLOBAL_HEIGHT |
536 VehicleFlag.HOVER_UP_ONLY |
537 VehicleFlag.LIMIT_ROLL_ONLY);
538 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
539 VehicleFlag.LIMIT_MOTOR_UP |
540 VehicleFlag.HOVER_WATER_ONLY);
541 break;
542 case Vehicle.TYPE_AIRPLANE:
543 m_linearFrictionTimescale = new Vector3(200, 10, 5);
544 m_angularFrictionTimescale = new Vector3(20, 20, 20);
545 m_linearMotorTimescale = 2;
546 m_linearMotorDecayTimescale = 60 * invtimestep;
547 m_angularMotorTimescale = 4;
548 m_angularMotorDecayTimescale = 8 * invtimestep;
549 m_VhoverHeight = 0;
550 m_VhoverEfficiency = 0.5f;
551 m_VhoverTimescale = 1000;
552 m_VehicleBuoyancy = 0;
553 m_linearDeflectionEfficiency = 0.5f;
554 m_linearDeflectionTimescale = 0.5f;
555 m_angularDeflectionEfficiency = 1;
556 m_angularDeflectionTimescale = 2;
557 m_verticalAttractionEfficiency = 0.9f;
558 m_verticalAttractionTimescale = 2f;
559 m_bankingEfficiency = 1;
560 m_bankingMix = 0.7f;
561 m_bankingTimescale = 2;
562 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
563 VehicleFlag.HOVER_TERRAIN_ONLY |
564 VehicleFlag.HOVER_GLOBAL_HEIGHT |
565 VehicleFlag.HOVER_UP_ONLY |
566 VehicleFlag.NO_DEFLECTION_UP |
567 VehicleFlag.LIMIT_MOTOR_UP);
568 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
569 break;
570 case Vehicle.TYPE_BALLOON:
571 m_linearFrictionTimescale = new Vector3(5, 5, 5);
572 m_angularFrictionTimescale = new Vector3(10, 10, 10);
573 m_linearMotorTimescale = 5;
574 m_linearMotorDecayTimescale = 60 * invtimestep;
575 m_angularMotorTimescale = 6;
576 m_angularMotorDecayTimescale = 10 * invtimestep;
577 m_VhoverHeight = 5;
578 m_VhoverEfficiency = 0.8f;
579 m_VhoverTimescale = 10;
580 m_VehicleBuoyancy = 1;
581 m_linearDeflectionEfficiency = 0;
582 m_linearDeflectionTimescale = 5 * invtimestep;
583 m_angularDeflectionEfficiency = 0;
584 m_angularDeflectionTimescale = 5;
585 m_verticalAttractionEfficiency = 0f;
586 m_verticalAttractionTimescale = 1000f;
587 m_bankingEfficiency = 0;
588 m_bankingMix = 0.7f;
589 m_bankingTimescale = 5;
590 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
591 VehicleFlag.HOVER_TERRAIN_ONLY |
592 VehicleFlag.HOVER_UP_ONLY |
593 VehicleFlag.NO_DEFLECTION_UP |
594 VehicleFlag.LIMIT_MOTOR_UP);
595 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
596 VehicleFlag.HOVER_GLOBAL_HEIGHT);
597 break;
598 }
599
600 }//end SetDefaultsForType
601
602 internal void Stop()
603 {
604 m_lmEfect = 0;
605 m_amEfect = 0;
606 m_ffactor = 1f;
607 }
608
609 public static Vector3 Xrot(Quaternion rot)
610 {
611 Vector3 vec;
612 rot.Normalize(); // just in case
613 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
614 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
615 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
616 return vec;
617 }
618
619 public static Vector3 Zrot(Quaternion rot)
620 {
621 Vector3 vec;
622 rot.Normalize(); // just in case
623 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
624 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
625 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
626
627 return vec;
628 }
629
630 private const float pi = (float)Math.PI;
631 private const float halfpi = 0.5f * (float)Math.PI;
632
633 public static Vector3 ubitRot2Euler(Quaternion rot)
634 {
635 // returns roll in X
636 // pitch in Y
637 // yaw in Z
638 Vector3 vec;
639
640 // assuming rot is normalised
641 // rot.Normalize();
642
643 float zX = rot.X * rot.Z + rot.Y * rot.W;
644
645 if (zX < -0.49999f)
646 {
647 vec.X = 0;
648 vec.Y = -halfpi;
649 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
650 }
651 else if (zX > 0.49999f)
652 {
653 vec.X = 0;
654 vec.Y = halfpi;
655 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
656 }
657 else
658 {
659 vec.Y = (float)Math.Asin(2 * zX);
660
661 float sqw = rot.W * rot.W;
662
663 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
664 float zZ = rot.Z * rot.Z + sqw - 0.5f;
665
666 vec.X = (float)Math.Atan2(minuszY, zZ);
667
668 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
669 float yY = rot.X * rot.X + sqw - 0.5f;
670 vec.Z = (float)Math.Atan2(yX, yY);
671 }
672 return vec;
673 }
674
675 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
676 {
677 // assuming rot is normalised
678 // rot.Normalize();
679
680 float zX = rot.X * rot.Z + rot.Y * rot.W;
681
682 if (zX < -0.49999f)
683 {
684 roll = 0;
685 pitch = -halfpi;
686 }
687 else if (zX > 0.49999f)
688 {
689 roll = 0;
690 pitch = halfpi;
691 }
692 else
693 {
694 pitch = (float)Math.Asin(2 * zX);
695
696 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
697 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
698
699 roll = (float)Math.Atan2(minuszY, zZ);
700 }
701 return ;
702 }
703
704 internal void Step()//float pTimestep)
705 {
706 IntPtr Body = rootPrim.Body;
707
708 d.Quaternion rot = d.BodyGetQuaternion(Body);
709 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
710 Quaternion rotq = objrotq; // rotq = rotation of object
711 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
712 Quaternion irotq = Quaternion.Inverse(rotq);
713
714 d.Vector3 dvtmp;
715 Vector3 tmpV;
716 Vector3 curVel; // velocity in world
717 Vector3 curAngVel; // angular velocity in world
718 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
719 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
720 d.Vector3 dtorque = new d.Vector3();
721
722 dvtmp = d.BodyGetLinearVel(Body);
723 curVel.X = dvtmp.X;
724 curVel.Y = dvtmp.Y;
725 curVel.Z = dvtmp.Z;
726 Vector3 curLocalVel = curVel * irotq; // current velocity in local
727
728 dvtmp = d.BodyGetAngularVel(Body);
729 curAngVel.X = dvtmp.X;
730 curAngVel.Y = dvtmp.Y;
731 curAngVel.Z = dvtmp.Z;
732 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
733
734 // linear motor
735 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
736 {
737 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
738 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
739 tmpV *= rotq; // to world
740
741 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
742 tmpV.Z = 0;
743
744 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
745 {
746 // have offset, do it now
747 tmpV *= rootPrim.Mass;
748 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
749 }
750 else
751 {
752 force.X += tmpV.X;
753 force.Y += tmpV.Y;
754 force.Z += tmpV.Z;
755 }
756 m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
757
758 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
759 }
760 else
761 {
762 m_lmEfect = 0;
763 m_ffactor = 1f;
764 }
765
766 // friction
767 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
768 {
769 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
770 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
771 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
772 tmpV *= rotq; // to world
773 force.X += tmpV.X;
774 force.Y += tmpV.Y;
775 force.Z += tmpV.Z;
776 }
777
778 // hover
779 if (m_VhoverTimescale < 300)
780 {
781 d.Vector3 pos = d.BodyGetPosition(Body);
782
783 // default to global
784 float perr = m_VhoverHeight - pos.Z;;
785
786 if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
787 {
788 perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
789 }
790 else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
791 {
792 perr += _pParentScene.GetWaterLevel();
793 }
794 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
795 {
796 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
797 float w = _pParentScene.GetWaterLevel();
798 if (t > w)
799 perr += t;
800 else
801 perr += w;
802 }
803
804 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
805 {
806 force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
807 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
808 }
809 else // no buoyancy
810 force.Z += _pParentScene.gravityz;
811 }
812 else
813 {
814 // default gravity and buoancy
815 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
816 }
817
818 // linear deflection
819 if (m_linearDeflectionEfficiency > 0)
820 {
821 float len = curVel.Length();
822 Vector3 atAxis;
823 atAxis = Xrot(rotq); // where are we pointing to
824 atAxis *= len; // make it same size as world velocity vector
825 tmpV = -atAxis; // oposite direction
826 atAxis -= curVel; // error to one direction
827 len = atAxis.LengthSquared();
828 tmpV -= curVel; // error to oposite
829 float lens = tmpV.LengthSquared();
830 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
831 {
832 if (len < lens)
833 tmpV = atAxis;
834
835 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
836 force.X += tmpV.X;
837 force.Y += tmpV.Y;
838 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
839 force.Z += tmpV.Z;
840 }
841 }
842
843 // angular motor
844 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
845 {
846 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
847 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
848 torque.X += tmpV.X;
849 torque.Y += tmpV.Y;
850 torque.Z += tmpV.Z;
851 m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
852 }
853 else
854 m_amEfect = 0;
855
856 // angular friction
857 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
858 {
859 torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
860 torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
861 torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
862 }
863
864 // angular deflection
865 if (m_angularDeflectionEfficiency > 0)
866 {
867 Vector3 dirv;
868
869 if (curLocalVel.X > 0.01f)
870 dirv = curLocalVel;
871 else if (curLocalVel.X < -0.01f)
872 // use oposite
873 dirv = -curLocalVel;
874 else
875 {
876 // make it fall into small positive x case
877 dirv.X = 0.01f;
878 dirv.Y = curLocalVel.Y;
879 dirv.Z = curLocalVel.Z;
880 }
881
882 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
883
884 if (Math.Abs(dirv.Z) > 0.01)
885 {
886 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
887 }
888
889 if (Math.Abs(dirv.Y) > 0.01)
890 {
891 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
892 }
893 }
894
895 // vertical atractor
896 if (m_verticalAttractionTimescale < 300)
897 {
898 float roll;
899 float pitch;
900
901 GetRollPitch(irotq, out roll, out pitch);
902
903 float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
904 float ftmp2;
905 if (m_bankingEfficiency == 0)
906 ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
907 else
908 ftmp2 = 0;
909
910 if (roll > halfpi)
911 roll = pi - roll;
912 else if (roll < -halfpi)
913 roll = -pi - roll;
914
915 float effroll = pitch / halfpi;
916 effroll *= effroll;
917 effroll = 1 - effroll;
918 effroll *= roll;
919
920 if (Math.Abs(effroll) > 0.01) // roll
921 {
922 torque.X -= -effroll * ftmp + curLocalAngVel.X * ftmp2;
923 }
924
925 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
926 {
927 float effpitch = roll / halfpi;
928 effpitch *= effpitch;
929 effpitch = 1 - effpitch;
930 effpitch *= pitch;
931
932 if (Math.Abs(effpitch) > 0.01) // pitch
933 {
934 torque.Y -= -effpitch * ftmp + curLocalAngVel.Y * ftmp2;
935 }
936 }
937
938 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
939 {
940
941 float broll = effroll;
942/*
943 if (broll > halfpi)
944 broll = pi - broll;
945 else if (broll < -halfpi)
946 broll = -pi - broll;
947*/
948 broll *= m_bankingEfficiency;
949 if (m_bankingMix != 0)
950 {
951 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
952 if (vfact > 1.0f) vfact = 1.0f;
953
954 if (curLocalVel.X >= 0)
955 broll *= (1 + (vfact - 1) * m_bankingMix);
956 else
957 broll *= -(1 + (vfact - 1) * m_bankingMix);
958 }
959 // make z rot be in world Z not local as seems to be in sl
960
961 broll = broll / m_bankingTimescale;
962
963 ftmp = -Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
964
965 tmpV.X = ftmp * curAngVel.X;
966 tmpV.Y = ftmp * curAngVel.Y;
967 tmpV.Z = broll + ftmp * curAngVel.Z;
968 tmpV *= irotq;
969
970 torque.X += tmpV.X;
971 torque.Y += tmpV.Y;
972 torque.Z += tmpV.Z;
973 }
974 }
975
976 d.Mass dmass;
977 d.BodyGetMass(Body,out dmass);
978
979 if (force.X != 0 || force.Y != 0 || force.Z != 0)
980 {
981 force *= dmass.mass;
982 d.BodySetForce(Body, force.X, force.Y, force.Z);
983 }
984
985 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
986 {
987 torque *= m_referenceFrame; // to object frame
988 dtorque.X = torque.X;
989 dtorque.Y = torque.Y;
990 dtorque.Z = torque.Z;
991
992 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
993 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
994 }
995 }
996 }
997}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..5467b9f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,3917 @@
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 protected bool m_forcePosOrRotation;
74
75 private Quaternion m_lastorientation = new Quaternion();
76 private Quaternion _orientation;
77
78 private Vector3 _position;
79 private Vector3 _velocity;
80 private Vector3 _torque;
81 private Vector3 m_lastVelocity;
82 private Vector3 m_lastposition;
83 private Vector3 m_rotationalVelocity;
84 private Vector3 _size;
85 private Vector3 _acceleration;
86 private Vector3 m_angularlock = Vector3.One;
87 private IntPtr Amotor = IntPtr.Zero;
88
89 private Vector3 m_force;
90 private Vector3 m_forceacc;
91 private Vector3 m_angularForceacc;
92
93 private Vector3 m_PIDTarget;
94 private float m_PIDTau;
95 private float PID_D = 35f;
96 private float PID_G = 25f;
97 private bool m_usePID;
98
99 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
100 // and are for non-VEHICLES only.
101
102 private float m_PIDHoverHeight;
103 private float m_PIDHoverTau;
104 private bool m_useHoverPID;
105 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
106 private float m_targetHoverHeight;
107 private float m_groundHeight;
108 private float m_waterHeight;
109 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
110
111 private int body_autodisable_frames = 5;
112 private int bodydisablecontrol = 0;
113
114
115 // Default we're a Geometry
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
117 // Default colide nonphysical don't try to colide with anything
118 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
119
120 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
121 CollisionCategories.Character |
122 CollisionCategories.Land |
123 CollisionCategories.VolumeDtc);
124
125// private bool m_collidesLand = true;
126 private bool m_collidesWater;
127 public bool m_returnCollisions;
128
129 private bool m_NoColide; // for now only for internal use for bad meshs
130
131
132 // Default, Collide with Other Geometries, spaces and Bodies
133 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
134
135 public bool m_disabled;
136
137 public uint m_localID;
138
139 private IMesh m_mesh;
140 private object m_meshlock = new object();
141 private PrimitiveBaseShape _pbs;
142 public OdeScene _parent_scene;
143
144 /// <summary>
145 /// The physics space which contains prim geometry
146 /// </summary>
147 public IntPtr m_targetSpace = IntPtr.Zero;
148
149 public IntPtr prim_geom;
150 public IntPtr _triMeshData;
151
152 private PhysicsActor _parent;
153
154 private List<OdePrim> childrenPrim = new List<OdePrim>();
155
156 private bool m_iscolliding;
157
158 public bool m_isSelected;
159 private bool m_delaySelect;
160 private bool m_lastdoneSelected;
161 public bool m_outbounds;
162
163 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
164
165 private bool m_throttleUpdates;
166 private int throttleCounter;
167 public float m_collisionscore;
168 int m_colliderfilter = 0;
169
170 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
171
172 private float m_density = 10.000006836f; // Aluminum g/cm3;
173 private byte m_shapetype;
174 public bool _zeroFlag;
175 private bool m_lastUpdateSent;
176
177 public IntPtr Body = IntPtr.Zero;
178 public String Name { get; private set; }
179 private Vector3 _target_velocity;
180
181 public Vector3 primOOBsize; // prim real dimensions from mesh
182 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
183 public float primOOBradiusSQ;
184 public d.Mass primdMass; // prim inertia information on it's own referencial
185 float primMass; // prim own mass
186 float primVolume; // prim own volume;
187 float _mass; // object mass acording to case
188 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
189
190 public int givefakepos = 0;
191 private Vector3 fakepos;
192 public int givefakeori = 0;
193 private Quaternion fakeori;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
197
198 public volatile bool childPrim;
199
200 public ODEDynamics m_vehicle;
201
202 internal int m_material = (int)Material.Wood;
203 private float mu;
204 private float bounce;
205
206 /// <summary>
207 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
208 /// </summary>
209 public override bool IsPhysical // this is not reliable for internal use
210 {
211 get { return m_fakeisphysical; }
212 set
213 {
214 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
215 // and also to stop imediatly some updates
216 // but real change will only happen in taintprocessing
217
218 if (!value) // Zero the remembered last velocity
219 m_lastVelocity = Vector3.Zero;
220 AddChange(changes.Physical, value);
221 }
222 }
223
224 public override bool IsVolumeDtc
225 {
226 set { return; }
227 get { return m_isVolumeDetect; }
228
229 }
230
231
232 public override bool Phantom // this is not reliable for internal use
233 {
234 get { return m_fakeisphantom; }
235 set
236 {
237 m_fakeisphantom = value; // we show imediatly to outside that we changed physical
238 // and also to stop imediatly some updates
239 // but real change will only happen in taintprocessing
240
241 AddChange(changes.Phantom, value);
242 }
243 }
244
245 public override bool Building // this is not reliable for internal use
246 {
247 get { return m_building; }
248 set
249 {
250 if (value)
251 m_building = true;
252 AddChange(changes.building, value);
253 }
254 }
255
256 public override void getContactData(ref ContactData cdata)
257 {
258 cdata.mu = mu;
259 cdata.bounce = bounce;
260
261 // cdata.softcolide = m_softcolide;
262 cdata.softcolide = false;
263
264 if (m_isphysical)
265 {
266 ODEDynamics veh;
267 if (_parent != null)
268 veh = ((OdePrim)_parent).m_vehicle;
269 else
270 veh = m_vehicle;
271
272 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
273 cdata.mu *= veh.FrictionFactor;
274 }
275 }
276
277 public override int PhysicsActorType
278 {
279 get { return (int)ActorTypes.Prim; }
280 set { return; }
281 }
282
283 public override bool SetAlwaysRun
284 {
285 get { return false; }
286 set { return; }
287 }
288
289 public override uint LocalID
290 {
291 get
292 {
293 return m_localID;
294 }
295 set
296 {
297 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
298 m_localID = value;
299 }
300 }
301
302 public override bool Grabbed
303 {
304 set { return; }
305 }
306
307 public override bool Selected
308 {
309 set
310 {
311 if (value)
312 m_isSelected = value; // if true set imediatly to stop moves etc
313 AddChange(changes.Selected, value);
314 }
315 }
316
317 public override bool Flying
318 {
319 // no flying prims for you
320 get { return false; }
321 set { }
322 }
323
324 public override bool IsColliding
325 {
326 get { return m_iscolliding; }
327 set
328 {
329 if (value)
330 {
331 m_colliderfilter += 2;
332 if (m_colliderfilter > 2)
333 m_colliderfilter = 2;
334 }
335 else
336 {
337 m_colliderfilter--;
338 if (m_colliderfilter < 0)
339 m_colliderfilter = 0;
340 }
341
342 if (m_colliderfilter == 0)
343 m_iscolliding = false;
344 else
345 m_iscolliding = true;
346 }
347 }
348
349 public override bool CollidingGround
350 {
351 get { return false; }
352 set { return; }
353 }
354
355 public override bool CollidingObj
356 {
357 get { return false; }
358 set { return; }
359 }
360
361 public override bool ThrottleUpdates
362 {
363 get { return m_throttleUpdates; }
364 set { m_throttleUpdates = value; }
365 }
366
367 public override bool Stopped
368 {
369 get { return _zeroFlag; }
370 }
371
372 public override Vector3 Position
373 {
374 get
375 {
376 if (givefakepos > 0)
377 return fakepos;
378 else
379 return _position;
380 }
381
382 set
383 {
384 fakepos = value;
385 givefakepos++;
386 AddChange(changes.Position, value);
387 }
388 }
389
390 public override Vector3 Size
391 {
392 get { return _size; }
393 set
394 {
395 if (value.IsFinite())
396 {
397 AddChange(changes.Size, value);
398 }
399 else
400 {
401 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
402 }
403 }
404 }
405
406 public override float Mass
407 {
408 get { return primMass; }
409 }
410
411 public override Vector3 Force
412 {
413 //get { return Vector3.Zero; }
414 get { return m_force; }
415 set
416 {
417 if (value.IsFinite())
418 {
419 AddChange(changes.Force, value);
420 }
421 else
422 {
423 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
424 }
425 }
426 }
427
428 public override void SetVolumeDetect(int param)
429 {
430 AddChange(changes.VolumeDtc, (param != 0));
431 }
432
433 public override Vector3 GeometricCenter
434 {
435 // this is not real geometric center but a average of positions relative to root prim acording to
436 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
437 // ignoring tortured prims details since sl also seems to ignore
438 // so no real use in doing it on physics
439 get
440 {
441 return Vector3.Zero;
442 }
443 }
444
445 public override Vector3 CenterOfMass
446 {
447 get
448 {
449 d.Vector3 dtmp;
450 if (IsPhysical && !childPrim && Body != IntPtr.Zero)
451 {
452 dtmp = d.BodyGetPosition(Body);
453 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
454 }
455 else if (prim_geom != IntPtr.Zero)
456 {
457 d.Quaternion dq;
458 d.GeomCopyQuaternion(prim_geom, out dq);
459 Quaternion q;
460 q.X = dq.X;
461 q.Y = dq.Y;
462 q.Z = dq.Z;
463 q.W = dq.W;
464
465 Vector3 vtmp = primOOBoffset * q;
466 dtmp = d.GeomGetPosition(prim_geom);
467 return new Vector3(dtmp.X + vtmp.X, dtmp.Y + vtmp.Y, dtmp.Z + vtmp.Z);
468 }
469 else
470 return Vector3.Zero;
471 }
472 }
473 /*
474 public override Vector3 PrimOOBsize
475 {
476 get
477 {
478 return primOOBsize;
479 }
480 }
481
482 public override Vector3 PrimOOBoffset
483 {
484 get
485 {
486 return primOOBoffset;
487 }
488 }
489
490 public override float PrimOOBRadiusSQ
491 {
492 get
493 {
494 return primOOBradiusSQ;
495 }
496 }
497 */
498 public override PrimitiveBaseShape Shape
499 {
500 set
501 {
502/*
503 IMesh mesh = null;
504 if (_parent_scene.needsMeshing(value))
505 {
506 bool convex;
507 if (m_shapetype == 0)
508 convex = false;
509 else
510 convex = true;
511 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
512 }
513
514 if (mesh != null)
515 {
516 lock (m_meshlock)
517 m_mesh = mesh;
518 }
519*/
520 AddChange(changes.Shape, value);
521 }
522 }
523
524 public override byte PhysicsShapeType
525 {
526 get
527 {
528 return m_shapetype;
529 }
530 set
531 {
532 m_shapetype = value;
533 AddChange(changes.Shape, null);
534 }
535 }
536
537
538 public override Vector3 Velocity
539 {
540 get
541 {
542 if (_zeroFlag)
543 return Vector3.Zero;
544 return _velocity;
545 }
546 set
547 {
548 if (value.IsFinite())
549 {
550 AddChange(changes.Velocity, value);
551 // _velocity = value;
552
553 }
554 else
555 {
556 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
557 }
558
559 }
560 }
561
562 public override Vector3 Torque
563 {
564 get
565 {
566 if (!IsPhysical || Body == IntPtr.Zero)
567 return Vector3.Zero;
568
569 return _torque;
570 }
571
572 set
573 {
574 if (value.IsFinite())
575 {
576 AddChange(changes.Torque, value);
577 }
578 else
579 {
580 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
581 }
582 }
583 }
584
585 public override float CollisionScore
586 {
587 get { return m_collisionscore; }
588 set { m_collisionscore = value; }
589 }
590
591 public override bool Kinematic
592 {
593 get { return false; }
594 set { }
595 }
596
597 public override Quaternion Orientation
598 {
599 get
600 {
601 if (givefakeori > 0)
602 return fakeori;
603 else
604
605 return _orientation;
606 }
607 set
608 {
609 if (QuaternionIsFinite(value))
610 {
611 fakeori = value;
612 givefakeori++;
613 AddChange(changes.Orientation, value);
614 }
615 else
616 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
617
618 }
619 }
620
621 public override Vector3 Acceleration
622 {
623 get { return _acceleration; }
624 set { }
625 }
626
627 public override Vector3 RotationalVelocity
628 {
629 get
630 {
631 Vector3 pv = Vector3.Zero;
632 if (_zeroFlag)
633 return pv;
634 m_lastUpdateSent = false;
635
636 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
637 return pv;
638
639 return m_rotationalVelocity;
640 }
641 set
642 {
643 if (value.IsFinite())
644 {
645 m_rotationalVelocity = value;
646 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
647 d.BodyEnable(Body);
648 }
649 else
650 {
651 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
652 }
653 }
654 }
655
656
657 public override float Buoyancy
658 {
659 get { return m_buoyancy; }
660 set
661 {
662 m_buoyancy = value;
663 }
664 }
665
666 public override bool FloatOnWater
667 {
668 set
669 {
670 AddChange(changes.CollidesWater, value);
671 }
672 }
673
674 public override Vector3 PIDTarget
675 {
676 set
677 {
678 if (value.IsFinite())
679 {
680 m_PIDTarget = value;
681 }
682 else
683 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
684 }
685 }
686
687 public override bool PIDActive { set { m_usePID = value; } }
688 public override float PIDTau { set { m_PIDTau = value; } }
689
690 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
691 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
692 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
693 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
694
695 public override Quaternion APIDTarget { set { return; } }
696
697 public override bool APIDActive { set { return; } }
698
699 public override float APIDStrength { set { return; } }
700
701 public override float APIDDamping { set { return; } }
702
703 public override int VehicleType
704 {
705 // we may need to put a fake on this
706 get
707 {
708 if (m_vehicle == null)
709 return (int)Vehicle.TYPE_NONE;
710 else
711 return (int)m_vehicle.Type;
712 }
713 set
714 {
715 AddChange(changes.VehicleType, value);
716 }
717 }
718
719 public override void VehicleFloatParam(int param, float value)
720 {
721 strVehicleFloatParam fp = new strVehicleFloatParam();
722 fp.param = param;
723 fp.value = value;
724 AddChange(changes.VehicleFloatParam, fp);
725 }
726
727 public override void VehicleVectorParam(int param, Vector3 value)
728 {
729 strVehicleVectorParam fp = new strVehicleVectorParam();
730 fp.param = param;
731 fp.value = value;
732 AddChange(changes.VehicleVectorParam, fp);
733 }
734
735 public override void VehicleRotationParam(int param, Quaternion value)
736 {
737 strVehicleQuatParam fp = new strVehicleQuatParam();
738 fp.param = param;
739 fp.value = value;
740 AddChange(changes.VehicleRotationParam, fp);
741 }
742
743 public override void VehicleFlags(int param, bool value)
744 {
745 strVehicleBoolParam bp = new strVehicleBoolParam();
746 bp.param = param;
747 bp.value = value;
748 AddChange(changes.VehicleFlags, bp);
749 }
750
751 public override void SetVehicle(object vdata)
752 {
753 AddChange(changes.SetVehicle, vdata);
754 }
755 public void SetAcceleration(Vector3 accel)
756 {
757 _acceleration = accel;
758 }
759
760 public override void AddForce(Vector3 force, bool pushforce)
761 {
762 if (force.IsFinite())
763 {
764 AddChange(changes.AddForce, force / _parent_scene.ODE_STEPSIZE);
765 }
766 else
767 {
768 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
769 }
770 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
771 }
772
773 public override void AddAngularForce(Vector3 force, bool pushforce)
774 {
775 if (force.IsFinite())
776 {
777 AddChange(changes.AddAngForce, force / _parent_scene.ODE_STEPSIZE);
778 }
779 else
780 {
781 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
782 }
783 }
784
785 public override void CrossingFailure()
786 {
787 if (m_outbounds)
788 {
789 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
790 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
791 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
792
793 m_lastposition = _position;
794 _velocity.X = 0;
795 _velocity.Y = 0;
796 _velocity.Z = 0;
797
798 m_lastVelocity = _velocity;
799 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
800 m_vehicle.Stop();
801
802 if(Body != IntPtr.Zero)
803 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
804 if (prim_geom != IntPtr.Zero)
805 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
806
807 m_outbounds = false;
808 changeDisable(false);
809 base.RequestPhysicsterseUpdate();
810 }
811 }
812
813 public override void SetMomentum(Vector3 momentum)
814 {
815 }
816
817 public override void SetMaterial(int pMaterial)
818 {
819 m_material = pMaterial;
820 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
821 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
822 }
823
824 public void setPrimForRemoval()
825 {
826 AddChange(changes.Remove, null);
827 }
828
829 public override void link(PhysicsActor obj)
830 {
831 AddChange(changes.Link, obj);
832 }
833
834 public override void delink()
835 {
836 AddChange(changes.DeLink, null);
837 }
838
839 public override void LockAngularMotion(Vector3 axis)
840 {
841 // reverse the zero/non zero values for ODE.
842 if (axis.IsFinite())
843 {
844 axis.X = (axis.X > 0) ? 1f : 0f;
845 axis.Y = (axis.Y > 0) ? 1f : 0f;
846 axis.Z = (axis.Z > 0) ? 1f : 0f;
847 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
848 AddChange(changes.AngLock, axis);
849 }
850 else
851 {
852 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
853 }
854 }
855
856 public override void SubscribeEvents(int ms)
857 {
858 m_eventsubscription = ms;
859 _parent_scene.AddCollisionEventReporting(this);
860 }
861
862 public override void UnSubscribeEvents()
863 {
864 _parent_scene.RemoveCollisionEventReporting(this);
865 m_eventsubscription = 0;
866 }
867
868 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
869 {
870 if (CollisionEventsThisFrame == null)
871 CollisionEventsThisFrame = new CollisionEventUpdate();
872
873 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
874 }
875
876 public void SendCollisions()
877 {
878 if (CollisionEventsThisFrame == null)
879 return;
880
881 base.SendCollisionUpdate(CollisionEventsThisFrame);
882
883 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
884 CollisionEventsThisFrame = null;
885 else
886 CollisionEventsThisFrame = new CollisionEventUpdate();
887 }
888
889 public override bool SubscribedEvents()
890 {
891 if (m_eventsubscription > 0)
892 return true;
893 return false;
894 }
895
896
897 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
898 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
899 {
900 Name = primName;
901 LocalID = plocalID;
902
903 m_vehicle = null;
904
905 if (!pos.IsFinite())
906 {
907 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
908 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
909 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
910 }
911 _position = pos;
912 givefakepos = 0;
913
914 PID_D = parent_scene.bodyPIDD;
915 PID_G = parent_scene.bodyPIDG;
916 m_density = parent_scene.geomDefaultDensity;
917 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
918 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
919
920 prim_geom = IntPtr.Zero;
921 collide_geom = IntPtr.Zero;
922 Body = IntPtr.Zero;
923
924 if (!size.IsFinite())
925 {
926 size = new Vector3(0.5f, 0.5f, 0.5f);
927 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
928 }
929
930 if (size.X <= 0) size.X = 0.01f;
931 if (size.Y <= 0) size.Y = 0.01f;
932 if (size.Z <= 0) size.Z = 0.01f;
933
934 _size = size;
935
936 if (!QuaternionIsFinite(rotation))
937 {
938 rotation = Quaternion.Identity;
939 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
940 }
941
942 _orientation = rotation;
943 givefakeori = 0;
944
945 _pbs = pbs;
946
947 _parent_scene = parent_scene;
948 m_targetSpace = IntPtr.Zero;
949
950 if (pos.Z < 0)
951 {
952 m_isphysical = false;
953 }
954 else
955 {
956 m_isphysical = pisPhysical;
957 }
958 m_fakeisphysical = m_isphysical;
959
960 m_isVolumeDetect = false;
961
962 m_force = Vector3.Zero;
963
964 m_iscolliding = false;
965 m_colliderfilter = 0;
966 m_NoColide = false;
967
968 hasOOBoffsetFromMesh = false;
969 _triMeshData = IntPtr.Zero;
970
971 m_shapetype = _shapeType;
972
973 m_lastdoneSelected = false;
974 m_isSelected = false;
975 m_delaySelect = false;
976
977 m_isphantom = pisPhantom;
978 m_fakeisphantom = pisPhantom;
979
980 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
981 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
982
983 CalcPrimBodyData();
984
985 m_mesh = null;
986 if (_parent_scene.needsMeshing(pbs))
987 {
988 bool convex;
989 if (m_shapetype == 0)
990 convex = false;
991 else
992 convex = true;
993
994 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
995 }
996
997
998 m_building = true; // control must set this to false when done
999
1000 AddChange(changes.Add, null);
1001 }
1002
1003 private void resetCollisionAccounting()
1004 {
1005 m_collisionscore = 0;
1006 }
1007
1008 private void UpdateCollisionCatFlags()
1009 {
1010 if(m_isphysical && m_disabled)
1011 {
1012 m_collisionCategories = 0;
1013 m_collisionFlags = 0;
1014 }
1015
1016 else if (m_isSelected)
1017 {
1018 m_collisionCategories = CollisionCategories.Selected;
1019 m_collisionFlags = 0;
1020 }
1021
1022 else if (m_isVolumeDetect)
1023 {
1024 m_collisionCategories = CollisionCategories.VolumeDtc;
1025 if (m_isphysical)
1026 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1027 else
1028 m_collisionFlags = 0;
1029 }
1030 else if (m_isphantom)
1031 {
1032 m_collisionCategories = CollisionCategories.Phantom;
1033 if (m_isphysical)
1034 m_collisionFlags = CollisionCategories.Land;
1035 else
1036 m_collisionFlags = 0;
1037 }
1038 else
1039 {
1040 m_collisionCategories = CollisionCategories.Geom;
1041 if (m_isphysical)
1042 m_collisionFlags = m_default_collisionFlagsPhysical;
1043 else
1044 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1045 }
1046 }
1047
1048 private void ApplyCollisionCatFlags()
1049 {
1050 if (prim_geom != IntPtr.Zero)
1051 {
1052 if (!childPrim && childrenPrim.Count > 0)
1053 {
1054 foreach (OdePrim prm in childrenPrim)
1055 {
1056 if (m_isphysical && m_disabled)
1057 {
1058 prm.m_collisionCategories = 0;
1059 prm.m_collisionFlags = 0;
1060 }
1061 else
1062 {
1063 // preserve some
1064 if (prm.m_isSelected)
1065 {
1066 prm.m_collisionCategories = CollisionCategories.Selected;
1067 prm.m_collisionFlags = 0;
1068 }
1069 else if (prm.IsVolumeDtc)
1070 {
1071 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1072 if (m_isphysical)
1073 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1074 else
1075 prm.m_collisionFlags = 0;
1076 }
1077 else if (prm.m_isphantom)
1078 {
1079 prm.m_collisionCategories = CollisionCategories.Phantom;
1080 if (m_isphysical)
1081 prm.m_collisionFlags = CollisionCategories.Land;
1082 else
1083 prm.m_collisionFlags = 0;
1084 }
1085 else
1086 {
1087 prm.m_collisionCategories = m_collisionCategories;
1088 prm.m_collisionFlags = m_collisionFlags;
1089 }
1090 }
1091
1092 if (prm.prim_geom != IntPtr.Zero)
1093 {
1094 if (prm.m_NoColide)
1095 {
1096 d.GeomSetCategoryBits(prm.prim_geom, 0);
1097 if (m_isphysical)
1098 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1099 else
1100 d.GeomSetCollideBits(prm.prim_geom, 0);
1101 }
1102 else
1103 {
1104 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1105 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1106 }
1107 }
1108 }
1109 }
1110
1111 if (m_NoColide)
1112 {
1113 d.GeomSetCategoryBits(prim_geom, 0);
1114 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1115 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1116 {
1117 d.GeomSetCategoryBits(collide_geom, 0);
1118 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1119 }
1120 }
1121 else
1122 {
1123 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1124 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1125 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1126 {
1127 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1128 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1129 }
1130 }
1131 }
1132 }
1133
1134 private void createAMotor(Vector3 axis)
1135 {
1136 if (Body == IntPtr.Zero)
1137 return;
1138
1139 if (Amotor != IntPtr.Zero)
1140 {
1141 d.JointDestroy(Amotor);
1142 Amotor = IntPtr.Zero;
1143 }
1144
1145 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1146
1147 if (axisnum <= 0)
1148 return;
1149
1150 // stop it
1151 d.BodySetTorque(Body, 0, 0, 0);
1152 d.BodySetAngularVel(Body, 0, 0, 0);
1153
1154 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1155 d.JointAttach(Amotor, Body, IntPtr.Zero);
1156
1157 d.JointSetAMotorMode(Amotor, 0);
1158
1159 d.JointSetAMotorNumAxes(Amotor, axisnum);
1160
1161 // get current orientation to lock
1162
1163 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1164 Quaternion curr; // crap convertion between identical things
1165 curr.X = dcur.X;
1166 curr.Y = dcur.Y;
1167 curr.Z = dcur.Z;
1168 curr.W = dcur.W;
1169 Vector3 ax;
1170
1171 int i = 0;
1172 int j = 0;
1173 if (axis.X == 0)
1174 {
1175 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1176 // ODE should do this with axis relative to body 1 but seems to fail
1177 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1178 d.JointSetAMotorAngle(Amotor, 0, 0);
1179 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1180 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1181 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1182 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1183 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1184 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1185 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1186 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1187 i++;
1188 j = 256; // move to next axis set
1189 }
1190
1191 if (axis.Y == 0)
1192 {
1193 ax = (new Vector3(0, 1, 0)) * curr;
1194 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1195 d.JointSetAMotorAngle(Amotor, i, 0);
1196 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1197 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1198 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1199 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1200 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1201 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1202 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1203 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1204 i++;
1205 j += 256;
1206 }
1207
1208 if (axis.Z == 0)
1209 {
1210 ax = (new Vector3(0, 0, 1)) * curr;
1211 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1212 d.JointSetAMotorAngle(Amotor, i, 0);
1213 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1214 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1215 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1216 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1217 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1218 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1219 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1220 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1221 }
1222 }
1223
1224 private bool setMesh(OdeScene parent_scene)
1225 {
1226 IntPtr vertices, indices;
1227 int vertexCount, indexCount;
1228 int vertexStride, triStride;
1229
1230 if (Body != IntPtr.Zero)
1231 {
1232 if (childPrim)
1233 {
1234 if (_parent != null)
1235 {
1236 OdePrim parent = (OdePrim)_parent;
1237 parent.ChildDelink(this, false);
1238 }
1239 }
1240 else
1241 {
1242 DestroyBody();
1243 }
1244 }
1245
1246 IMesh mesh = null;
1247
1248
1249 lock (m_meshlock)
1250 {
1251 if (m_mesh == null)
1252 {
1253 bool convex;
1254 if (m_shapetype == 0)
1255 convex = false;
1256 else
1257 convex = true;
1258
1259 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1260 }
1261 else
1262 {
1263 mesh = m_mesh;
1264 }
1265
1266 if (mesh == null)
1267 {
1268 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1269 return false;
1270 }
1271
1272
1273 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1274 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1275
1276 if (vertexCount == 0 || indexCount == 0)
1277 {
1278 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1279 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1280 mesh.releaseSourceMeshData();
1281 return false;
1282 }
1283
1284 primOOBoffset = mesh.GetCentroid();
1285 hasOOBoffsetFromMesh = true;
1286
1287 mesh.releaseSourceMeshData();
1288 m_mesh = null;
1289 }
1290
1291 IntPtr geo = IntPtr.Zero;
1292
1293 try
1294 {
1295 _triMeshData = d.GeomTriMeshDataCreate();
1296
1297 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1298 d.GeomTriMeshDataPreprocess(_triMeshData);
1299
1300 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1301 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1302 }
1303
1304 catch (Exception e)
1305 {
1306 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1307 if (_triMeshData != IntPtr.Zero)
1308 {
1309 d.GeomTriMeshDataDestroy(_triMeshData);
1310 _triMeshData = IntPtr.Zero;
1311 }
1312 return false;
1313 }
1314
1315 SetGeom(geo);
1316 return true;
1317 }
1318
1319 private void SetGeom(IntPtr geom)
1320 {
1321 prim_geom = geom;
1322 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1323 if (prim_geom != IntPtr.Zero)
1324 {
1325 if (m_NoColide)
1326 {
1327 d.GeomSetCategoryBits(prim_geom, 0);
1328 if (m_isphysical)
1329 {
1330 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1331 }
1332 else
1333 {
1334 d.GeomSetCollideBits(prim_geom, 0);
1335 d.GeomDisable(prim_geom);
1336 }
1337 }
1338 else
1339 {
1340 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1341 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1342 }
1343
1344 CalcPrimBodyData();
1345
1346 _parent_scene.geom_name_map[prim_geom] = Name;
1347 _parent_scene.actor_name_map[prim_geom] = this;
1348
1349 }
1350 else
1351 m_log.Warn("Setting bad Geom");
1352 }
1353
1354
1355 /// <summary>
1356 /// Create a geometry for the given mesh in the given target space.
1357 /// </summary>
1358 /// <param name="m_targetSpace"></param>
1359 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1360 private void CreateGeom()
1361 {
1362 if (_triMeshData != IntPtr.Zero)
1363 {
1364 d.GeomTriMeshDataDestroy(_triMeshData);
1365 _triMeshData = IntPtr.Zero;
1366 }
1367
1368 bool haveMesh = false;
1369 hasOOBoffsetFromMesh = false;
1370 m_NoColide = false;
1371
1372 if (_parent_scene.needsMeshing(_pbs))
1373 {
1374 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1375 if (!haveMesh)
1376 m_NoColide = true;
1377 }
1378
1379 if (!haveMesh)
1380 {
1381 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1382 && _size.X == _size.Y && _size.Y == _size.Z)
1383 { // it's a sphere
1384 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1385 try
1386 {
1387 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1388 }
1389 catch (Exception e)
1390 {
1391 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1392 return;
1393 }
1394 }
1395 else
1396 {// do it as a box
1397 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1398 try
1399 {
1400 //Console.WriteLine(" CreateGeom 4");
1401 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1402 }
1403 catch (Exception e)
1404 {
1405 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1406 return;
1407 }
1408 }
1409 }
1410 }
1411
1412 /// <summary>
1413 /// Set a new geometry for this prim.
1414 /// </summary>
1415 /// <param name="geom"></param>
1416 private void RemoveGeom()
1417 {
1418 if (prim_geom != IntPtr.Zero)
1419 {
1420 _parent_scene.geom_name_map.Remove(prim_geom);
1421 _parent_scene.actor_name_map.Remove(prim_geom);
1422 try
1423 {
1424 d.GeomDestroy(prim_geom);
1425 if (_triMeshData != IntPtr.Zero)
1426 {
1427 d.GeomTriMeshDataDestroy(_triMeshData);
1428 _triMeshData = IntPtr.Zero;
1429 }
1430 }
1431 // catch (System.AccessViolationException)
1432 catch (Exception e)
1433 {
1434 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1435 }
1436
1437 prim_geom = IntPtr.Zero;
1438 collide_geom = IntPtr.Zero;
1439 }
1440 else
1441 {
1442 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1443 }
1444 Body = IntPtr.Zero;
1445 hasOOBoffsetFromMesh = false;
1446 CalcPrimBodyData();
1447 }
1448
1449 private void ChildSetGeom(OdePrim odePrim)
1450 {
1451 // well..
1452 DestroyBody();
1453 MakeBody();
1454 }
1455
1456 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1457 // should only be called for non physical prims unless they are becoming non physical
1458 private void SetInStaticSpace(OdePrim prim)
1459 {
1460 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1461 prim.m_targetSpace = targetSpace;
1462 collide_geom = IntPtr.Zero;
1463 }
1464
1465 public void enableBodySoft()
1466 {
1467 m_disabled = false;
1468 if (!childPrim && !m_isSelected)
1469 {
1470 if (m_isphysical && Body != IntPtr.Zero)
1471 {
1472 UpdateCollisionCatFlags();
1473 ApplyCollisionCatFlags();
1474
1475 d.BodyEnable(Body);
1476 }
1477 }
1478 resetCollisionAccounting();
1479 }
1480
1481 private void disableBodySoft()
1482 {
1483 m_disabled = true;
1484 if (!childPrim)
1485 {
1486 if (m_isphysical && Body != IntPtr.Zero)
1487 {
1488 if (m_isSelected)
1489 m_collisionFlags = CollisionCategories.Selected;
1490 else
1491 m_collisionCategories = 0;
1492 m_collisionFlags = 0;
1493 ApplyCollisionCatFlags();
1494 d.BodyDisable(Body);
1495 }
1496 }
1497 }
1498
1499 private void MakeBody()
1500 {
1501 if (!m_isphysical) // only physical get bodies
1502 return;
1503
1504 if (childPrim) // child prims don't get bodies;
1505 return;
1506
1507 if (m_building)
1508 return;
1509
1510 if (prim_geom == IntPtr.Zero)
1511 {
1512 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1513 return;
1514 }
1515
1516 if (Body != IntPtr.Zero)
1517 {
1518 d.BodyDestroy(Body);
1519 Body = IntPtr.Zero;
1520 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1521 }
1522
1523
1524 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1525 {
1526 d.GeomSetBody(prim_geom, IntPtr.Zero);
1527 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1528 }
1529
1530 d.Matrix3 mymat = new d.Matrix3();
1531 d.Quaternion myrot = new d.Quaternion();
1532 d.Mass objdmass = new d.Mass { };
1533
1534 Body = d.BodyCreate(_parent_scene.world);
1535
1536 DMassDup(ref primdMass, out objdmass);
1537
1538 // rotate inertia
1539 myrot.X = _orientation.X;
1540 myrot.Y = _orientation.Y;
1541 myrot.Z = _orientation.Z;
1542 myrot.W = _orientation.W;
1543
1544 d.RfromQ(out mymat, ref myrot);
1545 d.MassRotate(ref objdmass, ref mymat);
1546
1547 // set the body rotation
1548 d.BodySetRotation(Body, ref mymat);
1549
1550 // recompute full object inertia if needed
1551 if (childrenPrim.Count > 0)
1552 {
1553 d.Matrix3 mat = new d.Matrix3();
1554 d.Quaternion quat = new d.Quaternion();
1555 d.Mass tmpdmass = new d.Mass { };
1556 Vector3 rcm;
1557
1558 rcm.X = _position.X + objdmass.c.X;
1559 rcm.Y = _position.Y + objdmass.c.Y;
1560 rcm.Z = _position.Z + objdmass.c.Z;
1561
1562 lock (childrenPrim)
1563 {
1564 foreach (OdePrim prm in childrenPrim)
1565 {
1566 if (prm.prim_geom == IntPtr.Zero)
1567 {
1568 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1569 continue;
1570 }
1571
1572 DMassCopy(ref prm.primdMass, ref tmpdmass);
1573
1574 // apply prim current rotation to inertia
1575 quat.X = prm._orientation.X;
1576 quat.Y = prm._orientation.Y;
1577 quat.Z = prm._orientation.Z;
1578 quat.W = prm._orientation.W;
1579 d.RfromQ(out mat, ref quat);
1580 d.MassRotate(ref tmpdmass, ref mat);
1581
1582 Vector3 ppos = prm._position;
1583 ppos.X += tmpdmass.c.X - rcm.X;
1584 ppos.Y += tmpdmass.c.Y - rcm.Y;
1585 ppos.Z += tmpdmass.c.Z - rcm.Z;
1586
1587 // refer inertia to root prim center of mass position
1588 d.MassTranslate(ref tmpdmass,
1589 ppos.X,
1590 ppos.Y,
1591 ppos.Z);
1592
1593 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1594 // fix prim colision cats
1595
1596 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1597 {
1598 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1599 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1600 }
1601
1602 d.GeomClearOffset(prm.prim_geom);
1603 d.GeomSetBody(prm.prim_geom, Body);
1604 prm.Body = Body;
1605 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1606 }
1607 }
1608 }
1609
1610 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1611 // associate root geom with body
1612 d.GeomSetBody(prim_geom, Body);
1613
1614 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1615 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1616
1617 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1618 myrot.W = -myrot.W;
1619 d.RfromQ(out mymat, ref myrot);
1620 d.MassRotate(ref objdmass, ref mymat);
1621 d.BodySetMass(Body, ref objdmass);
1622 _mass = objdmass.mass;
1623
1624 // disconnect from world gravity so we can apply buoyancy
1625 d.BodySetGravityMode(Body, false);
1626
1627 d.BodySetAutoDisableFlag(Body, true);
1628 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1629 // d.BodySetLinearDampingThreshold(Body, 0.01f);
1630 // d.BodySetAngularDampingThreshold(Body, 0.001f);
1631 d.BodySetDamping(Body, .002f, .002f);
1632
1633 if (m_targetSpace != IntPtr.Zero)
1634 {
1635 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1636 if (d.SpaceQuery(m_targetSpace, prim_geom))
1637 d.SpaceRemove(m_targetSpace, prim_geom);
1638 }
1639
1640
1641 if (childrenPrim.Count == 0)
1642 {
1643 collide_geom = prim_geom;
1644 m_targetSpace = _parent_scene.ActiveSpace;
1645 d.SpaceAdd(m_targetSpace, prim_geom);
1646 }
1647 else
1648 {
1649 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1650 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1651 d.SpaceSetSublevel(m_targetSpace, 3);
1652 d.SpaceSetCleanup(m_targetSpace, false);
1653 d.SpaceAdd(m_targetSpace, prim_geom);
1654
1655 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1656 CollisionCategories.Geom |
1657 CollisionCategories.Phantom |
1658 CollisionCategories.VolumeDtc
1659 ));
1660 d.GeomSetCollideBits(m_targetSpace, 0);
1661 collide_geom = m_targetSpace;
1662 }
1663
1664 if (m_delaySelect)
1665 {
1666 m_isSelected = true;
1667 m_delaySelect = false;
1668 }
1669
1670 lock (childrenPrim)
1671 {
1672 foreach (OdePrim prm in childrenPrim)
1673 {
1674 if (prm.prim_geom == IntPtr.Zero)
1675 continue;
1676
1677 Vector3 ppos = prm._position;
1678 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1679
1680 if (prm.m_targetSpace != m_targetSpace)
1681 {
1682 if (prm.m_targetSpace != IntPtr.Zero)
1683 {
1684 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1685 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1686 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1687 }
1688 prm.m_targetSpace = m_targetSpace;
1689 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1690 }
1691
1692 prm.m_collisionscore = 0;
1693
1694 if(!m_disabled)
1695 prm.m_disabled = false;
1696
1697 _parent_scene.addActivePrim(prm);
1698 }
1699 }
1700
1701 // The body doesn't already have a finite rotation mode set here
1702 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1703 {
1704 createAMotor(m_angularlock);
1705 }
1706
1707 m_collisionscore = 0;
1708
1709 UpdateCollisionCatFlags();
1710 ApplyCollisionCatFlags();
1711
1712 if (m_isSelected || m_disabled)
1713 {
1714 d.BodyDisable(Body);
1715 }
1716 else
1717 {
1718 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1719 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1720 }
1721
1722 _parent_scene.addActivePrim(this);
1723 _parent_scene.addActiveGroups(this);
1724 }
1725
1726 private void DestroyBody()
1727 {
1728 if (Body != IntPtr.Zero)
1729 {
1730 _parent_scene.remActivePrim(this);
1731
1732 collide_geom = IntPtr.Zero;
1733
1734 if (m_disabled)
1735 m_collisionCategories = 0;
1736 else if (m_isSelected)
1737 m_collisionCategories = CollisionCategories.Selected;
1738 else if (m_isVolumeDetect)
1739 m_collisionCategories = CollisionCategories.VolumeDtc;
1740 else if (m_isphantom)
1741 m_collisionCategories = CollisionCategories.Phantom;
1742 else
1743 m_collisionCategories = CollisionCategories.Geom;
1744
1745 m_collisionFlags = 0;
1746
1747 if (prim_geom != IntPtr.Zero)
1748 {
1749 if (m_NoColide)
1750 {
1751 d.GeomSetCategoryBits(prim_geom, 0);
1752 d.GeomSetCollideBits(prim_geom, 0);
1753 }
1754 else
1755 {
1756 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1757 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1758 }
1759 UpdateDataFromGeom();
1760 d.GeomSetBody(prim_geom, IntPtr.Zero);
1761 SetInStaticSpace(this);
1762 }
1763
1764 if (!childPrim)
1765 {
1766 lock (childrenPrim)
1767 {
1768 foreach (OdePrim prm in childrenPrim)
1769 {
1770 _parent_scene.remActivePrim(prm);
1771
1772 if (prm.m_isSelected)
1773 prm.m_collisionCategories = CollisionCategories.Selected;
1774 else if (prm.m_isVolumeDetect)
1775 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1776 else if (prm.m_isphantom)
1777 prm.m_collisionCategories = CollisionCategories.Phantom;
1778 else
1779 prm.m_collisionCategories = CollisionCategories.Geom;
1780
1781 prm.m_collisionFlags = 0;
1782
1783 if (prm.prim_geom != IntPtr.Zero)
1784 {
1785 if (prm.m_NoColide)
1786 {
1787 d.GeomSetCategoryBits(prm.prim_geom, 0);
1788 d.GeomSetCollideBits(prm.prim_geom, 0);
1789 }
1790 else
1791 {
1792 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1793 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1794 }
1795 prm.UpdateDataFromGeom();
1796 SetInStaticSpace(prm);
1797 }
1798 prm.Body = IntPtr.Zero;
1799 prm._mass = prm.primMass;
1800 prm.m_collisionscore = 0;
1801 }
1802 }
1803 if (Amotor != IntPtr.Zero)
1804 {
1805 d.JointDestroy(Amotor);
1806 Amotor = IntPtr.Zero;
1807 }
1808 _parent_scene.remActiveGroup(this);
1809 d.BodyDestroy(Body);
1810 }
1811 Body = IntPtr.Zero;
1812 }
1813 _mass = primMass;
1814 m_collisionscore = 0;
1815 }
1816
1817 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1818 {
1819 d.Matrix3 mat = new d.Matrix3();
1820 d.Quaternion quat = new d.Quaternion();
1821
1822 d.Mass tmpdmass = new d.Mass { };
1823 d.Mass objdmass = new d.Mass { };
1824
1825 d.BodyGetMass(Body, out tmpdmass);
1826 objdmass = tmpdmass;
1827
1828 d.Vector3 dobjpos;
1829 d.Vector3 thispos;
1830
1831 // get current object position and rotation
1832 dobjpos = d.BodyGetPosition(Body);
1833
1834 // get prim own inertia in its local frame
1835 tmpdmass = primdMass;
1836
1837 // transform to object frame
1838 mat = d.GeomGetOffsetRotation(prim_geom);
1839 d.MassRotate(ref tmpdmass, ref mat);
1840
1841 thispos = d.GeomGetOffsetPosition(prim_geom);
1842 d.MassTranslate(ref tmpdmass,
1843 thispos.X,
1844 thispos.Y,
1845 thispos.Z);
1846
1847 // subtract current prim inertia from object
1848 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1849
1850 // back prim own inertia
1851 tmpdmass = primdMass;
1852
1853 // update to new position and orientation
1854 _position = NewPos;
1855 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1856 _orientation = newrot;
1857 quat.X = newrot.X;
1858 quat.Y = newrot.Y;
1859 quat.Z = newrot.Z;
1860 quat.W = newrot.W;
1861 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1862
1863 mat = d.GeomGetOffsetRotation(prim_geom);
1864 d.MassRotate(ref tmpdmass, ref mat);
1865
1866 thispos = d.GeomGetOffsetPosition(prim_geom);
1867 d.MassTranslate(ref tmpdmass,
1868 thispos.X,
1869 thispos.Y,
1870 thispos.Z);
1871
1872 d.MassAdd(ref objdmass, ref tmpdmass);
1873
1874 // fix all positions
1875 IntPtr g = d.BodyGetFirstGeom(Body);
1876 while (g != IntPtr.Zero)
1877 {
1878 thispos = d.GeomGetOffsetPosition(g);
1879 thispos.X -= objdmass.c.X;
1880 thispos.Y -= objdmass.c.Y;
1881 thispos.Z -= objdmass.c.Z;
1882 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1883 g = d.dBodyGetNextGeom(g);
1884 }
1885 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1886
1887 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1888 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1889 d.BodySetMass(Body, ref objdmass);
1890 _mass = objdmass.mass;
1891 }
1892
1893
1894
1895 private void FixInertia(Vector3 NewPos)
1896 {
1897 d.Matrix3 primmat = new d.Matrix3();
1898 d.Mass tmpdmass = new d.Mass { };
1899 d.Mass objdmass = new d.Mass { };
1900 d.Mass primmass = new d.Mass { };
1901
1902 d.Vector3 dobjpos;
1903 d.Vector3 thispos;
1904
1905 d.BodyGetMass(Body, out objdmass);
1906
1907 // get prim own inertia in its local frame
1908 primmass = primdMass;
1909 // transform to object frame
1910 primmat = d.GeomGetOffsetRotation(prim_geom);
1911 d.MassRotate(ref primmass, ref primmat);
1912
1913 tmpdmass = primmass;
1914
1915 thispos = d.GeomGetOffsetPosition(prim_geom);
1916 d.MassTranslate(ref tmpdmass,
1917 thispos.X,
1918 thispos.Y,
1919 thispos.Z);
1920
1921 // subtract current prim inertia from object
1922 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1923
1924 // update to new position
1925 _position = NewPos;
1926 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1927
1928 thispos = d.GeomGetOffsetPosition(prim_geom);
1929 d.MassTranslate(ref primmass,
1930 thispos.X,
1931 thispos.Y,
1932 thispos.Z);
1933
1934 d.MassAdd(ref objdmass, ref primmass);
1935
1936 // fix all positions
1937 IntPtr g = d.BodyGetFirstGeom(Body);
1938 while (g != IntPtr.Zero)
1939 {
1940 thispos = d.GeomGetOffsetPosition(g);
1941 thispos.X -= objdmass.c.X;
1942 thispos.Y -= objdmass.c.Y;
1943 thispos.Z -= objdmass.c.Z;
1944 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1945 g = d.dBodyGetNextGeom(g);
1946 }
1947
1948 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
1949
1950 // get current object position and rotation
1951 dobjpos = d.BodyGetPosition(Body);
1952
1953 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1954 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1955 d.BodySetMass(Body, ref objdmass);
1956 _mass = objdmass.mass;
1957 }
1958
1959 private void FixInertia(Quaternion newrot)
1960 {
1961 d.Matrix3 mat = new d.Matrix3();
1962 d.Quaternion quat = new d.Quaternion();
1963
1964 d.Mass tmpdmass = new d.Mass { };
1965 d.Mass objdmass = new d.Mass { };
1966 d.Vector3 dobjpos;
1967 d.Vector3 thispos;
1968
1969 d.BodyGetMass(Body, out objdmass);
1970
1971 // get prim own inertia in its local frame
1972 tmpdmass = primdMass;
1973 mat = d.GeomGetOffsetRotation(prim_geom);
1974 d.MassRotate(ref tmpdmass, ref mat);
1975 // transform to object frame
1976 thispos = d.GeomGetOffsetPosition(prim_geom);
1977 d.MassTranslate(ref tmpdmass,
1978 thispos.X,
1979 thispos.Y,
1980 thispos.Z);
1981
1982 // subtract current prim inertia from object
1983 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1984
1985 // update to new orientation
1986 _orientation = newrot;
1987 quat.X = newrot.X;
1988 quat.Y = newrot.Y;
1989 quat.Z = newrot.Z;
1990 quat.W = newrot.W;
1991 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1992
1993 tmpdmass = primdMass;
1994 mat = d.GeomGetOffsetRotation(prim_geom);
1995 d.MassRotate(ref tmpdmass, ref mat);
1996 d.MassTranslate(ref tmpdmass,
1997 thispos.X,
1998 thispos.Y,
1999 thispos.Z);
2000
2001 d.MassAdd(ref objdmass, ref tmpdmass);
2002
2003 // fix all positions
2004 IntPtr g = d.BodyGetFirstGeom(Body);
2005 while (g != IntPtr.Zero)
2006 {
2007 thispos = d.GeomGetOffsetPosition(g);
2008 thispos.X -= objdmass.c.X;
2009 thispos.Y -= objdmass.c.Y;
2010 thispos.Z -= objdmass.c.Z;
2011 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2012 g = d.dBodyGetNextGeom(g);
2013 }
2014
2015 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2016 // get current object position and rotation
2017 dobjpos = d.BodyGetPosition(Body);
2018
2019 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2020 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2021 d.BodySetMass(Body, ref objdmass);
2022 _mass = objdmass.mass;
2023 }
2024
2025
2026 #region Mass Calculation
2027
2028 private float CalculatePrimVolume()
2029 {
2030 float volume = _size.X * _size.Y * _size.Z; // default
2031 float tmp;
2032
2033 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2034 float hollowVolume = hollowAmount * hollowAmount;
2035
2036 switch (_pbs.ProfileShape)
2037 {
2038 case ProfileShape.Square:
2039 // default box
2040
2041 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2042 {
2043 if (hollowAmount > 0.0)
2044 {
2045 switch (_pbs.HollowShape)
2046 {
2047 case HollowShape.Square:
2048 case HollowShape.Same:
2049 break;
2050
2051 case HollowShape.Circle:
2052
2053 hollowVolume *= 0.78539816339f;
2054 break;
2055
2056 case HollowShape.Triangle:
2057
2058 hollowVolume *= (0.5f * .5f);
2059 break;
2060
2061 default:
2062 hollowVolume = 0;
2063 break;
2064 }
2065 volume *= (1.0f - hollowVolume);
2066 }
2067 }
2068
2069 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2070 {
2071 //a tube
2072
2073 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2074 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2075 volume -= volume * tmp * tmp;
2076
2077 if (hollowAmount > 0.0)
2078 {
2079 hollowVolume *= hollowAmount;
2080
2081 switch (_pbs.HollowShape)
2082 {
2083 case HollowShape.Square:
2084 case HollowShape.Same:
2085 break;
2086
2087 case HollowShape.Circle:
2088 hollowVolume *= 0.78539816339f;
2089 break;
2090
2091 case HollowShape.Triangle:
2092 hollowVolume *= 0.5f * 0.5f;
2093 break;
2094 default:
2095 hollowVolume = 0;
2096 break;
2097 }
2098 volume *= (1.0f - hollowVolume);
2099 }
2100 }
2101
2102 break;
2103
2104 case ProfileShape.Circle:
2105
2106 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2107 {
2108 volume *= 0.78539816339f; // elipse base
2109
2110 if (hollowAmount > 0.0)
2111 {
2112 switch (_pbs.HollowShape)
2113 {
2114 case HollowShape.Same:
2115 case HollowShape.Circle:
2116 break;
2117
2118 case HollowShape.Square:
2119 hollowVolume *= 0.5f * 2.5984480504799f;
2120 break;
2121
2122 case HollowShape.Triangle:
2123 hollowVolume *= .5f * 1.27323954473516f;
2124 break;
2125
2126 default:
2127 hollowVolume = 0;
2128 break;
2129 }
2130 volume *= (1.0f - hollowVolume);
2131 }
2132 }
2133
2134 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2135 {
2136 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2137 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2138 volume *= (1.0f - tmp * tmp);
2139
2140 if (hollowAmount > 0.0)
2141 {
2142
2143 // calculate the hollow volume by it's shape compared to the prim shape
2144 hollowVolume *= hollowAmount;
2145
2146 switch (_pbs.HollowShape)
2147 {
2148 case HollowShape.Same:
2149 case HollowShape.Circle:
2150 break;
2151
2152 case HollowShape.Square:
2153 hollowVolume *= 0.5f * 2.5984480504799f;
2154 break;
2155
2156 case HollowShape.Triangle:
2157 hollowVolume *= .5f * 1.27323954473516f;
2158 break;
2159
2160 default:
2161 hollowVolume = 0;
2162 break;
2163 }
2164 volume *= (1.0f - hollowVolume);
2165 }
2166 }
2167 break;
2168
2169 case ProfileShape.HalfCircle:
2170 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2171 {
2172 volume *= 0.52359877559829887307710723054658f;
2173 }
2174 break;
2175
2176 case ProfileShape.EquilateralTriangle:
2177
2178 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2179 {
2180 volume *= 0.32475953f;
2181
2182 if (hollowAmount > 0.0)
2183 {
2184
2185 // calculate the hollow volume by it's shape compared to the prim shape
2186 switch (_pbs.HollowShape)
2187 {
2188 case HollowShape.Same:
2189 case HollowShape.Triangle:
2190 hollowVolume *= .25f;
2191 break;
2192
2193 case HollowShape.Square:
2194 hollowVolume *= 0.499849f * 3.07920140172638f;
2195 break;
2196
2197 case HollowShape.Circle:
2198 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2199 // Cyllinder hollow volume calculation
2200
2201 hollowVolume *= 0.1963495f * 3.07920140172638f;
2202 break;
2203
2204 default:
2205 hollowVolume = 0;
2206 break;
2207 }
2208 volume *= (1.0f - hollowVolume);
2209 }
2210 }
2211 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2212 {
2213 volume *= 0.32475953f;
2214 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2215 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2216 volume *= (1.0f - tmp * tmp);
2217
2218 if (hollowAmount > 0.0)
2219 {
2220
2221 hollowVolume *= hollowAmount;
2222
2223 switch (_pbs.HollowShape)
2224 {
2225 case HollowShape.Same:
2226 case HollowShape.Triangle:
2227 hollowVolume *= .25f;
2228 break;
2229
2230 case HollowShape.Square:
2231 hollowVolume *= 0.499849f * 3.07920140172638f;
2232 break;
2233
2234 case HollowShape.Circle:
2235
2236 hollowVolume *= 0.1963495f * 3.07920140172638f;
2237 break;
2238
2239 default:
2240 hollowVolume = 0;
2241 break;
2242 }
2243 volume *= (1.0f - hollowVolume);
2244 }
2245 }
2246 break;
2247
2248 default:
2249 break;
2250 }
2251
2252 float taperX1;
2253 float taperY1;
2254 float taperX;
2255 float taperY;
2256 float pathBegin;
2257 float pathEnd;
2258 float profileBegin;
2259 float profileEnd;
2260
2261 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2262 {
2263 taperX1 = _pbs.PathScaleX * 0.01f;
2264 if (taperX1 > 1.0f)
2265 taperX1 = 2.0f - taperX1;
2266 taperX = 1.0f - taperX1;
2267
2268 taperY1 = _pbs.PathScaleY * 0.01f;
2269 if (taperY1 > 1.0f)
2270 taperY1 = 2.0f - taperY1;
2271 taperY = 1.0f - taperY1;
2272 }
2273 else
2274 {
2275 taperX = _pbs.PathTaperX * 0.01f;
2276 if (taperX < 0.0f)
2277 taperX = -taperX;
2278 taperX1 = 1.0f - taperX;
2279
2280 taperY = _pbs.PathTaperY * 0.01f;
2281 if (taperY < 0.0f)
2282 taperY = -taperY;
2283 taperY1 = 1.0f - taperY;
2284 }
2285
2286 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2287
2288 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2289 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2290 volume *= (pathEnd - pathBegin);
2291
2292 // this is crude aproximation
2293 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2294 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2295 volume *= (profileEnd - profileBegin);
2296
2297 return volume;
2298 }
2299
2300
2301 private void CalcPrimBodyData()
2302 {
2303 float volume;
2304
2305 if (prim_geom == IntPtr.Zero)
2306 {
2307 // Ubit let's have a initial basic OOB
2308 primOOBsize.X = _size.X;
2309 primOOBsize.Y = _size.Y;
2310 primOOBsize.Z = _size.Z;
2311 primOOBoffset = Vector3.Zero;
2312 }
2313 else
2314 {
2315 d.AABB AABB;
2316 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2317
2318 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2319 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2320 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2321 if (!hasOOBoffsetFromMesh)
2322 {
2323 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2324 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2325 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2326 }
2327 }
2328
2329 // also its own inertia and mass
2330 // keep using basic shape mass for now
2331 volume = CalculatePrimVolume();
2332
2333 primVolume = volume;
2334 primMass = m_density * volume;
2335
2336 if (primMass <= 0)
2337 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2338 if (primMass > _parent_scene.maximumMassObject)
2339 primMass = _parent_scene.maximumMassObject;
2340
2341 _mass = primMass; // just in case
2342
2343 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2344
2345 d.MassTranslate(ref primdMass,
2346 primOOBoffset.X,
2347 primOOBoffset.Y,
2348 primOOBoffset.Z);
2349
2350 primOOBsize *= 0.5f; // let obb size be a corner coords
2351 primOOBradiusSQ = primOOBsize.LengthSquared();
2352 }
2353
2354
2355 #endregion
2356
2357
2358 /// <summary>
2359 /// Add a child prim to this parent prim.
2360 /// </summary>
2361 /// <param name="prim">Child prim</param>
2362 // I'm the parent
2363 // prim is the child
2364 public void ParentPrim(OdePrim prim)
2365 {
2366 //Console.WriteLine("ParentPrim " + m_primName);
2367 if (this.m_localID != prim.m_localID)
2368 {
2369 DestroyBody(); // for now we need to rebuil entire object on link change
2370
2371 lock (childrenPrim)
2372 {
2373 // adopt the prim
2374 if (!childrenPrim.Contains(prim))
2375 childrenPrim.Add(prim);
2376
2377 // see if this prim has kids and adopt them also
2378 // should not happen for now
2379 foreach (OdePrim prm in prim.childrenPrim)
2380 {
2381 if (!childrenPrim.Contains(prm))
2382 {
2383 if (prm.Body != IntPtr.Zero)
2384 {
2385 if (prm.prim_geom != IntPtr.Zero)
2386 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2387 if (prm.Body != prim.Body)
2388 prm.DestroyBody(); // don't loose bodies around
2389 prm.Body = IntPtr.Zero;
2390 }
2391
2392 childrenPrim.Add(prm);
2393 prm._parent = this;
2394 }
2395 }
2396 }
2397 //Remove old children from the prim
2398 prim.childrenPrim.Clear();
2399
2400 if (prim.Body != IntPtr.Zero)
2401 {
2402 if (prim.prim_geom != IntPtr.Zero)
2403 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2404 prim.DestroyBody(); // don't loose bodies around
2405 prim.Body = IntPtr.Zero;
2406 }
2407
2408 prim.childPrim = true;
2409 prim._parent = this;
2410
2411 MakeBody(); // full nasty reconstruction
2412 }
2413 }
2414
2415 private void UpdateChildsfromgeom()
2416 {
2417 if (childrenPrim.Count > 0)
2418 {
2419 foreach (OdePrim prm in childrenPrim)
2420 prm.UpdateDataFromGeom();
2421 }
2422 }
2423
2424 private void UpdateDataFromGeom()
2425 {
2426 if (prim_geom != IntPtr.Zero)
2427 {
2428 d.Quaternion qtmp = new d.Quaternion { };
2429 d.GeomCopyQuaternion(prim_geom, out qtmp);
2430 _orientation.W = qtmp.W;
2431 _orientation.X = qtmp.X;
2432 _orientation.Y = qtmp.Y;
2433 _orientation.Z = qtmp.Z;
2434
2435 d.Vector3 lpos;
2436 d.GeomCopyPosition(prim_geom, out lpos);
2437 _position.X = lpos.X;
2438 _position.Y = lpos.Y;
2439 _position.Z = lpos.Z;
2440 }
2441 }
2442
2443 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2444 {
2445 // Okay, we have a delinked child.. destroy all body and remake
2446 if (odePrim != this && !childrenPrim.Contains(odePrim))
2447 return;
2448
2449 DestroyBody();
2450
2451 if (odePrim == this) // delinking the root prim
2452 {
2453 OdePrim newroot = null;
2454 lock (childrenPrim)
2455 {
2456 if (childrenPrim.Count > 0)
2457 {
2458 newroot = childrenPrim[0];
2459 childrenPrim.RemoveAt(0);
2460 foreach (OdePrim prm in childrenPrim)
2461 {
2462 newroot.childrenPrim.Add(prm);
2463 }
2464 childrenPrim.Clear();
2465 }
2466 if (newroot != null)
2467 {
2468 newroot.childPrim = false;
2469 newroot._parent = null;
2470 if (remakebodies)
2471 newroot.MakeBody();
2472 }
2473 }
2474 }
2475
2476 else
2477 {
2478 lock (childrenPrim)
2479 {
2480 childrenPrim.Remove(odePrim);
2481 odePrim.childPrim = false;
2482 odePrim._parent = null;
2483 // odePrim.UpdateDataFromGeom();
2484 if (remakebodies)
2485 odePrim.MakeBody();
2486 }
2487 }
2488 if (remakebodies)
2489 MakeBody();
2490 }
2491
2492 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2493 {
2494 // Okay, we have a delinked child.. destroy all body and remake
2495 if (odePrim != this && !childrenPrim.Contains(odePrim))
2496 return;
2497
2498 DestroyBody();
2499
2500 if (odePrim == this)
2501 {
2502 OdePrim newroot = null;
2503 lock (childrenPrim)
2504 {
2505 if (childrenPrim.Count > 0)
2506 {
2507 newroot = childrenPrim[0];
2508 childrenPrim.RemoveAt(0);
2509 foreach (OdePrim prm in childrenPrim)
2510 {
2511 newroot.childrenPrim.Add(prm);
2512 }
2513 childrenPrim.Clear();
2514 }
2515 if (newroot != null)
2516 {
2517 newroot.childPrim = false;
2518 newroot._parent = null;
2519 newroot.MakeBody();
2520 }
2521 }
2522 if (reMakeBody)
2523 MakeBody();
2524 return;
2525 }
2526 else
2527 {
2528 lock (childrenPrim)
2529 {
2530 childrenPrim.Remove(odePrim);
2531 odePrim.childPrim = false;
2532 odePrim._parent = null;
2533 if (reMakeBody)
2534 odePrim.MakeBody();
2535 }
2536 }
2537 MakeBody();
2538 }
2539
2540 #region changes
2541
2542 private void changeadd()
2543 {
2544 CreateGeom();
2545
2546 if (prim_geom != IntPtr.Zero)
2547 {
2548 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2549 d.Quaternion myrot = new d.Quaternion();
2550 myrot.X = _orientation.X;
2551 myrot.Y = _orientation.Y;
2552 myrot.Z = _orientation.Z;
2553 myrot.W = _orientation.W;
2554 d.GeomSetQuaternion(prim_geom, ref myrot);
2555
2556 if (!m_isphysical)
2557 {
2558 SetInStaticSpace(this);
2559 UpdateCollisionCatFlags();
2560 ApplyCollisionCatFlags();
2561 }
2562 else
2563 MakeBody();
2564 }
2565 }
2566
2567 private void changeAngularLock(Vector3 newLock)
2568 {
2569 // do we have a Physical object?
2570 if (Body != IntPtr.Zero)
2571 {
2572 //Check that we have a Parent
2573 //If we have a parent then we're not authorative here
2574 if (_parent == null)
2575 {
2576 if (!newLock.ApproxEquals(Vector3.One, 0f))
2577 {
2578 createAMotor(newLock);
2579 }
2580 else
2581 {
2582 if (Amotor != IntPtr.Zero)
2583 {
2584 d.JointDestroy(Amotor);
2585 Amotor = IntPtr.Zero;
2586 }
2587 }
2588 }
2589 }
2590 // Store this for later in case we get turned into a separate body
2591 m_angularlock = newLock;
2592 }
2593
2594 private void changeLink(OdePrim NewParent)
2595 {
2596 if (_parent == null && NewParent != null)
2597 {
2598 NewParent.ParentPrim(this);
2599 }
2600 else if (_parent != null)
2601 {
2602 if (_parent is OdePrim)
2603 {
2604 if (NewParent != _parent)
2605 {
2606 (_parent as OdePrim).ChildDelink(this, false); // for now...
2607 childPrim = false;
2608
2609 if (NewParent != null)
2610 {
2611 NewParent.ParentPrim(this);
2612 }
2613 }
2614 }
2615 }
2616 _parent = NewParent;
2617 }
2618
2619
2620 private void Stop()
2621 {
2622 if (!childPrim)
2623 {
2624 m_force = Vector3.Zero;
2625 m_forceacc = Vector3.Zero;
2626 m_angularForceacc = Vector3.Zero;
2627 _torque = Vector3.Zero;
2628 _velocity = Vector3.Zero;
2629 _acceleration = Vector3.Zero;
2630 m_rotationalVelocity = Vector3.Zero;
2631 _target_velocity = Vector3.Zero;
2632 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2633 m_vehicle.Stop();
2634 }
2635
2636 if (Body != IntPtr.Zero)
2637 {
2638 d.BodySetForce(Body, 0f, 0f, 0f);
2639 d.BodySetTorque(Body, 0f, 0f, 0f);
2640 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2641 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2642 }
2643 }
2644
2645 private void changePhantomStatus(bool newval)
2646 {
2647 m_isphantom = newval;
2648
2649 UpdateCollisionCatFlags();
2650 ApplyCollisionCatFlags();
2651 }
2652
2653 private void changeSelectedStatus(bool newval)
2654 {
2655 if (m_lastdoneSelected == newval)
2656 return;
2657
2658 m_lastdoneSelected = newval;
2659 DoSelectedStatus(newval);
2660 }
2661
2662 private void CheckDelaySelect()
2663 {
2664 if (m_delaySelect)
2665 {
2666 DoSelectedStatus(m_isSelected);
2667 }
2668 }
2669
2670 private void DoSelectedStatus(bool newval)
2671 {
2672 m_isSelected = newval;
2673 Stop();
2674
2675 if (newval)
2676 {
2677 if (!childPrim && Body != IntPtr.Zero)
2678 d.BodyDisable(Body);
2679
2680 if (m_delaySelect || m_isphysical)
2681 {
2682 m_collisionCategories = CollisionCategories.Selected;
2683 m_collisionFlags = 0;
2684
2685 if (!childPrim)
2686 {
2687 foreach (OdePrim prm in childrenPrim)
2688 {
2689 prm.m_collisionCategories = m_collisionCategories;
2690 prm.m_collisionFlags = m_collisionFlags;
2691
2692 if (prm.prim_geom != null)
2693 {
2694
2695 if (prm.m_NoColide)
2696 {
2697 d.GeomSetCategoryBits(prm.prim_geom, 0);
2698 d.GeomSetCollideBits(prm.prim_geom, 0);
2699 }
2700 else
2701 {
2702 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2703 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2704 }
2705 }
2706 prm.m_delaySelect = false;
2707 }
2708 }
2709
2710 if (prim_geom != null)
2711 {
2712 if (m_NoColide)
2713 {
2714 d.GeomSetCategoryBits(prim_geom, 0);
2715 d.GeomSetCollideBits(prim_geom, 0);
2716 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2717 {
2718 d.GeomSetCategoryBits(collide_geom, 0);
2719 d.GeomSetCollideBits(collide_geom, 0);
2720 }
2721
2722 }
2723 else
2724 {
2725 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2726 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2727 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2728 {
2729 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2730 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2731 }
2732 }
2733 }
2734
2735 m_delaySelect = false;
2736 }
2737 else if(!m_isphysical)
2738 {
2739 m_delaySelect = true;
2740 }
2741 }
2742 else
2743 {
2744 if (!childPrim && Body != IntPtr.Zero && !m_disabled)
2745 d.BodyEnable(Body);
2746
2747 UpdateCollisionCatFlags();
2748 ApplyCollisionCatFlags();
2749
2750 m_delaySelect = false;
2751 }
2752
2753 resetCollisionAccounting();
2754 }
2755
2756 private void changePosition(Vector3 newPos)
2757 {
2758 CheckDelaySelect();
2759 if (m_isphysical)
2760 {
2761 if (childPrim) // inertia is messed, must rebuild
2762 {
2763 if (m_building)
2764 {
2765 _position = newPos;
2766 }
2767
2768 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2769 {
2770 FixInertia(newPos);
2771 if (!d.BodyIsEnabled(Body))
2772 d.BodyEnable(Body);
2773 }
2774 }
2775 else
2776 {
2777 if (_position != newPos)
2778 {
2779 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2780 _position = newPos;
2781 }
2782 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2783 d.BodyEnable(Body);
2784 }
2785 }
2786 else
2787 {
2788 if (prim_geom != IntPtr.Zero)
2789 {
2790 if (newPos != _position)
2791 {
2792 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2793 _position = newPos;
2794
2795 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2796 }
2797 }
2798 }
2799 givefakepos--;
2800 if (givefakepos < 0)
2801 givefakepos = 0;
2802 // changeSelectedStatus();
2803 resetCollisionAccounting();
2804 }
2805
2806 private void changeOrientation(Quaternion newOri)
2807 {
2808 CheckDelaySelect();
2809 if (m_isphysical)
2810 {
2811 if (childPrim) // inertia is messed, must rebuild
2812 {
2813 if (m_building)
2814 {
2815 _orientation = newOri;
2816 }
2817 /*
2818 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2819 {
2820 FixInertia(_position, newOri);
2821 if (!d.BodyIsEnabled(Body))
2822 d.BodyEnable(Body);
2823 }
2824 */
2825 }
2826 else
2827 {
2828 if (newOri != _orientation)
2829 {
2830 d.Quaternion myrot = new d.Quaternion();
2831 myrot.X = newOri.X;
2832 myrot.Y = newOri.Y;
2833 myrot.Z = newOri.Z;
2834 myrot.W = newOri.W;
2835 d.GeomSetQuaternion(prim_geom, ref myrot);
2836 _orientation = newOri;
2837 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2838 createAMotor(m_angularlock);
2839 }
2840 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2841 d.BodyEnable(Body);
2842 }
2843 }
2844 else
2845 {
2846 if (prim_geom != IntPtr.Zero)
2847 {
2848 if (newOri != _orientation)
2849 {
2850 d.Quaternion myrot = new d.Quaternion();
2851 myrot.X = newOri.X;
2852 myrot.Y = newOri.Y;
2853 myrot.Z = newOri.Z;
2854 myrot.W = newOri.W;
2855 d.GeomSetQuaternion(prim_geom, ref myrot);
2856 _orientation = newOri;
2857 }
2858 }
2859 }
2860 givefakeori--;
2861 if (givefakeori < 0)
2862 givefakeori = 0;
2863 resetCollisionAccounting();
2864 }
2865
2866 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
2867 {
2868 CheckDelaySelect();
2869 if (m_isphysical)
2870 {
2871 if (childPrim && m_building) // inertia is messed, must rebuild
2872 {
2873 _position = newPos;
2874 _orientation = newOri;
2875 }
2876 else
2877 {
2878 if (newOri != _orientation)
2879 {
2880 d.Quaternion myrot = new d.Quaternion();
2881 myrot.X = newOri.X;
2882 myrot.Y = newOri.Y;
2883 myrot.Z = newOri.Z;
2884 myrot.W = newOri.W;
2885 d.GeomSetQuaternion(prim_geom, ref myrot);
2886 _orientation = newOri;
2887 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
2888 createAMotor(m_angularlock);
2889 }
2890 if (_position != newPos)
2891 {
2892 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2893 _position = newPos;
2894 }
2895 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2896 d.BodyEnable(Body);
2897 }
2898 }
2899 else
2900 {
2901 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2902 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2903
2904 if (prim_geom != IntPtr.Zero)
2905 {
2906 if (newOri != _orientation)
2907 {
2908 d.Quaternion myrot = new d.Quaternion();
2909 myrot.X = newOri.X;
2910 myrot.Y = newOri.Y;
2911 myrot.Z = newOri.Z;
2912 myrot.W = newOri.W;
2913 d.GeomSetQuaternion(prim_geom, ref myrot);
2914 _orientation = newOri;
2915 }
2916
2917 if (newPos != _position)
2918 {
2919 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2920 _position = newPos;
2921
2922 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2923 }
2924 }
2925 }
2926 givefakepos--;
2927 if (givefakepos < 0)
2928 givefakepos = 0;
2929 givefakeori--;
2930 if (givefakeori < 0)
2931 givefakeori = 0;
2932
2933 resetCollisionAccounting();
2934 }
2935
2936
2937 private void changeDisable(bool disable)
2938 {
2939 if (disable)
2940 {
2941 if (!m_disabled)
2942 disableBodySoft();
2943 }
2944 else
2945 {
2946 if (m_disabled)
2947 enableBodySoft();
2948 }
2949 }
2950
2951 private void changePhysicsStatus(bool NewStatus)
2952 {
2953 CheckDelaySelect();
2954
2955 m_isphysical = NewStatus;
2956
2957 if (!childPrim)
2958 {
2959 if (NewStatus)
2960 {
2961 if (Body == IntPtr.Zero)
2962 MakeBody();
2963 }
2964 else
2965 {
2966 if (Body != IntPtr.Zero)
2967 {
2968 DestroyBody();
2969 }
2970 Stop();
2971 }
2972 }
2973
2974 resetCollisionAccounting();
2975 }
2976
2977 private void changeprimsizeshape()
2978 {
2979 CheckDelaySelect();
2980
2981 OdePrim parent = (OdePrim)_parent;
2982
2983 bool chp = childPrim;
2984
2985 if (chp)
2986 {
2987 if (parent != null)
2988 {
2989 parent.DestroyBody();
2990 }
2991 }
2992 else
2993 {
2994 DestroyBody();
2995 }
2996
2997 RemoveGeom();
2998
2999 // we don't need to do space calculation because the client sends a position update also.
3000 if (_size.X <= 0)
3001 _size.X = 0.01f;
3002 if (_size.Y <= 0)
3003 _size.Y = 0.01f;
3004 if (_size.Z <= 0)
3005 _size.Z = 0.01f;
3006 // Construction of new prim
3007
3008 CreateGeom();
3009
3010 if (prim_geom != IntPtr.Zero)
3011 {
3012 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3013 d.Quaternion myrot = new d.Quaternion();
3014 myrot.X = _orientation.X;
3015 myrot.Y = _orientation.Y;
3016 myrot.Z = _orientation.Z;
3017 myrot.W = _orientation.W;
3018 d.GeomSetQuaternion(prim_geom, ref myrot);
3019 }
3020
3021 if (m_isphysical)
3022 {
3023 if (chp)
3024 {
3025 if (parent != null)
3026 {
3027 parent.MakeBody();
3028 }
3029 }
3030 else
3031 MakeBody();
3032 }
3033
3034 else
3035 {
3036 UpdateCollisionCatFlags();
3037 ApplyCollisionCatFlags();
3038 }
3039
3040 resetCollisionAccounting();
3041 }
3042
3043 private void changeSize(Vector3 newSize)
3044 {
3045 _size = newSize;
3046 changeprimsizeshape();
3047 }
3048
3049 private void changeShape(PrimitiveBaseShape newShape)
3050 {
3051 if(newShape != null)
3052 _pbs = newShape;
3053 changeprimsizeshape();
3054 }
3055
3056 private void changeFloatOnWater(bool newval)
3057 {
3058 m_collidesWater = newval;
3059
3060 UpdateCollisionCatFlags();
3061 ApplyCollisionCatFlags();
3062 }
3063
3064 private void changeSetTorque(Vector3 newtorque)
3065 {
3066 if (!m_isSelected)
3067 {
3068 if (m_isphysical && Body != IntPtr.Zero)
3069 {
3070 if (m_disabled)
3071 enableBodySoft();
3072 else if (!d.BodyIsEnabled(Body))
3073 d.BodyEnable(Body);
3074
3075 }
3076 _torque = newtorque;
3077 }
3078 }
3079
3080 private void changeForce(Vector3 force)
3081 {
3082 m_force = force;
3083 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3084 d.BodyEnable(Body);
3085 }
3086
3087 private void changeAddForce(Vector3 force)
3088 {
3089 m_forceacc += force;
3090 if (!m_isSelected)
3091 {
3092 lock (this)
3093 {
3094 //m_log.Info("[PHYSICS]: dequeing forcelist");
3095 if (m_isphysical && Body != IntPtr.Zero)
3096 {
3097 if (m_disabled)
3098 enableBodySoft();
3099 else if (!d.BodyIsEnabled(Body))
3100 d.BodyEnable(Body);
3101 }
3102 }
3103
3104 m_collisionscore = 0;
3105 }
3106 }
3107
3108 private void changeAddAngularForce(Vector3 aforce)
3109 {
3110 m_angularForceacc += aforce;
3111 if (!m_isSelected)
3112 {
3113 lock (this)
3114 {
3115 if (m_isphysical && Body != IntPtr.Zero)
3116 {
3117 if (m_disabled)
3118 enableBodySoft();
3119 else if (!d.BodyIsEnabled(Body))
3120 d.BodyEnable(Body);
3121 }
3122 }
3123 m_collisionscore = 0;
3124 }
3125 }
3126
3127 private void changevelocity(Vector3 newVel)
3128 {
3129 if (!m_isSelected)
3130 {
3131 if (Body != IntPtr.Zero)
3132 {
3133 if (m_disabled)
3134 enableBodySoft();
3135 else if (!d.BodyIsEnabled(Body))
3136 d.BodyEnable(Body);
3137
3138 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3139 }
3140 //resetCollisionAccounting();
3141 }
3142 _velocity = newVel;
3143 }
3144
3145 private void changeVolumedetetion(bool newVolDtc)
3146 {
3147 m_isVolumeDetect = newVolDtc;
3148 UpdateCollisionCatFlags();
3149 ApplyCollisionCatFlags();
3150 }
3151
3152 protected void changeBuilding(bool newbuilding)
3153 {
3154 if ((bool)newbuilding)
3155 {
3156 m_building = true;
3157 if (!childPrim)
3158 DestroyBody();
3159 }
3160 else
3161 {
3162 m_building = false;
3163 CheckDelaySelect();
3164 if (!childPrim)
3165 MakeBody();
3166 }
3167 if (!childPrim && childrenPrim.Count > 0)
3168 {
3169 foreach (OdePrim prm in childrenPrim)
3170 prm.changeBuilding(m_building); // call directly
3171 }
3172 }
3173
3174 public void changeSetVehicle(VehicleData vdata)
3175 {
3176 if (m_vehicle == null)
3177 m_vehicle = new ODEDynamics(this);
3178 m_vehicle.DoSetVehicle(vdata);
3179 }
3180 private void changeVehicleType(int value)
3181 {
3182 if (value == (int)Vehicle.TYPE_NONE)
3183 {
3184 if (m_vehicle != null)
3185 m_vehicle = null;
3186 }
3187 else
3188 {
3189 if (m_vehicle == null)
3190 m_vehicle = new ODEDynamics(this);
3191
3192 m_vehicle.ProcessTypeChange((Vehicle)value);
3193 }
3194 }
3195
3196 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3197 {
3198 if (m_vehicle == null)
3199 return;
3200
3201 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3202 }
3203
3204 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3205 {
3206 if (m_vehicle == null)
3207 return;
3208 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3209 }
3210
3211 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3212 {
3213 if (m_vehicle == null)
3214 return;
3215 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3216 }
3217
3218 private void changeVehicleFlags(strVehicleBoolParam bp)
3219 {
3220 if (m_vehicle == null)
3221 return;
3222 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3223 }
3224
3225 #endregion
3226
3227 public void Move()
3228 {
3229 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3230 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3231 {
3232 if (d.BodyIsEnabled(Body))
3233 {
3234 float timestep = _parent_scene.ODE_STEPSIZE;
3235
3236 // check outside region
3237 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3238
3239 if (lpos.Z < -100 || lpos.Z > 100000f)
3240 {
3241 m_outbounds = true;
3242
3243 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3244 _acceleration.X = 0;
3245 _acceleration.Y = 0;
3246 _acceleration.Z = 0;
3247
3248 _velocity.X = 0;
3249 _velocity.Y = 0;
3250 _velocity.Z = 0;
3251 m_rotationalVelocity.X = 0;
3252 m_rotationalVelocity.Y = 0;
3253 m_rotationalVelocity.Z = 0;
3254
3255 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3256 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3257 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3258 m_lastposition = _position;
3259 m_lastorientation = _orientation;
3260
3261 base.RequestPhysicsterseUpdate();
3262
3263 m_throttleUpdates = false;
3264 throttleCounter = 0;
3265 _zeroFlag = true;
3266
3267 disableBodySoft(); // disable it and colisions
3268 base.RaiseOutOfBounds(_position);
3269 return;
3270 }
3271
3272 if (lpos.X < 0f)
3273 {
3274 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3275 m_outbounds = true;
3276 }
3277 else if (lpos.X > _parent_scene.WorldExtents.X)
3278 {
3279 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3280 m_outbounds = true;
3281 }
3282 if (lpos.Y < 0f)
3283 {
3284 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3285 m_outbounds = true;
3286 }
3287 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3288 {
3289 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3290 m_outbounds = true;
3291 }
3292
3293 if (m_outbounds)
3294 {
3295 m_lastposition = _position;
3296 m_lastorientation = _orientation;
3297
3298 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3299 m_rotationalVelocity.X = dtmp.X;
3300 m_rotationalVelocity.Y = dtmp.Y;
3301 m_rotationalVelocity.Z = dtmp.Z;
3302
3303 dtmp = d.BodyGetLinearVel(Body);
3304 _velocity.X = dtmp.X;
3305 _velocity.Y = dtmp.Y;
3306 _velocity.Z = dtmp.Z;
3307
3308 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3309 d.BodySetAngularVel(Body, 0, 0, 0);
3310 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3311 disableBodySoft(); // stop collisions
3312 base.RequestPhysicsterseUpdate();
3313 return;
3314 }
3315
3316 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3317 {
3318 // 'VEHICLES' are dealt with in ODEDynamics.cs
3319 m_vehicle.Step();
3320 }
3321 else
3322 {
3323 float fx = 0;
3324 float fy = 0;
3325 float fz = 0;
3326
3327 float m_mass = _mass;
3328
3329 // fz = 0f;
3330 //m_log.Info(m_collisionFlags.ToString());
3331 if (m_usePID)
3332 {
3333
3334 // If the PID Controller isn't active then we set our force
3335 // calculating base velocity to the current position
3336
3337 if ((m_PIDTau < 1) && (m_PIDTau != 0))
3338 {
3339 //PID_G = PID_G / m_PIDTau;
3340 m_PIDTau = 1;
3341 }
3342
3343 if ((PID_G - m_PIDTau) <= 0)
3344 {
3345 PID_G = m_PIDTau + 1;
3346 }
3347
3348 d.Vector3 vel = d.BodyGetLinearVel(Body);
3349 d.Vector3 pos = d.BodyGetPosition(Body);
3350 _target_velocity =
3351 new Vector3(
3352 (m_PIDTarget.X - pos.X) * ((PID_G - m_PIDTau) * timestep),
3353 (m_PIDTarget.Y - pos.Y) * ((PID_G - m_PIDTau) * timestep),
3354 (m_PIDTarget.Z - pos.Z) * ((PID_G - m_PIDTau) * timestep)
3355 );
3356
3357 // if velocity is zero, use position control; otherwise, velocity control
3358
3359 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3360 {
3361 // keep track of where we stopped. No more slippin' & slidin'
3362
3363 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3364 // react to the physics scene by moving it's position.
3365 // Avatar to Avatar collisions
3366 // Prim to avatar collisions
3367
3368 //fx = (_target_velocity.X - vel.X) * (PID_D) + (_zeroPosition.X - pos.X) * (PID_P * 2);
3369 //fy = (_target_velocity.Y - vel.Y) * (PID_D) + (_zeroPosition.Y - pos.Y) * (PID_P * 2);
3370 //fz = fz + (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
3371 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3372 d.BodySetLinearVel(Body, 0, 0, 0);
3373 d.BodyAddForce(Body, 0, 0, fz);
3374 return;
3375 }
3376 else
3377 {
3378 _zeroFlag = false;
3379
3380 // We're flying and colliding with something
3381 fx = ((_target_velocity.X) - vel.X) * (PID_D);
3382 fy = ((_target_velocity.Y) - vel.Y) * (PID_D);
3383
3384 // vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
3385
3386 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3387 }
3388 } // end if (m_usePID)
3389
3390 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3391 else if (m_useHoverPID)
3392 {
3393 //Console.WriteLine("Hover " + Name);
3394
3395 // If we're using the PID controller, then we have no gravity
3396
3397 // no lock; for now it's only called from within Simulate()
3398
3399 // If the PID Controller isn't active then we set our force
3400 // calculating base velocity to the current position
3401
3402 if ((m_PIDTau < 1))
3403 {
3404 PID_G = PID_G / m_PIDTau;
3405 }
3406
3407 if ((PID_G - m_PIDTau) <= 0)
3408 {
3409 PID_G = m_PIDTau + 1;
3410 }
3411
3412 // Where are we, and where are we headed?
3413 d.Vector3 pos = d.BodyGetPosition(Body);
3414 d.Vector3 vel = d.BodyGetLinearVel(Body);
3415
3416 // Non-Vehicles have a limited set of Hover options.
3417 // determine what our target height really is based on HoverType
3418 switch (m_PIDHoverType)
3419 {
3420 case PIDHoverType.Ground:
3421 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3422 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3423 break;
3424 case PIDHoverType.GroundAndWater:
3425 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3426 m_waterHeight = _parent_scene.GetWaterLevel();
3427 if (m_groundHeight > m_waterHeight)
3428 {
3429 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3430 }
3431 else
3432 {
3433 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3434 }
3435 break;
3436
3437 } // end switch (m_PIDHoverType)
3438
3439
3440 _target_velocity =
3441 new Vector3(0.0f, 0.0f,
3442 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3443 );
3444
3445 // if velocity is zero, use position control; otherwise, velocity control
3446
3447 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3448 {
3449 // keep track of where we stopped. No more slippin' & slidin'
3450
3451 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3452 // react to the physics scene by moving it's position.
3453 // Avatar to Avatar collisions
3454 // Prim to avatar collisions
3455
3456 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3457 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3458 // ? d.BodyAddForce(Body, 0, 0, fz);
3459 return;
3460 }
3461 else
3462 {
3463 _zeroFlag = false;
3464
3465 // We're flying and colliding with something
3466 fz = ((_target_velocity.Z - vel.Z) * (PID_D));
3467 }
3468 }
3469 else
3470 {
3471 float b = (1.0f - m_buoyancy);
3472 fx = _parent_scene.gravityx * b;
3473 fy = _parent_scene.gravityy * b;
3474 fz = _parent_scene.gravityz * b;
3475 }
3476
3477 fx *= m_mass;
3478 fy *= m_mass;
3479 fz *= m_mass;
3480
3481 // constant force
3482 fx += m_force.X;
3483 fy += m_force.Y;
3484 fz += m_force.Z;
3485
3486 fx += m_forceacc.X;
3487 fy += m_forceacc.Y;
3488 fz += m_forceacc.Z;
3489
3490 m_forceacc = Vector3.Zero;
3491
3492 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3493 if (fx != 0 || fy != 0 || fz != 0)
3494 {
3495 d.BodyAddForce(Body, fx, fy, fz);
3496 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3497 }
3498
3499 Vector3 trq;
3500
3501 trq = _torque;
3502 trq += m_angularForceacc;
3503 m_angularForceacc = Vector3.Zero;
3504 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3505 {
3506 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3507 }
3508 }
3509
3510 // update our ideia of velocities and acelerations
3511 d.Quaternion ori;
3512 d.Vector3 dtmpu;
3513
3514 _position.X = lpos.X;
3515 _position.Y = lpos.Y;
3516 _position.Z = lpos.Z;
3517
3518 d.GeomCopyQuaternion(prim_geom, out ori);
3519 _orientation.X = ori.X;
3520 _orientation.Y = ori.Y;
3521 _orientation.Z = ori.Z;
3522 _orientation.W = ori.W;
3523
3524 _acceleration = _velocity;
3525
3526 dtmpu = d.BodyGetLinearVel(Body);
3527 _velocity.X = dtmpu.X;
3528 _velocity.Y = dtmpu.Y;
3529 _velocity.Z = dtmpu.Z;
3530
3531 float invts = 1 / timestep;
3532 _acceleration = (_velocity - _acceleration) * invts;
3533
3534 dtmpu = d.BodyGetAngularVel(Body);
3535 m_rotationalVelocity.X = dtmpu.X;
3536 m_rotationalVelocity.Y = dtmpu.Y;
3537 m_rotationalVelocity.Z = dtmpu.Z;
3538 }
3539
3540 else // body disabled/sleeping
3541 {
3542 // let vehicles sleep
3543 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3544 return;
3545
3546 if (++bodydisablecontrol < 20)
3547 return;
3548
3549 bodydisablecontrol = 0;
3550 d.BodyEnable(Body);
3551 return;
3552 }
3553 }
3554 else
3555 { // is not physical, or is not a body or is selected
3556 // _zeroPosition = d.BodyGetPosition(Body);
3557 return;
3558 //Console.WriteLine("Nothing " + Name);
3559
3560 }
3561 }
3562
3563
3564 public void UpdatePositionAndVelocity(float simulatedtime)
3565 {
3566 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
3567 if (_parent == null && !m_disabled && !m_building && !m_outbounds)
3568 {
3569 if (Body != IntPtr.Zero)
3570 {
3571 bool lastZeroFlag = _zeroFlag;
3572
3573 if ((Math.Abs(m_lastposition.X - _position.X) < 0.01)
3574 && (Math.Abs(m_lastposition.Y - _position.Y) < 0.01)
3575 && (Math.Abs(m_lastposition.Z - _position.Z) < 0.01)
3576 && (Math.Abs(m_lastorientation.X - _orientation.X) < 0.0001)
3577 && (Math.Abs(m_lastorientation.Y - _orientation.Y) < 0.0001)
3578 && (Math.Abs(m_lastorientation.Z - _orientation.Z) < 0.0001)
3579 )
3580 {
3581 _zeroFlag = true;
3582 m_throttleUpdates = false;
3583 }
3584 else
3585 {
3586 _zeroFlag = false;
3587 m_lastUpdateSent = false;
3588 }
3589
3590 if (_zeroFlag)
3591 {
3592 m_lastposition = _position;
3593 m_lastorientation = _orientation;
3594
3595 _velocity = Vector3.Zero;
3596 _acceleration = Vector3.Zero;
3597 m_rotationalVelocity = Vector3.Zero;
3598
3599 if (!m_lastUpdateSent)
3600 {
3601 m_throttleUpdates = false;
3602 throttleCounter = 0;
3603
3604 base.RequestPhysicsterseUpdate();
3605
3606 m_lastUpdateSent = true;
3607 }
3608 }
3609 else
3610 {
3611 if (lastZeroFlag != _zeroFlag)
3612 {
3613 base.RequestPhysicsterseUpdate();
3614 }
3615
3616 m_lastUpdateSent = false;
3617 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3618 {
3619 m_lastposition = _position;
3620 m_lastorientation = _orientation;
3621 m_lastVelocity = _velocity;
3622 base.RequestPhysicsterseUpdate();
3623 }
3624 else
3625 {
3626 throttleCounter++;
3627 }
3628 }
3629 }
3630 else if (!m_lastUpdateSent || !_zeroFlag)
3631 {
3632 // Not a body.. so Make sure the client isn't interpolating
3633 _velocity = Vector3.Zero;
3634 _acceleration = Vector3.Zero;
3635 m_rotationalVelocity = Vector3.Zero;
3636 m_lastVelocity = Vector3.Zero;
3637
3638 _zeroFlag = true;
3639
3640 if (!m_lastUpdateSent)
3641 {
3642 m_throttleUpdates = false;
3643 throttleCounter = 0;
3644
3645 base.RequestPhysicsterseUpdate();
3646
3647 m_lastUpdateSent = true;
3648 }
3649 }
3650 }
3651 }
3652
3653 internal static bool QuaternionIsFinite(Quaternion q)
3654 {
3655 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3656 return false;
3657 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3658 return false;
3659 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3660 return false;
3661 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3662 return false;
3663 return true;
3664 }
3665
3666 internal static void DMassCopy(ref d.Mass src, ref d.Mass dst)
3667 {
3668 dst.c.W = src.c.W;
3669 dst.c.X = src.c.X;
3670 dst.c.Y = src.c.Y;
3671 dst.c.Z = src.c.Z;
3672 dst.mass = src.mass;
3673 dst.I.M00 = src.I.M00;
3674 dst.I.M01 = src.I.M01;
3675 dst.I.M02 = src.I.M02;
3676 dst.I.M10 = src.I.M10;
3677 dst.I.M11 = src.I.M11;
3678 dst.I.M12 = src.I.M12;
3679 dst.I.M20 = src.I.M20;
3680 dst.I.M21 = src.I.M21;
3681 dst.I.M22 = src.I.M22;
3682 }
3683
3684 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3685 {
3686 // assumes object center of mass is zero
3687 float smass = part.mass;
3688 theobj.mass -= smass;
3689
3690 smass *= 1.0f / (theobj.mass); ;
3691
3692 theobj.c.X -= part.c.X * smass;
3693 theobj.c.Y -= part.c.Y * smass;
3694 theobj.c.Z -= part.c.Z * smass;
3695
3696 theobj.I.M00 -= part.I.M00;
3697 theobj.I.M01 -= part.I.M01;
3698 theobj.I.M02 -= part.I.M02;
3699 theobj.I.M10 -= part.I.M10;
3700 theobj.I.M11 -= part.I.M11;
3701 theobj.I.M12 -= part.I.M12;
3702 theobj.I.M20 -= part.I.M20;
3703 theobj.I.M21 -= part.I.M21;
3704 theobj.I.M22 -= part.I.M22;
3705 }
3706
3707 private static void DMassDup(ref d.Mass src, out d.Mass dst)
3708 {
3709 dst = new d.Mass { };
3710
3711 dst.c.W = src.c.W;
3712 dst.c.X = src.c.X;
3713 dst.c.Y = src.c.Y;
3714 dst.c.Z = src.c.Z;
3715 dst.mass = src.mass;
3716 dst.I.M00 = src.I.M00;
3717 dst.I.M01 = src.I.M01;
3718 dst.I.M02 = src.I.M02;
3719 dst.I.M10 = src.I.M10;
3720 dst.I.M11 = src.I.M11;
3721 dst.I.M12 = src.I.M12;
3722 dst.I.M20 = src.I.M20;
3723 dst.I.M21 = src.I.M21;
3724 dst.I.M22 = src.I.M22;
3725 }
3726 private void donullchange()
3727 {
3728 }
3729
3730 public bool DoAChange(changes what, object arg)
3731 {
3732 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3733 {
3734 return false;
3735 }
3736
3737 // nasty switch
3738 switch (what)
3739 {
3740 case changes.Add:
3741 changeadd();
3742 break;
3743 case changes.Remove:
3744 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3745 //When we return true, it destroys all of the prims in the linkset anyway
3746 if (_parent != null)
3747 {
3748 OdePrim parent = (OdePrim)_parent;
3749 parent.ChildRemove(this, false);
3750 }
3751 else
3752 ChildRemove(this, false);
3753
3754 m_vehicle = null;
3755 RemoveGeom();
3756 m_targetSpace = IntPtr.Zero;
3757 if (m_eventsubscription > 0)
3758 UnSubscribeEvents();
3759 return true;
3760
3761 case changes.Link:
3762 OdePrim tmp = (OdePrim)arg;
3763 changeLink(tmp);
3764 break;
3765
3766 case changes.DeLink:
3767 changeLink(null);
3768 break;
3769
3770 case changes.Position:
3771 changePosition((Vector3)arg);
3772 break;
3773
3774 case changes.Orientation:
3775 changeOrientation((Quaternion)arg);
3776 break;
3777
3778 case changes.PosOffset:
3779 donullchange();
3780 break;
3781
3782 case changes.OriOffset:
3783 donullchange();
3784 break;
3785
3786 case changes.Velocity:
3787 changevelocity((Vector3)arg);
3788 break;
3789
3790 // case changes.Acceleration:
3791 // changeacceleration((Vector3)arg);
3792 // break;
3793 // case changes.AngVelocity:
3794 // changeangvelocity((Vector3)arg);
3795 // break;
3796
3797 case changes.Force:
3798 changeForce((Vector3)arg);
3799 break;
3800
3801 case changes.Torque:
3802 changeSetTorque((Vector3)arg);
3803 break;
3804
3805 case changes.AddForce:
3806 changeAddForce((Vector3)arg);
3807 break;
3808
3809 case changes.AddAngForce:
3810 changeAddAngularForce((Vector3)arg);
3811 break;
3812
3813 case changes.AngLock:
3814 changeAngularLock((Vector3)arg);
3815 break;
3816
3817 case changes.Size:
3818 changeSize((Vector3)arg);
3819 break;
3820
3821 case changes.Shape:
3822 changeShape((PrimitiveBaseShape)arg);
3823 break;
3824
3825 case changes.CollidesWater:
3826 changeFloatOnWater((bool)arg);
3827 break;
3828
3829 case changes.VolumeDtc:
3830 changeVolumedetetion((bool)arg);
3831 break;
3832
3833 case changes.Phantom:
3834 changePhantomStatus((bool)arg);
3835 break;
3836
3837 case changes.Physical:
3838 changePhysicsStatus((bool)arg);
3839 break;
3840
3841 case changes.Selected:
3842 changeSelectedStatus((bool)arg);
3843 break;
3844
3845 case changes.disabled:
3846 changeDisable((bool)arg);
3847 break;
3848
3849 case changes.building:
3850 changeBuilding((bool)arg);
3851 break;
3852
3853 case changes.VehicleType:
3854 changeVehicleType((int)arg);
3855 break;
3856
3857 case changes.VehicleFlags:
3858 changeVehicleFlags((strVehicleBoolParam) arg);
3859 break;
3860
3861 case changes.VehicleFloatParam:
3862 changeVehicleFloatParam((strVehicleFloatParam) arg);
3863 break;
3864
3865 case changes.VehicleVectorParam:
3866 changeVehicleVectorParam((strVehicleVectorParam) arg);
3867 break;
3868
3869 case changes.VehicleRotationParam:
3870 changeVehicleRotationParam((strVehicleQuatParam) arg);
3871 break;
3872
3873 case changes.SetVehicle:
3874 changeSetVehicle((VehicleData) arg);
3875 break;
3876 case changes.Null:
3877 donullchange();
3878 break;
3879
3880 default:
3881 donullchange();
3882 break;
3883 }
3884 return false;
3885 }
3886
3887 public void AddChange(changes what, object arg)
3888 {
3889 _parent_scene.AddChange((PhysicsActor) this, what, arg);
3890 }
3891
3892
3893 private struct strVehicleBoolParam
3894 {
3895 public int param;
3896 public bool value;
3897 }
3898
3899 private struct strVehicleFloatParam
3900 {
3901 public int param;
3902 public float value;
3903 }
3904
3905 private struct strVehicleQuatParam
3906 {
3907 public int param;
3908 public Quaternion value;
3909 }
3910
3911 private struct strVehicleVectorParam
3912 {
3913 public int param;
3914 public Vector3 value;
3915 }
3916 }
3917} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..5122ebf
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,603 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using OdeAPI;
36using log4net;
37using OpenMetaverse;
38
39namespace OpenSim.Region.Physics.OdePlugin
40{
41 /// <summary>
42 /// Processes raycast requests as ODE is in a state to be able to do them.
43 /// This ensures that it's thread safe and there will be no conflicts.
44 /// Requests get returned by a different thread then they were requested by.
45 /// </summary>
46 public class ODERayCastRequestManager
47 {
48 /// <summary>
49 /// Pending ray requests
50 /// </summary>
51 protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
52
53 /// <summary>
54 /// Scene that created this object.
55 /// </summary>
56 private OdeScene m_scene;
57
58 IntPtr ray; // the ray. we only need one for our lifetime
59
60 private const int ColisionContactGeomsPerTest = 5;
61 private const int DefaultMaxCount = 25;
62 private const int MaxTimePerCallMS = 30;
63
64 /// <summary>
65 /// ODE near callback delegate
66 /// </summary>
67 private d.NearCallback nearCallback;
68 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
69 private List<ContactResult> m_contactResults = new List<ContactResult>();
70 private RayFilterFlags CurrentRayFilter;
71 private int CurrentMaxCount;
72
73 public ODERayCastRequestManager(OdeScene pScene)
74 {
75 m_scene = pScene;
76 nearCallback = near;
77 ray = d.CreateRay(IntPtr.Zero, 1.0f);
78 d.GeomSetCategoryBits(ray,0);
79 }
80
81 /// <summary>
82 /// Queues request for a raycast to all world
83 /// </summary>
84 /// <param name="position">Origin of Ray</param>
85 /// <param name="direction">Ray direction</param>
86 /// <param name="length">Ray length</param>
87 /// <param name="retMethod">Return method to send the results</param>
88 public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
89 {
90 ODERayRequest req = new ODERayRequest();
91 req.geom = IntPtr.Zero;
92 req.callbackMethod = retMethod;
93 req.Count = DefaultMaxCount;
94 req.length = length;
95 req.Normal = direction;
96 req.Origin = position;
97 req.filter = RayFilterFlags.AllPrims;
98
99 m_PendingRequests.Enqueue(req);
100 }
101
102 /// <summary>
103 /// Queues request for a raycast to particular part
104 /// </summary>
105 /// <param name="position">Origin of Ray</param>
106 /// <param name="direction">Ray direction</param>
107 /// <param name="length">Ray length</param>
108 /// <param name="retMethod">Return method to send the results</param>
109 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
110 {
111 ODERayRequest req = new ODERayRequest();
112 req.geom = geom;
113 req.callbackMethod = retMethod;
114 req.length = length;
115 req.Normal = direction;
116 req.Origin = position;
117 req.Count = DefaultMaxCount;
118 req.filter = RayFilterFlags.AllPrims;
119
120 m_PendingRequests.Enqueue(req);
121 }
122
123 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
124 {
125 ODERayRequest req = new ODERayRequest();
126 req.geom = IntPtr.Zero;
127 req.callbackMethod = retMethod;
128 req.Count = DefaultMaxCount;
129 req.length = length;
130 req.Normal = direction;
131 req.Origin = position;
132 req.filter = RayFilterFlags.AllPrims;
133
134 m_PendingRequests.Enqueue(req);
135 }
136
137 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
138 {
139 ODERayRequest req = new ODERayRequest();
140 req.geom = geom;
141 req.callbackMethod = retMethod;
142 req.length = length;
143 req.Normal = direction;
144 req.Origin = position;
145 req.Count = DefaultMaxCount;
146 req.filter = RayFilterFlags.AllPrims;
147
148 m_PendingRequests.Enqueue(req);
149 }
150
151 /// <summary>
152 /// Queues a raycast
153 /// </summary>
154 /// <param name="position">Origin of Ray</param>
155 /// <param name="direction">Ray normal</param>
156 /// <param name="length">Ray length</param>
157 /// <param name="count"></param>
158 /// <param name="retMethod">Return method to send the results</param>
159 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
160 {
161 ODERayRequest req = new ODERayRequest();
162 req.geom = IntPtr.Zero;
163 req.callbackMethod = retMethod;
164 req.length = length;
165 req.Normal = direction;
166 req.Origin = position;
167 req.Count = count;
168 req.filter = RayFilterFlags.AllPrims;
169
170 m_PendingRequests.Enqueue(req);
171 }
172
173
174 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count,RayFilterFlags filter , RayCallback retMethod)
175 {
176 ODERayRequest req = new ODERayRequest();
177 req.geom = IntPtr.Zero;
178 req.callbackMethod = retMethod;
179 req.length = length;
180 req.Normal = direction;
181 req.Origin = position;
182 req.Count = count;
183 req.filter = filter;
184
185 m_PendingRequests.Enqueue(req);
186 }
187
188 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
189 {
190 ODERayRequest req = new ODERayRequest();
191 req.geom = geom;
192 req.callbackMethod = retMethod;
193 req.length = length;
194 req.Normal = direction;
195 req.Origin = position;
196 req.Count = count;
197 req.filter = RayFilterFlags.AllPrims;
198
199 m_PendingRequests.Enqueue(req);
200 }
201
202 public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
203 {
204 ODERayRequest req = new ODERayRequest();
205 req.geom = IntPtr.Zero;
206 req.callbackMethod = retMethod;
207 req.length = length;
208 req.Normal = direction;
209 req.Origin = position;
210 req.Count = count;
211 req.filter = RayFilterFlags.AllPrims;
212
213 m_PendingRequests.Enqueue(req);
214 }
215
216 public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
217 {
218 ODERayRequest req = new ODERayRequest();
219 req.geom = geom;
220 req.callbackMethod = retMethod;
221 req.length = length;
222 req.Normal = direction;
223 req.Origin = position;
224 req.Count = count;
225 req.filter = RayFilterFlags.AllPrims;
226
227 m_PendingRequests.Enqueue(req);
228 }
229
230 /// <summary>
231 /// Process all queued raycast requests
232 /// </summary>
233 /// <returns>Time in MS the raycasts took to process.</returns>
234 public int ProcessQueuedRequests()
235 {
236
237 if (m_PendingRequests.Count <= 0)
238 return 0;
239
240 if (m_scene.ContactgeomsArray == IntPtr.Zero || ray == IntPtr.Zero)
241 // oops something got wrong or scene isn't ready still
242 {
243 m_PendingRequests.Clear();
244 return 0;
245 }
246
247 int time = Util.EnvironmentTickCount();
248
249 ODERayRequest req;
250 int closestHit;
251 int backfacecull;
252 CollisionCategories catflags;
253
254 while (m_PendingRequests.Dequeue(out req))
255 {
256 if (req.callbackMethod != null)
257 {
258 CurrentRayFilter = req.filter;
259 CurrentMaxCount = req.Count;
260
261 closestHit = ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0 ? 0 : 1);
262 backfacecull = ((CurrentRayFilter & RayFilterFlags.BackFaceCull) == 0 ? 0 : 1);
263
264 d.GeomRaySetLength(ray, req.length);
265 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
266 d.GeomRaySetParams(ray, 0, backfacecull);
267 d.GeomRaySetClosestHit(ray, closestHit);
268
269 if (req.callbackMethod is RaycastCallback)
270 // if we only want one get only one per colision pair saving memory
271 CurrentRayFilter |= RayFilterFlags.ClosestHit;
272
273 if (req.geom == IntPtr.Zero)
274 {
275 // translate ray filter to colision flags
276 catflags = 0;
277 if ((CurrentRayFilter & RayFilterFlags.volumedtc) != 0)
278 catflags |= CollisionCategories.VolumeDtc;
279 if ((CurrentRayFilter & RayFilterFlags.phantom) != 0)
280 catflags |= CollisionCategories.Phantom;
281 if ((CurrentRayFilter & RayFilterFlags.agent) != 0)
282 catflags |= CollisionCategories.Character;
283 if ((CurrentRayFilter & RayFilterFlags.PrimsNonPhantom) != 0)
284 catflags |= CollisionCategories.Geom;
285 if ((CurrentRayFilter & RayFilterFlags.land) != 0)
286 catflags |= CollisionCategories.Land;
287 if ((CurrentRayFilter & RayFilterFlags.water) != 0)
288 catflags |= CollisionCategories.Water;
289
290 if (catflags != 0)
291 doSpaceRay(req);
292 }
293 else
294 {
295 // if we select a geom don't use filters
296 d.GeomSetCollideBits(ray, (uint)CollisionCategories.All);
297 doGeomRay(req);
298 }
299 }
300
301 if (Util.EnvironmentTickCountSubtract(time) > MaxTimePerCallMS)
302 break;
303 }
304
305 lock (m_contactResults)
306 m_contactResults.Clear();
307
308 return Util.EnvironmentTickCountSubtract(time);
309 }
310 /// <summary>
311 /// Method that actually initiates the raycast with spaces
312 /// </summary>
313 /// <param name="req"></param>
314 ///
315
316 private const RayFilterFlags FilterActiveSpace = RayFilterFlags.agent | RayFilterFlags.physical | RayFilterFlags.LSLPhanton;
317 private const RayFilterFlags FilterStaticSpace = RayFilterFlags.water | RayFilterFlags.land | RayFilterFlags.nonphysical | RayFilterFlags.LSLPhanton;
318
319 private void doSpaceRay(ODERayRequest req)
320 {
321 // Collide tests
322 if ((CurrentRayFilter & FilterActiveSpace) != 0)
323 d.SpaceCollide2(ray, m_scene.ActiveSpace, IntPtr.Zero, nearCallback);
324 if ((CurrentRayFilter & FilterStaticSpace) != 0 && (m_contactResults.Count < CurrentMaxCount))
325 d.SpaceCollide2(ray, m_scene.StaticSpace, IntPtr.Zero, nearCallback);
326
327 if (req.callbackMethod is RaycastCallback)
328 {
329 // Define default results
330 bool hitYN = false;
331 uint hitConsumerID = 0;
332 float distance = float.MaxValue;
333 Vector3 closestcontact = Vector3.Zero;
334 Vector3 snormal = Vector3.Zero;
335
336 // Find closest contact and object.
337 lock (m_contactResults)
338 {
339 foreach (ContactResult cResult in m_contactResults)
340 {
341 if(cResult.Depth < distance)
342 {
343 closestcontact = cResult.Pos;
344 hitConsumerID = cResult.ConsumerID;
345 distance = cResult.Depth;
346 snormal = cResult.Normal;
347 }
348 }
349 m_contactResults.Clear();
350 }
351
352 if (distance > 0 && distance < float.MaxValue)
353 hitYN = true;
354 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
355 }
356 else
357 {
358 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
359 lock (m_PendingRequests)
360 {
361 cresult.AddRange(m_contactResults);
362 m_contactResults.Clear();
363 }
364 ((RayCallback)req.callbackMethod)(cresult);
365 }
366 }
367
368 /// <summary>
369 /// Method that actually initiates the raycast with a geom
370 /// </summary>
371 /// <param name="req"></param>
372 private void doGeomRay(ODERayRequest req)
373 {
374 // Collide test
375 d.SpaceCollide2(ray, req.geom, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
376
377 if (req.callbackMethod is RaycastCallback)
378 {
379 // Define default results
380 bool hitYN = false;
381 uint hitConsumerID = 0;
382 float distance = float.MaxValue;
383 Vector3 closestcontact = Vector3.Zero;
384 Vector3 snormal = Vector3.Zero;
385
386 // Find closest contact and object.
387 lock (m_contactResults)
388 {
389 foreach (ContactResult cResult in m_contactResults)
390 {
391 if(cResult.Depth < distance )
392 {
393 closestcontact = cResult.Pos;
394 hitConsumerID = cResult.ConsumerID;
395 distance = cResult.Depth;
396 snormal = cResult.Normal;
397 }
398 }
399 m_contactResults.Clear();
400 }
401
402 if (distance > 0 && distance < float.MaxValue)
403 hitYN = true;
404
405 ((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
406 }
407 else
408 {
409 List<ContactResult> cresult = new List<ContactResult>(m_contactResults.Count);
410 lock (m_PendingRequests)
411 {
412 cresult.AddRange(m_contactResults);
413 m_contactResults.Clear();
414 }
415 ((RayCallback)req.callbackMethod)(cresult);
416 }
417 }
418
419 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
420 {
421 IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
422 if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
423 return false;
424
425 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
426 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
427 return true;
428 }
429
430 // This is the standard Near. g1 is the ray
431 private void near(IntPtr space, IntPtr g1, IntPtr g2)
432 {
433 if (g2 == IntPtr.Zero || g1 == g2)
434 return;
435
436 if (m_contactResults.Count >= CurrentMaxCount)
437 return;
438
439 if (d.GeomIsSpace(g2))
440 {
441 try
442 {
443 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
444 }
445 catch (Exception e)
446 {
447 m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
448 }
449 return;
450 }
451
452 int count = 0;
453 try
454 {
455 count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
456 }
457 catch (Exception e)
458 {
459 m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
460 return;
461 }
462
463 if (count == 0)
464 return;
465
466 uint ID = 0;
467 PhysicsActor p2 = null;
468
469 m_scene.actor_name_map.TryGetValue(g2, out p2);
470
471 if (p2 == null)
472 {
473 string name;
474
475 if (!m_scene.geom_name_map.TryGetValue(g2, out name))
476 return;
477
478 if (name == "Terrain")
479 {
480 // land colision
481 if ((CurrentRayFilter & RayFilterFlags.land) == 0)
482 return;
483 }
484 else if (name == "Water")
485 {
486 if ((CurrentRayFilter & RayFilterFlags.water) == 0)
487 return;
488 }
489 else
490 return;
491 }
492 else
493 {
494 if (p2 is OdePrim)
495 {
496 RayFilterFlags thisFlags;
497
498 if (p2.IsPhysical)
499 thisFlags = RayFilterFlags.physical;
500 else
501 thisFlags = RayFilterFlags.nonphysical;
502
503 if (p2.Phantom)
504 thisFlags |= RayFilterFlags.phantom;
505
506 if (p2.IsVolumeDtc)
507 thisFlags |= RayFilterFlags.volumedtc;
508
509 if ((thisFlags & CurrentRayFilter) == 0)
510 return;
511
512 ID = ((OdePrim)p2).m_localID;
513 }
514 else if (p2 is OdeCharacter)
515 {
516 if ((CurrentRayFilter & RayFilterFlags.agent) == 0)
517 return;
518 else
519 ID = ((OdeCharacter)p2).m_localID;
520 }
521 else //??
522 return;
523 }
524
525 d.ContactGeom curcontact = new d.ContactGeom();
526
527 // closestHit for now only works for meshs, so must do it for others
528 if ((CurrentRayFilter & RayFilterFlags.ClosestHit) == 0)
529 {
530 // Loop all contacts, build results.
531 for (int i = 0; i < count; i++)
532 {
533 if (!GetCurContactGeom(i, ref curcontact))
534 break;
535
536 ContactResult collisionresult = new ContactResult();
537 collisionresult.ConsumerID = ID;
538 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
539 collisionresult.Depth = curcontact.depth;
540 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
541 curcontact.normal.Z);
542 lock (m_contactResults)
543 {
544 m_contactResults.Add(collisionresult);
545 if (m_contactResults.Count >= CurrentMaxCount)
546 return;
547 }
548 }
549 }
550 else
551 {
552 // keep only closest contact
553 ContactResult collisionresult = new ContactResult();
554 collisionresult.ConsumerID = ID;
555 collisionresult.Depth = float.MaxValue;
556
557 for (int i = 0; i < count; i++)
558 {
559 if (!GetCurContactGeom(i, ref curcontact))
560 break;
561
562 if (curcontact.depth < collisionresult.Depth)
563 {
564 collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
565 collisionresult.Depth = curcontact.depth;
566 collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
567 curcontact.normal.Z);
568 }
569 }
570
571 if (collisionresult.Depth != float.MaxValue)
572 {
573 lock (m_contactResults)
574 m_contactResults.Add(collisionresult);
575 }
576 }
577 }
578
579 /// <summary>
580 /// Dereference the creator scene so that it can be garbage collected if needed.
581 /// </summary>
582 internal void Dispose()
583 {
584 m_scene = null;
585 if (ray != IntPtr.Zero)
586 {
587 d.GeomDestroy(ray);
588 ray = IntPtr.Zero;
589 }
590 }
591 }
592
593 public struct ODERayRequest
594 {
595 public IntPtr geom;
596 public Vector3 Origin;
597 public Vector3 Normal;
598 public int Count;
599 public float length;
600 public object callbackMethod;
601 public RayFilterFlags filter;
602 }
603} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
new file mode 100644
index 0000000..0e4961b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
@@ -0,0 +1,2005 @@
1/*
2 * based on:
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 * changes by opensim team;
39 * changes by Aurora team http://www.aurora-sim.org/
40
41 * Revision/fixs by Ubit Umarov
42 */
43
44using System;
45using System.Runtime.InteropServices;
46using System.Security;
47
48namespace OdeAPI
49{
50//#if dDOUBLE
51// don't see much use in double precision with time steps of 20ms and 10 iterations used on opensim
52// at least we save same memory and memory access time, FPU performance on intel usually is similar
53// using dReal = System.Double;
54//#else
55 using dReal = System.Single;
56//#endif
57
58 public static class d
59 {
60 public static dReal Infinity = dReal.MaxValue;
61 public static int NTotalBodies = 0;
62 public static int NTotalGeoms = 0;
63
64 #region Flags and Enumerations
65
66 [Flags]
67 public enum AllocateODEDataFlags : uint
68 {
69 BasicData = 0,
70 CollisionData = 0x00000001,
71 All = ~0u
72 }
73
74 [Flags]
75 public enum IniteODEFlags : uint
76 {
77 dInitFlagManualThreadCleanup = 0x00000001
78 }
79
80 [Flags]
81 public enum ContactFlags : int
82 {
83 Mu2 = 0x001,
84 FDir1 = 0x002,
85 Bounce = 0x004,
86 SoftERP = 0x008,
87 SoftCFM = 0x010,
88 Motion1 = 0x020,
89 Motion2 = 0x040,
90 MotionN = 0x080,
91 Slip1 = 0x100,
92 Slip2 = 0x200,
93 Approx0 = 0x0000,
94 Approx1_1 = 0x1000,
95 Approx1_2 = 0x2000,
96 Approx1 = 0x3000
97 }
98
99 public enum GeomClassID : int
100 {
101 SphereClass,
102 BoxClass,
103 CapsuleClass,
104 CylinderClass,
105 PlaneClass,
106 RayClass,
107 ConvexClass,
108 GeomTransformClass,
109 TriMeshClass,
110 HeightfieldClass,
111 FirstSpaceClass,
112 SimpleSpaceClass = FirstSpaceClass,
113 HashSpaceClass,
114 QuadTreeSpaceClass,
115 LastSpaceClass = QuadTreeSpaceClass,
116 UbitTerrainClass,
117 FirstUserClass,
118 LastUserClass = FirstUserClass + MaxUserClasses - 1,
119 NumClasses,
120 MaxUserClasses = 5
121 }
122
123 public enum JointType : int
124 {
125 None,
126 Ball,
127 Hinge,
128 Slider,
129 Contact,
130 Universal,
131 Hinge2,
132 Fixed,
133 Null,
134 AMotor,
135 LMotor,
136 Plane2D
137 }
138
139 public enum JointParam : int
140 {
141 LoStop,
142 HiStop,
143 Vel,
144 FMax,
145 FudgeFactor,
146 Bounce,
147 CFM,
148 StopERP,
149 StopCFM,
150 SuspensionERP,
151 SuspensionCFM,
152 LoStop2 = 256,
153 HiStop2,
154 Vel2,
155 FMax2,
156 FudgeFactor2,
157 Bounce2,
158 CFM2,
159 StopERP2,
160 StopCFM2,
161 SuspensionERP2,
162 SuspensionCFM2,
163 LoStop3 = 512,
164 HiStop3,
165 Vel3,
166 FMax3,
167 FudgeFactor3,
168 Bounce3,
169 CFM3,
170 StopERP3,
171 StopCFM3,
172 SuspensionERP3,
173 SuspensionCFM3
174 }
175
176 public enum dSweepAndPruneAxis : int
177 {
178 XYZ = ((0)|(1<<2)|(2<<4)),
179 XZY = ((0)|(2<<2)|(1<<4)),
180 YXZ = ((1)|(0<<2)|(2<<4)),
181 YZX = ((1)|(2<<2)|(0<<4)),
182 ZXY = ((2)|(0<<2)|(1<<4)),
183 ZYX = ((2)|(1<<2)|(0<<4))
184 }
185
186 #endregion
187
188 #region Callbacks
189
190 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
191 public delegate int AABBTestFn(IntPtr o1, IntPtr o2, ref AABB aabb);
192
193 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
194 public delegate int ColliderFn(IntPtr o1, IntPtr o2, int flags, out ContactGeom contact, int skip);
195
196 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
197 public delegate void GetAABBFn(IntPtr geom, out AABB aabb);
198
199 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
200 public delegate ColliderFn GetColliderFnFn(int num);
201
202 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
203 public delegate void GeomDtorFn(IntPtr o);
204
205 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
206 public delegate dReal HeightfieldGetHeight(IntPtr p_user_data, int x, int z);
207
208 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
209 public delegate dReal UbitTerrainGetHeight(IntPtr p_user_data, int x, int z);
210
211 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
212 public delegate void NearCallback(IntPtr data, IntPtr geom1, IntPtr geom2);
213
214 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
215 public delegate int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex);
216
217 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
218 public delegate int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount);
219
220 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
221 public delegate int TriRayCallback(IntPtr trimesh, IntPtr ray, int triangleIndex, dReal u, dReal v);
222
223 #endregion
224
225 #region Structs
226
227 [StructLayout(LayoutKind.Sequential)]
228 public struct AABB
229 {
230 public dReal MinX, MaxX;
231 public dReal MinY, MaxY;
232 public dReal MinZ, MaxZ;
233 }
234
235
236 [StructLayout(LayoutKind.Sequential)]
237 public struct Contact
238 {
239 public SurfaceParameters surface;
240 public ContactGeom geom;
241 public Vector3 fdir1;
242 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(Contact));
243 }
244
245
246 [StructLayout(LayoutKind.Sequential)]
247 public struct ContactGeom
248 {
249
250 public Vector3 pos;
251 public Vector3 normal;
252 public dReal depth;
253 public IntPtr g1;
254 public IntPtr g2;
255 public int side1;
256 public int side2;
257 public static readonly int unmanagedSizeOf = Marshal.SizeOf(typeof(ContactGeom));
258 }
259
260 [StructLayout(LayoutKind.Sequential)]
261 public struct GeomClass
262 {
263 public int bytes;
264 public GetColliderFnFn collider;
265 public GetAABBFn aabb;
266 public AABBTestFn aabb_test;
267 public GeomDtorFn dtor;
268 }
269
270
271 [StructLayout(LayoutKind.Sequential)]
272 public struct JointFeedback
273 {
274 public Vector3 f1;
275 public Vector3 t1;
276 public Vector3 f2;
277 public Vector3 t2;
278 }
279
280
281 [StructLayout(LayoutKind.Sequential)]
282 public struct Mass
283 {
284 public dReal mass;
285 public Vector4 c;
286 public Matrix3 I;
287 }
288
289
290 [StructLayout(LayoutKind.Sequential)]
291 public struct Matrix3
292 {
293 public Matrix3(dReal m00, dReal m10, dReal m20, dReal m01, dReal m11, dReal m21, dReal m02, dReal m12, dReal m22)
294 {
295 M00 = m00; M10 = m10; M20 = m20; _m30 = 0.0f;
296 M01 = m01; M11 = m11; M21 = m21; _m31 = 0.0f;
297 M02 = m02; M12 = m12; M22 = m22; _m32 = 0.0f;
298 }
299 public dReal M00, M10, M20;
300 private dReal _m30;
301 public dReal M01, M11, M21;
302 private dReal _m31;
303 public dReal M02, M12, M22;
304 private dReal _m32;
305 }
306
307 [StructLayout(LayoutKind.Sequential)]
308 public struct Matrix4
309 {
310 public Matrix4(dReal m00, dReal m10, dReal m20, dReal m30,
311 dReal m01, dReal m11, dReal m21, dReal m31,
312 dReal m02, dReal m12, dReal m22, dReal m32,
313 dReal m03, dReal m13, dReal m23, dReal m33)
314 {
315 M00 = m00; M10 = m10; M20 = m20; M30 = m30;
316 M01 = m01; M11 = m11; M21 = m21; M31 = m31;
317 M02 = m02; M12 = m12; M22 = m22; M32 = m32;
318 M03 = m03; M13 = m13; M23 = m23; M33 = m33;
319 }
320 public dReal M00, M10, M20, M30;
321 public dReal M01, M11, M21, M31;
322 public dReal M02, M12, M22, M32;
323 public dReal M03, M13, M23, M33;
324 }
325
326 [StructLayout(LayoutKind.Sequential)]
327 public struct Quaternion
328 {
329 public dReal W, X, Y, Z;
330 }
331
332
333 [StructLayout(LayoutKind.Sequential)]
334 public struct SurfaceParameters
335 {
336 public ContactFlags mode;
337 public dReal mu;
338 public dReal mu2;
339 public dReal bounce;
340 public dReal bounce_vel;
341 public dReal soft_erp;
342 public dReal soft_cfm;
343 public dReal motion1;
344 public dReal motion2;
345 public dReal motionN;
346 public dReal slip1;
347 public dReal slip2;
348 }
349
350
351 [StructLayout(LayoutKind.Sequential)]
352 public struct Vector3
353 {
354 public Vector3(dReal x, dReal y, dReal z)
355 {
356 X = x; Y = y; Z = z; _w = 0.0f;
357 }
358 public dReal X, Y, Z;
359 private dReal _w;
360 }
361
362
363 [StructLayout(LayoutKind.Sequential)]
364 public struct Vector4
365 {
366 public Vector4(dReal x, dReal y, dReal z, dReal w)
367 {
368 X = x; Y = y; Z = z; W = w;
369 }
370 public dReal X, Y, Z, W;
371 }
372
373 #endregion
374
375 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAllocateODEDataForThread"), SuppressUnmanagedCodeSecurity]
376 public static extern int AllocateODEDataForThread(uint ODEInitFlags);
377
378 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnected"), SuppressUnmanagedCodeSecurity]
379 public static extern bool AreConnected(IntPtr b1, IntPtr b2);
380
381 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dAreConnectedExcluding"), SuppressUnmanagedCodeSecurity]
382 public static extern bool AreConnectedExcluding(IntPtr b1, IntPtr b2, JointType joint_type);
383
384 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForce"), SuppressUnmanagedCodeSecurity]
385 public static extern void BodyAddForce(IntPtr body, dReal fx, dReal fy, dReal fz);
386
387 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtPos"), SuppressUnmanagedCodeSecurity]
388 public static extern void BodyAddForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
389
390 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddForceAtRelPos"), SuppressUnmanagedCodeSecurity]
391 public static extern void BodyAddForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
392
393 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForce"), SuppressUnmanagedCodeSecurity]
394 public static extern void BodyAddRelForce(IntPtr body, dReal fx, dReal fy, dReal fz);
395
396 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtPos"), SuppressUnmanagedCodeSecurity]
397 public static extern void BodyAddRelForceAtPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
398
399 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelForceAtRelPos"), SuppressUnmanagedCodeSecurity]
400 public static extern void BodyAddRelForceAtRelPos(IntPtr body, dReal fx, dReal fy, dReal fz, dReal px, dReal py, dReal pz);
401
402 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddRelTorque"), SuppressUnmanagedCodeSecurity]
403 public static extern void BodyAddRelTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
404
405 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyAddTorque"), SuppressUnmanagedCodeSecurity]
406 public static extern void BodyAddTorque(IntPtr body, dReal fx, dReal fy, dReal fz);
407
408 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
409 public static extern void BodyCopyPosition(IntPtr body, out Vector3 pos);
410
411 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyPosition"), SuppressUnmanagedCodeSecurity]
412 public static extern void BodyCopyPosition(IntPtr body, out dReal X);
413
414 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
415 public static extern void BodyCopyQuaternion(IntPtr body, out Quaternion quat);
416
417 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyQuaternion"), SuppressUnmanagedCodeSecurity]
418 public static extern void BodyCopyQuaternion(IntPtr body, out dReal X);
419
420 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
421 public static extern void BodyCopyRotation(IntPtr body, out Matrix3 R);
422
423 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCopyRotation"), SuppressUnmanagedCodeSecurity]
424 public static extern void BodyCopyRotation(IntPtr body, out dReal M00);
425
426 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyCreate"), SuppressUnmanagedCodeSecurity]
427 public static extern IntPtr BodyiCreate(IntPtr world);
428 public static IntPtr BodyCreate(IntPtr world)
429 {
430 NTotalBodies++;
431 return BodyiCreate(world);
432 }
433
434 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDestroy"), SuppressUnmanagedCodeSecurity]
435 public static extern void BodyiDestroy(IntPtr body);
436 public static void BodyDestroy(IntPtr body)
437 {
438 NTotalBodies--;
439 BodyiDestroy(body);
440 }
441
442 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyDisable"), SuppressUnmanagedCodeSecurity]
443 public static extern void BodyDisable(IntPtr body);
444
445 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyEnable"), SuppressUnmanagedCodeSecurity]
446 public static extern void BodyEnable(IntPtr body);
447
448 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
449 public static extern dReal BodyGetAutoDisableAngularThreshold(IntPtr body);
450
451 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
452 public static extern bool BodyGetAutoDisableFlag(IntPtr body);
453
454 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
455 public static extern void BodyGetAutoDisableDefaults(IntPtr body);
456
457 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
458 public static extern dReal BodyGetAutoDisableLinearThreshold(IntPtr body);
459
460 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
461 public static extern int BodyGetAutoDisableSteps(IntPtr body);
462
463 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
464 public static extern dReal BodyGetAutoDisableTime(IntPtr body);
465
466 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularVel"), SuppressUnmanagedCodeSecurity]
467 public extern unsafe static Vector3* BodyGetAngularVelUnsafe(IntPtr body);
468 public static Vector3 BodyGetAngularVel(IntPtr body)
469 {
470 unsafe { return *(BodyGetAngularVelUnsafe(body)); }
471 }
472
473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetData"), SuppressUnmanagedCodeSecurity]
474 public static extern IntPtr BodyGetData(IntPtr body);
475
476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
477 public static extern int BodyGetFiniteRotationMode(IntPtr body);
478
479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
480 public static extern void BodyGetFiniteRotationAxis(IntPtr body, out Vector3 result);
481
482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetForce"), SuppressUnmanagedCodeSecurity]
483 public extern unsafe static Vector3* BodyGetForceUnsafe(IntPtr body);
484 public static Vector3 BodyGetForce(IntPtr body)
485 {
486 unsafe { return *(BodyGetForceUnsafe(body)); }
487 }
488
489 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGravityMode"), SuppressUnmanagedCodeSecurity]
490 public static extern bool BodyGetGravityMode(IntPtr body);
491
492 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
493 public static extern int BodyGetGyroscopicMode(IntPtr body);
494
495 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetJoint"), SuppressUnmanagedCodeSecurity]
496 public static extern IntPtr BodyGetJoint(IntPtr body, int index);
497
498 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearVel"), SuppressUnmanagedCodeSecurity]
499 public extern unsafe static Vector3* BodyGetLinearVelUnsafe(IntPtr body);
500 public static Vector3 BodyGetLinearVel(IntPtr body)
501 {
502 unsafe { return *(BodyGetLinearVelUnsafe(body)); }
503 }
504
505 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetMass"), SuppressUnmanagedCodeSecurity]
506 public static extern void BodyGetMass(IntPtr body, out Mass mass);
507
508 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNumJoints"), SuppressUnmanagedCodeSecurity]
509 public static extern int BodyGetNumJoints(IntPtr body);
510
511 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPointVel"), SuppressUnmanagedCodeSecurity]
512 public static extern void BodyGetPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
513
514 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosition"), SuppressUnmanagedCodeSecurity]
515 public extern unsafe static Vector3* BodyGetPositionUnsafe(IntPtr body);
516 public static Vector3 BodyGetPosition(IntPtr body)
517 {
518 unsafe { return *(BodyGetPositionUnsafe(body)); }
519 }
520
521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetPosRelPoint"), SuppressUnmanagedCodeSecurity]
522 public static extern void BodyGetPosRelPoint(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
523
524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetQuaternion"), SuppressUnmanagedCodeSecurity]
525 public extern unsafe static Quaternion* BodyGetQuaternionUnsafe(IntPtr body);
526 public static Quaternion BodyGetQuaternion(IntPtr body)
527 {
528 unsafe { return *(BodyGetQuaternionUnsafe(body)); }
529 }
530
531 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointPos"), SuppressUnmanagedCodeSecurity]
532 public static extern void BodyGetRelPointPos(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
533
534 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRelPointVel"), SuppressUnmanagedCodeSecurity]
535 public static extern void BodyGetRelPointVel(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
536
537 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetRotation"), SuppressUnmanagedCodeSecurity]
538 public extern unsafe static Matrix3* BodyGetRotationUnsafe(IntPtr body);
539 public static Matrix3 BodyGetRotation(IntPtr body)
540 {
541 unsafe { return *(BodyGetRotationUnsafe(body)); }
542 }
543
544 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetTorque"), SuppressUnmanagedCodeSecurity]
545 public extern unsafe static Vector3* BodyGetTorqueUnsafe(IntPtr body);
546 public static Vector3 BodyGetTorque(IntPtr body)
547 {
548 unsafe { return *(BodyGetTorqueUnsafe(body)); }
549 }
550
551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetWorld"), SuppressUnmanagedCodeSecurity]
552 public static extern IntPtr BodyGetWorld(IntPtr body);
553
554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetFirstGeom"), SuppressUnmanagedCodeSecurity]
555 public static extern IntPtr BodyGetFirstGeom(IntPtr body);
556
557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetNextGeom"), SuppressUnmanagedCodeSecurity]
558 public static extern IntPtr dBodyGetNextGeom(IntPtr Geom);
559
560
561 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyIsEnabled"), SuppressUnmanagedCodeSecurity]
562 public static extern bool BodyIsEnabled(IntPtr body);
563
564 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularVel"), SuppressUnmanagedCodeSecurity]
565 public static extern void BodySetAngularVel(IntPtr body, dReal x, dReal y, dReal z);
566
567 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
568 public static extern void BodySetAutoDisableAngularThreshold(IntPtr body, dReal angular_threshold);
569
570 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableDefaults"), SuppressUnmanagedCodeSecurity]
571 public static extern void BodySetAutoDisableDefaults(IntPtr body);
572
573 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
574 public static extern void BodySetAutoDisableFlag(IntPtr body, bool do_auto_disable);
575
576 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
577 public static extern void BodySetAutoDisableLinearThreshold(IntPtr body, dReal linear_threshold);
578
579 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
580 public static extern void BodySetAutoDisableSteps(IntPtr body, int steps);
581
582 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
583 public static extern void BodySetAutoDisableTime(IntPtr body, dReal time);
584
585 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetData"), SuppressUnmanagedCodeSecurity]
586 public static extern void BodySetData(IntPtr body, IntPtr data);
587
588 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationMode"), SuppressUnmanagedCodeSecurity]
589 public static extern void BodySetFiniteRotationMode(IntPtr body, int mode);
590
591 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetFiniteRotationAxis"), SuppressUnmanagedCodeSecurity]
592 public static extern void BodySetFiniteRotationAxis(IntPtr body, dReal x, dReal y, dReal z);
593
594 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDamping"), SuppressUnmanagedCodeSecurity]
595 public static extern void BodySetLinearDamping(IntPtr body, dReal scale);
596
597 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
598 public static extern void BodySetAngularDamping(IntPtr body, dReal scale);
599
600 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDamping"), SuppressUnmanagedCodeSecurity]
601 public static extern dReal BodyGetLinearDamping(IntPtr body);
602
603 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDamping"), SuppressUnmanagedCodeSecurity]
604 public static extern dReal BodyGetAngularDamping(IntPtr body);
605
606 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDamping"), SuppressUnmanagedCodeSecurity]
607 public static extern void BodySetDamping(IntPtr body, dReal linear_scale, dReal angular_scale);
608
609 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
610 public static extern void BodySetAngularDampingThreshold(IntPtr body, dReal threshold);
611
612 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
613 public static extern void BodySetLinearDampingThreshold(IntPtr body, dReal threshold);
614
615 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
616 public static extern dReal BodyGetLinearDampingThreshold(IntPtr body);
617
618 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
619 public static extern dReal BodyGetAngularDampingThreshold(IntPtr body);
620
621 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetForce"), SuppressUnmanagedCodeSecurity]
622 public static extern void BodySetForce(IntPtr body, dReal x, dReal y, dReal z);
623
624 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGravityMode"), SuppressUnmanagedCodeSecurity]
625 public static extern void BodySetGravityMode(IntPtr body, bool mode);
626
627 /// <summary>
628 /// Sets the Gyroscopic term status on the body specified.
629 /// </summary>
630 /// <param name="body">Pointer to body</param>
631 /// <param name="enabled">NonZero enabled, Zero disabled</param>
632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetGyroscopicMode"), SuppressUnmanagedCodeSecurity]
633 public static extern void dBodySetGyroscopicMode(IntPtr body, int enabled);
634
635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetLinearVel"), SuppressUnmanagedCodeSecurity]
636 public static extern void BodySetLinearVel(IntPtr body, dReal x, dReal y, dReal z);
637
638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetMass"), SuppressUnmanagedCodeSecurity]
639 public static extern void BodySetMass(IntPtr body, ref Mass mass);
640
641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetPosition"), SuppressUnmanagedCodeSecurity]
642 public static extern void BodySetPosition(IntPtr body, dReal x, dReal y, dReal z);
643
644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
645 public static extern void BodySetQuaternion(IntPtr body, ref Quaternion q);
646
647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetQuaternion"), SuppressUnmanagedCodeSecurity]
648 public static extern void BodySetQuaternion(IntPtr body, ref dReal w);
649
650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
651 public static extern void BodySetRotation(IntPtr body, ref Matrix3 R);
652
653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetRotation"), SuppressUnmanagedCodeSecurity]
654 public static extern void BodySetRotation(IntPtr body, ref dReal M00);
655
656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodySetTorque"), SuppressUnmanagedCodeSecurity]
657 public static extern void BodySetTorque(IntPtr body, dReal x, dReal y, dReal z);
658
659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorFromWorld"), SuppressUnmanagedCodeSecurity]
660 public static extern void BodyVectorFromWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
661
662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBodyVectorToWorld"), SuppressUnmanagedCodeSecurity]
663 public static extern void BodyVectorToWorld(IntPtr body, dReal px, dReal py, dReal pz, out Vector3 result);
664
665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxBox"), SuppressUnmanagedCodeSecurity]
666 public static extern void BoxBox(ref Vector3 p1, ref Matrix3 R1,
667 ref Vector3 side1, ref Vector3 p2,
668 ref Matrix3 R2, ref Vector3 side2,
669 ref Vector3 normal, out dReal depth, out int return_code,
670 int maxc, out ContactGeom contact, int skip);
671
672 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dBoxTouchesBox"), SuppressUnmanagedCodeSecurity]
673 public static extern void BoxTouchesBox(ref Vector3 _p1, ref Matrix3 R1,
674 ref Vector3 side1, ref Vector3 _p2,
675 ref Matrix3 R2, ref Vector3 side2);
676
677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCleanupODEAllDataForThread"), SuppressUnmanagedCodeSecurity]
678 public static extern void CleanupODEAllDataForThread();
679
680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dClosestLineSegmentPoints"), SuppressUnmanagedCodeSecurity]
681 public static extern void ClosestLineSegmentPoints(ref Vector3 a1, ref Vector3 a2,
682 ref Vector3 b1, ref Vector3 b2,
683 ref Vector3 cp1, ref Vector3 cp2);
684
685 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCloseODE"), SuppressUnmanagedCodeSecurity]
686 public static extern void CloseODE();
687
688 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
689 public static extern int Collide(IntPtr o1, IntPtr o2, int flags, [In, Out] ContactGeom[] contact, int skip);
690 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCollide"), SuppressUnmanagedCodeSecurity]
691 public static extern int CollidePtr(IntPtr o1, IntPtr o2, int flags, IntPtr contactgeomarray, int skip);
692
693 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dConnectingJoint"), SuppressUnmanagedCodeSecurity]
694 public static extern IntPtr ConnectingJoint(IntPtr j1, IntPtr j2);
695
696 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateBox"), SuppressUnmanagedCodeSecurity]
697 public static extern IntPtr CreateiBox(IntPtr space, dReal lx, dReal ly, dReal lz);
698 public static IntPtr CreateBox(IntPtr space, dReal lx, dReal ly, dReal lz)
699 {
700 NTotalGeoms++;
701 return CreateiBox(space, lx, ly, lz);
702 }
703
704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCapsule"), SuppressUnmanagedCodeSecurity]
705 public static extern IntPtr CreateiCapsule(IntPtr space, dReal radius, dReal length);
706 public static IntPtr CreateCapsule(IntPtr space, dReal radius, dReal length)
707 {
708 NTotalGeoms++;
709 return CreateiCapsule(space, radius, length);
710 }
711
712 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateConvex"), SuppressUnmanagedCodeSecurity]
713 public static extern IntPtr CreateiConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
714 public static IntPtr CreateConvex(IntPtr space, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons)
715 {
716 NTotalGeoms++;
717 return CreateiConvex(space, planes, planeCount, points, pointCount, polygons);
718 }
719
720 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateCylinder"), SuppressUnmanagedCodeSecurity]
721 public static extern IntPtr CreateiCylinder(IntPtr space, dReal radius, dReal length);
722 public static IntPtr CreateCylinder(IntPtr space, dReal radius, dReal length)
723 {
724 NTotalGeoms++;
725 return CreateiCylinder(space, radius, length);
726 }
727
728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateHeightfield"), SuppressUnmanagedCodeSecurity]
729 public static extern IntPtr CreateiHeightfield(IntPtr space, IntPtr data, int bPlaceable);
730 public static IntPtr CreateHeightfield(IntPtr space, IntPtr data, int bPlaceable)
731 {
732 NTotalGeoms++;
733 return CreateiHeightfield(space, data, bPlaceable);
734 }
735
736 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateUbitTerrain"), SuppressUnmanagedCodeSecurity]
737 public static extern IntPtr CreateiUbitTerrain(IntPtr space, IntPtr data, int bPlaceable);
738 public static IntPtr CreateUbitTerrain(IntPtr space, IntPtr data, int bPlaceable)
739 {
740 NTotalGeoms++;
741 return CreateiUbitTerrain(space, data, bPlaceable);
742 }
743
744
745
746
747
748 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeom"), SuppressUnmanagedCodeSecurity]
749 public static extern IntPtr CreateiGeom(int classnum);
750 public static IntPtr CreateGeom(int classnum)
751 {
752 NTotalGeoms++;
753 return CreateiGeom(classnum);
754 }
755
756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomClass"), SuppressUnmanagedCodeSecurity]
757 public static extern int CreateGeomClass(ref GeomClass classptr);
758
759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateGeomTransform"), SuppressUnmanagedCodeSecurity]
760 public static extern IntPtr CreateGeomTransform(IntPtr space);
761
762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreatePlane"), SuppressUnmanagedCodeSecurity]
763 public static extern IntPtr CreateiPlane(IntPtr space, dReal a, dReal b, dReal c, dReal d);
764 public static IntPtr CreatePlane(IntPtr space, dReal a, dReal b, dReal c, dReal d)
765 {
766 NTotalGeoms++;
767 return CreateiPlane(space, a, b, c, d);
768 }
769
770 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateRay"), SuppressUnmanagedCodeSecurity]
771 public static extern IntPtr CreateiRay(IntPtr space, dReal length);
772 public static IntPtr CreateRay(IntPtr space, dReal length)
773 {
774 NTotalGeoms++;
775 return CreateiRay(space, length);
776 }
777
778 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateSphere"), SuppressUnmanagedCodeSecurity]
779 public static extern IntPtr CreateiSphere(IntPtr space, dReal radius);
780 public static IntPtr CreateSphere(IntPtr space, dReal radius)
781 {
782 NTotalGeoms++;
783 return CreateiSphere(space, radius);
784 }
785
786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dCreateTriMesh"), SuppressUnmanagedCodeSecurity]
787 public static extern IntPtr CreateiTriMesh(IntPtr space, IntPtr data,
788 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback);
789 public static IntPtr CreateTriMesh(IntPtr space, IntPtr data,
790 TriCallback callback, TriArrayCallback arrayCallback, TriRayCallback rayCallback)
791 {
792 NTotalGeoms++;
793 return CreateiTriMesh(space, data, callback, arrayCallback, rayCallback);
794 }
795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDot"), SuppressUnmanagedCodeSecurity]
796 public static extern dReal Dot(ref dReal X0, ref dReal X1, int n);
797
798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dDQfromW"), SuppressUnmanagedCodeSecurity]
799 public static extern void DQfromW(dReal[] dq, ref Vector3 w, ref Quaternion q);
800
801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorCholesky"), SuppressUnmanagedCodeSecurity]
802 public static extern int FactorCholesky(ref dReal A00, int n);
803
804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dFactorLDLT"), SuppressUnmanagedCodeSecurity]
805 public static extern void FactorLDLT(ref dReal A, out dReal d, int n, int nskip);
806
807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
808 public static extern void GeomBoxGetLengths(IntPtr geom, out Vector3 len);
809
810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxGetLengths"), SuppressUnmanagedCodeSecurity]
811 public static extern void GeomBoxGetLengths(IntPtr geom, out dReal x);
812
813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxPointDepth"), SuppressUnmanagedCodeSecurity]
814 public static extern dReal GeomBoxPointDepth(IntPtr geom, dReal x, dReal y, dReal z);
815
816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomBoxSetLengths"), SuppressUnmanagedCodeSecurity]
817 public static extern void GeomBoxSetLengths(IntPtr geom, dReal x, dReal y, dReal z);
818
819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleGetParams"), SuppressUnmanagedCodeSecurity]
820 public static extern void GeomCapsuleGetParams(IntPtr geom, out dReal radius, out dReal length);
821
822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsulePointDepth"), SuppressUnmanagedCodeSecurity]
823 public static extern dReal GeomCapsulePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
824
825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCapsuleSetParams"), SuppressUnmanagedCodeSecurity]
826 public static extern void GeomCapsuleSetParams(IntPtr geom, dReal radius, dReal length);
827
828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomClearOffset"), SuppressUnmanagedCodeSecurity]
829 public static extern void GeomClearOffset(IntPtr geom);
830
831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
832 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref Vector3 pos);
833
834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetPosition"), SuppressUnmanagedCodeSecurity]
835 public static extern IntPtr GeomCopyOffsetPosition(IntPtr geom, ref dReal X);
836
837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
838 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref Quaternion Q);
839
840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
841 public static extern void GeomCopyOffsetQuaternion(IntPtr geom, ref dReal X);
842
843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
844 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref Matrix3 R);
845
846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyOffsetRotation"), SuppressUnmanagedCodeSecurity]
847 public static extern IntPtr GeomCopyOffsetRotation(IntPtr geom, ref dReal M00);
848
849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
850 public static extern void GeomCopyPosition(IntPtr geom, out Vector3 pos);
851
852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyPosition"), SuppressUnmanagedCodeSecurity]
853 public static extern void GeomCopyPosition(IntPtr geom, out dReal X);
854
855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
856 public static extern void GeomCopyRotation(IntPtr geom, out Matrix3 R);
857
858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCopyRotation"), SuppressUnmanagedCodeSecurity]
859 public static extern void GeomCopyRotation(IntPtr geom, out dReal M00);
860
861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderGetParams"), SuppressUnmanagedCodeSecurity]
862 public static extern void GeomCylinderGetParams(IntPtr geom, out dReal radius, out dReal length);
863
864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomCylinderSetParams"), SuppressUnmanagedCodeSecurity]
865 public static extern void GeomCylinderSetParams(IntPtr geom, dReal radius, dReal length);
866
867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDestroy"), SuppressUnmanagedCodeSecurity]
868 public static extern void GeomiDestroy(IntPtr geom);
869 public static void GeomDestroy(IntPtr geom)
870 {
871 NTotalGeoms--;
872 GeomiDestroy(geom);
873 }
874
875
876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomDisable"), SuppressUnmanagedCodeSecurity]
877 public static extern void GeomDisable(IntPtr geom);
878
879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomEnable"), SuppressUnmanagedCodeSecurity]
880 public static extern void GeomEnable(IntPtr geom);
881
882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
883 public static extern void GeomGetAABB(IntPtr geom, out AABB aabb);
884
885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetAABB"), SuppressUnmanagedCodeSecurity]
886 public static extern void GeomGetAABB(IntPtr geom, out dReal minX);
887
888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetBody"), SuppressUnmanagedCodeSecurity]
889 public static extern IntPtr GeomGetBody(IntPtr geom);
890
891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCategoryBits"), SuppressUnmanagedCodeSecurity]
892 public static extern uint GeomGetCategoryBits(IntPtr geom);
893
894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClassData"), SuppressUnmanagedCodeSecurity]
895 public static extern IntPtr GeomGetClassData(IntPtr geom);
896
897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetCollideBits"), SuppressUnmanagedCodeSecurity]
898 public static extern uint GeomGetCollideBits(IntPtr geom);
899
900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetClass"), SuppressUnmanagedCodeSecurity]
901 public static extern GeomClassID GeomGetClass(IntPtr geom);
902
903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetData"), SuppressUnmanagedCodeSecurity]
904 public static extern IntPtr GeomGetData(IntPtr geom);
905
906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetPosition"), SuppressUnmanagedCodeSecurity]
907 public extern unsafe static Vector3* GeomGetOffsetPositionUnsafe(IntPtr geom);
908 public static Vector3 GeomGetOffsetPosition(IntPtr geom)
909 {
910 unsafe { return *(GeomGetOffsetPositionUnsafe(geom)); }
911 }
912
913 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetOffsetRotation"), SuppressUnmanagedCodeSecurity]
914 public extern unsafe static Matrix3* GeomGetOffsetRotationUnsafe(IntPtr geom);
915 public static Matrix3 GeomGetOffsetRotation(IntPtr geom)
916 {
917 unsafe { return *(GeomGetOffsetRotationUnsafe(geom)); }
918 }
919
920 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetPosition"), SuppressUnmanagedCodeSecurity]
921 public extern unsafe static Vector3* GeomGetPositionUnsafe(IntPtr geom);
922 public static Vector3 GeomGetPosition(IntPtr geom)
923 {
924 unsafe { return *(GeomGetPositionUnsafe(geom)); }
925 }
926
927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
928 public static extern void GeomCopyQuaternion(IntPtr geom, out Quaternion q);
929
930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetQuaternion"), SuppressUnmanagedCodeSecurity]
931 public static extern void GeomCopyQuaternion(IntPtr geom, out dReal X);
932
933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetRotation"), SuppressUnmanagedCodeSecurity]
934 public extern unsafe static Matrix3* GeomGetRotationUnsafe(IntPtr geom);
935 public static Matrix3 GeomGetRotation(IntPtr geom)
936 {
937 unsafe { return *(GeomGetRotationUnsafe(geom)); }
938 }
939
940 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomGetSpace"), SuppressUnmanagedCodeSecurity]
941 public static extern IntPtr GeomGetSpace(IntPtr geom);
942
943 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
944 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, byte[] pHeightData, int bCopyHeightData,
945 dReal width, dReal depth, int widthSamples, int depthSamples,
946 dReal scale, dReal offset, dReal thickness, int bWrap);
947
948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildByte"), SuppressUnmanagedCodeSecurity]
949 public static extern void GeomHeightfieldDataBuildByte(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
950 dReal width, dReal depth, int widthSamples, int depthSamples,
951 dReal scale, dReal offset, dReal thickness, int bWrap);
952
953 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildCallback"), SuppressUnmanagedCodeSecurity]
954 public static extern void GeomHeightfieldDataBuildCallback(IntPtr d, IntPtr pUserData, HeightfieldGetHeight pCallback,
955 dReal width, dReal depth, int widthSamples, int depthSamples,
956 dReal scale, dReal offset, dReal thickness, int bWrap);
957
958 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
959 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, ushort[] pHeightData, int bCopyHeightData,
960 dReal width, dReal depth, int widthSamples, int depthSamples,
961 dReal scale, dReal offset, dReal thickness, int bWrap);
962
963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
964 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, short[] pHeightData, int bCopyHeightData,
965 dReal width, dReal depth, int widthSamples, int depthSamples,
966 dReal scale, dReal offset, dReal thickness, int bWrap);
967
968 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildShort"), SuppressUnmanagedCodeSecurity]
969 public static extern void GeomHeightfieldDataBuildShort(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
970 dReal width, dReal depth, int widthSamples, int depthSamples,
971 dReal scale, dReal offset, dReal thickness, int bWrap);
972
973 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
974 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, float[] pHeightData, int bCopyHeightData,
975 dReal width, dReal depth, int widthSamples, int depthSamples,
976 dReal scale, dReal offset, dReal thickness, int bWrap);
977
978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildSingle"), SuppressUnmanagedCodeSecurity]
979 public static extern void GeomHeightfieldDataBuildSingle(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
980 dReal width, dReal depth, int widthSamples, int depthSamples,
981 dReal scale, dReal offset, dReal thickness, int bWrap);
982
983
984
985 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
986 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, double[] pHeightData, int bCopyHeightData,
987 dReal width, dReal depth, int widthSamples, int depthSamples,
988 dReal scale, dReal offset, dReal thickness, int bWrap);
989
990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataBuildDouble"), SuppressUnmanagedCodeSecurity]
991 public static extern void GeomHeightfieldDataBuildDouble(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
992 dReal width, dReal depth, int widthSamples, int depthSamples,
993 dReal scale, dReal offset, dReal thickness, int bWrap);
994
995 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataCreate"), SuppressUnmanagedCodeSecurity]
996 public static extern IntPtr GeomHeightfieldDataCreate();
997
998 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataDestroy"), SuppressUnmanagedCodeSecurity]
999 public static extern void GeomHeightfieldDataDestroy(IntPtr d);
1000
1001 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldDataSetBounds"), SuppressUnmanagedCodeSecurity]
1002 public static extern void GeomHeightfieldDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1003
1004 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1005 public static extern IntPtr GeomHeightfieldGetHeightfieldData(IntPtr g);
1006
1007 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomHeightfieldSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1008 public static extern void GeomHeightfieldSetHeightfieldData(IntPtr g, IntPtr d);
1009
1010
1011 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1012 public static extern void GeomUbitTerrainDataBuild(IntPtr d, float[] pHeightData, int bCopyHeightData,
1013 dReal sampleSize, int widthSamples, int depthSamples,
1014 dReal offset, dReal thickness, int bWrap);
1015
1016 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataBuild"), SuppressUnmanagedCodeSecurity]
1017 public static extern void GeomUbitTerrainDataBuild(IntPtr d, IntPtr pHeightData, int bCopyHeightData,
1018 dReal sampleSize, int widthSamples, int depthSamples,
1019 dReal thickness, int bWrap);
1020
1021 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataCreate"), SuppressUnmanagedCodeSecurity]
1022 public static extern IntPtr GeomUbitTerrainDataCreate();
1023
1024 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataDestroy"), SuppressUnmanagedCodeSecurity]
1025 public static extern void GeomUbitTerrainDataDestroy(IntPtr d);
1026
1027 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainDataSetBounds"), SuppressUnmanagedCodeSecurity]
1028 public static extern void GeomUbitTerrainDataSetBounds(IntPtr d, dReal minHeight, dReal maxHeight);
1029
1030 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainGetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1031 public static extern IntPtr GeomUbitTerrainGetHeightfieldData(IntPtr g);
1032
1033 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomUbitTerrainSetHeightfieldData"), SuppressUnmanagedCodeSecurity]
1034 public static extern void GeomUbitTerrainSetHeightfieldData(IntPtr g, IntPtr d);
1035
1036
1037 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsEnabled"), SuppressUnmanagedCodeSecurity]
1038 public static extern bool GeomIsEnabled(IntPtr geom);
1039
1040 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsOffset"), SuppressUnmanagedCodeSecurity]
1041 public static extern bool GeomIsOffset(IntPtr geom);
1042
1043 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomIsSpace"), SuppressUnmanagedCodeSecurity]
1044 public static extern bool GeomIsSpace(IntPtr geom);
1045
1046 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1047 public static extern void GeomPlaneGetParams(IntPtr geom, ref Vector4 result);
1048
1049 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneGetParams"), SuppressUnmanagedCodeSecurity]
1050 public static extern void GeomPlaneGetParams(IntPtr geom, ref dReal A);
1051
1052 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlanePointDepth"), SuppressUnmanagedCodeSecurity]
1053 public static extern dReal GeomPlanePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1054
1055 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomPlaneSetParams"), SuppressUnmanagedCodeSecurity]
1056 public static extern void GeomPlaneSetParams(IntPtr plane, dReal a, dReal b, dReal c, dReal d);
1057
1058 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1059 public static extern void GeomRayGet(IntPtr ray, ref Vector3 start, ref Vector3 dir);
1060
1061 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGet"), SuppressUnmanagedCodeSecurity]
1062 public static extern void GeomRayGet(IntPtr ray, ref dReal startX, ref dReal dirX);
1063
1064 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetClosestHit"), SuppressUnmanagedCodeSecurity]
1065 public static extern int GeomRayGetClosestHit(IntPtr ray);
1066
1067 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetLength"), SuppressUnmanagedCodeSecurity]
1068 public static extern dReal GeomRayGetLength(IntPtr ray);
1069
1070 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRayGetParams"), SuppressUnmanagedCodeSecurity]
1071 public static extern dReal GeomRayGetParams(IntPtr g, out int firstContact, out int backfaceCull);
1072
1073 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySet"), SuppressUnmanagedCodeSecurity]
1074 public static extern void GeomRaySet(IntPtr ray, dReal px, dReal py, dReal pz, dReal dx, dReal dy, dReal dz);
1075
1076 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetClosestHit"), SuppressUnmanagedCodeSecurity]
1077 public static extern void GeomRaySetClosestHit(IntPtr ray, int closestHit);
1078
1079 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetLength"), SuppressUnmanagedCodeSecurity]
1080 public static extern void GeomRaySetLength(IntPtr ray, dReal length);
1081
1082 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomRaySetParams"), SuppressUnmanagedCodeSecurity]
1083 public static extern void GeomRaySetParams(IntPtr ray, int firstContact, int backfaceCull);
1084
1085 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetBody"), SuppressUnmanagedCodeSecurity]
1086 public static extern void GeomSetBody(IntPtr geom, IntPtr body);
1087
1088 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCategoryBits"), SuppressUnmanagedCodeSecurity]
1089 public static extern void GeomSetCategoryBits(IntPtr geom, uint bits);
1090
1091 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetCollideBits"), SuppressUnmanagedCodeSecurity]
1092 public static extern void GeomSetCollideBits(IntPtr geom, uint bits);
1093
1094 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetConvex"), SuppressUnmanagedCodeSecurity]
1095 public static extern IntPtr GeomSetConvex(IntPtr geom, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
1096
1097 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetData"), SuppressUnmanagedCodeSecurity]
1098 public static extern void GeomSetData(IntPtr geom, IntPtr data);
1099
1100 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetPosition"), SuppressUnmanagedCodeSecurity]
1101 public static extern void GeomSetOffsetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1102
1103 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1104 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref Quaternion Q);
1105
1106 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetQuaternion"), SuppressUnmanagedCodeSecurity]
1107 public static extern void GeomSetOffsetQuaternion(IntPtr geom, ref dReal X);
1108
1109 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1110 public static extern void GeomSetOffsetRotation(IntPtr geom, ref Matrix3 R);
1111
1112 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetRotation"), SuppressUnmanagedCodeSecurity]
1113 public static extern void GeomSetOffsetRotation(IntPtr geom, ref dReal M00);
1114
1115 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldPosition"), SuppressUnmanagedCodeSecurity]
1116 public static extern void GeomSetOffsetWorldPosition(IntPtr geom, dReal x, dReal y, dReal z);
1117
1118 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1119 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref Quaternion Q);
1120
1121 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldQuaternion"), SuppressUnmanagedCodeSecurity]
1122 public static extern void GeomSetOffsetWorldQuaternion(IntPtr geom, ref dReal X);
1123
1124 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1125 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref Matrix3 R);
1126
1127 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetOffsetWorldRotation"), SuppressUnmanagedCodeSecurity]
1128 public static extern void GeomSetOffsetWorldRotation(IntPtr geom, ref dReal M00);
1129
1130 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetPosition"), SuppressUnmanagedCodeSecurity]
1131 public static extern void GeomSetPosition(IntPtr geom, dReal x, dReal y, dReal z);
1132
1133 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1134 public static extern void GeomSetQuaternion(IntPtr geom, ref Quaternion quat);
1135
1136 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetQuaternion"), SuppressUnmanagedCodeSecurity]
1137 public static extern void GeomSetQuaternion(IntPtr geom, ref dReal w);
1138
1139 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1140 public static extern void GeomSetRotation(IntPtr geom, ref Matrix3 R);
1141
1142 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSetRotation"), SuppressUnmanagedCodeSecurity]
1143 public static extern void GeomSetRotation(IntPtr geom, ref dReal M00);
1144
1145 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereGetRadius"), SuppressUnmanagedCodeSecurity]
1146 public static extern dReal GeomSphereGetRadius(IntPtr geom);
1147
1148 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSpherePointDepth"), SuppressUnmanagedCodeSecurity]
1149 public static extern dReal GeomSpherePointDepth(IntPtr geom, dReal x, dReal y, dReal z);
1150
1151 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomSphereSetRadius"), SuppressUnmanagedCodeSecurity]
1152 public static extern void GeomSphereSetRadius(IntPtr geom, dReal radius);
1153
1154 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetCleanup"), SuppressUnmanagedCodeSecurity]
1155 public static extern int GeomTransformGetCleanup(IntPtr geom);
1156
1157 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetGeom"), SuppressUnmanagedCodeSecurity]
1158 public static extern IntPtr GeomTransformGetGeom(IntPtr geom);
1159
1160 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformGetInfo"), SuppressUnmanagedCodeSecurity]
1161 public static extern int GeomTransformGetInfo(IntPtr geom);
1162
1163 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetCleanup"), SuppressUnmanagedCodeSecurity]
1164 public static extern void GeomTransformSetCleanup(IntPtr geom, int mode);
1165
1166 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetGeom"), SuppressUnmanagedCodeSecurity]
1167 public static extern void GeomTransformSetGeom(IntPtr geom, IntPtr obj);
1168
1169 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTransformSetInfo"), SuppressUnmanagedCodeSecurity]
1170 public static extern void GeomTransformSetInfo(IntPtr geom, int info);
1171
1172 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1173 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1174 double[] vertices, int vertexStride, int vertexCount,
1175 int[] indices, int indexCount, int triStride);
1176
1177 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble"), SuppressUnmanagedCodeSecurity]
1178 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1179 IntPtr vertices, int vertexStride, int vertexCount,
1180 IntPtr indices, int indexCount, int triStride);
1181
1182 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1183 public static extern void GeomTriMeshDataBuildDouble1(IntPtr d,
1184 double[] vertices, int vertexStride, int vertexCount,
1185 int[] indices, int indexCount, int triStride,
1186 double[] normals);
1187
1188 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildDouble1"), SuppressUnmanagedCodeSecurity]
1189 public static extern void GeomTriMeshDataBuildDouble(IntPtr d,
1190 IntPtr vertices, int vertexStride, int vertexCount,
1191 IntPtr indices, int indexCount, int triStride,
1192 IntPtr normals);
1193
1194 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1195 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1196 dReal[] vertices, int vertexStride, int vertexCount,
1197 int[] indices, int indexCount, int triStride);
1198
1199 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple"), SuppressUnmanagedCodeSecurity]
1200 public static extern void GeomTriMeshDataBuildSingle(IntPtr d,
1201 IntPtr vertices, int vertexStride, int vertexCount,
1202 IntPtr indices, int indexCount, int triStride);
1203
1204 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1205 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1206 dReal[] vertices, int vertexStride, int vertexCount,
1207 int[] indices, int indexCount, int triStride,
1208 dReal[] normals);
1209
1210 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSimple1"), SuppressUnmanagedCodeSecurity]
1211 public static extern void GeomTriMeshDataBuildSingle1(IntPtr d,
1212 IntPtr vertices, int vertexStride, int vertexCount,
1213 IntPtr indices, int indexCount, int triStride,
1214 IntPtr normals);
1215
1216 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1217 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1218 float[] vertices, int vertexStride, int vertexCount,
1219 int[] indices, int indexCount, int triStride);
1220
1221 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle"), SuppressUnmanagedCodeSecurity]
1222 public static extern void GeomTriMeshDataBuildSimple(IntPtr d,
1223 IntPtr vertices, int vertexStride, int vertexCount,
1224 IntPtr indices, int indexCount, int triStride);
1225
1226 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1227 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1228 float[] vertices, int vertexStride, int vertexCount,
1229 int[] indices, int indexCount, int triStride,
1230 float[] normals);
1231
1232 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataBuildSingle1"), SuppressUnmanagedCodeSecurity]
1233 public static extern void GeomTriMeshDataBuildSimple1(IntPtr d,
1234 IntPtr vertices, int vertexStride, int vertexCount,
1235 IntPtr indices, int indexCount, int triStride,
1236 IntPtr normals);
1237
1238 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshClearTCCache"), SuppressUnmanagedCodeSecurity]
1239 public static extern void GeomTriMeshClearTCCache(IntPtr g);
1240
1241 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataCreate"), SuppressUnmanagedCodeSecurity]
1242 public static extern IntPtr GeomTriMeshDataCreate();
1243
1244 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataDestroy"), SuppressUnmanagedCodeSecurity]
1245 public static extern void GeomTriMeshDataDestroy(IntPtr d);
1246
1247 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataGet"), SuppressUnmanagedCodeSecurity]
1248 public static extern IntPtr GeomTriMeshDataGet(IntPtr d, int data_id);
1249
1250 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataPreprocess"), SuppressUnmanagedCodeSecurity]
1251 public static extern void GeomTriMeshDataPreprocess(IntPtr d);
1252
1253 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataSet"), SuppressUnmanagedCodeSecurity]
1254 public static extern void GeomTriMeshDataSet(IntPtr d, int data_id, IntPtr in_data);
1255
1256 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshDataUpdate"), SuppressUnmanagedCodeSecurity]
1257 public static extern void GeomTriMeshDataUpdate(IntPtr d);
1258
1259 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshEnableTC"), SuppressUnmanagedCodeSecurity]
1260 public static extern void GeomTriMeshEnableTC(IntPtr g, int geomClass, bool enable);
1261
1262 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetArrayCallback"), SuppressUnmanagedCodeSecurity]
1263 public static extern TriArrayCallback GeomTriMeshGetArrayCallback(IntPtr g);
1264
1265 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetCallback"), SuppressUnmanagedCodeSecurity]
1266 public static extern TriCallback GeomTriMeshGetCallback(IntPtr g);
1267
1268 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetData"), SuppressUnmanagedCodeSecurity]
1269 public static extern IntPtr GeomTriMeshGetData(IntPtr g);
1270
1271 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetLastTransform"), SuppressUnmanagedCodeSecurity]
1272 public extern unsafe static Matrix4* GeomTriMeshGetLastTransformUnsafe(IntPtr geom);
1273 public static Matrix4 GeomTriMeshGetLastTransform(IntPtr geom)
1274 {
1275 unsafe { return *(GeomTriMeshGetLastTransformUnsafe(geom)); }
1276 }
1277
1278 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetPoint"), SuppressUnmanagedCodeSecurity]
1279 public extern static void GeomTriMeshGetPoint(IntPtr g, int index, dReal u, dReal v, ref Vector3 outVec);
1280
1281 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetRayCallback"), SuppressUnmanagedCodeSecurity]
1282 public static extern TriRayCallback GeomTriMeshGetRayCallback(IntPtr g);
1283
1284 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangle"), SuppressUnmanagedCodeSecurity]
1285 public extern static void GeomTriMeshGetTriangle(IntPtr g, int index, ref Vector3 v0, ref Vector3 v1, ref Vector3 v2);
1286
1287 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriangleCount"), SuppressUnmanagedCodeSecurity]
1288 public extern static int GeomTriMeshGetTriangleCount(IntPtr g);
1289
1290 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshGetTriMeshDataID"), SuppressUnmanagedCodeSecurity]
1291 public static extern IntPtr GeomTriMeshGetTriMeshDataID(IntPtr g);
1292
1293 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshIsTCEnabled"), SuppressUnmanagedCodeSecurity]
1294 public static extern bool GeomTriMeshIsTCEnabled(IntPtr g, int geomClass);
1295
1296 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetArrayCallback"), SuppressUnmanagedCodeSecurity]
1297 public static extern void GeomTriMeshSetArrayCallback(IntPtr g, TriArrayCallback arrayCallback);
1298
1299 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetCallback"), SuppressUnmanagedCodeSecurity]
1300 public static extern void GeomTriMeshSetCallback(IntPtr g, TriCallback callback);
1301
1302 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetData"), SuppressUnmanagedCodeSecurity]
1303 public static extern void GeomTriMeshSetData(IntPtr g, IntPtr data);
1304
1305 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1306 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref Matrix4 last_trans);
1307
1308 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetLastTransform"), SuppressUnmanagedCodeSecurity]
1309 public static extern void GeomTriMeshSetLastTransform(IntPtr g, ref dReal M00);
1310
1311 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGeomTriMeshSetRayCallback"), SuppressUnmanagedCodeSecurity]
1312 public static extern void GeomTriMeshSetRayCallback(IntPtr g, TriRayCallback callback);
1313
1314 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dGetConfiguration"), SuppressUnmanagedCodeSecurity]
1315 public static extern string GetConfiguration(string str);
1316
1317 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceCreate"), SuppressUnmanagedCodeSecurity]
1318 public static extern IntPtr HashSpaceCreate(IntPtr space);
1319
1320 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceGetLevels"), SuppressUnmanagedCodeSecurity]
1321 public static extern void HashSpaceGetLevels(IntPtr space, out int minlevel, out int maxlevel);
1322
1323 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dHashSpaceSetLevels"), SuppressUnmanagedCodeSecurity]
1324 public static extern void HashSpaceSetLevels(IntPtr space, int minlevel, int maxlevel);
1325
1326 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInfiniteAABB"), SuppressUnmanagedCodeSecurity]
1327 public static extern void InfiniteAABB(IntPtr geom, out AABB aabb);
1328
1329 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE"), SuppressUnmanagedCodeSecurity]
1330 public static extern void InitODE();
1331
1332 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInitODE2"), SuppressUnmanagedCodeSecurity]
1333 public static extern int InitODE2(uint ODEInitFlags);
1334
1335 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dIsPositiveDefinite"), SuppressUnmanagedCodeSecurity]
1336 public static extern int IsPositiveDefinite(ref dReal A, int n);
1337
1338 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dInvertPDMatrix"), SuppressUnmanagedCodeSecurity]
1339 public static extern int InvertPDMatrix(ref dReal A, out dReal Ainv, int n);
1340
1341 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddAMotorTorques"), SuppressUnmanagedCodeSecurity]
1342 public static extern void JointAddAMotorTorques(IntPtr joint, dReal torque1, dReal torque2, dReal torque3);
1343
1344 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHingeTorque"), SuppressUnmanagedCodeSecurity]
1345 public static extern void JointAddHingeTorque(IntPtr joint, dReal torque);
1346
1347 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddHinge2Torque"), SuppressUnmanagedCodeSecurity]
1348 public static extern void JointAddHinge2Torques(IntPtr joint, dReal torque1, dReal torque2);
1349
1350 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddPRTorque"), SuppressUnmanagedCodeSecurity]
1351 public static extern void JointAddPRTorque(IntPtr joint, dReal torque);
1352
1353 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddUniversalTorque"), SuppressUnmanagedCodeSecurity]
1354 public static extern void JointAddUniversalTorques(IntPtr joint, dReal torque1, dReal torque2);
1355
1356 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAddSliderForce"), SuppressUnmanagedCodeSecurity]
1357 public static extern void JointAddSliderForce(IntPtr joint, dReal force);
1358
1359 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointAttach"), SuppressUnmanagedCodeSecurity]
1360 public static extern void JointAttach(IntPtr joint, IntPtr body1, IntPtr body2);
1361
1362 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateAMotor"), SuppressUnmanagedCodeSecurity]
1363 public static extern IntPtr JointCreateAMotor(IntPtr world, IntPtr group);
1364
1365 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateBall"), SuppressUnmanagedCodeSecurity]
1366 public static extern IntPtr JointCreateBall(IntPtr world, IntPtr group);
1367
1368 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1369 public static extern IntPtr JointCreateContact(IntPtr world, IntPtr group, ref Contact contact);
1370 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateContact"), SuppressUnmanagedCodeSecurity]
1371 public static extern IntPtr JointCreateContactPtr(IntPtr world, IntPtr group, IntPtr contact);
1372
1373 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateFixed"), SuppressUnmanagedCodeSecurity]
1374 public static extern IntPtr JointCreateFixed(IntPtr world, IntPtr group);
1375
1376 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge"), SuppressUnmanagedCodeSecurity]
1377 public static extern IntPtr JointCreateHinge(IntPtr world, IntPtr group);
1378
1379 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateHinge2"), SuppressUnmanagedCodeSecurity]
1380 public static extern IntPtr JointCreateHinge2(IntPtr world, IntPtr group);
1381
1382 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateLMotor"), SuppressUnmanagedCodeSecurity]
1383 public static extern IntPtr JointCreateLMotor(IntPtr world, IntPtr group);
1384
1385 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateNull"), SuppressUnmanagedCodeSecurity]
1386 public static extern IntPtr JointCreateNull(IntPtr world, IntPtr group);
1387
1388 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePR"), SuppressUnmanagedCodeSecurity]
1389 public static extern IntPtr JointCreatePR(IntPtr world, IntPtr group);
1390
1391 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreatePlane2D"), SuppressUnmanagedCodeSecurity]
1392 public static extern IntPtr JointCreatePlane2D(IntPtr world, IntPtr group);
1393
1394 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateSlider"), SuppressUnmanagedCodeSecurity]
1395 public static extern IntPtr JointCreateSlider(IntPtr world, IntPtr group);
1396
1397 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointCreateUniversal"), SuppressUnmanagedCodeSecurity]
1398 public static extern IntPtr JointCreateUniversal(IntPtr world, IntPtr group);
1399
1400 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointDestroy"), SuppressUnmanagedCodeSecurity]
1401 public static extern void JointDestroy(IntPtr j);
1402
1403 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1404 public static extern dReal JointGetAMotorAngle(IntPtr j, int anum);
1405
1406 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAngleRate"), SuppressUnmanagedCodeSecurity]
1407 public static extern dReal JointGetAMotorAngleRate(IntPtr j, int anum);
1408
1409 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1410 public static extern void JointGetAMotorAxis(IntPtr j, int anum, out Vector3 result);
1411
1412 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorAxisRel"), SuppressUnmanagedCodeSecurity]
1413 public static extern int JointGetAMotorAxisRel(IntPtr j, int anum);
1414
1415 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorMode"), SuppressUnmanagedCodeSecurity]
1416 public static extern int JointGetAMotorMode(IntPtr j);
1417
1418 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1419 public static extern int JointGetAMotorNumAxes(IntPtr j);
1420
1421 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetAMotorParam"), SuppressUnmanagedCodeSecurity]
1422 public static extern dReal JointGetAMotorParam(IntPtr j, int parameter);
1423
1424 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor"), SuppressUnmanagedCodeSecurity]
1425 public static extern void JointGetBallAnchor(IntPtr j, out Vector3 result);
1426
1427 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1428 public static extern void JointGetBallAnchor2(IntPtr j, out Vector3 result);
1429
1430 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetBody"), SuppressUnmanagedCodeSecurity]
1431 public static extern IntPtr JointGetBody(IntPtr j);
1432
1433 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetData"), SuppressUnmanagedCodeSecurity]
1434 public static extern IntPtr JointGetData(IntPtr j);
1435
1436 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetFeedback"), SuppressUnmanagedCodeSecurity]
1437 public extern unsafe static JointFeedback* JointGetFeedbackUnsafe(IntPtr j);
1438 public static JointFeedback JointGetFeedback(IntPtr j)
1439 {
1440 unsafe { return *(JointGetFeedbackUnsafe(j)); }
1441 }
1442
1443 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1444 public static extern void JointGetHingeAnchor(IntPtr j, out Vector3 result);
1445
1446 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngle"), SuppressUnmanagedCodeSecurity]
1447 public static extern dReal JointGetHingeAngle(IntPtr j);
1448
1449 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAngleRate"), SuppressUnmanagedCodeSecurity]
1450 public static extern dReal JointGetHingeAngleRate(IntPtr j);
1451
1452 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAxis"), SuppressUnmanagedCodeSecurity]
1453 public static extern void JointGetHingeAxis(IntPtr j, out Vector3 result);
1454
1455 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeParam"), SuppressUnmanagedCodeSecurity]
1456 public static extern dReal JointGetHingeParam(IntPtr j, int parameter);
1457
1458 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1"), SuppressUnmanagedCodeSecurity]
1459 public static extern dReal JointGetHinge2Angle1(IntPtr j);
1460
1461 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle1Rate"), SuppressUnmanagedCodeSecurity]
1462 public static extern dReal JointGetHinge2Angle1Rate(IntPtr j);
1463
1464 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Angle2Rate"), SuppressUnmanagedCodeSecurity]
1465 public static extern dReal JointGetHinge2Angle2Rate(IntPtr j);
1466
1467 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHingeAnchor2"), SuppressUnmanagedCodeSecurity]
1468 public static extern void JointGetHingeAnchor2(IntPtr j, out Vector3 result);
1469
1470 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1471 public static extern void JointGetHinge2Anchor(IntPtr j, out Vector3 result);
1472
1473 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Anchor2"), SuppressUnmanagedCodeSecurity]
1474 public static extern void JointGetHinge2Anchor2(IntPtr j, out Vector3 result);
1475
1476 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1477 public static extern void JointGetHinge2Axis1(IntPtr j, out Vector3 result);
1478
1479 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1480 public static extern void JointGetHinge2Axis2(IntPtr j, out Vector3 result);
1481
1482 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetHinge2Param"), SuppressUnmanagedCodeSecurity]
1483 public static extern dReal JointGetHinge2Param(IntPtr j, int parameter);
1484
1485 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1486 public static extern void JointGetLMotorAxis(IntPtr j, int anum, out Vector3 result);
1487
1488 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1489 public static extern int JointGetLMotorNumAxes(IntPtr j);
1490
1491 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetLMotorParam"), SuppressUnmanagedCodeSecurity]
1492 public static extern dReal JointGetLMotorParam(IntPtr j, int parameter);
1493
1494 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAnchor"), SuppressUnmanagedCodeSecurity]
1495 public static extern void JointGetPRAnchor(IntPtr j, out Vector3 result);
1496
1497 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis1"), SuppressUnmanagedCodeSecurity]
1498 public static extern void JointGetPRAxis1(IntPtr j, out Vector3 result);
1499
1500 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRAxis2"), SuppressUnmanagedCodeSecurity]
1501 public static extern void JointGetPRAxis2(IntPtr j, out Vector3 result);
1502
1503 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRParam"), SuppressUnmanagedCodeSecurity]
1504 public static extern dReal JointGetPRParam(IntPtr j, int parameter);
1505
1506 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPosition"), SuppressUnmanagedCodeSecurity]
1507 public static extern dReal JointGetPRPosition(IntPtr j);
1508
1509 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetPRPositionRate"), SuppressUnmanagedCodeSecurity]
1510 public static extern dReal JointGetPRPositionRate(IntPtr j);
1511
1512 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderAxis"), SuppressUnmanagedCodeSecurity]
1513 public static extern void JointGetSliderAxis(IntPtr j, out Vector3 result);
1514
1515 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderParam"), SuppressUnmanagedCodeSecurity]
1516 public static extern dReal JointGetSliderParam(IntPtr j, int parameter);
1517
1518 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPosition"), SuppressUnmanagedCodeSecurity]
1519 public static extern dReal JointGetSliderPosition(IntPtr j);
1520
1521 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetSliderPositionRate"), SuppressUnmanagedCodeSecurity]
1522 public static extern dReal JointGetSliderPositionRate(IntPtr j);
1523
1524 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetType"), SuppressUnmanagedCodeSecurity]
1525 public static extern JointType JointGetType(IntPtr j);
1526
1527 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1528 public static extern void JointGetUniversalAnchor(IntPtr j, out Vector3 result);
1529
1530 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAnchor2"), SuppressUnmanagedCodeSecurity]
1531 public static extern void JointGetUniversalAnchor2(IntPtr j, out Vector3 result);
1532
1533 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1"), SuppressUnmanagedCodeSecurity]
1534 public static extern dReal JointGetUniversalAngle1(IntPtr j);
1535
1536 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle1Rate"), SuppressUnmanagedCodeSecurity]
1537 public static extern dReal JointGetUniversalAngle1Rate(IntPtr j);
1538
1539 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2"), SuppressUnmanagedCodeSecurity]
1540 public static extern dReal JointGetUniversalAngle2(IntPtr j);
1541
1542 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngle2Rate"), SuppressUnmanagedCodeSecurity]
1543 public static extern dReal JointGetUniversalAngle2Rate(IntPtr j);
1544
1545 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAngles"), SuppressUnmanagedCodeSecurity]
1546 public static extern void JointGetUniversalAngles(IntPtr j, out dReal angle1, out dReal angle2);
1547
1548 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1549 public static extern void JointGetUniversalAxis1(IntPtr j, out Vector3 result);
1550
1551 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1552 public static extern void JointGetUniversalAxis2(IntPtr j, out Vector3 result);
1553
1554 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGetUniversalParam"), SuppressUnmanagedCodeSecurity]
1555 public static extern dReal JointGetUniversalParam(IntPtr j, int parameter);
1556
1557 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupCreate"), SuppressUnmanagedCodeSecurity]
1558 public static extern IntPtr JointGroupCreate(int max_size);
1559
1560 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupDestroy"), SuppressUnmanagedCodeSecurity]
1561 public static extern void JointGroupDestroy(IntPtr group);
1562
1563 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointGroupEmpty"), SuppressUnmanagedCodeSecurity]
1564 public static extern void JointGroupEmpty(IntPtr group);
1565
1566 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAngle"), SuppressUnmanagedCodeSecurity]
1567 public static extern void JointSetAMotorAngle(IntPtr j, int anum, dReal angle);
1568
1569 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorAxis"), SuppressUnmanagedCodeSecurity]
1570 public static extern void JointSetAMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1571
1572 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorMode"), SuppressUnmanagedCodeSecurity]
1573 public static extern void JointSetAMotorMode(IntPtr j, int mode);
1574
1575 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1576 public static extern void JointSetAMotorNumAxes(IntPtr group, int num);
1577
1578 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetAMotorParam"), SuppressUnmanagedCodeSecurity]
1579 public static extern void JointSetAMotorParam(IntPtr group, int parameter, dReal value);
1580
1581 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor"), SuppressUnmanagedCodeSecurity]
1582 public static extern void JointSetBallAnchor(IntPtr j, dReal x, dReal y, dReal z);
1583
1584 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetBallAnchor2"), SuppressUnmanagedCodeSecurity]
1585 public static extern void JointSetBallAnchor2(IntPtr j, dReal x, dReal y, dReal z);
1586
1587 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetData"), SuppressUnmanagedCodeSecurity]
1588 public static extern void JointSetData(IntPtr j, IntPtr data);
1589
1590 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFeedback"), SuppressUnmanagedCodeSecurity]
1591 public static extern void JointSetFeedback(IntPtr j, out JointFeedback feedback);
1592
1593 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetFixed"), SuppressUnmanagedCodeSecurity]
1594 public static extern void JointSetFixed(IntPtr j);
1595
1596 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchor"), SuppressUnmanagedCodeSecurity]
1597 public static extern void JointSetHingeAnchor(IntPtr j, dReal x, dReal y, dReal z);
1598
1599 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAnchorDelta"), SuppressUnmanagedCodeSecurity]
1600 public static extern void JointSetHingeAnchorDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1601
1602 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeAxis"), SuppressUnmanagedCodeSecurity]
1603 public static extern void JointSetHingeAxis(IntPtr j, dReal x, dReal y, dReal z);
1604
1605 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHingeParam"), SuppressUnmanagedCodeSecurity]
1606 public static extern void JointSetHingeParam(IntPtr j, int parameter, dReal value);
1607
1608 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Anchor"), SuppressUnmanagedCodeSecurity]
1609 public static extern void JointSetHinge2Anchor(IntPtr j, dReal x, dReal y, dReal z);
1610
1611 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis1"), SuppressUnmanagedCodeSecurity]
1612 public static extern void JointSetHinge2Axis1(IntPtr j, dReal x, dReal y, dReal z);
1613
1614 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Axis2"), SuppressUnmanagedCodeSecurity]
1615 public static extern void JointSetHinge2Axis2(IntPtr j, dReal x, dReal y, dReal z);
1616
1617 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetHinge2Param"), SuppressUnmanagedCodeSecurity]
1618 public static extern void JointSetHinge2Param(IntPtr j, int parameter, dReal value);
1619
1620 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorAxis"), SuppressUnmanagedCodeSecurity]
1621 public static extern void JointSetLMotorAxis(IntPtr j, int anum, int rel, dReal x, dReal y, dReal z);
1622
1623 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorNumAxes"), SuppressUnmanagedCodeSecurity]
1624 public static extern void JointSetLMotorNumAxes(IntPtr j, int num);
1625
1626 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetLMotorParam"), SuppressUnmanagedCodeSecurity]
1627 public static extern void JointSetLMotorParam(IntPtr j, int parameter, dReal value);
1628
1629 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DAngleParam"), SuppressUnmanagedCodeSecurity]
1630 public static extern void JointSetPlane2DAngleParam(IntPtr j, int parameter, dReal value);
1631
1632 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DXParam"), SuppressUnmanagedCodeSecurity]
1633 public static extern void JointSetPlane2DXParam(IntPtr j, int parameter, dReal value);
1634
1635 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPlane2DYParam"), SuppressUnmanagedCodeSecurity]
1636 public static extern void JointSetPlane2DYParam(IntPtr j, int parameter, dReal value);
1637
1638 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAnchor"), SuppressUnmanagedCodeSecurity]
1639 public static extern void JointSetPRAnchor(IntPtr j, dReal x, dReal y, dReal z);
1640
1641 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis1"), SuppressUnmanagedCodeSecurity]
1642 public static extern void JointSetPRAxis1(IntPtr j, dReal x, dReal y, dReal z);
1643
1644 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRAxis2"), SuppressUnmanagedCodeSecurity]
1645 public static extern void JointSetPRAxis2(IntPtr j, dReal x, dReal y, dReal z);
1646
1647 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetPRParam"), SuppressUnmanagedCodeSecurity]
1648 public static extern void JointSetPRParam(IntPtr j, int parameter, dReal value);
1649
1650 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxis"), SuppressUnmanagedCodeSecurity]
1651 public static extern void JointSetSliderAxis(IntPtr j, dReal x, dReal y, dReal z);
1652
1653 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderAxisDelta"), SuppressUnmanagedCodeSecurity]
1654 public static extern void JointSetSliderAxisDelta(IntPtr j, dReal x, dReal y, dReal z, dReal ax, dReal ay, dReal az);
1655
1656 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetSliderParam"), SuppressUnmanagedCodeSecurity]
1657 public static extern void JointSetSliderParam(IntPtr j, int parameter, dReal value);
1658
1659 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAnchor"), SuppressUnmanagedCodeSecurity]
1660 public static extern void JointSetUniversalAnchor(IntPtr j, dReal x, dReal y, dReal z);
1661
1662 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis1"), SuppressUnmanagedCodeSecurity]
1663 public static extern void JointSetUniversalAxis1(IntPtr j, dReal x, dReal y, dReal z);
1664
1665 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalAxis2"), SuppressUnmanagedCodeSecurity]
1666 public static extern void JointSetUniversalAxis2(IntPtr j, dReal x, dReal y, dReal z);
1667
1668 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dJointSetUniversalParam"), SuppressUnmanagedCodeSecurity]
1669 public static extern void JointSetUniversalParam(IntPtr j, int parameter, dReal value);
1670
1671 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dLDLTAddTL"), SuppressUnmanagedCodeSecurity]
1672 public static extern void LDLTAddTL(ref dReal L, ref dReal d, ref dReal a, int n, int nskip);
1673
1674 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdd"), SuppressUnmanagedCodeSecurity]
1675 public static extern void MassAdd(ref Mass a, ref Mass b);
1676
1677 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassAdjust"), SuppressUnmanagedCodeSecurity]
1678 public static extern void MassAdjust(ref Mass m, dReal newmass);
1679
1680 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassCheck"), SuppressUnmanagedCodeSecurity]
1681 public static extern bool MassCheck(ref Mass m);
1682
1683 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1684 public static extern void MassRotate(ref Mass mass, ref Matrix3 R);
1685
1686 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassRotate"), SuppressUnmanagedCodeSecurity]
1687 public static extern void MassRotate(ref Mass mass, ref dReal M00);
1688
1689 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBox"), SuppressUnmanagedCodeSecurity]
1690 public static extern void MassSetBox(out Mass mass, dReal density, dReal lx, dReal ly, dReal lz);
1691
1692 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetBoxTotal"), SuppressUnmanagedCodeSecurity]
1693 public static extern void MassSetBoxTotal(out Mass mass, dReal total_mass, dReal lx, dReal ly, dReal lz);
1694
1695 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsule"), SuppressUnmanagedCodeSecurity]
1696 public static extern void MassSetCapsule(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1697
1698 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCapsuleTotal"), SuppressUnmanagedCodeSecurity]
1699 public static extern void MassSetCapsuleTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1700
1701 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinder"), SuppressUnmanagedCodeSecurity]
1702 public static extern void MassSetCylinder(out Mass mass, dReal density, int direction, dReal radius, dReal length);
1703
1704 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetCylinderTotal"), SuppressUnmanagedCodeSecurity]
1705 public static extern void MassSetCylinderTotal(out Mass mass, dReal total_mass, int direction, dReal radius, dReal length);
1706
1707 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetParameters"), SuppressUnmanagedCodeSecurity]
1708 public static extern void MassSetParameters(out Mass mass, dReal themass,
1709 dReal cgx, dReal cgy, dReal cgz,
1710 dReal i11, dReal i22, dReal i33,
1711 dReal i12, dReal i13, dReal i23);
1712
1713 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphere"), SuppressUnmanagedCodeSecurity]
1714 public static extern void MassSetSphere(out Mass mass, dReal density, dReal radius);
1715
1716 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetSphereTotal"), SuppressUnmanagedCodeSecurity]
1717 public static extern void dMassSetSphereTotal(out Mass mass, dReal total_mass, dReal radius);
1718
1719 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetTrimesh"), SuppressUnmanagedCodeSecurity]
1720 public static extern void MassSetTrimesh(out Mass mass, dReal density, IntPtr g);
1721
1722 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassSetZero"), SuppressUnmanagedCodeSecurity]
1723 public static extern void MassSetZero(out Mass mass);
1724
1725 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMassTranslate"), SuppressUnmanagedCodeSecurity]
1726 public static extern void MassTranslate(ref Mass mass, dReal x, dReal y, dReal z);
1727
1728 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1729 public static extern void Multiply0(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1730
1731 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply0"), SuppressUnmanagedCodeSecurity]
1732 private static extern void MultiplyiM3V3(out Vector3 vout, ref Matrix3 matrix, ref Vector3 vect,int p, int q, int r);
1733 public static void MultiplyM3V3(out Vector3 outvector, ref Matrix3 matrix, ref Vector3 invector)
1734 {
1735 MultiplyiM3V3(out outvector, ref matrix, ref invector, 3, 3, 1);
1736 }
1737
1738 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply1"), SuppressUnmanagedCodeSecurity]
1739 public static extern void Multiply1(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1740
1741 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dMultiply2"), SuppressUnmanagedCodeSecurity]
1742 public static extern void Multiply2(out dReal A00, ref dReal B00, ref dReal C00, int p, int q, int r);
1743
1744 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1745 public static extern void QFromAxisAndAngle(out Quaternion q, dReal ax, dReal ay, dReal az, dReal angle);
1746
1747 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQfromR"), SuppressUnmanagedCodeSecurity]
1748 public static extern void QfromR(out Quaternion q, ref Matrix3 R);
1749
1750 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply0"), SuppressUnmanagedCodeSecurity]
1751 public static extern void QMultiply0(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1752
1753 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply1"), SuppressUnmanagedCodeSecurity]
1754 public static extern void QMultiply1(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1755
1756 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply2"), SuppressUnmanagedCodeSecurity]
1757 public static extern void QMultiply2(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1758
1759 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQMultiply3"), SuppressUnmanagedCodeSecurity]
1760 public static extern void QMultiply3(out Quaternion qa, ref Quaternion qb, ref Quaternion qc);
1761
1762 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQSetIdentity"), SuppressUnmanagedCodeSecurity]
1763 public static extern void QSetIdentity(out Quaternion q);
1764
1765 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1766 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref Vector3 center, ref Vector3 extents, int depth);
1767
1768 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dQuadTreeSpaceCreate"), SuppressUnmanagedCodeSecurity]
1769 public static extern IntPtr QuadTreeSpaceCreate(IntPtr space, ref dReal centerX, ref dReal extentsX, int depth);
1770
1771 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRandReal"), SuppressUnmanagedCodeSecurity]
1772 public static extern dReal RandReal();
1773
1774 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFrom2Axes"), SuppressUnmanagedCodeSecurity]
1775 public static extern void RFrom2Axes(out Matrix3 R, dReal ax, dReal ay, dReal az, dReal bx, dReal by, dReal bz);
1776
1777 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromAxisAndAngle"), SuppressUnmanagedCodeSecurity]
1778 public static extern void RFromAxisAndAngle(out Matrix3 R, dReal x, dReal y, dReal z, dReal angle);
1779
1780 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromEulerAngles"), SuppressUnmanagedCodeSecurity]
1781 public static extern void RFromEulerAngles(out Matrix3 R, dReal phi, dReal theta, dReal psi);
1782
1783 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRfromQ"), SuppressUnmanagedCodeSecurity]
1784 public static extern void RfromQ(out Matrix3 R, ref Quaternion q);
1785
1786 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRFromZAxis"), SuppressUnmanagedCodeSecurity]
1787 public static extern void RFromZAxis(out Matrix3 R, dReal ax, dReal ay, dReal az);
1788
1789 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dRSetIdentity"), SuppressUnmanagedCodeSecurity]
1790 public static extern void RSetIdentity(out Matrix3 R);
1791
1792 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetValue"), SuppressUnmanagedCodeSecurity]
1793 public static extern void SetValue(out dReal a, int n);
1794
1795 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSetZero"), SuppressUnmanagedCodeSecurity]
1796 public static extern void SetZero(out dReal a, int n);
1797
1798 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSimpleSpaceCreate"), SuppressUnmanagedCodeSecurity]
1799 public static extern IntPtr SimpleSpaceCreate(IntPtr space);
1800
1801 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveCholesky"), SuppressUnmanagedCodeSecurity]
1802 public static extern void SolveCholesky(ref dReal L, out dReal b, int n);
1803
1804 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1"), SuppressUnmanagedCodeSecurity]
1805 public static extern void SolveL1(ref dReal L, out dReal b, int n, int nskip);
1806
1807 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveL1T"), SuppressUnmanagedCodeSecurity]
1808 public static extern void SolveL1T(ref dReal L, out dReal b, int n, int nskip);
1809
1810 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSolveLDLT"), SuppressUnmanagedCodeSecurity]
1811 public static extern void SolveLDLT(ref dReal L, ref dReal d, out dReal b, int n, int nskip);
1812
1813 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceAdd"), SuppressUnmanagedCodeSecurity]
1814 public static extern void SpaceAdd(IntPtr space, IntPtr geom);
1815
1816 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceLockQuery"), SuppressUnmanagedCodeSecurity]
1817 public static extern bool SpaceLockQuery(IntPtr space);
1818
1819 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceClean"), SuppressUnmanagedCodeSecurity]
1820 public static extern void SpaceClean(IntPtr space);
1821
1822 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide"), SuppressUnmanagedCodeSecurity]
1823 public static extern void SpaceCollide(IntPtr space, IntPtr data, NearCallback callback);
1824
1825 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceCollide2"), SuppressUnmanagedCodeSecurity]
1826 public static extern void SpaceCollide2(IntPtr space1, IntPtr space2, IntPtr data, NearCallback callback);
1827
1828 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceDestroy"), SuppressUnmanagedCodeSecurity]
1829 public static extern void SpaceDestroy(IntPtr space);
1830
1831 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetCleanup"), SuppressUnmanagedCodeSecurity]
1832 public static extern bool SpaceGetCleanup(IntPtr space);
1833
1834 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetNumGeoms"), SuppressUnmanagedCodeSecurity]
1835 public static extern int SpaceGetNumGeoms(IntPtr space);
1836
1837 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetGeom"), SuppressUnmanagedCodeSecurity]
1838 public static extern IntPtr SpaceGetGeom(IntPtr space, int i);
1839
1840 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceGetSublevel"), SuppressUnmanagedCodeSecurity]
1841 public static extern int SpaceGetSublevel(IntPtr space);
1842
1843 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceQuery"), SuppressUnmanagedCodeSecurity]
1844 public static extern bool SpaceQuery(IntPtr space, IntPtr geom);
1845
1846 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceRemove"), SuppressUnmanagedCodeSecurity]
1847 public static extern void SpaceRemove(IntPtr space, IntPtr geom);
1848
1849 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetCleanup"), SuppressUnmanagedCodeSecurity]
1850 public static extern void SpaceSetCleanup(IntPtr space, bool mode);
1851
1852 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSpaceSetSublevel"), SuppressUnmanagedCodeSecurity]
1853 public static extern void SpaceSetSublevel(IntPtr space, int sublevel);
1854
1855 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dSweepAndPruneSpaceCreate"), SuppressUnmanagedCodeSecurity]
1856 public static extern IntPtr SweepAndPruneSpaceCreate(IntPtr space, int AxisOrder);
1857
1858 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dVectorScale"), SuppressUnmanagedCodeSecurity]
1859 public static extern void VectorScale(out dReal a, ref dReal d, int n);
1860
1861 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldCreate"), SuppressUnmanagedCodeSecurity]
1862 public static extern IntPtr WorldCreate();
1863
1864 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldDestroy"), SuppressUnmanagedCodeSecurity]
1865 public static extern void WorldDestroy(IntPtr world);
1866
1867 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1868 public static extern int WorldGetAutoDisableAverageSamplesCount(IntPtr world);
1869
1870 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1871 public static extern dReal WorldGetAutoDisableAngularThreshold(IntPtr world);
1872
1873 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1874 public static extern bool WorldGetAutoDisableFlag(IntPtr world);
1875
1876 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1877 public static extern dReal WorldGetAutoDisableLinearThreshold(IntPtr world);
1878
1879 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1880 public static extern int WorldGetAutoDisableSteps(IntPtr world);
1881
1882 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1883 public static extern dReal WorldGetAutoDisableTime(IntPtr world);
1884
1885 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1886 public static extern int WorldGetAutoEnableDepthSF1(IntPtr world);
1887
1888 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetCFM"), SuppressUnmanagedCodeSecurity]
1889 public static extern dReal WorldGetCFM(IntPtr world);
1890
1891 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetERP"), SuppressUnmanagedCodeSecurity]
1892 public static extern dReal WorldGetERP(IntPtr world);
1893
1894 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1895 public static extern void WorldGetGravity(IntPtr world, out Vector3 gravity);
1896
1897 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetGravity"), SuppressUnmanagedCodeSecurity]
1898 public static extern void WorldGetGravity(IntPtr world, out dReal X);
1899
1900 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1901 public static extern dReal WorldGetContactMaxCorrectingVel(IntPtr world);
1902
1903 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1904 public static extern dReal WorldGetContactSurfaceLayer(IntPtr world);
1905
1906 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDamping"), SuppressUnmanagedCodeSecurity]
1907 public static extern dReal WorldGetAngularDamping(IntPtr world);
1908
1909 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1910 public static extern dReal WorldGetAngularDampingThreshold(IntPtr world);
1911
1912 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDamping"), SuppressUnmanagedCodeSecurity]
1913 public static extern dReal WorldGetLinearDamping(IntPtr world);
1914
1915 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1916 public static extern dReal WorldGetLinearDampingThreshold(IntPtr world);
1917
1918 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1919 public static extern int WorldGetQuickStepNumIterations(IntPtr world);
1920
1921 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetQuickStepW"), SuppressUnmanagedCodeSecurity]
1922 public static extern dReal WorldGetQuickStepW(IntPtr world);
1923
1924 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldGetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1925 public static extern dReal WorldGetMaxAngularSpeed(IntPtr world);
1926
1927 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1928 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out Vector3 force);
1929
1930 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldImpulseToForce"), SuppressUnmanagedCodeSecurity]
1931 public static extern void WorldImpulseToForce(IntPtr world, dReal stepsize, dReal ix, dReal iy, dReal iz, out dReal forceX);
1932
1933 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldQuickStep"), SuppressUnmanagedCodeSecurity]
1934 public static extern void WorldQuickStep(IntPtr world, dReal stepsize);
1935
1936 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDamping"), SuppressUnmanagedCodeSecurity]
1937 public static extern void WorldSetAngularDamping(IntPtr world, dReal scale);
1938
1939 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAngularDampingThreshold"), SuppressUnmanagedCodeSecurity]
1940 public static extern void WorldSetAngularDampingThreshold(IntPtr world, dReal threshold);
1941
1942 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAngularThreshold"), SuppressUnmanagedCodeSecurity]
1943 public static extern void WorldSetAutoDisableAngularThreshold(IntPtr world, dReal angular_threshold);
1944
1945 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableAverageSamplesCount"), SuppressUnmanagedCodeSecurity]
1946 public static extern void WorldSetAutoDisableAverageSamplesCount(IntPtr world, int average_samples_count);
1947
1948 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableFlag"), SuppressUnmanagedCodeSecurity]
1949 public static extern void WorldSetAutoDisableFlag(IntPtr world, bool do_auto_disable);
1950
1951 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableLinearThreshold"), SuppressUnmanagedCodeSecurity]
1952 public static extern void WorldSetAutoDisableLinearThreshold(IntPtr world, dReal linear_threshold);
1953
1954 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableSteps"), SuppressUnmanagedCodeSecurity]
1955 public static extern void WorldSetAutoDisableSteps(IntPtr world, int steps);
1956
1957 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoDisableTime"), SuppressUnmanagedCodeSecurity]
1958 public static extern void WorldSetAutoDisableTime(IntPtr world, dReal time);
1959
1960 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetAutoEnableDepthSF1"), SuppressUnmanagedCodeSecurity]
1961 public static extern void WorldSetAutoEnableDepthSF1(IntPtr world, int autoEnableDepth);
1962
1963 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetCFM"), SuppressUnmanagedCodeSecurity]
1964 public static extern void WorldSetCFM(IntPtr world, dReal cfm);
1965
1966 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactMaxCorrectingVel"), SuppressUnmanagedCodeSecurity]
1967 public static extern void WorldSetContactMaxCorrectingVel(IntPtr world, dReal vel);
1968
1969 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetContactSurfaceLayer"), SuppressUnmanagedCodeSecurity]
1970 public static extern void WorldSetContactSurfaceLayer(IntPtr world, dReal depth);
1971
1972 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetDamping"), SuppressUnmanagedCodeSecurity]
1973 public static extern void WorldSetDamping(IntPtr world, dReal linear_scale, dReal angular_scale);
1974
1975 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetERP"), SuppressUnmanagedCodeSecurity]
1976 public static extern void WorldSetERP(IntPtr world, dReal erp);
1977
1978 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetGravity"), SuppressUnmanagedCodeSecurity]
1979 public static extern void WorldSetGravity(IntPtr world, dReal x, dReal y, dReal z);
1980
1981 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDamping"), SuppressUnmanagedCodeSecurity]
1982 public static extern void WorldSetLinearDamping(IntPtr world, dReal scale);
1983
1984 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetLinearDampingThreshold"), SuppressUnmanagedCodeSecurity]
1985 public static extern void WorldSetLinearDampingThreshold(IntPtr world, dReal threshold);
1986
1987 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepNumIterations"), SuppressUnmanagedCodeSecurity]
1988 public static extern void WorldSetQuickStepNumIterations(IntPtr world, int num);
1989
1990 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetQuickStepW"), SuppressUnmanagedCodeSecurity]
1991 public static extern void WorldSetQuickStepW(IntPtr world, dReal over_relaxation);
1992
1993 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldSetMaxAngularSpeed"), SuppressUnmanagedCodeSecurity]
1994 public static extern void WorldSetMaxAngularSpeed(IntPtr world, dReal max_speed);
1995
1996 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStep"), SuppressUnmanagedCodeSecurity]
1997 public static extern void WorldStep(IntPtr world, dReal stepsize);
1998
1999 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldStepFast1"), SuppressUnmanagedCodeSecurity]
2000 public static extern void WorldStepFast1(IntPtr world, dReal stepsize, int maxiterations);
2001
2002 [DllImport("ode", CallingConvention = CallingConvention.Cdecl, EntryPoint = "dWorldExportDIF"), SuppressUnmanagedCodeSecurity]
2003 public static extern void WorldExportDIF(IntPtr world, string filename, bool append, string prefix);
2004 }
2005}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..d32188e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
@@ -0,0 +1,90 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Threading;
33using System.IO;
34using System.Diagnostics;
35using log4net;
36using Nini.Config;
37using OdeAPI;
38using OpenSim.Framework;
39using OpenSim.Region.Physics.Manager;
40using OpenMetaverse;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// ODE plugin
46 /// </summary>
47 public class OdePlugin : IPhysicsPlugin
48 {
49 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
50
51 private OdeScene m_scene;
52
53 public bool Init()
54 {
55 if (Util.IsWindows())
56 Util.LoadArchSpecificWindowsDll("ode.dll");
57
58 if (d.InitODE2(0) != 0)
59 {
60 if (d.AllocateODEDataForThread(~0U) == 0)
61 {
62 d.CloseODE();
63 return false;
64 }
65 return true;
66 }
67 return false;
68 }
69
70 public PhysicsScene GetScene(String sceneIdentifier)
71 {
72 if (m_scene == null)
73 {
74
75 m_scene = new OdeScene(sceneIdentifier);
76 }
77 return (m_scene);
78 }
79
80 public string GetName()
81 {
82 return ("UbitODE");
83 }
84
85 public void Dispose()
86 {
87 d.CloseODE();
88 }
89 }
90} \ No newline at end of file
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
new file mode 100644
index 0000000..9ca2d3f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2689 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Size,
138 Shape,
139
140 CollidesWater,
141 VolumeDtc,
142
143 Physical,
144 Phantom,
145 Selected,
146 disabled,
147 building,
148
149 VehicleType,
150 VehicleFloatParam,
151 VehicleVectorParam,
152 VehicleRotationParam,
153 VehicleFlags,
154 SetVehicle,
155
156 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
157 }
158
159 public struct ODEchangeitem
160 {
161 public PhysicsActor actor;
162 public OdeCharacter character;
163 public changes what;
164 public Object arg;
165 }
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173// private int threadid = 0;
174 private Random fluidRandomizer = new Random(Environment.TickCount);
175
176 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
177 const float MaxERP = 0.8f;
178 const float minERP = 0.1f;
179 const float comumContactCFM = 0.0001f;
180
181 float frictionMovementMult = 0.3f;
182
183 float TerrainBounce = 0.1f;
184 float TerrainFriction = 0.3f;
185
186 public float AvatarFriction = 0;// 0.9f * 0.5f;
187
188 private const uint m_regionWidth = Constants.RegionSize;
189 private const uint m_regionHeight = Constants.RegionSize;
190
191 public float ODE_STEPSIZE = 0.020f;
192 private float metersInSpace = 25.6f;
193 private float m_timeDilation = 1.0f;
194
195 public float gravityx = 0f;
196 public float gravityy = 0f;
197 public float gravityz = -9.8f;
198
199 private float waterlevel = 0f;
200 private int framecount = 0;
201
202 private IntPtr WaterGeom = IntPtr.Zero;
203 private IntPtr WaterHeightmapData = IntPtr.Zero;
204 private GCHandle WaterMapHandler = new GCHandle();
205
206 public float avPIDD = 2200f; // make it visible
207 public float avPIDP = 900f; // make it visible
208 private float avCapRadius = 0.37f;
209 private float avDensity = 3f;
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 = 32;
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 = 6;
230
231 public int bodyFramesAutoDisable = 5;
232
233
234 private d.NearCallback nearCallback;
235
236 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
237 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
238 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
239 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
240
241 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
242
243 /// <summary>
244 /// A list of actors that should receive collision events.
245 /// </summary>
246 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
247
248 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
249 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
250 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
251
252 private float contactsurfacelayer = 0.002f;
253
254 private int contactsPerCollision = 80;
255 internal IntPtr ContactgeomsArray = IntPtr.Zero;
256 private IntPtr GlobalContactsArray = IntPtr.Zero;
257
258 const int maxContactsbeforedeath = 4000;
259 private volatile int m_global_contactcount = 0;
260
261
262 private readonly IntPtr contactgroup;
263
264 public ContactData[] m_materialContactsData = new ContactData[8];
265
266 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
267 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
268 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
269
270 private int m_physicsiterations = 10;
271 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
272 private readonly PhysicsActor PANull = new NullPhysicsActor();
273 private float step_time = 0.0f;
274
275 public IntPtr world;
276
277 private uint obj2LocalID = 0;
278 private OdeCharacter cc1;
279 private OdePrim cp1;
280 private OdeCharacter cc2;
281 private OdePrim cp2;
282
283 // split the spaces acording to contents type
284 // ActiveSpace contains characters and active prims
285 // StaticSpace contains land and other that is mostly static in enviroment
286 // this can contain subspaces, like the grid in staticspace
287 // as now space only contains this 2 top spaces
288
289 public IntPtr TopSpace; // the global space
290 public IntPtr ActiveSpace; // space for active prims
291 public IntPtr StaticSpace; // space for the static things around
292
293 // some speedup variables
294 private int spaceGridMaxX;
295 private int spaceGridMaxY;
296 private float spacesPerMeter;
297
298 // split static geometry collision into a grid as before
299 private IntPtr[,] staticPrimspace;
300
301 private Object OdeLock;
302 private static Object SimulationLock;
303
304 public IMesher mesher;
305
306 private IConfigSource m_config;
307
308 public bool physics_logging = false;
309 public int physics_logging_interval = 0;
310 public bool physics_logging_append_existing_logfile = false;
311
312 private Vector3 m_worldOffset = Vector3.Zero;
313 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
314 private PhysicsScene m_parentScene = null;
315
316 private ODERayCastRequestManager m_rayCastManager;
317
318
319/* maybe needed if ode uses tls
320 private void checkThread()
321 {
322
323 int th = Thread.CurrentThread.ManagedThreadId;
324 if(th != threadid)
325 {
326 threadid = th;
327 d.AllocateODEDataForThread(~0U);
328 }
329 }
330 */
331 /// <summary>
332 /// Initiailizes the scene
333 /// Sets many properties that ODE requires to be stable
334 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
335 /// </summary>
336 public OdeScene(string sceneIdentifier)
337 {
338 m_log
339 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
340
341// checkThread();
342 Name = sceneIdentifier;
343
344 OdeLock = new Object();
345 SimulationLock = new Object();
346
347 nearCallback = near;
348
349 m_rayCastManager = new ODERayCastRequestManager(this);
350 lock (OdeLock)
351 {
352 // Create the world and the first space
353 try
354 {
355 world = d.WorldCreate();
356 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
357
358 // now the major subspaces
359 ActiveSpace = d.HashSpaceCreate(TopSpace);
360 StaticSpace = d.HashSpaceCreate(TopSpace);
361 }
362 catch
363 {
364 // i must RtC#FM
365 }
366
367 d.HashSpaceSetLevels(TopSpace, -2, 8);
368 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
369 d.HashSpaceSetLevels(StaticSpace, -2, 8);
370
371 // demote to second level
372 d.SpaceSetSublevel(ActiveSpace, 1);
373 d.SpaceSetSublevel(StaticSpace, 1);
374
375 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
376 CollisionCategories.Geom |
377 CollisionCategories.Character |
378 CollisionCategories.Phantom |
379 CollisionCategories.VolumeDtc
380 ));
381 d.GeomSetCollideBits(ActiveSpace, 0);
382 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
383 CollisionCategories.Geom |
384 CollisionCategories.Land |
385 CollisionCategories.Water |
386 CollisionCategories.Phantom |
387 CollisionCategories.VolumeDtc
388 ));
389 d.GeomSetCollideBits(StaticSpace, 0);
390
391 contactgroup = d.JointGroupCreate(0);
392 //contactgroup
393
394 d.WorldSetAutoDisableFlag(world, false);
395 }
396 }
397
398 // Initialize the mesh plugin
399// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
400 public override void Initialise(IMesher meshmerizer, IConfigSource config)
401 {
402// checkThread();
403 mesher = meshmerizer;
404 m_config = config;
405/*
406 string ode_config = d.GetConfiguration("ODE");
407 if (ode_config != null && ode_config != "")
408 {
409 m_log.WarnFormat("ODE configuration: {0}", ode_config);
410
411 if (ode_config.Contains("ODE_Ubit"))
412 {
413 OdeUbitLib = true;
414 }
415 }
416*/
417 /*
418 if (region != null)
419 {
420 WorldExtents.X = region.RegionSizeX;
421 WorldExtents.Y = region.RegionSizeY;
422 }
423 */
424
425 // Defaults
426
427 int contactsPerCollision = 80;
428
429 if (m_config != null)
430 {
431 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
432 if (physicsconfig != null)
433 {
434 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
435 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
436 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
437
438 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
439
440 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
441
442 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
443 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
444
445 avDensity = physicsconfig.GetFloat("av_density", avDensity);
446 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
447 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
448 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
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
456 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
457 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
458/*
459 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
460 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
461*/
462 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
463 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
464 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
465 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
466/*
467 if (Environment.OSVersion.Platform == PlatformID.Unix)
468 {
469 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
470 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
471 }
472 else
473 {
474
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
477 }
478*/
479 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
480 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
481 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
482
483 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
484 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
485 }
486 }
487
488 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
489 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
490
491 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
492 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
493
494 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
495 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
496
497 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
498 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
499
500 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
501 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
502
503 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
504 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
505
506 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
507 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
508
509 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
510 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
511
512 m_materialContactsData[(int)Material.light].mu = 0.0f;
513 m_materialContactsData[(int)Material.light].bounce = 0.0f;
514
515 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
516
517 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
518 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
519
520 d.WorldSetLinearDamping(world, 0.001f);
521 d.WorldSetAngularDamping(world, 0.001f);
522 d.WorldSetAngularDampingThreshold(world, 0f);
523 d.WorldSetLinearDampingThreshold(world, 0f);
524 d.WorldSetMaxAngularSpeed(world, 256f);
525
526 d.WorldSetCFM(world,1e-6f); // a bit harder than default
527 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
528 d.WorldSetERP(world, 0.6f); // higher than original
529
530 // Set how many steps we go without running collision testing
531 // This is in addition to the step size.
532 // Essentially Steps * m_physicsiterations
533 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
534 d.WorldSetContactMaxCorrectingVel(world, 100.0f);
535
536 spacesPerMeter = 1 / metersInSpace;
537 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
538 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
539
540 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
541
542 // create all spaces now
543 int i, j;
544 IntPtr newspace;
545 for (i = 0; i < spaceGridMaxX; i++)
546 for (j = 0; j < spaceGridMaxY; j++)
547 {
548 newspace = d.HashSpaceCreate(StaticSpace);
549 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
550 waitForSpaceUnlock(newspace);
551 d.SpaceSetSublevel(newspace, 2);
552 d.HashSpaceSetLevels(newspace, -2, 8);
553 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
554 CollisionCategories.Geom |
555 CollisionCategories.Land |
556 CollisionCategories.Water |
557 CollisionCategories.Phantom |
558 CollisionCategories.VolumeDtc
559 ));
560 d.GeomSetCollideBits(newspace, 0);
561
562 staticPrimspace[i, j] = newspace;
563 }
564 // let this now be real maximum values
565 spaceGridMaxX--;
566 spaceGridMaxY--;
567 }
568
569 internal void waitForSpaceUnlock(IntPtr space)
570 {
571 //if (space != IntPtr.Zero)
572 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
573 }
574
575 #region Collision Detection
576
577 // sets a global contact for a joint for contactgeom , and base contact description)
578
579 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
580 {
581 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
582 return IntPtr.Zero;
583
584 float erp = contactGeom.depth;
585 erp *= erpscale;
586 if (erp < minERP)
587 erp = minERP;
588 else if (erp > MaxERP)
589 erp = MaxERP;
590
591 float depth = contactGeom.depth * dscale;
592 if (depth > 0.5f)
593 depth = 0.5f;
594
595 d.Contact newcontact = new d.Contact();
596 newcontact.geom.depth = depth;
597 newcontact.geom.g1 = contactGeom.g1;
598 newcontact.geom.g2 = contactGeom.g2;
599 newcontact.geom.pos = contactGeom.pos;
600 newcontact.geom.normal = contactGeom.normal;
601 newcontact.geom.side1 = contactGeom.side1;
602 newcontact.geom.side2 = contactGeom.side2;
603
604 // this needs bounce also
605 newcontact.surface.mode = comumContactFlags;
606 newcontact.surface.mu = mu;
607 newcontact.surface.bounce = bounce;
608 newcontact.surface.soft_cfm = cfm;
609 newcontact.surface.soft_erp = erp;
610
611 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
612 Marshal.StructureToPtr(newcontact, contact, true);
613 return d.JointCreateContactPtr(world, contactgroup, contact);
614 }
615
616
617
618 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
619 {
620 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
621 return false;
622
623 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
624 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
625 return true;
626 }
627
628 /// <summary>
629 /// This is our near callback. A geometry is near a body
630 /// </summary>
631 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
632 /// <param name="g1">a geometry or space</param>
633 /// <param name="g2">another geometry or space</param>
634 ///
635
636 private void near(IntPtr space, IntPtr g1, IntPtr g2)
637 {
638 // no lock here! It's invoked from within Simulate(), which is thread-locked
639
640 if (m_global_contactcount >= maxContactsbeforedeath)
641 return;
642
643 // Test if we're colliding a geom with a space.
644 // If so we have to drill down into the space recursively
645
646 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
647 return;
648
649 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
650 {
651 // We'll be calling near recursivly if one
652 // of them is a space to find all of the
653 // contact points in the space
654 try
655 {
656 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
657 }
658 catch (AccessViolationException)
659 {
660 m_log.Warn("[PHYSICS]: Unable to collide test a space");
661 return;
662 }
663 //here one should check collisions of geoms inside a space
664 // but on each space we only should have geoms that not colide amoung each other
665 // so we don't dig inside spaces
666 return;
667 }
668
669 // get geom bodies to check if we already a joint contact
670 // guess this shouldn't happen now
671 IntPtr b1 = d.GeomGetBody(g1);
672 IntPtr b2 = d.GeomGetBody(g2);
673
674 // d.GeomClassID id = d.GeomGetClass(g1);
675
676 // Figure out how many contact points we have
677 int count = 0;
678 try
679 {
680 // Colliding Geom To Geom
681 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
682
683 if (g1 == g2)
684 return; // Can't collide with yourself
685
686 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
687 return;
688
689 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
690 }
691 catch (SEHException)
692 {
693 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.");
694// ode.drelease(world);
695 base.TriggerPhysicsBasedRestart();
696 }
697 catch (Exception e)
698 {
699 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
700 return;
701 }
702
703 // id contacts done
704 if (count == 0)
705 return;
706
707 // try get physical actors
708 PhysicsActor p1;
709 PhysicsActor p2;
710
711 if (!actor_name_map.TryGetValue(g1, out p1))
712 {
713 p1 = PANull;
714 }
715
716 if (!actor_name_map.TryGetValue(g2, out p2))
717 {
718 p2 = PANull;
719 }
720
721 // update actors collision score
722 if (p1.CollisionScore >= float.MaxValue - count)
723 p1.CollisionScore = 0;
724 p1.CollisionScore += count;
725
726 if (p2.CollisionScore >= float.MaxValue - count)
727 p2.CollisionScore = 0;
728 p2.CollisionScore += count;
729
730
731 // get first contact
732 d.ContactGeom curContact = new d.ContactGeom();
733 if (!GetCurContactGeom(0, ref curContact))
734 return;
735 // for now it's the one with max depth
736 ContactPoint maxDepthContact = new ContactPoint(
737 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
738 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
739 curContact.depth
740 );
741 // do volume detection case
742 if (
743 (p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect) ||
744 (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
745 {
746 collision_accounting_events(p1, p2, maxDepthContact);
747 return;
748 }
749
750 // big messy collision analises
751 float mu = 0;
752 float bounce = 0;
753 float cfm = 0.0001f;
754 float erp = 0.1f;
755 float erpscale = 1.0f;
756 float dscale = 1.0f;
757 bool IgnoreNegSides = false;
758
759
760 ContactData contactdata1 = new ContactData(0, 0, false);
761 ContactData contactdata2 = new ContactData(0, 0, false);
762
763 String name = null;
764 bool dop1foot = false;
765 bool dop2foot = false;
766 bool ignore = false;
767
768 switch (p1.PhysicsActorType)
769 {
770 case (int)ActorTypes.Agent:
771 {
772 bounce = 0;
773 mu = 0;
774 cfm = 0.0001f;
775
776 switch (p2.PhysicsActorType)
777 {
778 case (int)ActorTypes.Agent:
779/*
780 p1.getContactData(ref contactdata1);
781 p2.getContactData(ref contactdata2);
782
783 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
784
785 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
786 mu *= frictionMovementMult;
787*/
788 p1.CollidingObj = true;
789 p2.CollidingObj = true;
790 break;
791 case (int)ActorTypes.Prim:
792/*
793 p1.getContactData(ref contactdata1);
794 p2.getContactData(ref contactdata2);
795
796
797 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
798
799 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
800 mu *= frictionMovementMult;
801 */
802 if (p2.Velocity.LengthSquared() > 0.0f)
803 p2.CollidingObj = true;
804
805 dop1foot = true;
806 break;
807 default:
808 ignore = true; // avatar to terrain and water ignored
809 break;
810 }
811 break;
812 }
813
814 case (int)ActorTypes.Prim:
815 switch (p2.PhysicsActorType)
816 {
817 case (int)ActorTypes.Agent:
818// p1.getContactData(ref contactdata1);
819// p2.getContactData(ref contactdata2);
820
821 bounce = 0;
822 mu = 0;
823 cfm = 0.0001f;
824/*
825 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
826
827 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
828 mu *= frictionMovementMult;
829*/
830 dop2foot = true;
831 if (p1.Velocity.LengthSquared() > 0.0f)
832 p1.CollidingObj = true;
833 break;
834 case (int)ActorTypes.Prim:
835 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
836 {
837 p1.CollidingObj = true;
838 p2.CollidingObj = true;
839 }
840 p1.getContactData(ref contactdata1);
841 p2.getContactData(ref contactdata2);
842 bounce = contactdata1.bounce * contactdata2.bounce;
843 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
844
845 cfm = p1.Mass;
846 if (cfm > p2.Mass)
847 cfm = p2.Mass;
848 dscale = 10 / cfm;
849 dscale = (float)Math.Sqrt(dscale);
850 if (dscale > 1.0f)
851 dscale = 1.0f;
852 erpscale = cfm * 0.01f;
853 cfm = 0.0001f / cfm;
854 if (cfm > 0.01f)
855 cfm = 0.01f;
856
857 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
858 mu *= frictionMovementMult;
859
860 break;
861 default:
862 if (geom_name_map.TryGetValue(g2, out name))
863 {
864 if (name == "Terrain")
865 {
866 p1.getContactData(ref contactdata1);
867 bounce = contactdata1.bounce * TerrainBounce;
868 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
869 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
870 mu *= frictionMovementMult;
871 p1.CollidingGround = true;
872
873 cfm = p1.Mass;
874 dscale = 10 / cfm;
875 dscale = (float)Math.Sqrt(dscale);
876 if (dscale > 1.0f)
877 dscale = 1.0f;
878 erpscale = cfm * 0.01f;
879 cfm = 0.0001f / cfm;
880 if (cfm > 0.01f)
881 cfm = 0.01f;
882
883 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
884 {
885 if (curContact.side1 > 0)
886 IgnoreNegSides = true;
887 }
888
889 }
890 else if (name == "Water")
891 {
892 ignore = true;
893 }
894 }
895 else
896 ignore=true;
897 break;
898 }
899 break;
900
901 default:
902 if (geom_name_map.TryGetValue(g1, out name))
903 {
904 if (name == "Terrain")
905 {
906 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
907 {
908 p2.CollidingGround = true;
909 p2.getContactData(ref contactdata2);
910 bounce = contactdata2.bounce * TerrainBounce;
911 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
912
913 cfm = p2.Mass;
914 dscale = 10 / cfm;
915 dscale = (float)Math.Sqrt(dscale);
916
917 if (dscale > 1.0f)
918 dscale = 1.0f;
919
920 erpscale = cfm * 0.01f;
921 cfm = 0.0001f / cfm;
922 if (cfm > 0.01f)
923 cfm = 0.01f;
924
925 if (curContact.side1 > 0) // should be 2 ?
926 IgnoreNegSides = true;
927
928 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
929 mu *= frictionMovementMult;
930 }
931 else
932 ignore = true;
933
934 }
935 else if (name == "Water" &&
936 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
937 {
938 ignore = true;
939 }
940 }
941 else
942 ignore = true;
943 break;
944 }
945
946 if (ignore)
947 return;
948
949 IntPtr Joint;
950
951 int i = 0;
952 while(true)
953 {
954
955 if (IgnoreNegSides && curContact.side1 < 0)
956 {
957 if (++i >= count)
958 break;
959
960 if (!GetCurContactGeom(i, ref curContact))
961 break;
962 }
963 else
964
965 {
966 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
967 p1.IsColliding = true;
968 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
969 p2.IsColliding = true;
970
971 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
972 d.JointAttach(Joint, b1, b2);
973
974 if (++m_global_contactcount >= maxContactsbeforedeath)
975 break;
976
977 if (++i >= count)
978 break;
979
980 if (!GetCurContactGeom(i, ref curContact))
981 break;
982
983 if (curContact.depth > maxDepthContact.PenetrationDepth)
984 {
985 maxDepthContact.Position.X = curContact.pos.X;
986 maxDepthContact.Position.Y = curContact.pos.Y;
987 maxDepthContact.Position.Z = curContact.pos.Z;
988 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
989 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
990 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
991 maxDepthContact.PenetrationDepth = curContact.depth;
992 }
993 }
994 }
995
996 collision_accounting_events(p1, p2, maxDepthContact);
997
998/*
999 if (notskipedcount > geomContactPointsStartthrottle)
1000 {
1001 // If there are more then 3 contact points, it's likely
1002 // that we've got a pile of objects, so ...
1003 // We don't want to send out hundreds of terse updates over and over again
1004 // so lets throttle them and send them again after it's somewhat sorted out.
1005 this needs checking so out for now
1006 if (b1 != IntPtr.Zero)
1007 p1.ThrottleUpdates = true;
1008 if (b2 != IntPtr.Zero)
1009 p2.ThrottleUpdates = true;
1010
1011 }
1012 */
1013 }
1014
1015 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1016 {
1017 // obj1LocalID = 0;
1018 //returncollisions = false;
1019 obj2LocalID = 0;
1020 //ctype = 0;
1021 //cStartStop = 0;
1022 if (!(p2.SubscribedEvents() || p1.SubscribedEvents()))
1023 return;
1024
1025 switch ((ActorTypes)p1.PhysicsActorType)
1026 {
1027 case ActorTypes.Agent:
1028 cc1 = (OdeCharacter)p1;
1029 switch ((ActorTypes)p2.PhysicsActorType)
1030 {
1031 case ActorTypes.Agent:
1032 cc2 = (OdeCharacter)p2;
1033 obj2LocalID = cc2.m_localID;
1034 if (p2.SubscribedEvents())
1035 cc2.AddCollisionEvent(cc1.m_localID, contact);
1036 break;
1037
1038 case ActorTypes.Prim:
1039 if (p2 is OdePrim)
1040 {
1041 cp2 = (OdePrim)p2;
1042 obj2LocalID = cp2.m_localID;
1043 if (p2.SubscribedEvents())
1044 cp2.AddCollisionEvent(cc1.m_localID, contact);
1045 }
1046 break;
1047
1048 case ActorTypes.Ground:
1049 case ActorTypes.Unknown:
1050 default:
1051 obj2LocalID = 0;
1052 break;
1053 }
1054 if (p1.SubscribedEvents())
1055 {
1056 contact.SurfaceNormal = -contact.SurfaceNormal;
1057 cc1.AddCollisionEvent(obj2LocalID, contact);
1058 }
1059 break;
1060
1061 case ActorTypes.Prim:
1062
1063 if (p1 is OdePrim)
1064 {
1065 cp1 = (OdePrim)p1;
1066
1067 // obj1LocalID = cp2.m_localID;
1068 switch ((ActorTypes)p2.PhysicsActorType)
1069 {
1070 case ActorTypes.Agent:
1071 if (p2 is OdeCharacter)
1072 {
1073 cc2 = (OdeCharacter)p2;
1074 obj2LocalID = cc2.m_localID;
1075 if (p2.SubscribedEvents())
1076 cc2.AddCollisionEvent(cp1.m_localID, contact);
1077 }
1078 break;
1079 case ActorTypes.Prim:
1080
1081 if (p2 is OdePrim)
1082 {
1083 cp2 = (OdePrim)p2;
1084 obj2LocalID = cp2.m_localID;
1085 if (p2.SubscribedEvents())
1086 cp2.AddCollisionEvent(cp1.m_localID, contact);
1087 }
1088 break;
1089
1090 case ActorTypes.Ground:
1091 case ActorTypes.Unknown:
1092 default:
1093 obj2LocalID = 0;
1094 break;
1095 }
1096 if (p1.SubscribedEvents())
1097 {
1098 contact.SurfaceNormal = -contact.SurfaceNormal;
1099 cp1.AddCollisionEvent(obj2LocalID, contact);
1100 }
1101 }
1102 break;
1103 }
1104 }
1105
1106 /// <summary>
1107 /// This is our collision testing routine in ODE
1108 /// </summary>
1109 /// <param name="timeStep"></param>
1110 private void collision_optimized()
1111 {
1112 lock (_characters)
1113 {
1114 try
1115 {
1116 foreach (OdeCharacter chr in _characters)
1117 {
1118 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1119 continue;
1120
1121 chr.IsColliding = false;
1122 // chr.CollidingGround = false; not done here
1123 chr.CollidingObj = false;
1124 // do colisions with static space
1125 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1126 }
1127 }
1128 catch (AccessViolationException)
1129 {
1130 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1131 }
1132
1133 }
1134
1135 lock (_activeprims)
1136 {
1137 foreach (OdePrim aprim in _activeprims)
1138 {
1139 aprim.CollisionScore = 0;
1140 aprim.IsColliding = false;
1141 }
1142 }
1143
1144 // collide active prims with static enviroment
1145 lock (_activegroups)
1146 {
1147 try
1148 {
1149 foreach (OdePrim prm in _activegroups)
1150 {
1151 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1152 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1153 }
1154 }
1155 catch (AccessViolationException)
1156 {
1157 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1158 }
1159 }
1160 // finally colide active things amoung them
1161 try
1162 {
1163 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1164 }
1165 catch (AccessViolationException)
1166 {
1167 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1168 }
1169// _perloopContact.Clear();
1170 }
1171
1172 #endregion
1173
1174
1175
1176 /// <summary>
1177 /// Add actor to the list that should receive collision events in the simulate loop.
1178 /// </summary>
1179 /// <param name="obj"></param>
1180 public void AddCollisionEventReporting(PhysicsActor obj)
1181 {
1182 lock (_collisionEventPrim)
1183 {
1184 if (!_collisionEventPrim.Contains(obj))
1185 _collisionEventPrim.Add(obj);
1186 }
1187 }
1188
1189 /// <summary>
1190 /// Remove actor from the list that should receive collision events in the simulate loop.
1191 /// </summary>
1192 /// <param name="obj"></param>
1193 public void RemoveCollisionEventReporting(PhysicsActor obj)
1194 {
1195 lock (_collisionEventPrim)
1196 {
1197 if (_collisionEventPrim.Contains(obj))
1198 _collisionEventPrim.Remove(obj);
1199 }
1200 }
1201
1202 #region Add/Remove Entities
1203
1204 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1205 {
1206 Vector3 pos;
1207 pos.X = position.X;
1208 pos.Y = position.Y;
1209 pos.Z = position.Z;
1210 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1211 newAv.Flying = isFlying;
1212 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1213
1214 return newAv;
1215 }
1216
1217 public void AddCharacter(OdeCharacter chr)
1218 {
1219 lock (_characters)
1220 {
1221 if (!_characters.Contains(chr))
1222 {
1223 _characters.Add(chr);
1224 if (chr.bad)
1225 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1226 }
1227 }
1228 }
1229
1230 public void RemoveCharacter(OdeCharacter chr)
1231 {
1232 lock (_characters)
1233 {
1234 if (_characters.Contains(chr))
1235 {
1236 _characters.Remove(chr);
1237 }
1238 }
1239 }
1240
1241 public void BadCharacter(OdeCharacter chr)
1242 {
1243 lock (_badCharacter)
1244 {
1245 if (!_badCharacter.Contains(chr))
1246 _badCharacter.Add(chr);
1247 }
1248 }
1249
1250 public override void RemoveAvatar(PhysicsActor actor)
1251 {
1252 //m_log.Debug("[PHYSICS]:ODELOCK");
1253 ((OdeCharacter) actor).Destroy();
1254 }
1255
1256 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1257 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1258 {
1259 Vector3 pos = position;
1260 Vector3 siz = size;
1261 Quaternion rot = rotation;
1262
1263 OdePrim newPrim;
1264 lock (OdeLock)
1265 {
1266 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1267
1268 lock (_prims)
1269 _prims.Add(newPrim);
1270 }
1271 return newPrim;
1272 }
1273
1274 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1275 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1276 {
1277 Vector3 pos = position;
1278 Vector3 siz = size;
1279 Quaternion rot = rotation;
1280
1281 OdePrim newPrim;
1282 lock (OdeLock)
1283 {
1284 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1285
1286 lock (_prims)
1287 _prims.Add(newPrim);
1288 }
1289 return newPrim;
1290 }
1291
1292 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1293 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1294 {
1295 Vector3 pos = position;
1296 Vector3 siz = size;
1297 Quaternion rot = rotation;
1298
1299 OdePrim newPrim;
1300 lock (OdeLock)
1301 {
1302 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1303
1304 lock (_prims)
1305 _prims.Add(newPrim);
1306 }
1307 return newPrim;
1308 }
1309
1310 public void addActivePrim(OdePrim activatePrim)
1311 {
1312 // adds active prim..
1313 lock (_activeprims)
1314 {
1315 if (!_activeprims.Contains(activatePrim))
1316 _activeprims.Add(activatePrim);
1317 }
1318 }
1319
1320 public void addActiveGroups(OdePrim activatePrim)
1321 {
1322 lock (_activegroups)
1323 {
1324 if (!_activegroups.Contains(activatePrim))
1325 _activegroups.Add(activatePrim);
1326 }
1327 }
1328
1329 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1330 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1331 {
1332 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1333 }
1334
1335
1336 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1337 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1338 {
1339#if SPAM
1340 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1341#endif
1342
1343 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1344 }
1345
1346 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1347 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1348 {
1349#if SPAM
1350 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1351#endif
1352
1353 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1354 }
1355
1356 public override float TimeDilation
1357 {
1358 get { return m_timeDilation; }
1359 }
1360
1361 public override bool SupportsNINJAJoints
1362 {
1363 get { return false; }
1364 }
1365
1366
1367 public void remActivePrim(OdePrim deactivatePrim)
1368 {
1369 lock (_activeprims)
1370 {
1371 _activeprims.Remove(deactivatePrim);
1372 }
1373 }
1374 public void remActiveGroup(OdePrim deactivatePrim)
1375 {
1376 lock (_activegroups)
1377 {
1378 _activegroups.Remove(deactivatePrim);
1379 }
1380 }
1381
1382 public override void RemovePrim(PhysicsActor prim)
1383 {
1384 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1385 // removed in the next physics simulate pass.
1386 if (prim is OdePrim)
1387 {
1388// lock (OdeLock)
1389 {
1390 OdePrim p = (OdePrim)prim;
1391 p.setPrimForRemoval();
1392 }
1393 }
1394 }
1395 /// <summary>
1396 /// This is called from within simulate but outside the locked portion
1397 /// We need to do our own locking here
1398 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1399 /// Simulate() -- justincc).
1400 ///
1401 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1402 ///
1403 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1404 /// that the space was using.
1405 /// </summary>
1406 /// <param name="prim"></param>
1407 public void RemovePrimThreadLocked(OdePrim prim)
1408 {
1409 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1410 lock (prim)
1411 {
1412 RemoveCollisionEventReporting(prim);
1413 lock (_prims)
1414 _prims.Remove(prim);
1415 }
1416
1417 }
1418 #endregion
1419
1420 #region Space Separation Calculation
1421
1422 /// <summary>
1423 /// Called when a static prim moves or becomes static
1424 /// Places the prim in a space one the static sub-spaces grid
1425 /// </summary>
1426 /// <param name="geom">the pointer to the geom that moved</param>
1427 /// <param name="pos">the position that the geom moved to</param>
1428 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1429 /// <returns>a pointer to the new space it's in</returns>
1430 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1431 {
1432 // moves a prim into another static sub-space or from another space into a static sub-space
1433
1434 // Called ODEPrim so
1435 // it's already in locked space.
1436
1437 if (geom == IntPtr.Zero) // shouldn't happen
1438 return IntPtr.Zero;
1439
1440 // get the static sub-space for current position
1441 IntPtr newspace = calculateSpaceForGeom(pos);
1442
1443 if (newspace == currentspace) // if we are there all done
1444 return newspace;
1445
1446 // else remove it from its current space
1447 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1448 {
1449 if (d.GeomIsSpace(currentspace))
1450 {
1451 waitForSpaceUnlock(currentspace);
1452 d.SpaceRemove(currentspace, geom);
1453
1454 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1455 {
1456 d.SpaceDestroy(currentspace);
1457 }
1458 }
1459 else
1460 {
1461 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1462 " Geom:" + geom);
1463 }
1464 }
1465 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1466 {
1467 currentspace = d.GeomGetSpace(geom);
1468 if (currentspace != IntPtr.Zero)
1469 {
1470 if (d.GeomIsSpace(currentspace))
1471 {
1472 waitForSpaceUnlock(currentspace);
1473 d.SpaceRemove(currentspace, geom);
1474
1475 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1476 {
1477 d.SpaceDestroy(currentspace);
1478 }
1479
1480 }
1481 }
1482 }
1483
1484 // put the geom in the newspace
1485 waitForSpaceUnlock(newspace);
1486 d.SpaceAdd(newspace, geom);
1487
1488 // let caller know this newspace
1489 return newspace;
1490 }
1491
1492 /// <summary>
1493 /// Calculates the space the prim should be in by its position
1494 /// </summary>
1495 /// <param name="pos"></param>
1496 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1497 public IntPtr calculateSpaceForGeom(Vector3 pos)
1498 {
1499 int x, y;
1500 x = (int)(pos.X * spacesPerMeter);
1501 if (x < 0)
1502 x = 0;
1503 else if (x > spaceGridMaxX)
1504 x = spaceGridMaxX;
1505
1506 y = (int)(pos.Y * spacesPerMeter);
1507 if (y < 0)
1508 y = 0;
1509 else if (y >spaceGridMaxY)
1510 y = spaceGridMaxY;
1511
1512 IntPtr tmpSpace = staticPrimspace[x, y];
1513 return tmpSpace;
1514 }
1515
1516 #endregion
1517
1518 /// <summary>
1519 /// Routine to figure out if we need to mesh this prim with our mesher
1520 /// </summary>
1521 /// <param name="pbs"></param>
1522 /// <returns></returns>
1523 public bool needsMeshing(PrimitiveBaseShape pbs)
1524 {
1525 // most of this is redundant now as the mesher will return null if it cant mesh a prim
1526 // but we still need to check for sculptie meshing being enabled so this is the most
1527 // convenient place to do it for now...
1528
1529 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
1530 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
1531 int iPropertiesNotSupportedDefault = 0;
1532
1533 if (pbs.SculptEntry)
1534 {
1535 if(!meshSculptedPrim)
1536 return false;
1537 }
1538
1539 // 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
1540 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
1541 {
1542 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1543 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1544 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1545 {
1546
1547 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1548 && pbs.ProfileHollow == 0
1549 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1550 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1551 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1552 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1553 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1554 {
1555#if SPAM
1556 m_log.Warn("NonMesh");
1557#endif
1558 return false;
1559 }
1560 }
1561 }
1562
1563 // following code doesn't give meshs to boxes and spheres ever
1564 // and it's odd.. so for now just return true if asked to force meshs
1565 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1566
1567 if (forceSimplePrimMeshing)
1568 return true;
1569
1570 if (pbs.ProfileHollow != 0)
1571 iPropertiesNotSupportedDefault++;
1572
1573 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1574 iPropertiesNotSupportedDefault++;
1575
1576 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1577 iPropertiesNotSupportedDefault++;
1578
1579 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1580 iPropertiesNotSupportedDefault++;
1581
1582 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1583 iPropertiesNotSupportedDefault++;
1584
1585 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1586 iPropertiesNotSupportedDefault++;
1587
1588 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1589 iPropertiesNotSupportedDefault++;
1590
1591 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))
1592 iPropertiesNotSupportedDefault++;
1593
1594 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1595 iPropertiesNotSupportedDefault++;
1596
1597 // test for torus
1598 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1599 {
1600 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1601 {
1602 iPropertiesNotSupportedDefault++;
1603 }
1604 }
1605 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1606 {
1607 if (pbs.PathCurve == (byte)Extrusion.Straight)
1608 {
1609 iPropertiesNotSupportedDefault++;
1610 }
1611
1612 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1613 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1614 {
1615 iPropertiesNotSupportedDefault++;
1616 }
1617 }
1618 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1619 {
1620 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1621 {
1622 iPropertiesNotSupportedDefault++;
1623 }
1624 }
1625 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1626 {
1627 if (pbs.PathCurve == (byte)Extrusion.Straight)
1628 {
1629 iPropertiesNotSupportedDefault++;
1630 }
1631 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1632 {
1633 iPropertiesNotSupportedDefault++;
1634 }
1635 }
1636
1637 if (pbs.SculptEntry && meshSculptedPrim)
1638 iPropertiesNotSupportedDefault++;
1639
1640 if (iPropertiesNotSupportedDefault == 0)
1641 {
1642#if SPAM
1643 m_log.Warn("NonMesh");
1644#endif
1645 return false;
1646 }
1647#if SPAM
1648 m_log.Debug("Mesh");
1649#endif
1650 return true;
1651 }
1652
1653 /// <summary>
1654 /// Called to queue a change to a actor
1655 /// to use in place of old taint mechanism so changes do have a time sequence
1656 /// </summary>
1657
1658 public void AddChange(PhysicsActor actor, changes what, Object arg)
1659 {
1660 ODEchangeitem item = new ODEchangeitem();
1661 item.actor = actor;
1662 item.what = what;
1663 item.arg = arg;
1664 ChangesQueue.Enqueue(item);
1665 }
1666
1667 /// <summary>
1668 /// Called after our prim properties are set Scale, position etc.
1669 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1670 /// This assures us that we have no race conditions
1671 /// </summary>
1672 /// <param name="prim"></param>
1673 public override void AddPhysicsActorTaint(PhysicsActor prim)
1674 {
1675 }
1676
1677 /// <summary>
1678 /// This is our main simulate loop
1679 /// It's thread locked by a Mutex in the scene.
1680 /// It holds Collisions, it instructs ODE to step through the physical reactions
1681 /// It moves the objects around in memory
1682 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1683 /// </summary>
1684 /// <param name="timeStep"></param>
1685 /// <returns></returns>
1686 public override float Simulate(float timeStep)
1687 {
1688 int statstart;
1689 int statchanges = 0;
1690 int statchmove = 0;
1691 int statactmove = 0;
1692 int statray = 0;
1693 int statcol = 0;
1694 int statstep = 0;
1695 int statmovchar = 0;
1696 int statmovprim;
1697 int totjcontact = 0;
1698
1699 // acumulate time so we can reduce error
1700 step_time += timeStep;
1701
1702 if (step_time < ODE_STEPSIZE)
1703 return 0;
1704
1705 if (framecount >= int.MaxValue)
1706 framecount = 0;
1707
1708 framecount++;
1709
1710 int curphysiteractions = m_physicsiterations;
1711
1712 if (step_time >= m_SkipFramesAtms)
1713 {
1714 // if in trouble reduce step resolution
1715 curphysiteractions /= 2;
1716 }
1717
1718 int nodeframes = 0;
1719
1720// checkThread();
1721
1722 lock (SimulationLock)
1723 {
1724 // adjust number of iterations per step
1725 try
1726 {
1727 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1728 }
1729 catch (StackOverflowException)
1730 {
1731 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1732// ode.drelease(world);
1733 base.TriggerPhysicsBasedRestart();
1734 }
1735
1736
1737 while (step_time >= ODE_STEPSIZE && nodeframes < 10) //limit number of steps so we don't say here for ever
1738 {
1739 try
1740 {
1741 statstart = Util.EnvironmentTickCount();
1742
1743 // clear pointer/counter to contacts to pass into joints
1744 m_global_contactcount = 0;
1745
1746 ODEchangeitem item;
1747
1748 if(ChangesQueue.Count >0)
1749 {
1750 int ttmpstart = Util.EnvironmentTickCount();
1751 int ttmp;
1752 int ttmp2;
1753
1754 while(ChangesQueue.Dequeue(out item))
1755 {
1756 if (item.actor != null)
1757 {
1758 try
1759 {
1760 if (item.actor is OdeCharacter)
1761 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1762 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1763 RemovePrimThreadLocked((OdePrim)item.actor);
1764 }
1765 catch
1766 {
1767 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1768 };
1769 }
1770 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1771 if (ttmp > 20)
1772 break;
1773 }
1774
1775 ttmp2 = Util.EnvironmentTickCountSubtract(ttmpstart);
1776 if (ttmp2 > 50)
1777 ttmp2 = 0;
1778
1779 }
1780
1781 statchanges += Util.EnvironmentTickCountSubtract(statstart);
1782
1783 statactmove += Util.EnvironmentTickCountSubtract(statstart);
1784 //if ((framecount % m_randomizeWater) == 0)
1785 // randomizeWater(waterlevel);
1786
1787 m_rayCastManager.ProcessQueuedRequests();
1788
1789 statray += Util.EnvironmentTickCountSubtract(statstart);
1790 collision_optimized();
1791 statcol += Util.EnvironmentTickCountSubtract(statstart);
1792
1793 lock (_collisionEventPrim)
1794 {
1795 foreach (PhysicsActor obj in _collisionEventPrim)
1796 {
1797 if (obj == null)
1798 continue;
1799
1800 switch ((ActorTypes)obj.PhysicsActorType)
1801 {
1802 case ActorTypes.Agent:
1803 OdeCharacter cobj = (OdeCharacter)obj;
1804 cobj.AddCollisionFrameTime((int)(ODE_STEPSIZE*1000.0f));
1805 cobj.SendCollisions();
1806 break;
1807
1808 case ActorTypes.Prim:
1809 OdePrim pobj = (OdePrim)obj;
1810 pobj.SendCollisions();
1811 break;
1812 }
1813 }
1814 }
1815
1816 d.WorldQuickStep(world, ODE_STEPSIZE);
1817 statstep += Util.EnvironmentTickCountSubtract(statstart);
1818
1819 // Move characters
1820 lock (_characters)
1821 {
1822 List<OdeCharacter> defects = new List<OdeCharacter>();
1823 foreach (OdeCharacter actor in _characters)
1824 {
1825 if (actor != null)
1826 actor.Move(ODE_STEPSIZE, defects);
1827 }
1828 if (defects.Count != 0)
1829 {
1830 foreach (OdeCharacter defect in defects)
1831 {
1832 RemoveCharacter(defect);
1833 }
1834 }
1835 }
1836 statchmove += Util.EnvironmentTickCountSubtract(statstart);
1837
1838 // Move other active objects
1839 lock (_activegroups)
1840 {
1841 foreach (OdePrim aprim in _activegroups)
1842 {
1843 aprim.Move();
1844 }
1845 }
1846
1847 //ode.dunlock(world);
1848 }
1849 catch (Exception e)
1850 {
1851 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
1852// ode.dunlock(world);
1853 }
1854
1855 d.JointGroupEmpty(contactgroup);
1856 totjcontact += m_global_contactcount;
1857
1858 step_time -= ODE_STEPSIZE;
1859 nodeframes++;
1860 }
1861
1862 statstart = Util.EnvironmentTickCount();
1863
1864/*
1865// now included in characters move() and done at ode rate
1866// maybe be needed later if we need to do any extra work at hearbeat rate
1867 lock (_characters)
1868 {
1869 foreach (OdeCharacter actor in _characters)
1870 {
1871 if (actor != null)
1872 {
1873 if (actor.bad)
1874 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
1875
1876 actor.UpdatePositionAndVelocity();
1877 }
1878 }
1879 }
1880*/
1881 lock (_badCharacter)
1882 {
1883 if (_badCharacter.Count > 0)
1884 {
1885 foreach (OdeCharacter chr in _badCharacter)
1886 {
1887 RemoveCharacter(chr);
1888 }
1889
1890 _badCharacter.Clear();
1891 }
1892 }
1893 statmovchar = Util.EnvironmentTickCountSubtract(statstart);
1894
1895 lock (_activegroups)
1896 {
1897 {
1898 foreach (OdePrim actor in _activegroups)
1899 {
1900 if (actor.IsPhysical)
1901 {
1902 actor.UpdatePositionAndVelocity((float)nodeframes * ODE_STEPSIZE);
1903 }
1904 }
1905 }
1906 }
1907
1908 statmovprim = Util.EnvironmentTickCountSubtract(statstart);
1909
1910 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
1911 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
1912 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
1913 int nbodies = d.NTotalBodies;
1914 int ngeoms = d.NTotalGeoms;
1915
1916 // Finished with all sim stepping. If requested, dump world state to file for debugging.
1917 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
1918 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
1919 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
1920 {
1921 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
1922 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
1923
1924 if (physics_logging_append_existing_logfile)
1925 {
1926 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
1927 TextWriter fwriter = File.AppendText(fname);
1928 fwriter.WriteLine(header);
1929 fwriter.Close();
1930 }
1931
1932 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
1933 }
1934
1935 // think time dilation is not a physics issue alone.. but ok let's fake something
1936 if (step_time < ODE_STEPSIZE) // we did the required loops
1937 m_timeDilation = 1.0f;
1938 else
1939 { // we didn't forget the lost ones and let user know something
1940 m_timeDilation = 1 - step_time / timeStep;
1941 if (m_timeDilation < 0)
1942 m_timeDilation = 0;
1943 step_time = 0;
1944 }
1945 }
1946
1947// return nodeframes * ODE_STEPSIZE; // return real simulated time
1948 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
1949 }
1950
1951 /// <summary>
1952 public override void GetResults()
1953 {
1954 }
1955
1956 public override bool IsThreaded
1957 {
1958 // for now we won't be multithreaded
1959 get { return (false); }
1960 }
1961
1962 public float GetTerrainHeightAtXY(float x, float y)
1963 {
1964
1965
1966 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1967 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1968
1969
1970 IntPtr heightFieldGeom = IntPtr.Zero;
1971
1972 // get region map
1973 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
1974 return 0f;
1975
1976 if (heightFieldGeom == IntPtr.Zero)
1977 return 0f;
1978
1979 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1980 return 0f;
1981
1982 // TerrainHeightField for ODE as offset 1m
1983 x += 1f - offsetX;
1984 y += 1f - offsetY;
1985
1986 // make position fit into array
1987 if (x < 0)
1988 x = 0;
1989 if (y < 0)
1990 y = 0;
1991
1992 // integer indexs
1993 int ix;
1994 int iy;
1995 // interpolators offset
1996 float dx;
1997 float dy;
1998
1999 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2000
2001 if (OdeUbitLib)
2002 {
2003 if (x < regsize - 1)
2004 {
2005 ix = (int)x;
2006 dx = x - (float)ix;
2007 }
2008 else // out world use external height
2009 {
2010 ix = regsize - 1;
2011 dx = 0;
2012 }
2013 if (y < regsize - 1)
2014 {
2015 iy = (int)y;
2016 dy = y - (float)iy;
2017 }
2018 else
2019 {
2020 iy = regsize - 1;
2021 dy = 0;
2022 }
2023 }
2024
2025 else
2026 {
2027 // we still have square fixed size regions
2028 // also flip x and y because of how map is done for ODE fliped axis
2029 // so ix,iy,dx and dy are inter exchanged
2030 if (x < regsize - 1)
2031 {
2032 iy = (int)x;
2033 dy = x - (float)iy;
2034 }
2035 else // out world use external height
2036 {
2037 iy = regsize - 1;
2038 dy = 0;
2039 }
2040 if (y < regsize - 1)
2041 {
2042 ix = (int)y;
2043 dx = y - (float)ix;
2044 }
2045 else
2046 {
2047 ix = regsize - 1;
2048 dx = 0;
2049 }
2050 }
2051
2052 float h0;
2053 float h1;
2054 float h2;
2055
2056 iy *= regsize;
2057 iy += ix; // all indexes have iy + ix
2058
2059 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2060
2061 if ((dx + dy) <= 1.0f)
2062 {
2063 h0 = ((float)heights[iy]); // 0,0 vertice
2064 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2065 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2066 }
2067 else
2068 {
2069 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2070 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2071 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2072 }
2073
2074 return h0 + h1 + h2;
2075 }
2076
2077
2078 public override void SetTerrain(float[] heightMap)
2079 {
2080 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2081 {
2082 if (m_parentScene is OdeScene)
2083 {
2084 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2085 }
2086 }
2087 else
2088 {
2089 SetTerrain(heightMap, m_worldOffset);
2090 }
2091 }
2092
2093 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2094 {
2095 SetTerrain(heightMap, pOffset);
2096 }
2097
2098 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2099 {
2100 if (OdeUbitLib)
2101 UbitSetTerrain(heightMap, pOffset);
2102 else
2103 OriSetTerrain(heightMap, pOffset);
2104 }
2105
2106 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2107 {
2108 // assumes 1m size grid and constante size square regions
2109 // needs to know about sims around in future
2110
2111 float[] _heightmap;
2112
2113 uint heightmapWidth = Constants.RegionSize + 2;
2114 uint heightmapHeight = Constants.RegionSize + 2;
2115
2116 uint heightmapWidthSamples = heightmapWidth + 1;
2117 uint heightmapHeightSamples = heightmapHeight + 1;
2118
2119 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2120
2121 const float scale = 1.0f;
2122 const float offset = 0.0f;
2123 const float thickness = 10f;
2124 const int wrap = 0;
2125
2126 uint regionsize = Constants.RegionSize;
2127
2128 float hfmin = float.MaxValue;
2129 float hfmax = float.MinValue;
2130 float val;
2131 uint xx;
2132 uint yy;
2133
2134 uint maxXXYY = regionsize - 1;
2135 // flipping map adding one margin all around so things don't fall in edges
2136
2137 uint xt = 0;
2138 xx = 0;
2139
2140 for (uint x = 0; x < heightmapWidthSamples; x++)
2141 {
2142 if (x > 1 && xx < maxXXYY)
2143 xx++;
2144 yy = 0;
2145 for (uint y = 0; y < heightmapHeightSamples; y++)
2146 {
2147 if (y > 1 && y < maxXXYY)
2148 yy += regionsize;
2149
2150 val = heightMap[yy + xx];
2151 if (val < 0.0f)
2152 val = 0.0f; // no neg terrain as in chode
2153 _heightmap[xt + y] = val;
2154
2155 if (hfmin > val)
2156 hfmin = val;
2157 if (hfmax < val)
2158 hfmax = val;
2159 }
2160 xt += heightmapHeightSamples;
2161 }
2162 lock (OdeLock)
2163 {
2164 IntPtr GroundGeom = IntPtr.Zero;
2165 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2166 {
2167 RegionTerrain.Remove(pOffset);
2168 if (GroundGeom != IntPtr.Zero)
2169 {
2170 d.GeomDestroy(GroundGeom);
2171
2172 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2173 {
2174 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2175 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2176 TerrainHeightFieldHeights.Remove(GroundGeom);
2177 }
2178 }
2179 }
2180 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2181
2182 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2183
2184 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2185 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2186 offset, thickness, wrap);
2187
2188 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2189 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2190 if (GroundGeom != IntPtr.Zero)
2191 {
2192 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2193 d.GeomSetCollideBits(GroundGeom, 0);
2194
2195 }
2196 geom_name_map[GroundGeom] = "Terrain";
2197
2198 d.Matrix3 R = new d.Matrix3();
2199
2200 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2201 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2202
2203
2204 q1 = q1 * q2;
2205
2206 Vector3 v3;
2207 float angle;
2208 q1.GetAxisAngle(out v3, out angle);
2209
2210 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2211 d.GeomSetRotation(GroundGeom, ref R);
2212 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2213 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2214// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2215 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2216 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2217
2218 }
2219 }
2220
2221 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2222 {
2223 // assumes 1m size grid and constante size square regions
2224 // needs to know about sims around in future
2225
2226 float[] _heightmap;
2227
2228 uint heightmapWidth = Constants.RegionSize + 2;
2229 uint heightmapHeight = Constants.RegionSize + 2;
2230
2231 uint heightmapWidthSamples = heightmapWidth + 1;
2232 uint heightmapHeightSamples = heightmapHeight + 1;
2233
2234 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2235
2236
2237 uint regionsize = Constants.RegionSize;
2238
2239 float hfmin = float.MaxValue;
2240// float hfmax = float.MinValue;
2241 float val;
2242
2243
2244 uint maxXXYY = regionsize - 1;
2245 // adding one margin all around so things don't fall in edges
2246
2247 uint xx;
2248 uint yy = 0;
2249 uint yt = 0;
2250
2251 for (uint y = 0; y < heightmapHeightSamples; y++)
2252 {
2253 if (y > 1 && y < maxXXYY)
2254 yy += regionsize;
2255 xx = 0;
2256 for (uint x = 0; x < heightmapWidthSamples; x++)
2257 {
2258 if (x > 1 && x < maxXXYY)
2259 xx++;
2260
2261 val = heightMap[yy + xx];
2262 if (val < 0.0f)
2263 val = 0.0f; // no neg terrain as in chode
2264 _heightmap[yt + x] = val;
2265
2266 if (hfmin > val)
2267 hfmin = val;
2268// if (hfmax < val)
2269// hfmax = val;
2270 }
2271 yt += heightmapWidthSamples;
2272 }
2273 lock (OdeLock)
2274 {
2275 IntPtr GroundGeom = IntPtr.Zero;
2276 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2277 {
2278 RegionTerrain.Remove(pOffset);
2279 if (GroundGeom != IntPtr.Zero)
2280 {
2281 d.GeomDestroy(GroundGeom);
2282
2283 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2284 {
2285 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2286 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2287 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2288 TerrainHeightFieldHeights.Remove(GroundGeom);
2289 }
2290 }
2291 }
2292 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2293
2294 const int wrap = 0;
2295 float thickness = hfmin;
2296 if (thickness < 0)
2297 thickness = 1;
2298
2299 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2300
2301 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2302 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2303 thickness, wrap);
2304
2305// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2306 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2307 if (GroundGeom != IntPtr.Zero)
2308 {
2309 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2310 d.GeomSetCollideBits(GroundGeom, 0);
2311
2312 }
2313 geom_name_map[GroundGeom] = "Terrain";
2314
2315 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2316 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2317 // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2318 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2319 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2320 }
2321 }
2322
2323
2324 public override void DeleteTerrain()
2325 {
2326 }
2327
2328 public float GetWaterLevel()
2329 {
2330 return waterlevel;
2331 }
2332
2333 public override bool SupportsCombining()
2334 {
2335 return true;
2336 }
2337/*
2338 public override void UnCombine(PhysicsScene pScene)
2339 {
2340 IntPtr localGround = IntPtr.Zero;
2341// float[] localHeightfield;
2342 bool proceed = false;
2343 List<IntPtr> geomDestroyList = new List<IntPtr>();
2344
2345 lock (OdeLock)
2346 {
2347 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2348 {
2349 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2350 {
2351 if (geom == localGround)
2352 {
2353// localHeightfield = TerrainHeightFieldHeights[geom];
2354 proceed = true;
2355 }
2356 else
2357 {
2358 geomDestroyList.Add(geom);
2359 }
2360 }
2361
2362 if (proceed)
2363 {
2364 m_worldOffset = Vector3.Zero;
2365 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2366 m_parentScene = null;
2367
2368 foreach (IntPtr g in geomDestroyList)
2369 {
2370 // removingHeightField needs to be done or the garbage collector will
2371 // collect the terrain data before we tell ODE to destroy it causing
2372 // memory corruption
2373 if (TerrainHeightFieldHeights.ContainsKey(g))
2374 {
2375// float[] removingHeightField = TerrainHeightFieldHeights[g];
2376 TerrainHeightFieldHeights.Remove(g);
2377
2378 if (RegionTerrain.ContainsKey(g))
2379 {
2380 RegionTerrain.Remove(g);
2381 }
2382
2383 d.GeomDestroy(g);
2384 //removingHeightField = new float[0];
2385 }
2386 }
2387
2388 }
2389 else
2390 {
2391 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2392 }
2393 }
2394 }
2395 }
2396*/
2397 public override void SetWaterLevel(float baseheight)
2398 {
2399 waterlevel = baseheight;
2400 randomizeWater(waterlevel);
2401 }
2402
2403 public void randomizeWater(float baseheight)
2404 {
2405 const uint heightmapWidth = Constants.RegionSize + 2;
2406 const uint heightmapHeight = Constants.RegionSize + 2;
2407 const uint heightmapWidthSamples = heightmapWidth + 1;
2408 const uint heightmapHeightSamples = heightmapHeight + 1;
2409
2410 const float scale = 1.0f;
2411 const float offset = 0.0f;
2412 const int wrap = 0;
2413
2414 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2415
2416 float maxheigh = float.MinValue;
2417 float minheigh = float.MaxValue;
2418 float val;
2419 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2420 {
2421
2422 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2423 _watermap[i] = val;
2424 if (maxheigh < val)
2425 maxheigh = val;
2426 if (minheigh > val)
2427 minheigh = val;
2428 }
2429
2430 float thickness = minheigh;
2431
2432 lock (OdeLock)
2433 {
2434 if (WaterGeom != IntPtr.Zero)
2435 {
2436 d.GeomDestroy(WaterGeom);
2437 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2438 WaterGeom = IntPtr.Zero;
2439 WaterHeightmapData = IntPtr.Zero;
2440 if(WaterMapHandler.IsAllocated)
2441 WaterMapHandler.Free();
2442 }
2443
2444 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2445
2446 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2447
2448 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2449 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2450 offset, thickness, wrap);
2451 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2452 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2453 if (WaterGeom != IntPtr.Zero)
2454 {
2455 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2456 d.GeomSetCollideBits(WaterGeom, 0);
2457
2458 geom_name_map[WaterGeom] = "Water";
2459
2460 d.Matrix3 R = new d.Matrix3();
2461
2462 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2463 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2464
2465 q1 = q1 * q2;
2466 Vector3 v3;
2467 float angle;
2468 q1.GetAxisAngle(out v3, out angle);
2469
2470 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2471 d.GeomSetRotation(WaterGeom, ref R);
2472 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2473 }
2474 }
2475 }
2476
2477 public override void Dispose()
2478 {
2479 m_rayCastManager.Dispose();
2480 m_rayCastManager = null;
2481
2482 lock (OdeLock)
2483 {
2484 lock (_prims)
2485 {
2486 foreach (OdePrim prm in _prims)
2487 {
2488 RemovePrim(prm);
2489 }
2490 }
2491
2492 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2493 {
2494 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2495 {
2496 if (gch.IsAllocated)
2497 gch.Free();
2498 }
2499 }
2500
2501 if (WaterGeom != IntPtr.Zero)
2502 {
2503 d.GeomDestroy(WaterGeom);
2504 WaterGeom = IntPtr.Zero;
2505 if (WaterHeightmapData != IntPtr.Zero)
2506 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2507 WaterHeightmapData = IntPtr.Zero;
2508
2509 if (WaterMapHandler.IsAllocated)
2510 WaterMapHandler.Free();
2511 }
2512
2513
2514 if (ContactgeomsArray != IntPtr.Zero)
2515 Marshal.FreeHGlobal(ContactgeomsArray);
2516 if (GlobalContactsArray != IntPtr.Zero)
2517 Marshal.FreeHGlobal(GlobalContactsArray);
2518
2519
2520 d.WorldDestroy(world);
2521 //d.CloseODE();
2522 }
2523 }
2524
2525 public override Dictionary<uint, float> GetTopColliders()
2526 {
2527 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2528 int cnt = 0;
2529 lock (_prims)
2530 {
2531 foreach (OdePrim prm in _prims)
2532 {
2533 if (prm.CollisionScore > 0)
2534 {
2535 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2536 cnt++;
2537 prm.CollisionScore = 0f;
2538 if (cnt > 25)
2539 {
2540 break;
2541 }
2542 }
2543 }
2544 }
2545 return returncolliders;
2546 }
2547
2548 public override bool SupportsRayCast()
2549 {
2550 return true;
2551 }
2552
2553 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2554 {
2555 if (retMethod != null)
2556 {
2557 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2558 }
2559 }
2560
2561 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2562 {
2563 if (retMethod != null)
2564 {
2565 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2566 }
2567 }
2568
2569 // don't like this
2570 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2571 {
2572 ContactResult[] ourResults = null;
2573 RayCallback retMethod = delegate(List<ContactResult> results)
2574 {
2575 ourResults = new ContactResult[results.Count];
2576 results.CopyTo(ourResults, 0);
2577 };
2578 int waitTime = 0;
2579 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2580 while (ourResults == null && waitTime < 1000)
2581 {
2582 Thread.Sleep(1);
2583 waitTime++;
2584 }
2585 if (ourResults == null)
2586 return new List<ContactResult>();
2587 return new List<ContactResult>(ourResults);
2588 }
2589
2590 public override bool SuportsRaycastWorldFiltered()
2591 {
2592 return true;
2593 }
2594
2595 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2596 {
2597 object SyncObject = new object();
2598 List<ContactResult> ourresults = new List<ContactResult>();
2599
2600 RayCallback retMethod = delegate(List<ContactResult> results)
2601 {
2602 lock (SyncObject)
2603 {
2604 ourresults = results;
2605 Monitor.PulseAll(SyncObject);
2606 }
2607 };
2608
2609 lock (SyncObject)
2610 {
2611 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2612 if (!Monitor.Wait(SyncObject, 500))
2613 return null;
2614 else
2615 return ourresults;
2616 }
2617 }
2618
2619 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2620 {
2621 if (retMethod != null && actor !=null)
2622 {
2623 IntPtr geom;
2624 if (actor is OdePrim)
2625 geom = ((OdePrim)actor).prim_geom;
2626 else if (actor is OdeCharacter)
2627 geom = ((OdePrim)actor).prim_geom;
2628 else
2629 return;
2630 if (geom == IntPtr.Zero)
2631 return;
2632 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2633 }
2634 }
2635
2636 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2637 {
2638 if (retMethod != null && actor != null)
2639 {
2640 IntPtr geom;
2641 if (actor is OdePrim)
2642 geom = ((OdePrim)actor).prim_geom;
2643 else if (actor is OdeCharacter)
2644 geom = ((OdePrim)actor).prim_geom;
2645 else
2646 return;
2647 if (geom == IntPtr.Zero)
2648 return;
2649
2650 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2651 }
2652 }
2653
2654 // don't like this
2655 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2656 {
2657 if (actor != null)
2658 {
2659 IntPtr geom;
2660 if (actor is OdePrim)
2661 geom = ((OdePrim)actor).prim_geom;
2662 else if (actor is OdeCharacter)
2663 geom = ((OdePrim)actor).prim_geom;
2664 else
2665 return new List<ContactResult>();
2666 if (geom == IntPtr.Zero)
2667 return new List<ContactResult>();
2668
2669 ContactResult[] ourResults = null;
2670 RayCallback retMethod = delegate(List<ContactResult> results)
2671 {
2672 ourResults = new ContactResult[results.Count];
2673 results.CopyTo(ourResults, 0);
2674 };
2675 int waitTime = 0;
2676 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2677 while (ourResults == null && waitTime < 1000)
2678 {
2679 Thread.Sleep(1);
2680 waitTime++;
2681 }
2682 if (ourResults == null)
2683 return new List<ContactResult>();
2684 return new List<ContactResult>(ourResults);
2685 }
2686 return new List<ContactResult>();
2687 }
2688 }
2689}
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 a2176ba..425d2c5 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())
344 {
345 m_host.TaskInventory.LockItemsForRead(true);
346 unlock = true;
347 }
348 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
275 { 349 {
276 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 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;
554
555 int numPis = (int)(Math.PI / angle);
556 double remainder = angle - Math.PI * numPis;
557 if (numPis % 2 == 1)
558 return Math.PI - angle;
559 return remainder;
560 }
478 561
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. 562 public LSL_Vector llRot2Euler(LSL_Rotation q1)
480 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 563 {
481 if (m == 0.0) return new LSL_Vector(); 564 m_host.AddScriptLPS(1);
482 double x = Math.Atan2(-v.y, v.z); 565 LSL_Vector eul = new LSL_Vector();
483 double sin = v.x / m;
484 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities.
485 double y = Math.Asin(sin);
486 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
487 v = new LSL_Vector(1.0, 0.0, 0.0) * ((r * new LSL_Rotation(Math.Sin(-x / 2.0), 0.0, 0.0, Math.Cos(-x / 2.0))) * new LSL_Rotation(0.0, Math.Sin(-y / 2.0), 0.0, Math.Cos(-y / 2.0)));
488 double z = Math.Atan2(v.y, v.x);
489 566
490 return new LSL_Vector(x, y, z); 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
@@ -1105,10 +1214,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1105 return detectedParams.TouchUV; 1214 return detectedParams.TouchUV;
1106 } 1215 }
1107 1216
1217 [DebuggerNonUserCode]
1108 public virtual void llDie() 1218 public virtual void llDie()
1109 { 1219 {
1110 m_host.AddScriptLPS(1); 1220 m_host.AddScriptLPS(1);
1111 throw new SelfDeleteException(); 1221 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1112 } 1222 }
1113 1223
1114 public LSL_Float llGround(LSL_Vector offset) 1224 public LSL_Float llGround(LSL_Vector offset)
@@ -1181,6 +1291,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1181 1291
1182 public void llSetStatus(int status, int value) 1292 public void llSetStatus(int status, int value)
1183 { 1293 {
1294 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1295 return;
1184 m_host.AddScriptLPS(1); 1296 m_host.AddScriptLPS(1);
1185 1297
1186 int statusrotationaxis = 0; 1298 int statusrotationaxis = 0;
@@ -1412,6 +1524,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1412 { 1524 {
1413 m_host.AddScriptLPS(1); 1525 m_host.AddScriptLPS(1);
1414 1526
1527 SetColor(m_host, color, face);
1528 }
1529
1530 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1531 {
1532 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1533 return;
1534
1535 Primitive.TextureEntry tex = part.Shape.Textures;
1536 Color4 texcolor;
1537 if (face >= 0 && face < GetNumberOfSides(part))
1538 {
1539 texcolor = tex.CreateFace((uint)face).RGBA;
1540 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1541 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1542 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1543 tex.FaceTextures[face].RGBA = texcolor;
1544 part.UpdateTextureEntry(tex.GetBytes());
1545 return;
1546 }
1547 else if (face == ScriptBaseClass.ALL_SIDES)
1548 {
1549 for (uint i = 0; i < GetNumberOfSides(part); i++)
1550 {
1551 if (tex.FaceTextures[i] != null)
1552 {
1553 texcolor = tex.FaceTextures[i].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.FaceTextures[i].RGBA = texcolor;
1558 }
1559 texcolor = tex.DefaultTexture.RGBA;
1560 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1561 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1562 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1563 tex.DefaultTexture.RGBA = texcolor;
1564 }
1565 part.UpdateTextureEntry(tex.GetBytes());
1566 return;
1567 }
1568
1415 if (face == ScriptBaseClass.ALL_SIDES) 1569 if (face == ScriptBaseClass.ALL_SIDES)
1416 face = SceneObjectPart.ALL_SIDES; 1570 face = SceneObjectPart.ALL_SIDES;
1417 1571
@@ -1420,6 +1574,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1420 1574
1421 public void SetTexGen(SceneObjectPart part, int face,int style) 1575 public void SetTexGen(SceneObjectPart part, int face,int style)
1422 { 1576 {
1577 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1578 return;
1579
1423 Primitive.TextureEntry tex = part.Shape.Textures; 1580 Primitive.TextureEntry tex = part.Shape.Textures;
1424 MappingType textype; 1581 MappingType textype;
1425 textype = MappingType.Default; 1582 textype = MappingType.Default;
@@ -1450,6 +1607,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1450 1607
1451 public void SetGlow(SceneObjectPart part, int face, float glow) 1608 public void SetGlow(SceneObjectPart part, int face, float glow)
1452 { 1609 {
1610 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1611 return;
1612
1453 Primitive.TextureEntry tex = part.Shape.Textures; 1613 Primitive.TextureEntry tex = part.Shape.Textures;
1454 if (face >= 0 && face < GetNumberOfSides(part)) 1614 if (face >= 0 && face < GetNumberOfSides(part))
1455 { 1615 {
@@ -1475,6 +1635,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1475 1635
1476 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1636 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1477 { 1637 {
1638 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1639 return;
1478 1640
1479 Shininess sval = new Shininess(); 1641 Shininess sval = new Shininess();
1480 1642
@@ -1525,6 +1687,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1525 1687
1526 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1688 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1527 { 1689 {
1690 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1691 return;
1692
1528 Primitive.TextureEntry tex = part.Shape.Textures; 1693 Primitive.TextureEntry tex = part.Shape.Textures;
1529 if (face >= 0 && face < GetNumberOfSides(part)) 1694 if (face >= 0 && face < GetNumberOfSides(part))
1530 { 1695 {
@@ -1585,13 +1750,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1585 m_host.AddScriptLPS(1); 1750 m_host.AddScriptLPS(1);
1586 1751
1587 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1752 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1588 1753 if (parts.Count > 0)
1589 foreach (SceneObjectPart part in parts) 1754 {
1590 SetAlpha(part, alpha, face); 1755 try
1756 {
1757 parts[0].ParentGroup.areUpdatesSuspended = true;
1758 foreach (SceneObjectPart part in parts)
1759 SetAlpha(part, alpha, face);
1760 }
1761 finally
1762 {
1763 parts[0].ParentGroup.areUpdatesSuspended = false;
1764 }
1765 }
1591 } 1766 }
1592 1767
1593 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1768 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1594 { 1769 {
1770 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1771 return;
1772
1595 Primitive.TextureEntry tex = part.Shape.Textures; 1773 Primitive.TextureEntry tex = part.Shape.Textures;
1596 Color4 texcolor; 1774 Color4 texcolor;
1597 if (face >= 0 && face < GetNumberOfSides(part)) 1775 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1644,7 +1822,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1644 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1822 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1645 float wind, float tension, LSL_Vector Force) 1823 float wind, float tension, LSL_Vector Force)
1646 { 1824 {
1647 if (part == null) 1825 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1648 return; 1826 return;
1649 1827
1650 if (flexi) 1828 if (flexi)
@@ -1678,7 +1856,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1678 /// <param name="falloff"></param> 1856 /// <param name="falloff"></param>
1679 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1857 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1680 { 1858 {
1681 if (part == null) 1859 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1682 return; 1860 return;
1683 1861
1684 if (light) 1862 if (light)
@@ -1755,15 +1933,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1755 m_host.AddScriptLPS(1); 1933 m_host.AddScriptLPS(1);
1756 1934
1757 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1935 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1758 1936 if (parts.Count > 0)
1759 foreach (SceneObjectPart part in parts) 1937 {
1760 SetTexture(part, texture, face); 1938 try
1761 1939 {
1940 parts[0].ParentGroup.areUpdatesSuspended = true;
1941 foreach (SceneObjectPart part in parts)
1942 SetTexture(part, texture, face);
1943 }
1944 finally
1945 {
1946 parts[0].ParentGroup.areUpdatesSuspended = false;
1947 }
1948 }
1762 ScriptSleep(200); 1949 ScriptSleep(200);
1763 } 1950 }
1764 1951
1765 protected void SetTexture(SceneObjectPart part, string texture, int face) 1952 protected void SetTexture(SceneObjectPart part, string texture, int face)
1766 { 1953 {
1954 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1955 return;
1956
1767 UUID textureID = new UUID(); 1957 UUID textureID = new UUID();
1768 1958
1769 textureID = InventoryKey(texture, (int)AssetType.Texture); 1959 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1808,6 +1998,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1808 1998
1809 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1999 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1810 { 2000 {
2001 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2002 return;
2003
1811 Primitive.TextureEntry tex = part.Shape.Textures; 2004 Primitive.TextureEntry tex = part.Shape.Textures;
1812 if (face >= 0 && face < GetNumberOfSides(part)) 2005 if (face >= 0 && face < GetNumberOfSides(part))
1813 { 2006 {
@@ -1844,6 +2037,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1844 2037
1845 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2038 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1846 { 2039 {
2040 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2041 return;
2042
1847 Primitive.TextureEntry tex = part.Shape.Textures; 2043 Primitive.TextureEntry tex = part.Shape.Textures;
1848 if (face >= 0 && face < GetNumberOfSides(part)) 2044 if (face >= 0 && face < GetNumberOfSides(part))
1849 { 2045 {
@@ -1880,6 +2076,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1880 2076
1881 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2077 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1882 { 2078 {
2079 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2080 return;
2081
1883 Primitive.TextureEntry tex = part.Shape.Textures; 2082 Primitive.TextureEntry tex = part.Shape.Textures;
1884 if (face >= 0 && face < GetNumberOfSides(part)) 2083 if (face >= 0 && face < GetNumberOfSides(part))
1885 { 2084 {
@@ -1984,26 +2183,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1984 return real_vec; 2183 return real_vec;
1985 } 2184 }
1986 2185
2186 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2187 {
2188 return new LSL_Integer(SetRegionPos(m_host, pos));
2189 }
2190
2191 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2192 {
2193 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2194 return 0;
2195
2196 SceneObjectGroup grp = part.ParentGroup;
2197
2198 if (grp.IsAttachment)
2199 return 0;
2200
2201 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2202 return 0;
2203
2204 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)
2205 return 0;
2206
2207 float constrainedX = (float)targetPos.x;
2208 float constrainedY = (float)targetPos.y;
2209
2210 if (constrainedX < 0.0f)
2211 constrainedX = 0.0f;
2212 if (constrainedY < 0.0f)
2213 constrainedY = 0.0f;
2214 if (constrainedX >= (float)Constants.RegionSize)
2215 constrainedX = (float)Constants.RegionSize - 0.1f;
2216 if (constrainedY >= (float)Constants.RegionSize)
2217 constrainedY = (float)Constants.RegionSize -0.1f;
2218
2219 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2220
2221 if (targetPos.z < ground)
2222 targetPos.z = ground;
2223
2224 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2225
2226 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2227 return 0;
2228
2229 grp.UpdateGroupPosition(dest);
2230
2231 return 1;
2232 }
2233
1987 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2234 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1988 { 2235 {
1989 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2236 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2237 return;
2238
1990 LSL_Vector currentPos = GetPartLocalPos(part); 2239 LSL_Vector currentPos = GetPartLocalPos(part);
2240 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1991 2241
1992 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1993 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1994 2242
1995 if (part.ParentGroup.RootPart == part) 2243 if (part.ParentGroup.RootPart == part)
1996 { 2244 {
1997 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1998 targetPos.z = ground;
1999 SceneObjectGroup parent = part.ParentGroup; 2245 SceneObjectGroup parent = part.ParentGroup;
2000 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2246 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2001 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2247 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2248 return;
2249 Util.FireAndForget(delegate(object x) {
2250 parent.UpdateGroupPosition(dest);
2251 });
2002 } 2252 }
2003 else 2253 else
2004 { 2254 {
2005 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2255 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
2006 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
2007 SceneObjectGroup parent = part.ParentGroup; 2256 SceneObjectGroup parent = part.ParentGroup;
2008 parent.HasGroupChanged = true; 2257 parent.HasGroupChanged = true;
2009 parent.ScheduleGroupForTerseUpdate(); 2258 parent.ScheduleGroupForTerseUpdate();
@@ -2036,17 +2285,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2036 else 2285 else
2037 { 2286 {
2038 if (part.ParentGroup.IsAttachment) 2287 if (part.ParentGroup.IsAttachment)
2039 {
2040 pos = part.AttachedPos; 2288 pos = part.AttachedPos;
2041 }
2042 else 2289 else
2043 {
2044 pos = part.AbsolutePosition; 2290 pos = part.AbsolutePosition;
2045 }
2046 } 2291 }
2047 2292
2048// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2049
2050 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2293 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2051 } 2294 }
2052 2295
@@ -2055,9 +2298,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2055 m_host.AddScriptLPS(1); 2298 m_host.AddScriptLPS(1);
2056 2299
2057 // try to let this work as in SL... 2300 // try to let this work as in SL...
2058 if (m_host.ParentID == 0) 2301 if (m_host.LinkNum < 2)
2059 { 2302 {
2060 // special case: If we are root, rotate complete SOG to new rotation 2303 // Special case: If we are root, rotate complete SOG to new
2304 // rotation.
2305 // We are root if the link number is 0 (single prim) or 1
2306 // (root prim). ParentID may be nonzero in attachments and
2307 // using it would cause attachments and HUDs to rotate
2308 // to the wrong positions.
2061 SetRot(m_host, Rot2Quaternion(rot)); 2309 SetRot(m_host, Rot2Quaternion(rot));
2062 } 2310 }
2063 else 2311 else
@@ -2082,6 +2330,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2082 2330
2083 protected void SetRot(SceneObjectPart part, Quaternion rot) 2331 protected void SetRot(SceneObjectPart part, Quaternion rot)
2084 { 2332 {
2333 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2334 return;
2335
2085 part.UpdateRotation(rot); 2336 part.UpdateRotation(rot);
2086 // Update rotation does not move the object in the physics scene if it's a linkset. 2337 // Update rotation does not move the object in the physics scene if it's a linkset.
2087 2338
@@ -2236,13 +2487,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2236 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2487 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2237 { 2488 {
2238 m_host.AddScriptLPS(1); 2489 m_host.AddScriptLPS(1);
2239 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2490 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2240 } 2491 }
2241 2492
2242 public void llSetTorque(LSL_Vector torque, int local) 2493 public void llSetTorque(LSL_Vector torque, int local)
2243 { 2494 {
2244 m_host.AddScriptLPS(1); 2495 m_host.AddScriptLPS(1);
2245 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2496 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2246 } 2497 }
2247 2498
2248 public LSL_Vector llGetTorque() 2499 public LSL_Vector llGetTorque()
@@ -2707,12 +2958,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2707 2958
2708 m_host.AddScriptLPS(1); 2959 m_host.AddScriptLPS(1);
2709 2960
2961 m_host.TaskInventory.LockItemsForRead(true);
2710 TaskInventoryItem item = m_host.TaskInventory[invItemID]; 2962 TaskInventoryItem item = m_host.TaskInventory[invItemID];
2711 2963 m_host.TaskInventory.LockItemsForRead(false);
2712 lock (m_host.TaskInventory)
2713 {
2714 item = m_host.TaskInventory[invItemID];
2715 }
2716 2964
2717 if (item.PermsGranter == UUID.Zero) 2965 if (item.PermsGranter == UUID.Zero)
2718 return 0; 2966 return 0;
@@ -2855,35 +3103,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2855 public void llLookAt(LSL_Vector target, double strength, double damping) 3103 public void llLookAt(LSL_Vector target, double strength, double damping)
2856 { 3104 {
2857 m_host.AddScriptLPS(1); 3105 m_host.AddScriptLPS(1);
2858 // Determine where we are looking from
2859 LSL_Vector from = llGetPos();
2860 3106
2861 // Work out the normalised vector from the source to the target 3107 // Get the normalized vector to the target
2862 LSL_Vector delta = llVecNorm(target - from); 3108 LSL_Vector d1 = llVecNorm(target - llGetPos());
2863 LSL_Vector angle = new LSL_Vector(0,0,0);
2864 3109
2865 // Calculate the yaw 3110 // Get the bearing (yaw)
2866 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3111 LSL_Vector a1 = new LSL_Vector(0,0,0);
2867 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3112 a1.z = llAtan2(d1.y, d1.x);
2868 3113
2869 // Calculate pitch 3114 // Get the elevation (pitch)
2870 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3115 LSL_Vector a2 = new LSL_Vector(0,0,0);
3116 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2871 3117
2872 // we need to convert from a vector describing 3118 LSL_Rotation r1 = llEuler2Rot(a1);
2873 // the angles of rotation in radians into rotation value 3119 LSL_Rotation r2 = llEuler2Rot(a2);
2874 LSL_Rotation rot = llEuler2Rot(angle); 3120 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2875
2876 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2877 // set the rotation of the object, copy that behavior
2878 PhysicsActor pa = m_host.PhysActor;
2879 3121
2880 if (strength == 0 || pa == null || !pa.IsPhysical) 3122 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2881 { 3123 {
2882 llSetRot(rot); 3124 // Do nothing if either value is 0 (this has been checked in SL)
3125 if (strength <= 0.0 || damping <= 0.0)
3126 return;
3127
3128 llSetRot(r3 * r2 * r1);
2883 } 3129 }
2884 else 3130 else
2885 { 3131 {
2886 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3132 if (strength == 0)
3133 {
3134 llSetRot(r3 * r2 * r1);
3135 return;
3136 }
3137
3138 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2887 } 3139 }
2888 } 3140 }
2889 3141
@@ -2928,17 +3180,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2928 } 3180 }
2929 else 3181 else
2930 { 3182 {
2931 if (m_host.IsRoot) 3183 // new SL always returns object mass
2932 { 3184// if (m_host.IsRoot)
3185// {
2933 return m_host.ParentGroup.GetMass(); 3186 return m_host.ParentGroup.GetMass();
2934 } 3187// }
2935 else 3188// else
2936 { 3189// {
2937 return m_host.GetMass(); 3190// return m_host.GetMass();
2938 } 3191// }
2939 } 3192 }
2940 } 3193 }
2941 3194
3195
3196 public LSL_Float llGetMassMKS()
3197 {
3198 return 100f * llGetMass();
3199 }
3200
2942 public void llCollisionFilter(string name, string id, int accept) 3201 public void llCollisionFilter(string name, string id, int accept)
2943 { 3202 {
2944 m_host.AddScriptLPS(1); 3203 m_host.AddScriptLPS(1);
@@ -2957,13 +3216,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2957 { 3216 {
2958 TaskInventoryItem item; 3217 TaskInventoryItem item;
2959 3218
2960 lock (m_host.TaskInventory) 3219 m_host.TaskInventory.LockItemsForRead(true);
3220 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
2961 { 3221 {
2962 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3222 m_host.TaskInventory.LockItemsForRead(false);
2963 return; 3223 return;
2964 else
2965 item = m_host.TaskInventory[InventorySelf()];
2966 } 3224 }
3225 else
3226 {
3227 item = m_host.TaskInventory[InventorySelf()];
3228 }
3229 m_host.TaskInventory.LockItemsForRead(false);
2967 3230
2968 if (item.PermsGranter != UUID.Zero) 3231 if (item.PermsGranter != UUID.Zero)
2969 { 3232 {
@@ -2985,13 +3248,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2985 { 3248 {
2986 TaskInventoryItem item; 3249 TaskInventoryItem item;
2987 3250
3251 m_host.TaskInventory.LockItemsForRead(true);
2988 lock (m_host.TaskInventory) 3252 lock (m_host.TaskInventory)
2989 { 3253 {
3254
2990 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3255 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3256 {
3257 m_host.TaskInventory.LockItemsForRead(false);
2991 return; 3258 return;
3259 }
2992 else 3260 else
3261 {
2993 item = m_host.TaskInventory[InventorySelf()]; 3262 item = m_host.TaskInventory[InventorySelf()];
3263 }
2994 } 3264 }
3265 m_host.TaskInventory.LockItemsForRead(false);
2995 3266
2996 m_host.AddScriptLPS(1); 3267 m_host.AddScriptLPS(1);
2997 3268
@@ -3023,19 +3294,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3023 { 3294 {
3024 m_host.AddScriptLPS(1); 3295 m_host.AddScriptLPS(1);
3025 3296
3026// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3027// return;
3028
3029 TaskInventoryItem item; 3297 TaskInventoryItem item;
3030 3298
3031 lock (m_host.TaskInventory) 3299 m_host.TaskInventory.LockItemsForRead(true);
3300
3301 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3032 { 3302 {
3033 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3303 m_host.TaskInventory.LockItemsForRead(false);
3034 return; 3304 return;
3035 else 3305 }
3036 item = m_host.TaskInventory[InventorySelf()]; 3306 else
3307 {
3308 item = m_host.TaskInventory[InventorySelf()];
3037 } 3309 }
3038 3310
3311 m_host.TaskInventory.LockItemsForRead(false);
3312
3039 if (item.PermsGranter != m_host.OwnerID) 3313 if (item.PermsGranter != m_host.OwnerID)
3040 return; 3314 return;
3041 3315
@@ -3060,13 +3334,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3060 3334
3061 TaskInventoryItem item; 3335 TaskInventoryItem item;
3062 3336
3063 lock (m_host.TaskInventory) 3337 m_host.TaskInventory.LockItemsForRead(true);
3338
3339 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3064 { 3340 {
3065 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3341 m_host.TaskInventory.LockItemsForRead(false);
3066 return; 3342 return;
3067 else
3068 item = m_host.TaskInventory[InventorySelf()];
3069 } 3343 }
3344 else
3345 {
3346 item = m_host.TaskInventory[InventorySelf()];
3347 }
3348 m_host.TaskInventory.LockItemsForRead(false);
3349
3070 3350
3071 if (item.PermsGranter != m_host.OwnerID) 3351 if (item.PermsGranter != m_host.OwnerID)
3072 return; 3352 return;
@@ -3113,6 +3393,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3113 3393
3114 public void llInstantMessage(string user, string message) 3394 public void llInstantMessage(string user, string message)
3115 { 3395 {
3396 UUID result;
3397 if (!UUID.TryParse(user, out result))
3398 {
3399 ShoutError("An invalid key was passed to llInstantMessage");
3400 ScriptSleep(2000);
3401 return;
3402 }
3403
3404
3116 m_host.AddScriptLPS(1); 3405 m_host.AddScriptLPS(1);
3117 3406
3118 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3407 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3127,14 +3416,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3127 UUID friendTransactionID = UUID.Random(); 3416 UUID friendTransactionID = UUID.Random();
3128 3417
3129 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3418 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3130 3419
3131 GridInstantMessage msg = new GridInstantMessage(); 3420 GridInstantMessage msg = new GridInstantMessage();
3132 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3421 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3133 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3422 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3134 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3423 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3135// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3424// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3136// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3425// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3137 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3426// DateTime dt = DateTime.UtcNow;
3427//
3428// // Ticks from UtcNow, but make it look like local. Evil, huh?
3429// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3430//
3431// try
3432// {
3433// // Convert that to the PST timezone
3434// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3435// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3436// }
3437// catch
3438// {
3439// // No logging here, as it could be VERY spammy
3440// }
3441//
3442// // And make it look local again to fool the unix time util
3443// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3444
3445 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3446
3138 //if (client != null) 3447 //if (client != null)
3139 //{ 3448 //{
3140 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3449 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3148,12 +3457,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3148 msg.message = message.Substring(0, 1024); 3457 msg.message = message.Substring(0, 1024);
3149 else 3458 else
3150 msg.message = message; 3459 msg.message = message;
3151 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3460 msg.dialog = (byte)19; // MessageFromObject
3152 msg.fromGroup = false;// fromGroup; 3461 msg.fromGroup = false;// fromGroup;
3153 msg.offline = (byte)0; //offline; 3462 msg.offline = (byte)0; //offline;
3154 msg.ParentEstateID = 0; //ParentEstateID; 3463 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3155 msg.Position = new Vector3(m_host.AbsolutePosition); 3464 msg.Position = new Vector3(m_host.AbsolutePosition);
3156 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3465 msg.RegionID = World.RegionInfo.RegionID.Guid;
3157 msg.binaryBucket 3466 msg.binaryBucket
3158 = Util.StringToBytes256( 3467 = Util.StringToBytes256(
3159 "{0}/{1}/{2}/{3}", 3468 "{0}/{1}/{2}/{3}",
@@ -3181,7 +3490,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3181 } 3490 }
3182 3491
3183 emailModule.SendEmail(m_host.UUID, address, subject, message); 3492 emailModule.SendEmail(m_host.UUID, address, subject, message);
3184 ScriptSleep(20000); 3493 ScriptSleep(15000);
3185 } 3494 }
3186 3495
3187 public void llGetNextEmail(string address, string subject) 3496 public void llGetNextEmail(string address, string subject)
@@ -3323,14 +3632,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3323 3632
3324 TaskInventoryItem item; 3633 TaskInventoryItem item;
3325 3634
3326 lock (m_host.TaskInventory) 3635 m_host.TaskInventory.LockItemsForRead(true);
3636 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3327 { 3637 {
3328 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3638 m_host.TaskInventory.LockItemsForRead(false);
3329 return; 3639 return;
3330 else
3331 item = m_host.TaskInventory[InventorySelf()];
3332 } 3640 }
3333 3641 else
3642 {
3643 item = m_host.TaskInventory[InventorySelf()];
3644 }
3645 m_host.TaskInventory.LockItemsForRead(false);
3334 if (item.PermsGranter == UUID.Zero) 3646 if (item.PermsGranter == UUID.Zero)
3335 return; 3647 return;
3336 3648
@@ -3360,13 +3672,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3360 3672
3361 TaskInventoryItem item; 3673 TaskInventoryItem item;
3362 3674
3363 lock (m_host.TaskInventory) 3675 m_host.TaskInventory.LockItemsForRead(true);
3676 if (!m_host.TaskInventory.ContainsKey(InventorySelf()))
3364 { 3677 {
3365 if (!m_host.TaskInventory.ContainsKey(InventorySelf())) 3678 m_host.TaskInventory.LockItemsForRead(false);
3366 return; 3679 return;
3367 else
3368 item = m_host.TaskInventory[InventorySelf()];
3369 } 3680 }
3681 else
3682 {
3683 item = m_host.TaskInventory[InventorySelf()];
3684 }
3685 m_host.TaskInventory.LockItemsForRead(false);
3686
3370 3687
3371 if (item.PermsGranter == UUID.Zero) 3688 if (item.PermsGranter == UUID.Zero)
3372 return; 3689 return;
@@ -3433,10 +3750,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3433 3750
3434 TaskInventoryItem item; 3751 TaskInventoryItem item;
3435 3752
3436 lock (m_host.TaskInventory) 3753
3754 m_host.TaskInventory.LockItemsForRead(true);
3755 if (!m_host.TaskInventory.ContainsKey(invItemID))
3756 {
3757 m_host.TaskInventory.LockItemsForRead(false);
3758 return;
3759 }
3760 else
3437 { 3761 {
3438 item = m_host.TaskInventory[invItemID]; 3762 item = m_host.TaskInventory[invItemID];
3439 } 3763 }
3764 m_host.TaskInventory.LockItemsForRead(false);
3440 3765
3441 if (agentID == UUID.Zero || perm == 0) // Releasing permissions 3766 if (agentID == UUID.Zero || perm == 0) // Releasing permissions
3442 { 3767 {
@@ -3464,15 +3789,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3464 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3789 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3465 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3790 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3466 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3791 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3792 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3467 ScriptBaseClass.PERMISSION_ATTACH; 3793 ScriptBaseClass.PERMISSION_ATTACH;
3468 3794
3469 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3795 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3470 { 3796 {
3471 lock (m_host.TaskInventory) 3797 m_host.TaskInventory.LockItemsForWrite(true);
3472 { 3798 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3473 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3799 m_host.TaskInventory[invItemID].PermsMask = perm;
3474 m_host.TaskInventory[invItemID].PermsMask = perm; 3800 m_host.TaskInventory.LockItemsForWrite(false);
3475 }
3476 3801
3477 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3802 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3478 "run_time_permissions", new Object[] { 3803 "run_time_permissions", new Object[] {
@@ -3482,28 +3807,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3482 return; 3807 return;
3483 } 3808 }
3484 } 3809 }
3485 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3810 else
3486 { 3811 {
3487 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3812 bool sitting = false;
3488 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3813 if (m_host.SitTargetAvatar == agentID)
3489 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3814 {
3490 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3815 sitting = true;
3491 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3816 }
3817 else
3818 {
3819 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3820 {
3821 if (p.SitTargetAvatar == agentID)
3822 sitting = true;
3823 }
3824 }
3492 3825
3493 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3826 if (sitting)
3494 { 3827 {
3495 lock (m_host.TaskInventory) 3828 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3829 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3830 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3831 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3832 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3833
3834 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3496 { 3835 {
3836 m_host.TaskInventory.LockItemsForWrite(true);
3497 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3837 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3498 m_host.TaskInventory[invItemID].PermsMask = perm; 3838 m_host.TaskInventory[invItemID].PermsMask = perm;
3499 } 3839 m_host.TaskInventory.LockItemsForWrite(false);
3500 3840
3501 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3841 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3502 "run_time_permissions", new Object[] { 3842 "run_time_permissions", new Object[] {
3503 new LSL_Integer(perm) }, 3843 new LSL_Integer(perm) },
3504 new DetectParams[0])); 3844 new DetectParams[0]));
3505 3845
3506 return; 3846 return;
3847 }
3507 } 3848 }
3508 } 3849 }
3509 3850
@@ -3517,11 +3858,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3517 3858
3518 if (!m_waitingForScriptAnswer) 3859 if (!m_waitingForScriptAnswer)
3519 { 3860 {
3520 lock (m_host.TaskInventory) 3861 m_host.TaskInventory.LockItemsForWrite(true);
3521 { 3862 m_host.TaskInventory[invItemID].PermsGranter = agentID;
3522 m_host.TaskInventory[invItemID].PermsGranter = agentID; 3863 m_host.TaskInventory[invItemID].PermsMask = 0;
3523 m_host.TaskInventory[invItemID].PermsMask = 0; 3864 m_host.TaskInventory.LockItemsForWrite(false);
3524 }
3525 3865
3526 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3866 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3527 m_waitingForScriptAnswer=true; 3867 m_waitingForScriptAnswer=true;
@@ -3556,10 +3896,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3556 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3896 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3557 llReleaseControls(); 3897 llReleaseControls();
3558 3898
3559 lock (m_host.TaskInventory) 3899
3560 { 3900 m_host.TaskInventory.LockItemsForWrite(true);
3561 m_host.TaskInventory[invItemID].PermsMask = answer; 3901 m_host.TaskInventory[invItemID].PermsMask = answer;
3562 } 3902 m_host.TaskInventory.LockItemsForWrite(false);
3903
3563 3904
3564 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams( 3905 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
3565 "run_time_permissions", new Object[] { 3906 "run_time_permissions", new Object[] {
@@ -3571,16 +3912,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3571 { 3912 {
3572 m_host.AddScriptLPS(1); 3913 m_host.AddScriptLPS(1);
3573 3914
3574 lock (m_host.TaskInventory) 3915 m_host.TaskInventory.LockItemsForRead(true);
3916
3917 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3575 { 3918 {
3576 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3919 if (item.Type == 10 && item.ItemID == m_itemID)
3577 { 3920 {
3578 if (item.Type == 10 && item.ItemID == m_itemID) 3921 m_host.TaskInventory.LockItemsForRead(false);
3579 { 3922 return item.PermsGranter.ToString();
3580 return item.PermsGranter.ToString();
3581 }
3582 } 3923 }
3583 } 3924 }
3925 m_host.TaskInventory.LockItemsForRead(false);
3584 3926
3585 return UUID.Zero.ToString(); 3927 return UUID.Zero.ToString();
3586 } 3928 }
@@ -3589,19 +3931,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3589 { 3931 {
3590 m_host.AddScriptLPS(1); 3932 m_host.AddScriptLPS(1);
3591 3933
3592 lock (m_host.TaskInventory) 3934 m_host.TaskInventory.LockItemsForRead(true);
3935
3936 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
3593 { 3937 {
3594 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 3938 if (item.Type == 10 && item.ItemID == m_itemID)
3595 { 3939 {
3596 if (item.Type == 10 && item.ItemID == m_itemID) 3940 int perms = item.PermsMask;
3597 { 3941 if (m_automaticLinkPermission)
3598 int perms = item.PermsMask; 3942 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS;
3599 if (m_automaticLinkPermission) 3943 m_host.TaskInventory.LockItemsForRead(false);
3600 perms |= ScriptBaseClass.PERMISSION_CHANGE_LINKS; 3944 return perms;
3601 return perms;
3602 }
3603 } 3945 }
3604 } 3946 }
3947 m_host.TaskInventory.LockItemsForRead(false);
3605 3948
3606 return 0; 3949 return 0;
3607 } 3950 }
@@ -3623,9 +3966,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3623 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3966 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3624 { 3967 {
3625 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3968 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3626 3969 if (parts.Count > 0)
3627 foreach (SceneObjectPart part in parts) 3970 {
3628 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3971 try
3972 {
3973 parts[0].ParentGroup.areUpdatesSuspended = true;
3974 foreach (SceneObjectPart part in parts)
3975 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3976 }
3977 finally
3978 {
3979 parts[0].ParentGroup.areUpdatesSuspended = false;
3980 }
3981 }
3629 } 3982 }
3630 3983
3631 public void llCreateLink(string target, int parent) 3984 public void llCreateLink(string target, int parent)
@@ -3638,11 +3991,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3638 return; 3991 return;
3639 3992
3640 TaskInventoryItem item; 3993 TaskInventoryItem item;
3641 lock (m_host.TaskInventory) 3994 m_host.TaskInventory.LockItemsForRead(true);
3642 { 3995 item = m_host.TaskInventory[invItemID];
3643 item = m_host.TaskInventory[invItemID]; 3996 m_host.TaskInventory.LockItemsForRead(false);
3644 } 3997
3645
3646 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 3998 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3647 && !m_automaticLinkPermission) 3999 && !m_automaticLinkPermission)
3648 { 4000 {
@@ -3659,11 +4011,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3659 4011
3660 if (targetPart.ParentGroup.AttachmentPoint != 0) 4012 if (targetPart.ParentGroup.AttachmentPoint != 0)
3661 return; // Fail silently if attached 4013 return; // Fail silently if attached
4014
4015 if (targetPart.ParentGroup.RootPart.OwnerID != m_host.ParentGroup.RootPart.OwnerID)
4016 return;
4017
3662 SceneObjectGroup parentPrim = null, childPrim = null; 4018 SceneObjectGroup parentPrim = null, childPrim = null;
3663 4019
3664 if (targetPart != null) 4020 if (targetPart != null)
3665 { 4021 {
3666 if (parent != 0) { 4022 if (parent != 0)
4023 {
3667 parentPrim = m_host.ParentGroup; 4024 parentPrim = m_host.ParentGroup;
3668 childPrim = targetPart.ParentGroup; 4025 childPrim = targetPart.ParentGroup;
3669 } 4026 }
@@ -3675,7 +4032,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3675 4032
3676 // Required for linking 4033 // Required for linking
3677 childPrim.RootPart.ClearUpdateSchedule(); 4034 childPrim.RootPart.ClearUpdateSchedule();
3678 parentPrim.LinkToGroup(childPrim); 4035 parentPrim.LinkToGroup(childPrim, true);
3679 } 4036 }
3680 4037
3681 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4038 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3694,16 +4051,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3694 m_host.AddScriptLPS(1); 4051 m_host.AddScriptLPS(1);
3695 UUID invItemID = InventorySelf(); 4052 UUID invItemID = InventorySelf();
3696 4053
3697 lock (m_host.TaskInventory) 4054 m_host.TaskInventory.LockItemsForRead(true);
3698 {
3699 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0 4055 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
3700 && !m_automaticLinkPermission) 4056 && !m_automaticLinkPermission)
3701 { 4057 {
3702 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!"); 4058 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4059 m_host.TaskInventory.LockItemsForRead(false);
3703 return; 4060 return;
3704 } 4061 }
3705 } 4062 m_host.TaskInventory.LockItemsForRead(false);
3706 4063
3707 if (linknum < ScriptBaseClass.LINK_THIS) 4064 if (linknum < ScriptBaseClass.LINK_THIS)
3708 return; 4065 return;
3709 4066
@@ -3742,10 +4099,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3742 // Restructuring Multiple Prims. 4099 // Restructuring Multiple Prims.
3743 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4100 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3744 parts.Remove(parentPrim.RootPart); 4101 parts.Remove(parentPrim.RootPart);
3745 foreach (SceneObjectPart part in parts) 4102 if (parts.Count > 0)
3746 { 4103 {
3747 parentPrim.DelinkFromGroup(part.LocalId, true); 4104 try
4105 {
4106 parts[0].ParentGroup.areUpdatesSuspended = true;
4107 foreach (SceneObjectPart part in parts)
4108 {
4109 parentPrim.DelinkFromGroup(part.LocalId, true);
4110 }
4111 }
4112 finally
4113 {
4114 parts[0].ParentGroup.areUpdatesSuspended = false;
4115 }
3748 } 4116 }
4117
3749 parentPrim.HasGroupChanged = true; 4118 parentPrim.HasGroupChanged = true;
3750 parentPrim.ScheduleGroupForFullUpdate(); 4119 parentPrim.ScheduleGroupForFullUpdate();
3751 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4120 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3754,12 +4123,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3754 { 4123 {
3755 SceneObjectPart newRoot = parts[0]; 4124 SceneObjectPart newRoot = parts[0];
3756 parts.Remove(newRoot); 4125 parts.Remove(newRoot);
3757 foreach (SceneObjectPart part in parts) 4126
4127 try
3758 { 4128 {
3759 // Required for linking 4129 parts[0].ParentGroup.areUpdatesSuspended = true;
3760 part.ClearUpdateSchedule(); 4130 foreach (SceneObjectPart part in parts)
3761 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4131 {
4132 part.ClearUpdateSchedule();
4133 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4134 }
3762 } 4135 }
4136 finally
4137 {
4138 parts[0].ParentGroup.areUpdatesSuspended = false;
4139 }
4140
4141
3763 newRoot.ParentGroup.HasGroupChanged = true; 4142 newRoot.ParentGroup.HasGroupChanged = true;
3764 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4143 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3765 } 4144 }
@@ -3779,6 +4158,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3779 public void llBreakAllLinks() 4158 public void llBreakAllLinks()
3780 { 4159 {
3781 m_host.AddScriptLPS(1); 4160 m_host.AddScriptLPS(1);
4161
4162 UUID invItemID = InventorySelf();
4163
4164 TaskInventoryItem item;
4165 m_host.TaskInventory.LockItemsForRead(true);
4166 item = m_host.TaskInventory[invItemID];
4167 m_host.TaskInventory.LockItemsForRead(false);
4168
4169 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4170 && !m_automaticLinkPermission)
4171 {
4172 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4173 return;
4174 }
4175
3782 SceneObjectGroup parentPrim = m_host.ParentGroup; 4176 SceneObjectGroup parentPrim = m_host.ParentGroup;
3783 if (parentPrim.AttachmentPoint != 0) 4177 if (parentPrim.AttachmentPoint != 0)
3784 return; // Fail silently if attached 4178 return; // Fail silently if attached
@@ -3798,25 +4192,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3798 public LSL_String llGetLinkKey(int linknum) 4192 public LSL_String llGetLinkKey(int linknum)
3799 { 4193 {
3800 m_host.AddScriptLPS(1); 4194 m_host.AddScriptLPS(1);
3801 List<UUID> keytable = new List<UUID>();
3802 // parse for sitting avatare-uuids
3803 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3804 {
3805 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3806 keytable.Add(presence.UUID);
3807 });
3808
3809 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3810 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3811 {
3812 return keytable[totalprims - linknum].ToString();
3813 }
3814
3815 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3816 {
3817 return m_host.UUID.ToString();
3818 }
3819
3820 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4195 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3821 if (part != null) 4196 if (part != null)
3822 { 4197 {
@@ -3824,6 +4199,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3824 } 4199 }
3825 else 4200 else
3826 { 4201 {
4202 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4203 {
4204 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4205
4206 if (linknum < 0)
4207 return UUID.Zero.ToString();
4208
4209 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4210 if (avatars.Count > linknum)
4211 {
4212 return avatars[linknum].UUID.ToString();
4213 }
4214 }
3827 return UUID.Zero.ToString(); 4215 return UUID.Zero.ToString();
3828 } 4216 }
3829 } 4217 }
@@ -3923,17 +4311,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3923 m_host.AddScriptLPS(1); 4311 m_host.AddScriptLPS(1);
3924 int count = 0; 4312 int count = 0;
3925 4313
3926 lock (m_host.TaskInventory) 4314 m_host.TaskInventory.LockItemsForRead(true);
4315 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3927 { 4316 {
3928 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4317 if (inv.Value.Type == type || type == -1)
3929 { 4318 {
3930 if (inv.Value.Type == type || type == -1) 4319 count = count + 1;
3931 {
3932 count = count + 1;
3933 }
3934 } 4320 }
3935 } 4321 }
3936 4322
4323 m_host.TaskInventory.LockItemsForRead(false);
3937 return count; 4324 return count;
3938 } 4325 }
3939 4326
@@ -3942,16 +4329,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3942 m_host.AddScriptLPS(1); 4329 m_host.AddScriptLPS(1);
3943 ArrayList keys = new ArrayList(); 4330 ArrayList keys = new ArrayList();
3944 4331
3945 lock (m_host.TaskInventory) 4332 m_host.TaskInventory.LockItemsForRead(true);
4333 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3946 { 4334 {
3947 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4335 if (inv.Value.Type == type || type == -1)
3948 { 4336 {
3949 if (inv.Value.Type == type || type == -1) 4337 keys.Add(inv.Value.Name);
3950 {
3951 keys.Add(inv.Value.Name);
3952 }
3953 } 4338 }
3954 } 4339 }
4340 m_host.TaskInventory.LockItemsForRead(false);
3955 4341
3956 if (keys.Count == 0) 4342 if (keys.Count == 0)
3957 { 4343 {
@@ -3988,25 +4374,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3988 } 4374 }
3989 4375
3990 // move the first object found with this inventory name 4376 // move the first object found with this inventory name
3991 lock (m_host.TaskInventory) 4377 m_host.TaskInventory.LockItemsForRead(true);
4378 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3992 { 4379 {
3993 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4380 if (inv.Value.Name == inventory)
3994 { 4381 {
3995 if (inv.Value.Name == inventory) 4382 found = true;
3996 { 4383 objId = inv.Key;
3997 found = true; 4384 assetType = inv.Value.Type;
3998 objId = inv.Key; 4385 objName = inv.Value.Name;
3999 assetType = inv.Value.Type; 4386 break;
4000 objName = inv.Value.Name;
4001 break;
4002 }
4003 } 4387 }
4004 } 4388 }
4389 m_host.TaskInventory.LockItemsForRead(false);
4005 4390
4006 if (!found) 4391 if (!found)
4007 { 4392 {
4008 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4393 llSay(0, String.Format("Could not find object '{0}'", inventory));
4009 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4394 return;
4395// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
4010 } 4396 }
4011 4397
4012 // check if destination is an object 4398 // check if destination is an object
@@ -4032,48 +4418,68 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4032 return; 4418 return;
4033 } 4419 }
4034 } 4420 }
4421
4035 // destination is an avatar 4422 // destination is an avatar
4036 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4423 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
4037 4424
4038 if (agentItem == null) 4425 if (agentItem == null)
4039 return; 4426 return;
4040 4427
4041 byte[] bucket = new byte[17]; 4428 byte[] bucket = new byte[1];
4042 bucket[0] = (byte)assetType; 4429 bucket[0] = (byte)assetType;
4043 byte[] objBytes = agentItem.ID.GetBytes(); 4430 //byte[] objBytes = agentItem.ID.GetBytes();
4044 Array.Copy(objBytes, 0, bucket, 1, 16); 4431 //Array.Copy(objBytes, 0, bucket, 1, 16);
4045 4432
4046 GridInstantMessage msg = new GridInstantMessage(World, 4433 GridInstantMessage msg = new GridInstantMessage(World,
4047 m_host.UUID, m_host.Name+", an object owned by "+ 4434 m_host.OwnerID, m_host.Name, destId,
4048 resolveName(m_host.OwnerID)+",", destId,
4049 (byte)InstantMessageDialog.TaskInventoryOffered, 4435 (byte)InstantMessageDialog.TaskInventoryOffered,
4050 false, objName+"\n"+m_host.Name+" is located at "+ 4436 false, objName+". "+m_host.Name+" is located at "+
4051 World.RegionInfo.RegionName+" "+ 4437 World.RegionInfo.RegionName+" "+
4052 m_host.AbsolutePosition.ToString(), 4438 m_host.AbsolutePosition.ToString(),
4053 agentItem.ID, true, m_host.AbsolutePosition, 4439 agentItem.ID, true, m_host.AbsolutePosition,
4054 bucket); 4440 bucket);
4055 if (m_TransferModule != null) 4441
4056 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {}); 4442 ScenePresence sp;
4443
4444 if (World.TryGetScenePresence(destId, out sp))
4445 {
4446 sp.ControllingClient.SendInstantMessage(msg);
4447 }
4448 else
4449 {
4450 if (m_TransferModule != null)
4451 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4452 }
4453
4454 //This delay should only occur when giving inventory to avatars.
4057 ScriptSleep(3000); 4455 ScriptSleep(3000);
4058 } 4456 }
4059 } 4457 }
4060 4458
4459 [DebuggerNonUserCode]
4061 public void llRemoveInventory(string name) 4460 public void llRemoveInventory(string name)
4062 { 4461 {
4063 m_host.AddScriptLPS(1); 4462 m_host.AddScriptLPS(1);
4064 4463
4065 lock (m_host.TaskInventory) 4464 List<TaskInventoryItem> inv;
4465 try
4066 { 4466 {
4067 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4467 m_host.TaskInventory.LockItemsForRead(true);
4468 inv = new List<TaskInventoryItem>(m_host.TaskInventory.Values);
4469 }
4470 finally
4471 {
4472 m_host.TaskInventory.LockItemsForRead(false);
4473 }
4474 foreach (TaskInventoryItem item in inv)
4475 {
4476 if (item.Name == name)
4068 { 4477 {
4069 if (item.Name == name) 4478 if (item.ItemID == m_itemID)
4070 { 4479 throw new ScriptDeleteException();
4071 if (item.ItemID == m_itemID) 4480 else
4072 throw new ScriptDeleteException(); 4481 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4073 else 4482 return;
4074 m_host.Inventory.RemoveInventoryItem(item.ItemID);
4075 return;
4076 }
4077 } 4483 }
4078 } 4484 }
4079 } 4485 }
@@ -4108,115 +4514,122 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4108 { 4514 {
4109 m_host.AddScriptLPS(1); 4515 m_host.AddScriptLPS(1);
4110 4516
4111 UUID uuid = (UUID)id; 4517 UUID uuid;
4112 PresenceInfo pinfo = null; 4518 if (UUID.TryParse(id, out uuid))
4113 UserAccount account;
4114
4115 UserInfoCacheEntry ce;
4116 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4117 { 4519 {
4118 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4520 PresenceInfo pinfo = null;
4119 if (account == null) 4521 UserAccount account;
4522
4523 UserInfoCacheEntry ce;
4524 if (!m_userInfoCache.TryGetValue(uuid, out ce))
4120 { 4525 {
4121 m_userInfoCache[uuid] = null; // Cache negative 4526 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
4122 return UUID.Zero.ToString(); 4527 if (account == null)
4123 } 4528 {
4529 m_userInfoCache[uuid] = null; // Cache negative
4530 return UUID.Zero.ToString();
4531 }
4124 4532
4125 4533
4126 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4534 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4127 if (pinfos != null && pinfos.Length > 0) 4535 if (pinfos != null && pinfos.Length > 0)
4128 {
4129 foreach (PresenceInfo p in pinfos)
4130 { 4536 {
4131 if (p.RegionID != UUID.Zero) 4537 foreach (PresenceInfo p in pinfos)
4132 { 4538 {
4133 pinfo = p; 4539 if (p.RegionID != UUID.Zero)
4540 {
4541 pinfo = p;
4542 }
4134 } 4543 }
4135 } 4544 }
4136 }
4137 4545
4138 ce = new UserInfoCacheEntry(); 4546 ce = new UserInfoCacheEntry();
4139 ce.time = Util.EnvironmentTickCount(); 4547 ce.time = Util.EnvironmentTickCount();
4140 ce.account = account; 4548 ce.account = account;
4141 ce.pinfo = pinfo; 4549 ce.pinfo = pinfo;
4142 } 4550 m_userInfoCache[uuid] = ce;
4143 else 4551 }
4144 { 4552 else
4145 if (ce == null) 4553 {
4146 return UUID.Zero.ToString(); 4554 if (ce == null)
4555 return UUID.Zero.ToString();
4147 4556
4148 account = ce.account; 4557 account = ce.account;
4149 pinfo = ce.pinfo; 4558 pinfo = ce.pinfo;
4150 } 4559 }
4151 4560
4152 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4561 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4153 {
4154 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4155 if (pinfos != null && pinfos.Length > 0)
4156 { 4562 {
4157 foreach (PresenceInfo p in pinfos) 4563 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4564 if (pinfos != null && pinfos.Length > 0)
4158 { 4565 {
4159 if (p.RegionID != UUID.Zero) 4566 foreach (PresenceInfo p in pinfos)
4160 { 4567 {
4161 pinfo = p; 4568 if (p.RegionID != UUID.Zero)
4569 {
4570 pinfo = p;
4571 }
4162 } 4572 }
4163 } 4573 }
4164 } 4574 else
4165 else 4575 pinfo = null;
4166 pinfo = null;
4167 4576
4168 ce.time = Util.EnvironmentTickCount(); 4577 ce.time = Util.EnvironmentTickCount();
4169 ce.pinfo = pinfo; 4578 ce.pinfo = pinfo;
4170 } 4579 }
4171 4580
4172 string reply = String.Empty; 4581 string reply = String.Empty;
4173 4582
4174 switch (data) 4583 switch (data)
4175 { 4584 {
4176 case 1: // DATA_ONLINE (0|1) 4585 case 1: // DATA_ONLINE (0|1)
4177 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4586 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4178 reply = "1"; 4587 reply = "1";
4179 else 4588 else
4180 reply = "0"; 4589 reply = "0";
4181 break; 4590 break;
4182 case 2: // DATA_NAME (First Last) 4591 case 2: // DATA_NAME (First Last)
4183 reply = account.FirstName + " " + account.LastName; 4592 reply = account.FirstName + " " + account.LastName;
4184 break; 4593 break;
4185 case 3: // DATA_BORN (YYYY-MM-DD) 4594 case 3: // DATA_BORN (YYYY-MM-DD)
4186 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4595 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4187 born = born.AddSeconds(account.Created); 4596 born = born.AddSeconds(account.Created);
4188 reply = born.ToString("yyyy-MM-dd"); 4597 reply = born.ToString("yyyy-MM-dd");
4189 break; 4598 break;
4190 case 4: // DATA_RATING (0,0,0,0,0,0) 4599 case 4: // DATA_RATING (0,0,0,0,0,0)
4191 reply = "0,0,0,0,0,0"; 4600 reply = "0,0,0,0,0,0";
4192 break; 4601 break;
4193 case 7: // DATA_USERLEVEL (integer) 4602 case 8: // DATA_PAYINFO (0|1|2|3)
4194 reply = account.UserLevel.ToString(); 4603 reply = "0";
4195 break; 4604 break;
4196 case 8: // DATA_PAYINFO (0|1|2|3) 4605 default:
4197 reply = "0"; 4606 return UUID.Zero.ToString(); // Raise no event
4198 break; 4607 }
4199 default:
4200 return UUID.Zero.ToString(); // Raise no event
4201 }
4202 4608
4203 UUID rq = UUID.Random(); 4609 UUID rq = UUID.Random();
4204 4610
4205 UUID tid = AsyncCommands. 4611 UUID tid = AsyncCommands.
4206 DataserverPlugin.RegisterRequest(m_localID, 4612 DataserverPlugin.RegisterRequest(m_localID,
4207 m_itemID, rq.ToString()); 4613 m_itemID, rq.ToString());
4208 4614
4209 AsyncCommands. 4615 AsyncCommands.
4210 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4616 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4211 4617
4212 ScriptSleep(100); 4618 ScriptSleep(100);
4213 return tid.ToString(); 4619 return tid.ToString();
4620 }
4621 else
4622 {
4623 ShoutError("Invalid UUID passed to llRequestAgentData.");
4624 }
4625 return "";
4214 } 4626 }
4215 4627
4216 public LSL_String llRequestInventoryData(string name) 4628 public LSL_String llRequestInventoryData(string name)
4217 { 4629 {
4218 m_host.AddScriptLPS(1); 4630 m_host.AddScriptLPS(1);
4219 4631
4632 //Clone is thread safe
4220 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 4633 TaskInventoryDictionary itemDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
4221 4634
4222 foreach (TaskInventoryItem item in itemDictionary.Values) 4635 foreach (TaskInventoryItem item in itemDictionary.Values)
@@ -4268,19 +4681,64 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4268 if (UUID.TryParse(agent, out agentId)) 4681 if (UUID.TryParse(agent, out agentId))
4269 { 4682 {
4270 ScenePresence presence = World.GetScenePresence(agentId); 4683 ScenePresence presence = World.GetScenePresence(agentId);
4271 if (presence != null) 4684 if (presence != null && presence.PresenceType != PresenceType.Npc)
4272 { 4685 {
4686 // agent must not be a god
4687 if (presence.UserLevel >= 200) return;
4688
4273 // agent must be over the owners land 4689 // agent must be over the owners land
4274 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4690 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4275 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4691 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4276 { 4692 {
4277 World.TeleportClientHome(agentId, presence.ControllingClient); 4693 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4694 {
4695 // They can't be teleported home for some reason
4696 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4697 if (regionInfo != null)
4698 {
4699 World.RequestTeleportLocation(
4700 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4701 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4702 }
4703 }
4278 } 4704 }
4279 } 4705 }
4280 } 4706 }
4281 ScriptSleep(5000); 4707 ScriptSleep(5000);
4282 } 4708 }
4283 4709
4710 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
4711 {
4712 m_host.AddScriptLPS(1);
4713 UUID agentId = new UUID();
4714 if (UUID.TryParse(agent, out agentId))
4715 {
4716 ScenePresence presence = World.GetScenePresence(agentId);
4717 if (presence != null && presence.PresenceType != PresenceType.Npc)
4718 {
4719 // agent must not be a god
4720 if (presence.GodLevel >= 200) return;
4721
4722 if (simname == String.Empty)
4723 simname = World.RegionInfo.RegionName;
4724
4725 // agent must be over the owners land
4726 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4727 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4728 {
4729 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);
4730 }
4731 else // or must be wearing the prim
4732 {
4733 if (m_host.ParentGroup.AttachmentPoint != 0 && m_host.OwnerID == presence.UUID)
4734 {
4735 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);
4736 }
4737 }
4738 }
4739 }
4740 }
4741
4284 public void llTextBox(string agent, string message, int chatChannel) 4742 public void llTextBox(string agent, string message, int chatChannel)
4285 { 4743 {
4286 IDialogModule dm = World.RequestModuleInterface<IDialogModule>(); 4744 IDialogModule dm = World.RequestModuleInterface<IDialogModule>();
@@ -4292,7 +4750,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4292 UUID av = new UUID(); 4750 UUID av = new UUID();
4293 if (!UUID.TryParse(agent,out av)) 4751 if (!UUID.TryParse(agent,out av))
4294 { 4752 {
4295 LSLError("First parameter to llDialog needs to be a key"); 4753 //LSLError("First parameter to llDialog needs to be a key");
4296 return; 4754 return;
4297 } 4755 }
4298 4756
@@ -4329,17 +4787,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4329 UUID soundId = UUID.Zero; 4787 UUID soundId = UUID.Zero;
4330 if (!UUID.TryParse(impact_sound, out soundId)) 4788 if (!UUID.TryParse(impact_sound, out soundId))
4331 { 4789 {
4332 lock (m_host.TaskInventory) 4790 m_host.TaskInventory.LockItemsForRead(true);
4791 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4333 { 4792 {
4334 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 4793 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound)
4335 { 4794 {
4336 if (item.Type == (int)AssetType.Sound && item.Name == impact_sound) 4795 soundId = item.AssetID;
4337 { 4796 break;
4338 soundId = item.AssetID;
4339 break;
4340 }
4341 } 4797 }
4342 } 4798 }
4799 m_host.TaskInventory.LockItemsForRead(false);
4343 } 4800 }
4344 m_host.CollisionSound = soundId; 4801 m_host.CollisionSound = soundId;
4345 m_host.CollisionSoundVolume = (float)impact_volume; 4802 m_host.CollisionSoundVolume = (float)impact_volume;
@@ -4379,6 +4836,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4379 UUID partItemID; 4836 UUID partItemID;
4380 foreach (SceneObjectPart part in parts) 4837 foreach (SceneObjectPart part in parts)
4381 { 4838 {
4839 //Clone is thread safe
4382 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone(); 4840 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)part.TaskInventory.Clone();
4383 4841
4384 foreach (TaskInventoryItem item in itemsDictionary.Values) 4842 foreach (TaskInventoryItem item in itemsDictionary.Values)
@@ -4512,7 +4970,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4512 { 4970 {
4513 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4971 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4514 float distance_term = distance * distance * distance; // Script Energy 4972 float distance_term = distance * distance * distance; // Script Energy
4515 float pusher_mass = m_host.GetMass(); 4973 // use total object mass and not part
4974 float pusher_mass = m_host.ParentGroup.GetMass();
4516 4975
4517 float PUSH_ATTENUATION_DISTANCE = 17f; 4976 float PUSH_ATTENUATION_DISTANCE = 17f;
4518 float PUSH_ATTENUATION_SCALE = 5f; 4977 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4582,17 +5041,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4582 5041
4583 m_host.AddScriptLPS(1); 5042 m_host.AddScriptLPS(1);
4584 5043
4585 lock (m_host.TaskInventory) 5044 m_host.TaskInventory.LockItemsForRead(true);
5045 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
4586 { 5046 {
4587 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 5047 if (item.Type == 10 && item.ItemID == m_itemID)
4588 { 5048 {
4589 if (item.Type == 10 && item.ItemID == m_itemID) 5049 result = item.Name!=null?item.Name:String.Empty;
4590 { 5050 break;
4591 result = item.Name != null ? item.Name : String.Empty;
4592 break;
4593 }
4594 } 5051 }
4595 } 5052 }
5053 m_host.TaskInventory.LockItemsForRead(false);
4596 5054
4597 return result; 5055 return result;
4598 } 5056 }
@@ -4765,23 +5223,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4765 { 5223 {
4766 m_host.AddScriptLPS(1); 5224 m_host.AddScriptLPS(1);
4767 5225
4768 lock (m_host.TaskInventory) 5226 m_host.TaskInventory.LockItemsForRead(true);
5227 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
4769 { 5228 {
4770 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 5229 if (inv.Value.Name == name)
4771 { 5230 {
4772 if (inv.Value.Name == name) 5231 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify))
4773 { 5232 {
4774 if ((inv.Value.CurrentPermissions & (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) == (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify)) 5233 m_host.TaskInventory.LockItemsForRead(false);
4775 { 5234 return inv.Value.AssetID.ToString();
4776 return inv.Value.AssetID.ToString(); 5235 }
4777 } 5236 else
4778 else 5237 {
4779 { 5238 m_host.TaskInventory.LockItemsForRead(false);
4780 return UUID.Zero.ToString(); 5239 return UUID.Zero.ToString();
4781 }
4782 } 5240 }
4783 } 5241 }
4784 } 5242 }
5243 m_host.TaskInventory.LockItemsForRead(false);
4785 5244
4786 return UUID.Zero.ToString(); 5245 return UUID.Zero.ToString();
4787 } 5246 }
@@ -4934,14 +5393,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4934 { 5393 {
4935 m_host.AddScriptLPS(1); 5394 m_host.AddScriptLPS(1);
4936 5395
4937 if (src == null) 5396 return src.Length;
4938 {
4939 return 0;
4940 }
4941 else
4942 {
4943 return src.Length;
4944 }
4945 } 5397 }
4946 5398
4947 public LSL_Integer llList2Integer(LSL_List src, int index) 5399 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4987,7 +5439,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4987 else if (src.Data[index] is LSL_Float) 5439 else if (src.Data[index] is LSL_Float)
4988 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5440 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4989 else if (src.Data[index] is LSL_String) 5441 else if (src.Data[index] is LSL_String)
4990 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5442 {
5443 string str = ((LSL_String) src.Data[index]).m_string;
5444 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5445 if (m != Match.Empty)
5446 {
5447 str = m.Value;
5448 double d = 0.0;
5449 if (!Double.TryParse(str, out d))
5450 return 0.0;
5451
5452 return d;
5453 }
5454 return 0.0;
5455 }
4991 return Convert.ToDouble(src.Data[index]); 5456 return Convert.ToDouble(src.Data[index]);
4992 } 5457 }
4993 catch (FormatException) 5458 catch (FormatException)
@@ -5260,7 +5725,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5260 } 5725 }
5261 } 5726 }
5262 } 5727 }
5263 else { 5728 else
5729 {
5264 object[] array = new object[src.Length]; 5730 object[] array = new object[src.Length];
5265 Array.Copy(src.Data, 0, array, 0, src.Length); 5731 Array.Copy(src.Data, 0, array, 0, src.Length);
5266 result = new LSL_List(array); 5732 result = new LSL_List(array);
@@ -5367,7 +5833,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5367 public LSL_Integer llGetRegionAgentCount() 5833 public LSL_Integer llGetRegionAgentCount()
5368 { 5834 {
5369 m_host.AddScriptLPS(1); 5835 m_host.AddScriptLPS(1);
5370 return new LSL_Integer(World.GetRootAgentCount()); 5836
5837 int count = 0;
5838 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5839 count++;
5840 });
5841
5842 return new LSL_Integer(count);
5371 } 5843 }
5372 5844
5373 public LSL_Vector llGetRegionCorner() 5845 public LSL_Vector llGetRegionCorner()
@@ -5647,6 +6119,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5647 flags |= ScriptBaseClass.AGENT_SITTING; 6119 flags |= ScriptBaseClass.AGENT_SITTING;
5648 } 6120 }
5649 6121
6122 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6123 {
6124 flags |= ScriptBaseClass.AGENT_MALE;
6125 }
6126
5650 return flags; 6127 return flags;
5651 } 6128 }
5652 6129
@@ -5709,10 +6186,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5709 m_host.AddScriptLPS(1); 6186 m_host.AddScriptLPS(1);
5710 6187
5711 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6188 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5712 6189 if (parts.Count > 0)
5713 foreach (var part in parts)
5714 { 6190 {
5715 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6191 try
6192 {
6193 parts[0].ParentGroup.areUpdatesSuspended = true;
6194 foreach (var part in parts)
6195 {
6196 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6197 }
6198 }
6199 finally
6200 {
6201 parts[0].ParentGroup.areUpdatesSuspended = false;
6202 }
5716 } 6203 }
5717 } 6204 }
5718 6205
@@ -5764,13 +6251,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5764 6251
5765 if (m_host.OwnerID == land.LandData.OwnerID) 6252 if (m_host.OwnerID == land.LandData.OwnerID)
5766 { 6253 {
5767 World.TeleportClientHome(agentID, presence.ControllingClient); 6254 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6255 presence.TeleportWithMomentum(pos);
6256 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5768 } 6257 }
5769 } 6258 }
5770 } 6259 }
5771 ScriptSleep(5000); 6260 ScriptSleep(5000);
5772 } 6261 }
5773 6262
6263 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6264 {
6265 return ParseString2List(str, separators, in_spacers, false);
6266 }
6267
5774 public LSL_Integer llOverMyLand(string id) 6268 public LSL_Integer llOverMyLand(string id)
5775 { 6269 {
5776 m_host.AddScriptLPS(1); 6270 m_host.AddScriptLPS(1);
@@ -5835,8 +6329,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5835 UUID agentId = new UUID(); 6329 UUID agentId = new UUID();
5836 if (!UUID.TryParse(agent, out agentId)) 6330 if (!UUID.TryParse(agent, out agentId))
5837 return new LSL_Integer(0); 6331 return new LSL_Integer(0);
6332 if (agentId == m_host.GroupID)
6333 return new LSL_Integer(1);
5838 ScenePresence presence = World.GetScenePresence(agentId); 6334 ScenePresence presence = World.GetScenePresence(agentId);
5839 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6335 if (presence == null || presence.IsChildAgent) // Return false for child agents
5840 return new LSL_Integer(0); 6336 return new LSL_Integer(0);
5841 IClientAPI client = presence.ControllingClient; 6337 IClientAPI client = presence.ControllingClient;
5842 if (m_host.GroupID == client.ActiveGroupId) 6338 if (m_host.GroupID == client.ActiveGroupId)
@@ -5971,7 +6467,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5971 return m_host.ParentGroup.AttachmentPoint; 6467 return m_host.ParentGroup.AttachmentPoint;
5972 } 6468 }
5973 6469
5974 public LSL_Integer llGetFreeMemory() 6470 public virtual LSL_Integer llGetFreeMemory()
5975 { 6471 {
5976 m_host.AddScriptLPS(1); 6472 m_host.AddScriptLPS(1);
5977 // Make scripts designed for LSO happy 6473 // Make scripts designed for LSO happy
@@ -6088,7 +6584,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6088 SetParticleSystem(m_host, rules); 6584 SetParticleSystem(m_host, rules);
6089 } 6585 }
6090 6586
6091 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6587 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6588 {
6092 6589
6093 6590
6094 if (rules.Length == 0) 6591 if (rules.Length == 0)
@@ -6282,14 +6779,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6282 6779
6283 protected UUID GetTaskInventoryItem(string name) 6780 protected UUID GetTaskInventoryItem(string name)
6284 { 6781 {
6285 lock (m_host.TaskInventory) 6782 m_host.TaskInventory.LockItemsForRead(true);
6783 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6286 { 6784 {
6287 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 6785 if (inv.Value.Name == name)
6288 { 6786 {
6289 if (inv.Value.Name == name) 6787 m_host.TaskInventory.LockItemsForRead(false);
6290 return inv.Key; 6788 return inv.Key;
6291 } 6789 }
6292 } 6790 }
6791 m_host.TaskInventory.LockItemsForRead(false);
6293 6792
6294 return UUID.Zero; 6793 return UUID.Zero;
6295 } 6794 }
@@ -6327,16 +6826,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6327 if (folderID == UUID.Zero) 6826 if (folderID == UUID.Zero)
6328 return; 6827 return;
6329 6828
6330 byte[] bucket = new byte[17]; 6829 byte[] bucket = new byte[1];
6331 bucket[0] = (byte)AssetType.Folder; 6830 bucket[0] = (byte)AssetType.Folder;
6332 byte[] objBytes = folderID.GetBytes(); 6831 //byte[] objBytes = folderID.GetBytes();
6333 Array.Copy(objBytes, 0, bucket, 1, 16); 6832 //Array.Copy(objBytes, 0, bucket, 1, 16);
6334 6833
6335 GridInstantMessage msg = new GridInstantMessage(World, 6834 GridInstantMessage msg = new GridInstantMessage(World,
6336 m_host.UUID, m_host.Name+", an object owned by "+ 6835 m_host.OwnerID, m_host.Name, destID,
6337 resolveName(m_host.OwnerID)+",", destID, 6836 (byte)InstantMessageDialog.TaskInventoryOffered,
6338 (byte)InstantMessageDialog.InventoryOffered, 6837 false, category+". "+m_host.Name+" is located at "+
6339 false, category+"\n"+m_host.Name+" is located at "+
6340 World.RegionInfo.RegionName+" "+ 6838 World.RegionInfo.RegionName+" "+
6341 m_host.AbsolutePosition.ToString(), 6839 m_host.AbsolutePosition.ToString(),
6342 folderID, true, m_host.AbsolutePosition, 6840 folderID, true, m_host.AbsolutePosition,
@@ -6574,13 +7072,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6574 UUID av = new UUID(); 7072 UUID av = new UUID();
6575 if (!UUID.TryParse(avatar,out av)) 7073 if (!UUID.TryParse(avatar,out av))
6576 { 7074 {
6577 LSLError("First parameter to llDialog needs to be a key"); 7075 //LSLError("First parameter to llDialog needs to be a key");
6578 return; 7076 return;
6579 } 7077 }
6580 if (buttons.Length < 1) 7078 if (buttons.Length < 1)
6581 { 7079 {
6582 LSLError("No less than 1 button can be shown"); 7080 buttons.Add("OK");
6583 return;
6584 } 7081 }
6585 if (buttons.Length > 12) 7082 if (buttons.Length > 12)
6586 { 7083 {
@@ -6597,7 +7094,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6597 } 7094 }
6598 if (buttons.Data[i].ToString().Length > 24) 7095 if (buttons.Data[i].ToString().Length > 24)
6599 { 7096 {
6600 LSLError("button label cannot be longer than 24 characters"); 7097 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6601 return; 7098 return;
6602 } 7099 }
6603 buts[i] = buttons.Data[i].ToString(); 7100 buts[i] = buttons.Data[i].ToString();
@@ -6656,22 +7153,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6656 } 7153 }
6657 7154
6658 // copy the first script found with this inventory name 7155 // copy the first script found with this inventory name
6659 lock (m_host.TaskInventory) 7156 TaskInventoryItem scriptItem = null;
7157 m_host.TaskInventory.LockItemsForRead(true);
7158 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
6660 { 7159 {
6661 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 7160 if (inv.Value.Name == name)
6662 { 7161 {
6663 if (inv.Value.Name == name) 7162 // make sure the object is a script
7163 if (10 == inv.Value.Type)
6664 { 7164 {
6665 // make sure the object is a script 7165 found = true;
6666 if (10 == inv.Value.Type) 7166 srcId = inv.Key;
6667 { 7167 scriptItem = inv.Value;
6668 found = true; 7168 break;
6669 srcId = inv.Key;
6670 break;
6671 }
6672 } 7169 }
6673 } 7170 }
6674 } 7171 }
7172 m_host.TaskInventory.LockItemsForRead(false);
6675 7173
6676 if (!found) 7174 if (!found)
6677 { 7175 {
@@ -6679,9 +7177,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6679 return; 7177 return;
6680 } 7178 }
6681 7179
6682 // the rest of the permission checks are done in RezScript, so check the pin there as well 7180 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6683 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param); 7181 if (dest != null)
7182 {
7183 if ((scriptItem.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7184 {
7185 // the rest of the permission checks are done in RezScript, so check the pin there as well
7186 World.RezScriptFromPrim(srcId, m_host, destId, pin, running, start_param);
6684 7187
7188 if ((scriptItem.BasePermissions & (uint)PermissionMask.Copy) == 0)
7189 m_host.Inventory.RemoveInventoryItem(srcId);
7190 }
7191 }
6685 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7192 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6686 ScriptSleep(3000); 7193 ScriptSleep(3000);
6687 } 7194 }
@@ -6744,19 +7251,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6744 public LSL_String llMD5String(string src, int nonce) 7251 public LSL_String llMD5String(string src, int nonce)
6745 { 7252 {
6746 m_host.AddScriptLPS(1); 7253 m_host.AddScriptLPS(1);
6747 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7254 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6748 } 7255 }
6749 7256
6750 public LSL_String llSHA1String(string src) 7257 public LSL_String llSHA1String(string src)
6751 { 7258 {
6752 m_host.AddScriptLPS(1); 7259 m_host.AddScriptLPS(1);
6753 return Util.SHA1Hash(src).ToLower(); 7260 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6754 } 7261 }
6755 7262
6756 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7263 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6757 { 7264 {
6758 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7265 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6759 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7266 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7267 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7268 return shapeBlock;
6760 7269
6761 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7270 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6762 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7271 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6861,6 +7370,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6861 // Prim type box, cylinder and prism. 7370 // Prim type box, cylinder and prism.
6862 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) 7371 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)
6863 { 7372 {
7373 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7374 return;
7375
6864 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7376 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6865 ObjectShapePacket.ObjectDataBlock shapeBlock; 7377 ObjectShapePacket.ObjectDataBlock shapeBlock;
6866 7378
@@ -6914,6 +7426,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6914 // Prim type sphere. 7426 // Prim type sphere.
6915 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7427 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6916 { 7428 {
7429 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7430 return;
7431
6917 ObjectShapePacket.ObjectDataBlock shapeBlock; 7432 ObjectShapePacket.ObjectDataBlock shapeBlock;
6918 7433
6919 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7434 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6955,6 +7470,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6955 // Prim type torus, tube and ring. 7470 // Prim type torus, tube and ring.
6956 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) 7471 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)
6957 { 7472 {
7473 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7474 return;
7475
6958 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7476 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6959 ObjectShapePacket.ObjectDataBlock shapeBlock; 7477 ObjectShapePacket.ObjectDataBlock shapeBlock;
6960 7478
@@ -7090,6 +7608,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7090 // Prim type sculpt. 7608 // Prim type sculpt.
7091 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7609 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7092 { 7610 {
7611 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7612 return;
7613
7093 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7614 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7094 UUID sculptId; 7615 UUID sculptId;
7095 7616
@@ -7114,7 +7635,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7114 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7635 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7115 { 7636 {
7116 // default 7637 // default
7117 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7638 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7118 } 7639 }
7119 7640
7120 part.Shape.SetSculptProperties((byte)type, sculptId); 7641 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7130,32 +7651,149 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7130 ScriptSleep(200); 7651 ScriptSleep(200);
7131 } 7652 }
7132 7653
7133 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7654 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7134 { 7655 {
7135 m_host.AddScriptLPS(1); 7656 m_host.AddScriptLPS(1);
7136 7657
7137 setLinkPrimParams(linknumber, rules); 7658 setLinkPrimParams(linknumber, rules);
7659 }
7138 7660
7139 ScriptSleep(200); 7661 private void setLinkPrimParams(int linknumber, LSL_List rules)
7662 {
7663 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7664 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7665 if (parts.Count>0)
7666 {
7667 try
7668 {
7669 parts[0].ParentGroup.areUpdatesSuspended = true;
7670 foreach (SceneObjectPart part in parts)
7671 SetPrimParams(part, rules);
7672 }
7673 finally
7674 {
7675 parts[0].ParentGroup.areUpdatesSuspended = false;
7676 }
7677 }
7678 if (avatars.Count > 0)
7679 {
7680 foreach (ScenePresence avatar in avatars)
7681 SetPrimParams(avatar, rules);
7682 }
7140 } 7683 }
7141 7684
7142 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7685 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7686 float material_density, float material_friction,
7687 float material_restitution, float material_gravity_modifier)
7143 { 7688 {
7144 m_host.AddScriptLPS(1); 7689 ExtraPhysicsData physdata = new ExtraPhysicsData();
7690 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7691 physdata.Density = part.Density;
7692 physdata.Friction = part.Friction;
7693 physdata.Bounce = part.Bounciness;
7694 physdata.GravitationModifier = part.GravityModifier;
7145 7695
7146 setLinkPrimParams(linknumber, rules); 7696 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7697 physdata.Density = material_density;
7698 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7699 physdata.Friction = material_friction;
7700 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7701 physdata.Bounce = material_restitution;
7702 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7703 physdata.GravitationModifier = material_gravity_modifier;
7704
7705 part.UpdateExtraPhysics(physdata);
7147 } 7706 }
7148 7707
7149 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7708 public void llSetPhysicsMaterial(int material_bits,
7709 float material_gravity_modifier, float material_restitution,
7710 float material_friction, float material_density)
7150 { 7711 {
7151 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7712 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7713 }
7152 7714
7153 foreach (SceneObjectPart part in parts) 7715 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7154 SetPrimParams(part, rules); 7716 {
7717 llSetLinkPrimitiveParamsFast(linknumber, rules);
7718 ScriptSleep(200);
7719 }
7720
7721 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7722 {
7723 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7724 //We only support PRIM_POSITION and PRIM_ROTATION
7725
7726 int idx = 0;
7727
7728 while (idx < rules.Length)
7729 {
7730 int code = rules.GetLSLIntegerItem(idx++);
7731
7732 int remain = rules.Length - idx;
7733
7734 switch (code)
7735 {
7736 case (int)ScriptBaseClass.PRIM_POSITION:
7737 {
7738 if (remain < 1)
7739 return;
7740 LSL_Vector v;
7741 v = rules.GetVector3Item(idx++);
7742
7743 SceneObjectPart part = World.GetSceneObjectPart(av.ParentID);
7744 if (part == null)
7745 break;
7746
7747 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7748 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7749 if (llGetLinkNumber() > 1)
7750 {
7751 localRot = llGetLocalRot();
7752 localPos = llGetLocalPos();
7753 }
7754
7755 v -= localPos;
7756 v /= localRot;
7757
7758 LSL_Vector sitOffset = (llRot2Up(new LSL_Rotation(av.Rotation.X, av.Rotation.Y, av.Rotation.Z, av.Rotation.W)) * av.Appearance.AvatarHeight * 0.02638f);
7759
7760 v = v + 2 * sitOffset;
7761
7762 av.OffsetPosition = new Vector3((float)v.x, (float)v.y, (float)v.z);
7763 av.SendAvatarDataToAllAgents();
7764
7765 }
7766 break;
7767
7768 case (int)ScriptBaseClass.PRIM_ROTATION:
7769 {
7770 if (remain < 1)
7771 return;
7772
7773 LSL_Rotation localRot = ScriptBaseClass.ZERO_ROTATION;
7774 LSL_Vector localPos = ScriptBaseClass.ZERO_VECTOR;
7775 if (llGetLinkNumber() > 1)
7776 {
7777 localRot = llGetLocalRot();
7778 localPos = llGetLocalPos();
7779 }
7780
7781 LSL_Rotation r;
7782 r = rules.GetQuaternionItem(idx++);
7783 r = r * llGetRootRotation() / localRot;
7784 av.Rotation = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s);
7785 av.SendAvatarDataToAllAgents();
7786 }
7787 break;
7788 }
7789 }
7155 } 7790 }
7156 7791
7157 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7792 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7158 { 7793 {
7794 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7795 return;
7796
7159 int idx = 0; 7797 int idx = 0;
7160 7798
7161 bool positionChanged = false; 7799 bool positionChanged = false;
@@ -7477,6 +8115,36 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7477 part.ScriptSetPhysicsStatus(physics); 8115 part.ScriptSetPhysicsStatus(physics);
7478 break; 8116 break;
7479 8117
8118 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8119 if (remain < 1)
8120 return;
8121
8122 int shape_type = rules.GetLSLIntegerItem(idx++);
8123
8124 ExtraPhysicsData physdata = new ExtraPhysicsData();
8125 physdata.Density = part.Density;
8126 physdata.Bounce = part.Bounciness;
8127 physdata.GravitationModifier = part.GravityModifier;
8128 physdata.PhysShapeType = (PhysShapeType)shape_type;
8129
8130 part.UpdateExtraPhysics(physdata);
8131
8132 break;
8133
8134 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8135 if (remain < 5)
8136 return;
8137
8138 int material_bits = rules.GetLSLIntegerItem(idx++);
8139 float material_density = (float)rules.GetLSLFloatItem(idx++);
8140 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8141 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8142 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8143
8144 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8145
8146 break;
8147
7480 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8148 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7481 if (remain < 1) 8149 if (remain < 1)
7482 return; 8150 return;
@@ -7550,7 +8218,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7550 if (part.ParentGroup.RootPart == part) 8218 if (part.ParentGroup.RootPart == part)
7551 { 8219 {
7552 SceneObjectGroup parent = part.ParentGroup; 8220 SceneObjectGroup parent = part.ParentGroup;
7553 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8221 Util.FireAndForget(delegate(object x) {
8222 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8223 });
7554 } 8224 }
7555 else 8225 else
7556 { 8226 {
@@ -7561,6 +8231,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7561 } 8231 }
7562 } 8232 }
7563 } 8233 }
8234
8235 if (positionChanged)
8236 {
8237 if (part.ParentGroup.RootPart == part)
8238 {
8239 SceneObjectGroup parent = part.ParentGroup;
8240 Util.FireAndForget(delegate(object x) {
8241 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8242 });
8243 }
8244 else
8245 {
8246 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8247 SceneObjectGroup parent = part.ParentGroup;
8248 parent.HasGroupChanged = true;
8249 parent.ScheduleGroupForTerseUpdate();
8250 }
8251 }
7564 } 8252 }
7565 8253
7566 public LSL_String llStringToBase64(string str) 8254 public LSL_String llStringToBase64(string str)
@@ -7721,13 +8409,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7721 public LSL_Integer llGetNumberOfPrims() 8409 public LSL_Integer llGetNumberOfPrims()
7722 { 8410 {
7723 m_host.AddScriptLPS(1); 8411 m_host.AddScriptLPS(1);
7724 int avatarCount = 0; 8412 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7725 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8413
7726 {
7727 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7728 avatarCount++;
7729 });
7730
7731 return m_host.ParentGroup.PrimCount + avatarCount; 8414 return m_host.ParentGroup.PrimCount + avatarCount;
7732 } 8415 }
7733 8416
@@ -7743,55 +8426,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7743 m_host.AddScriptLPS(1); 8426 m_host.AddScriptLPS(1);
7744 UUID objID = UUID.Zero; 8427 UUID objID = UUID.Zero;
7745 LSL_List result = new LSL_List(); 8428 LSL_List result = new LSL_List();
8429
8430 // If the ID is not valid, return null result
7746 if (!UUID.TryParse(obj, out objID)) 8431 if (!UUID.TryParse(obj, out objID))
7747 { 8432 {
7748 result.Add(new LSL_Vector()); 8433 result.Add(new LSL_Vector());
7749 result.Add(new LSL_Vector()); 8434 result.Add(new LSL_Vector());
7750 return result; 8435 return result;
7751 } 8436 }
8437
8438 // Check if this is an attached prim. If so, replace
8439 // the UUID with the avatar UUID and report it's bounding box
8440 SceneObjectPart part = World.GetSceneObjectPart(objID);
8441 if (part != null && part.ParentGroup.IsAttachment)
8442 objID = part.ParentGroup.AttachedAvatar;
8443
8444 // Find out if this is an avatar ID. If so, return it's box
7752 ScenePresence presence = World.GetScenePresence(objID); 8445 ScenePresence presence = World.GetScenePresence(objID);
7753 if (presence != null) 8446 if (presence != null)
7754 { 8447 {
7755 if (presence.ParentID == 0) // not sat on an object 8448 // As per LSL Wiki, there is no difference between sitting
8449 // and standing avatar since server 1.36
8450 LSL_Vector lower;
8451 LSL_Vector upper;
8452 if (presence.Animator.Animations.DefaultAnimation.AnimID
8453 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7756 { 8454 {
7757 LSL_Vector lower; 8455 // This is for ground sitting avatars
7758 LSL_Vector upper; 8456 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7759 if (presence.Animator.Animations.DefaultAnimation.AnimID 8457 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7760 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8458 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7761 {
7762 // This is for ground sitting avatars
7763 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7764 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7765 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7766 }
7767 else
7768 {
7769 // This is for standing/flying avatars
7770 float height = presence.Appearance.AvatarHeight / 2.0f;
7771 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7772 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7773 }
7774 result.Add(lower);
7775 result.Add(upper);
7776 return result;
7777 } 8459 }
7778 else 8460 else
7779 { 8461 {
7780 // sitting on an object so we need the bounding box of that 8462 // This is for standing/flying avatars
7781 // which should include the avatar so set the UUID to the 8463 float height = presence.Appearance.AvatarHeight / 2.0f;
7782 // UUID of the object the avatar is sat on and allow it to fall through 8464 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7783 // to processing an object 8465 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7784 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7785 objID = p.UUID;
7786 } 8466 }
8467
8468 // Adjust to the documented error offsets (see LSL Wiki)
8469 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8470 upper -= new LSL_Vector(0.05f, 0.05f, 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
8479 result.Add(lower);
8480 result.Add(upper);
8481 return result;
7787 } 8482 }
7788 SceneObjectPart part = World.GetSceneObjectPart(objID); 8483
8484 part = World.GetSceneObjectPart(objID);
7789 // Currently only works for single prims without a sitting avatar 8485 // Currently only works for single prims without a sitting avatar
7790 if (part != null) 8486 if (part != null)
7791 { 8487 {
7792 Vector3 halfSize = part.Scale / 2.0f; 8488 float minX;
7793 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8489 float maxX;
7794 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8490 float minY;
8491 float maxY;
8492 float minZ;
8493 float maxZ;
8494
8495 // This BBox is in sim coordinates, with the offset being
8496 // a contained point.
8497 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8498 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8499
8500 minX -= offsets[0].X;
8501 maxX -= offsets[0].X;
8502 minY -= offsets[0].Y;
8503 maxY -= offsets[0].Y;
8504 minZ -= offsets[0].Z;
8505 maxZ -= offsets[0].Z;
8506
8507 LSL_Vector lower;
8508 LSL_Vector upper;
8509
8510 // Adjust to the documented error offsets (see LSL Wiki)
8511 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8512 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8513
8514 if (lower.x > upper.x)
8515 lower.x = upper.x;
8516 if (lower.y > upper.y)
8517 lower.y = upper.y;
8518 if (lower.z > upper.z)
8519 lower.z = upper.z;
8520
7795 result.Add(lower); 8521 result.Add(lower);
7796 result.Add(upper); 8522 result.Add(upper);
7797 return result; 8523 return result;
@@ -7871,13 +8597,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7871 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 8597 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7872 part.AbsolutePosition.Y, 8598 part.AbsolutePosition.Y,
7873 part.AbsolutePosition.Z); 8599 part.AbsolutePosition.Z);
7874 // For some reason, the part.AbsolutePosition.* values do not change if the
7875 // linkset is rotated; they always reflect the child prim's world position
7876 // as though the linkset is unrotated. This is incompatible behavior with SL's
7877 // implementation, so will break scripts imported from there (not to mention it
7878 // makes it more difficult to determine a child prim's actual inworld position).
7879 if (part.ParentID != 0)
7880 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7881 res.Add(v); 8600 res.Add(v);
7882 break; 8601 break;
7883 8602
@@ -8048,56 +8767,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8048 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 8767 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8049 if (remain < 1) 8768 if (remain < 1)
8050 return res; 8769 return res;
8051 8770 face = (int)rules.GetLSLIntegerItem(idx++);
8052 face=(int)rules.GetLSLIntegerItem(idx++);
8053 8771
8054 tex = part.Shape.Textures; 8772 tex = part.Shape.Textures;
8773 int shiny;
8055 if (face == ScriptBaseClass.ALL_SIDES) 8774 if (face == ScriptBaseClass.ALL_SIDES)
8056 { 8775 {
8057 for (face = 0; face < GetNumberOfSides(part); face++) 8776 for (face = 0; face < GetNumberOfSides(part); face++)
8058 { 8777 {
8059 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8778 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8060 // Convert Shininess to PRIM_SHINY_* 8779 if (shinyness == Shininess.High)
8061 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8780 {
8062 // PRIM_BUMP_* 8781 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8063 res.Add(new LSL_Integer((int)texface.Bump)); 8782 }
8783 else if (shinyness == Shininess.Medium)
8784 {
8785 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8786 }
8787 else if (shinyness == Shininess.Low)
8788 {
8789 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8790 }
8791 else
8792 {
8793 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8794 }
8795 res.Add(new LSL_Integer(shiny));
8796 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8064 } 8797 }
8065 } 8798 }
8066 else 8799 else
8067 { 8800 {
8068 if (face >= 0 && face < GetNumberOfSides(part)) 8801 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8802 if (shinyness == Shininess.High)
8069 { 8803 {
8070 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8804 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8071 // Convert Shininess to PRIM_SHINY_* 8805 }
8072 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 8806 else if (shinyness == Shininess.Medium)
8073 // PRIM_BUMP_* 8807 {
8074 res.Add(new LSL_Integer((int)texface.Bump)); 8808 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
8809 }
8810 else if (shinyness == Shininess.Low)
8811 {
8812 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
8813 }
8814 else
8815 {
8816 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
8075 } 8817 }
8818 res.Add(new LSL_Integer(shiny));
8819 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8076 } 8820 }
8077 break; 8821 break;
8078 8822
8079 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 8823 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8080 if (remain < 1) 8824 if (remain < 1)
8081 return res; 8825 return res;
8082 8826 face = (int)rules.GetLSLIntegerItem(idx++);
8083 face=(int)rules.GetLSLIntegerItem(idx++);
8084 8827
8085 tex = part.Shape.Textures; 8828 tex = part.Shape.Textures;
8829 int fullbright;
8086 if (face == ScriptBaseClass.ALL_SIDES) 8830 if (face == ScriptBaseClass.ALL_SIDES)
8087 { 8831 {
8088 for (face = 0; face < GetNumberOfSides(part); face++) 8832 for (face = 0; face < GetNumberOfSides(part); face++)
8089 { 8833 {
8090 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8834 if (tex.GetFace((uint)face).Fullbright == true)
8091 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 8835 {
8836 fullbright = ScriptBaseClass.TRUE;
8837 }
8838 else
8839 {
8840 fullbright = ScriptBaseClass.FALSE;
8841 }
8842 res.Add(new LSL_Integer(fullbright));
8092 } 8843 }
8093 } 8844 }
8094 else 8845 else
8095 { 8846 {
8096 if (face >= 0 && face < GetNumberOfSides(part)) 8847 if (tex.GetFace((uint)face).Fullbright == true)
8097 { 8848 {
8098 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8849 fullbright = ScriptBaseClass.TRUE;
8099 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0));
8100 } 8850 }
8851 else
8852 {
8853 fullbright = ScriptBaseClass.FALSE;
8854 }
8855 res.Add(new LSL_Integer(fullbright));
8101 } 8856 }
8102 break; 8857 break;
8103 8858
@@ -8119,27 +8874,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8119 break; 8874 break;
8120 8875
8121 case (int)ScriptBaseClass.PRIM_TEXGEN: 8876 case (int)ScriptBaseClass.PRIM_TEXGEN:
8877 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8122 if (remain < 1) 8878 if (remain < 1)
8123 return res; 8879 return res;
8124 8880 face = (int)rules.GetLSLIntegerItem(idx++);
8125 face=(int)rules.GetLSLIntegerItem(idx++);
8126 8881
8127 tex = part.Shape.Textures; 8882 tex = part.Shape.Textures;
8128 if (face == ScriptBaseClass.ALL_SIDES) 8883 if (face == ScriptBaseClass.ALL_SIDES)
8129 { 8884 {
8130 for (face = 0; face < GetNumberOfSides(part); face++) 8885 for (face = 0; face < GetNumberOfSides(part); face++)
8131 { 8886 {
8132 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8887 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8133 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 8888 {
8134 res.Add(new LSL_Integer((uint)texgen >> 1)); 8889 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8890 }
8891 else
8892 {
8893 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8894 }
8135 } 8895 }
8136 } 8896 }
8137 else 8897 else
8138 { 8898 {
8139 if (face >= 0 && face < GetNumberOfSides(part)) 8899 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8140 { 8900 {
8141 MappingType texgen = tex.GetFace((uint)face).TexMapType; 8901 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
8142 res.Add(new LSL_Integer((uint)texgen >> 1)); 8902 }
8903 else
8904 {
8905 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8143 } 8906 }
8144 } 8907 }
8145 break; 8908 break;
@@ -8162,28 +8925,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8162 case (int)ScriptBaseClass.PRIM_GLOW: 8925 case (int)ScriptBaseClass.PRIM_GLOW:
8163 if (remain < 1) 8926 if (remain < 1)
8164 return res; 8927 return res;
8165 8928 face = (int)rules.GetLSLIntegerItem(idx++);
8166 face=(int)rules.GetLSLIntegerItem(idx++);
8167 8929
8168 tex = part.Shape.Textures; 8930 tex = part.Shape.Textures;
8931 float primglow;
8169 if (face == ScriptBaseClass.ALL_SIDES) 8932 if (face == ScriptBaseClass.ALL_SIDES)
8170 { 8933 {
8171 for (face = 0; face < GetNumberOfSides(part); face++) 8934 for (face = 0; face < GetNumberOfSides(part); face++)
8172 { 8935 {
8173 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 8936 primglow = tex.GetFace((uint)face).Glow;
8174 res.Add(new LSL_Float(texface.Glow)); 8937 res.Add(new LSL_Float(primglow));
8175 } 8938 }
8176 } 8939 }
8177 else 8940 else
8178 { 8941 {
8179 if (face >= 0 && face < GetNumberOfSides(part)) 8942 primglow = tex.GetFace((uint)face).Glow;
8180 { 8943 res.Add(new LSL_Float(primglow));
8181 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8182 res.Add(new LSL_Float(texface.Glow));
8183 }
8184 } 8944 }
8185 break; 8945 break;
8186
8187 case (int)ScriptBaseClass.PRIM_TEXT: 8946 case (int)ScriptBaseClass.PRIM_TEXT:
8188 Color4 textColor = part.GetTextColor(); 8947 Color4 textColor = part.GetTextColor();
8189 res.Add(new LSL_String(part.Text)); 8948 res.Add(new LSL_String(part.Text));
@@ -8795,8 +9554,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8795 // The function returns an ordered list 9554 // The function returns an ordered list
8796 // representing the tokens found in the supplied 9555 // representing the tokens found in the supplied
8797 // sources string. If two successive tokenizers 9556 // sources string. If two successive tokenizers
8798 // are encountered, then a NULL entry is added 9557 // are encountered, then a null-string entry is
8799 // to the list. 9558 // added to the list.
8800 // 9559 //
8801 // It is a precondition that the source and 9560 // It is a precondition that the source and
8802 // toekizer lisst are non-null. If they are null, 9561 // toekizer lisst are non-null. If they are null,
@@ -8804,7 +9563,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8804 // while their lengths are being determined. 9563 // while their lengths are being determined.
8805 // 9564 //
8806 // A small amount of working memoryis required 9565 // A small amount of working memoryis required
8807 // of approximately 8*#tokenizers. 9566 // of approximately 8*#tokenizers + 8*srcstrlen.
8808 // 9567 //
8809 // There are many ways in which this function 9568 // There are many ways in which this function
8810 // can be implemented, this implementation is 9569 // can be implemented, this implementation is
@@ -8820,155 +9579,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8820 // and eliminates redundant tokenizers as soon 9579 // and eliminates redundant tokenizers as soon
8821 // as is possible. 9580 // as is possible.
8822 // 9581 //
8823 // The implementation tries to avoid any copying 9582 // The implementation tries to minimize temporary
8824 // of arrays or other objects. 9583 // garbage generation.
8825 // </remarks> 9584 // </remarks>
8826 9585
8827 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 9586 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8828 { 9587 {
8829 int beginning = 0; 9588 return ParseString2List(src, separators, spacers, true);
8830 int srclen = src.Length; 9589 }
8831 int seplen = separators.Length;
8832 object[] separray = separators.Data;
8833 int spclen = spacers.Length;
8834 object[] spcarray = spacers.Data;
8835 int mlen = seplen+spclen;
8836
8837 int[] offset = new int[mlen+1];
8838 bool[] active = new bool[mlen];
8839
8840 int best;
8841 int j;
8842
8843 // Initial capacity reduces resize cost
8844 9590
8845 LSL_List tokens = new LSL_List(); 9591 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
9592 {
9593 int srclen = src.Length;
9594 int seplen = separators.Length;
9595 object[] separray = separators.Data;
9596 int spclen = spacers.Length;
9597 object[] spcarray = spacers.Data;
9598 int dellen = 0;
9599 string[] delarray = new string[seplen+spclen];
8846 9600
8847 // All entries are initially valid 9601 int outlen = 0;
9602 string[] outarray = new string[srclen*2+1];
8848 9603
8849 for (int i = 0; i < mlen; i++) 9604 int i, j;
8850 active[i] = true; 9605 string d;
8851 9606
8852 offset[mlen] = srclen; 9607 m_host.AddScriptLPS(1);
8853 9608
8854 while (beginning < srclen) 9609 /*
9610 * Convert separator and spacer lists to C# strings.
9611 * Also filter out null strings so we don't hang.
9612 */
9613 for (i = 0; i < seplen; i ++)
8855 { 9614 {
9615 d = separray[i].ToString();
9616 if (d.Length > 0)
9617 {
9618 delarray[dellen++] = d;
9619 }
9620 }
9621 seplen = dellen;
8856 9622
8857 best = mlen; // as bad as it gets 9623 for (i = 0; i < spclen; i ++)
9624 {
9625 d = spcarray[i].ToString();
9626 if (d.Length > 0)
9627 {
9628 delarray[dellen++] = d;
9629 }
9630 }
8858 9631
8859 // Scan for separators 9632 /*
9633 * Scan through source string from beginning to end.
9634 */
9635 for (i = 0;;)
9636 {
8860 9637
8861 for (j = 0; j < seplen; j++) 9638 /*
9639 * Find earliest delimeter in src starting at i (if any).
9640 */
9641 int earliestDel = -1;
9642 int earliestSrc = srclen;
9643 string earliestStr = null;
9644 for (j = 0; j < dellen; j ++)
8862 { 9645 {
8863 if (separray[j].ToString() == String.Empty) 9646 d = delarray[j];
8864 active[j] = false; 9647 if (d != null)
8865
8866 if (active[j])
8867 { 9648 {
8868 // scan all of the markers 9649 int index = src.IndexOf(d, i);
8869 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 9650 if (index < 0)
8870 { 9651 {
8871 // not present at all 9652 delarray[j] = null; // delim nowhere in src, don't check it anymore
8872 active[j] = false;
8873 } 9653 }
8874 else 9654 else if (index < earliestSrc)
8875 { 9655 {
8876 // present and correct 9656 earliestSrc = index; // where delimeter starts in source string
8877 if (offset[j] < offset[best]) 9657 earliestDel = j; // where delimeter is in delarray[]
8878 { 9658 earliestStr = d; // the delimeter string from delarray[]
8879 // closest so far 9659 if (index == i) break; // can't do any better than found at beg of string
8880 best = j;
8881 if (offset[best] == beginning)
8882 break;
8883 }
8884 } 9660 }
8885 } 9661 }
8886 } 9662 }
8887 9663
8888 // Scan for spacers 9664 /*
8889 9665 * Output source string starting at i through start of earliest delimeter.
8890 if (offset[best] != beginning) 9666 */
9667 if (keepNulls || (earliestSrc > i))
8891 { 9668 {
8892 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 9669 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8893 {
8894 if (spcarray[j-seplen].ToString() == String.Empty)
8895 active[j] = false;
8896
8897 if (active[j])
8898 {
8899 // scan all of the markers
8900 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8901 {
8902 // not present at all
8903 active[j] = false;
8904 }
8905 else
8906 {
8907 // present and correct
8908 if (offset[j] < offset[best])
8909 {
8910 // closest so far
8911 best = j;
8912 }
8913 }
8914 }
8915 }
8916 } 9670 }
8917 9671
8918 // This is the normal exit from the scanning loop 9672 /*
9673 * If no delimeter found at or after i, we're done scanning.
9674 */
9675 if (earliestDel < 0) break;
8919 9676
8920 if (best == mlen) 9677 /*
9678 * If delimeter was a spacer, output the spacer.
9679 */
9680 if (earliestDel >= seplen)
8921 { 9681 {
8922 // no markers were found on this pass 9682 outarray[outlen++] = earliestStr;
8923 // so we're pretty much done
8924 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8925 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8926 break;
8927 } 9683 }
8928 9684
8929 // Otherwise we just add the newly delimited token 9685 /*
8930 // and recalculate where the search should continue. 9686 * Look at rest of src string following delimeter.
8931 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 9687 */
8932 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 9688 i = earliestSrc + earliestStr.Length;
8933
8934 if (best < seplen)
8935 {
8936 beginning = offset[best] + (separray[best].ToString()).Length;
8937 }
8938 else
8939 {
8940 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8941 string str = spcarray[best - seplen].ToString();
8942 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8943 tokens.Add(new LSL_String(str));
8944 }
8945 } 9689 }
8946 9690
8947 // This an awkward an not very intuitive boundary case. If the 9691 /*
8948 // last substring is a tokenizer, then there is an implied trailing 9692 * Make up an exact-sized output array suitable for an LSL_List object.
8949 // null list entry. Hopefully the single comparison will not be too 9693 */
8950 // arduous. Alternatively the 'break' could be replced with a return 9694 object[] outlist = new object[outlen];
8951 // but that's shabby programming. 9695 for (i = 0; i < outlen; i ++)
8952
8953 if ((beginning == srclen) && (keepNulls))
8954 { 9696 {
8955 if (srclen != 0) 9697 outlist[i] = new LSL_String(outarray[i]);
8956 tokens.Add(new LSL_String(""));
8957 } 9698 }
8958 9699 return new LSL_List(outlist);
8959 return tokens;
8960 }
8961
8962 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8963 {
8964 m_host.AddScriptLPS(1);
8965 return this.ParseString(src, separators, spacers, false);
8966 }
8967
8968 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8969 {
8970 m_host.AddScriptLPS(1);
8971 return this.ParseString(src, separators, spacers, true);
8972 } 9700 }
8973 9701
8974 public LSL_Integer llGetObjectPermMask(int mask) 9702 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9045,28 +9773,28 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9045 { 9773 {
9046 m_host.AddScriptLPS(1); 9774 m_host.AddScriptLPS(1);
9047 9775
9048 lock (m_host.TaskInventory) 9776 m_host.TaskInventory.LockItemsForRead(true);
9777 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9049 { 9778 {
9050 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9779 if (inv.Value.Name == item)
9051 { 9780 {
9052 if (inv.Value.Name == item) 9781 m_host.TaskInventory.LockItemsForRead(false);
9782 switch (mask)
9053 { 9783 {
9054 switch (mask) 9784 case 0:
9055 { 9785 return (int)inv.Value.BasePermissions;
9056 case 0: 9786 case 1:
9057 return (int)inv.Value.BasePermissions; 9787 return (int)inv.Value.CurrentPermissions;
9058 case 1: 9788 case 2:
9059 return (int)inv.Value.CurrentPermissions; 9789 return (int)inv.Value.GroupPermissions;
9060 case 2: 9790 case 3:
9061 return (int)inv.Value.GroupPermissions; 9791 return (int)inv.Value.EveryonePermissions;
9062 case 3: 9792 case 4:
9063 return (int)inv.Value.EveryonePermissions; 9793 return (int)inv.Value.NextPermissions;
9064 case 4:
9065 return (int)inv.Value.NextPermissions;
9066 }
9067 } 9794 }
9068 } 9795 }
9069 } 9796 }
9797 m_host.TaskInventory.LockItemsForRead(false);
9070 9798
9071 return -1; 9799 return -1;
9072 } 9800 }
@@ -9113,16 +9841,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9113 { 9841 {
9114 m_host.AddScriptLPS(1); 9842 m_host.AddScriptLPS(1);
9115 9843
9116 lock (m_host.TaskInventory) 9844 m_host.TaskInventory.LockItemsForRead(true);
9845 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9117 { 9846 {
9118 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 9847 if (inv.Value.Name == item)
9119 { 9848 {
9120 if (inv.Value.Name == item) 9849 m_host.TaskInventory.LockItemsForRead(false);
9121 { 9850 return inv.Value.CreatorID.ToString();
9122 return inv.Value.CreatorID.ToString();
9123 }
9124 } 9851 }
9125 } 9852 }
9853 m_host.TaskInventory.LockItemsForRead(false);
9126 9854
9127 llSay(0, "No item name '" + item + "'"); 9855 llSay(0, "No item name '" + item + "'");
9128 9856
@@ -9248,9 +9976,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9248 { 9976 {
9249 try 9977 try
9250 { 9978 {
9979 /*
9251 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 9980 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9252 if (obj != null) 9981 if (obj != null)
9253 return (double)obj.GetMass(); 9982 return (double)obj.GetMass();
9983 */
9984 // return total object mass
9985 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
9986 if (obj != null)
9987 return obj.GetMass();
9988
9254 // the object is null so the key is for an avatar 9989 // the object is null so the key is for an avatar
9255 ScenePresence avatar = World.GetScenePresence(key); 9990 ScenePresence avatar = World.GetScenePresence(key);
9256 if (avatar != null) 9991 if (avatar != null)
@@ -9270,7 +10005,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9270 } 10005 }
9271 10006
9272 /// <summary> 10007 /// <summary>
9273 /// illListReplaceList removes the sub-list defined by the inclusive indices 10008 /// llListReplaceList removes the sub-list defined by the inclusive indices
9274 /// start and end and inserts the src list in its place. The inclusive 10009 /// start and end and inserts the src list in its place. The inclusive
9275 /// nature of the indices means that at least one element must be deleted 10010 /// nature of the indices means that at least one element must be deleted
9276 /// if the indices are within the bounds of the existing list. I.e. 2,2 10011 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9327,16 +10062,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9327 // based upon end. Note that if end exceeds the upper 10062 // based upon end. Note that if end exceeds the upper
9328 // bound in this case, the entire destination list 10063 // bound in this case, the entire destination list
9329 // is removed. 10064 // is removed.
9330 else 10065 else if (start == 0)
9331 { 10066 {
9332 if (end + 1 < dest.Length) 10067 if (end + 1 < dest.Length)
9333 {
9334 return src + dest.GetSublist(end + 1, -1); 10068 return src + dest.GetSublist(end + 1, -1);
9335 }
9336 else 10069 else
9337 {
9338 return src; 10070 return src;
9339 } 10071 }
10072 else // Start < 0
10073 {
10074 if (end + 1 < dest.Length)
10075 return dest.GetSublist(end + 1, -1);
10076 else
10077 return new LSL_List();
9340 } 10078 }
9341 } 10079 }
9342 // Finally, if start > end, we strip away a prefix and 10080 // Finally, if start > end, we strip away a prefix and
@@ -9387,17 +10125,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9387 int width = 0; 10125 int width = 0;
9388 int height = 0; 10126 int height = 0;
9389 10127
9390 ParcelMediaCommandEnum? commandToSend = null; 10128 uint commandToSend = 0;
9391 float time = 0.0f; // default is from start 10129 float time = 0.0f; // default is from start
9392 10130
9393 ScenePresence presence = null; 10131 ScenePresence presence = null;
9394 10132
9395 for (int i = 0; i < commandList.Data.Length; i++) 10133 for (int i = 0; i < commandList.Data.Length; i++)
9396 { 10134 {
9397 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10135 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9398 switch (command) 10136 switch (command)
9399 { 10137 {
9400 case ParcelMediaCommandEnum.Agent: 10138 case (uint)ParcelMediaCommandEnum.Agent:
9401 // we send only to one agent 10139 // we send only to one agent
9402 if ((i + 1) < commandList.Length) 10140 if ((i + 1) < commandList.Length)
9403 { 10141 {
@@ -9414,25 +10152,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9414 } 10152 }
9415 break; 10153 break;
9416 10154
9417 case ParcelMediaCommandEnum.Loop: 10155 case (uint)ParcelMediaCommandEnum.Loop:
9418 loop = 1; 10156 loop = 1;
9419 commandToSend = command; 10157 commandToSend = command;
9420 update = true; //need to send the media update packet to set looping 10158 update = true; //need to send the media update packet to set looping
9421 break; 10159 break;
9422 10160
9423 case ParcelMediaCommandEnum.Play: 10161 case (uint)ParcelMediaCommandEnum.Play:
9424 loop = 0; 10162 loop = 0;
9425 commandToSend = command; 10163 commandToSend = command;
9426 update = true; //need to send the media update packet to make sure it doesn't loop 10164 update = true; //need to send the media update packet to make sure it doesn't loop
9427 break; 10165 break;
9428 10166
9429 case ParcelMediaCommandEnum.Pause: 10167 case (uint)ParcelMediaCommandEnum.Pause:
9430 case ParcelMediaCommandEnum.Stop: 10168 case (uint)ParcelMediaCommandEnum.Stop:
9431 case ParcelMediaCommandEnum.Unload: 10169 case (uint)ParcelMediaCommandEnum.Unload:
9432 commandToSend = command; 10170 commandToSend = command;
9433 break; 10171 break;
9434 10172
9435 case ParcelMediaCommandEnum.Url: 10173 case (uint)ParcelMediaCommandEnum.Url:
9436 if ((i + 1) < commandList.Length) 10174 if ((i + 1) < commandList.Length)
9437 { 10175 {
9438 if (commandList.Data[i + 1] is LSL_String) 10176 if (commandList.Data[i + 1] is LSL_String)
@@ -9445,7 +10183,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9445 } 10183 }
9446 break; 10184 break;
9447 10185
9448 case ParcelMediaCommandEnum.Texture: 10186 case (uint)ParcelMediaCommandEnum.Texture:
9449 if ((i + 1) < commandList.Length) 10187 if ((i + 1) < commandList.Length)
9450 { 10188 {
9451 if (commandList.Data[i + 1] is LSL_String) 10189 if (commandList.Data[i + 1] is LSL_String)
@@ -9458,7 +10196,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9458 } 10196 }
9459 break; 10197 break;
9460 10198
9461 case ParcelMediaCommandEnum.Time: 10199 case (uint)ParcelMediaCommandEnum.Time:
9462 if ((i + 1) < commandList.Length) 10200 if ((i + 1) < commandList.Length)
9463 { 10201 {
9464 if (commandList.Data[i + 1] is LSL_Float) 10202 if (commandList.Data[i + 1] is LSL_Float)
@@ -9470,7 +10208,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9470 } 10208 }
9471 break; 10209 break;
9472 10210
9473 case ParcelMediaCommandEnum.AutoAlign: 10211 case (uint)ParcelMediaCommandEnum.AutoAlign:
9474 if ((i + 1) < commandList.Length) 10212 if ((i + 1) < commandList.Length)
9475 { 10213 {
9476 if (commandList.Data[i + 1] is LSL_Integer) 10214 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9484,7 +10222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9484 } 10222 }
9485 break; 10223 break;
9486 10224
9487 case ParcelMediaCommandEnum.Type: 10225 case (uint)ParcelMediaCommandEnum.Type:
9488 if ((i + 1) < commandList.Length) 10226 if ((i + 1) < commandList.Length)
9489 { 10227 {
9490 if (commandList.Data[i + 1] is LSL_String) 10228 if (commandList.Data[i + 1] is LSL_String)
@@ -9497,7 +10235,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9497 } 10235 }
9498 break; 10236 break;
9499 10237
9500 case ParcelMediaCommandEnum.Desc: 10238 case (uint)ParcelMediaCommandEnum.Desc:
9501 if ((i + 1) < commandList.Length) 10239 if ((i + 1) < commandList.Length)
9502 { 10240 {
9503 if (commandList.Data[i + 1] is LSL_String) 10241 if (commandList.Data[i + 1] is LSL_String)
@@ -9510,7 +10248,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9510 } 10248 }
9511 break; 10249 break;
9512 10250
9513 case ParcelMediaCommandEnum.Size: 10251 case (uint)ParcelMediaCommandEnum.Size:
9514 if ((i + 2) < commandList.Length) 10252 if ((i + 2) < commandList.Length)
9515 { 10253 {
9516 if (commandList.Data[i + 1] is LSL_Integer) 10254 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9580,7 +10318,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9580 } 10318 }
9581 } 10319 }
9582 10320
9583 if (commandToSend != null) 10321 if (commandToSend != 0)
9584 { 10322 {
9585 // the commandList contained a start/stop/... command, too 10323 // the commandList contained a start/stop/... command, too
9586 if (presence == null) 10324 if (presence == null)
@@ -9617,7 +10355,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9617 10355
9618 if (aList.Data[i] != null) 10356 if (aList.Data[i] != null)
9619 { 10357 {
9620 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10358 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9621 { 10359 {
9622 case ParcelMediaCommandEnum.Url: 10360 case ParcelMediaCommandEnum.Url:
9623 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10361 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9660,16 +10398,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9660 { 10398 {
9661 m_host.AddScriptLPS(1); 10399 m_host.AddScriptLPS(1);
9662 10400
9663 lock (m_host.TaskInventory) 10401 m_host.TaskInventory.LockItemsForRead(true);
10402 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
9664 { 10403 {
9665 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 10404 if (inv.Value.Name == name)
9666 { 10405 {
9667 if (inv.Value.Name == name) 10406 m_host.TaskInventory.LockItemsForRead(false);
9668 { 10407 return inv.Value.Type;
9669 return inv.Value.Type;
9670 }
9671 } 10408 }
9672 } 10409 }
10410 m_host.TaskInventory.LockItemsForRead(false);
9673 10411
9674 return -1; 10412 return -1;
9675 } 10413 }
@@ -9680,15 +10418,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9680 10418
9681 if (quick_pay_buttons.Data.Length < 4) 10419 if (quick_pay_buttons.Data.Length < 4)
9682 { 10420 {
9683 LSLError("List must have at least 4 elements"); 10421 int x;
9684 return; 10422 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10423 {
10424 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10425 }
9685 } 10426 }
9686 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10427 int[] nPrice = new int[5];
9687 10428 nPrice[0] = price;
9688 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10429 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9689 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10430 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9690 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10431 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9691 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10432 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10433 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9692 m_host.ParentGroup.HasGroupChanged = true; 10434 m_host.ParentGroup.HasGroupChanged = true;
9693 } 10435 }
9694 10436
@@ -9700,17 +10442,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9700 if (invItemID == UUID.Zero) 10442 if (invItemID == UUID.Zero)
9701 return new LSL_Vector(); 10443 return new LSL_Vector();
9702 10444
9703 lock (m_host.TaskInventory) 10445 m_host.TaskInventory.LockItemsForRead(true);
10446 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9704 { 10447 {
9705 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10448 m_host.TaskInventory.LockItemsForRead(false);
9706 return new LSL_Vector(); 10449 return new LSL_Vector();
10450 }
9707 10451
9708 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0) 10452 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9709 { 10453 {
9710 ShoutError("No permissions to track the camera"); 10454 ShoutError("No permissions to track the camera");
9711 return new LSL_Vector(); 10455 m_host.TaskInventory.LockItemsForRead(false);
9712 } 10456 return new LSL_Vector();
9713 } 10457 }
10458 m_host.TaskInventory.LockItemsForRead(false);
9714 10459
9715 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10460 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9716 if (presence != null) 10461 if (presence != null)
@@ -9728,17 +10473,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9728 if (invItemID == UUID.Zero) 10473 if (invItemID == UUID.Zero)
9729 return new LSL_Rotation(); 10474 return new LSL_Rotation();
9730 10475
9731 lock (m_host.TaskInventory) 10476 m_host.TaskInventory.LockItemsForRead(true);
10477 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero)
9732 { 10478 {
9733 if (m_host.TaskInventory[invItemID].PermsGranter == UUID.Zero) 10479 m_host.TaskInventory.LockItemsForRead(false);
9734 return new LSL_Rotation(); 10480 return new LSL_Rotation();
9735
9736 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
9737 {
9738 ShoutError("No permissions to track the camera");
9739 return new LSL_Rotation();
9740 }
9741 } 10481 }
10482 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_TRACK_CAMERA) == 0)
10483 {
10484 ShoutError("No permissions to track the camera");
10485 m_host.TaskInventory.LockItemsForRead(false);
10486 return new LSL_Rotation();
10487 }
10488 m_host.TaskInventory.LockItemsForRead(false);
9742 10489
9743 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10490 ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
9744 if (presence != null) 10491 if (presence != null)
@@ -9800,8 +10547,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9800 { 10547 {
9801 m_host.AddScriptLPS(1); 10548 m_host.AddScriptLPS(1);
9802 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0); 10549 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_itemID, 0);
9803 if (detectedParams == null) return; // only works on the first detected avatar 10550 if (detectedParams == null)
9804 10551 {
10552 if (m_host.ParentGroup.IsAttachment == true)
10553 {
10554 detectedParams = new DetectParams();
10555 detectedParams.Key = m_host.OwnerID;
10556 }
10557 else
10558 {
10559 return;
10560 }
10561 }
10562
9805 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 10563 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9806 if (avatar != null) 10564 if (avatar != null)
9807 { 10565 {
@@ -9809,6 +10567,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9809 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 10567 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9810 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 10568 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9811 } 10569 }
10570
9812 ScriptSleep(1000); 10571 ScriptSleep(1000);
9813 } 10572 }
9814 10573
@@ -9920,14 +10679,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9920 if (objectID == UUID.Zero) return; 10679 if (objectID == UUID.Zero) return;
9921 10680
9922 UUID agentID; 10681 UUID agentID;
9923 lock (m_host.TaskInventory) 10682 m_host.TaskInventory.LockItemsForRead(true);
9924 { 10683 // we need the permission first, to know which avatar we want to set the camera for
9925 // we need the permission first, to know which avatar we want to set the camera for 10684 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9926 agentID = m_host.TaskInventory[invItemID].PermsGranter;
9927 10685
9928 if (agentID == UUID.Zero) return; 10686 if (agentID == UUID.Zero)
9929 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10687 {
10688 m_host.TaskInventory.LockItemsForRead(false);
10689 return;
9930 } 10690 }
10691 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10692 {
10693 m_host.TaskInventory.LockItemsForRead(false);
10694 return;
10695 }
10696 m_host.TaskInventory.LockItemsForRead(false);
9931 10697
9932 ScenePresence presence = World.GetScenePresence(agentID); 10698 ScenePresence presence = World.GetScenePresence(agentID);
9933 10699
@@ -9936,12 +10702,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9936 10702
9937 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 10703 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9938 object[] data = rules.Data; 10704 object[] data = rules.Data;
9939 for (int i = 0; i < data.Length; ++i) { 10705 for (int i = 0; i < data.Length; ++i)
10706 {
9940 int type = Convert.ToInt32(data[i++].ToString()); 10707 int type = Convert.ToInt32(data[i++].ToString());
9941 if (i >= data.Length) break; // odd number of entries => ignore the last 10708 if (i >= data.Length) break; // odd number of entries => ignore the last
9942 10709
9943 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 10710 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9944 switch (type) { 10711 switch (type)
10712 {
9945 case ScriptBaseClass.CAMERA_FOCUS: 10713 case ScriptBaseClass.CAMERA_FOCUS:
9946 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 10714 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9947 case ScriptBaseClass.CAMERA_POSITION: 10715 case ScriptBaseClass.CAMERA_POSITION:
@@ -9977,12 +10745,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9977 10745
9978 // we need the permission first, to know which avatar we want to clear the camera for 10746 // we need the permission first, to know which avatar we want to clear the camera for
9979 UUID agentID; 10747 UUID agentID;
9980 lock (m_host.TaskInventory) 10748 m_host.TaskInventory.LockItemsForRead(true);
10749 agentID = m_host.TaskInventory[invItemID].PermsGranter;
10750 if (agentID == UUID.Zero)
9981 { 10751 {
9982 agentID = m_host.TaskInventory[invItemID].PermsGranter; 10752 m_host.TaskInventory.LockItemsForRead(false);
9983 if (agentID == UUID.Zero) return; 10753 return;
9984 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0) return; 10754 }
10755 if ((m_host.TaskInventory[invItemID].PermsMask & ScriptBaseClass.PERMISSION_CONTROL_CAMERA) == 0)
10756 {
10757 m_host.TaskInventory.LockItemsForRead(false);
10758 return;
9985 } 10759 }
10760 m_host.TaskInventory.LockItemsForRead(false);
9986 10761
9987 ScenePresence presence = World.GetScenePresence(agentID); 10762 ScenePresence presence = World.GetScenePresence(agentID);
9988 10763
@@ -10049,19 +10824,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10049 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 10824 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10050 { 10825 {
10051 m_host.AddScriptLPS(1); 10826 m_host.AddScriptLPS(1);
10052 string ret = String.Empty; 10827
10053 string src1 = llBase64ToString(str1); 10828 if (str1 == String.Empty)
10054 string src2 = llBase64ToString(str2); 10829 return String.Empty;
10055 int c = 0; 10830 if (str2 == String.Empty)
10056 for (int i = 0; i < src1.Length; i++) 10831 return str1;
10832
10833 int len = str2.Length;
10834 if ((len % 4) != 0) // LL is EVIL!!!!
10835 {
10836 while (str2.EndsWith("="))
10837 str2 = str2.Substring(0, str2.Length - 1);
10838
10839 len = str2.Length;
10840 int mod = len % 4;
10841
10842 if (mod == 1)
10843 str2 = str2.Substring(0, str2.Length - 1);
10844 else if (mod == 2)
10845 str2 += "==";
10846 else if (mod == 3)
10847 str2 += "=";
10848 }
10849
10850 byte[] data1;
10851 byte[] data2;
10852 try
10057 { 10853 {
10058 ret += (char) (src1[i] ^ src2[c]); 10854 data1 = Convert.FromBase64String(str1);
10855 data2 = Convert.FromBase64String(str2);
10856 }
10857 catch (Exception)
10858 {
10859 return new LSL_String(String.Empty);
10860 }
10861
10862 byte[] d2 = new Byte[data1.Length];
10863 int pos = 0;
10864
10865 if (data1.Length <= data2.Length)
10866 {
10867 Array.Copy(data2, 0, d2, 0, data1.Length);
10868 }
10869 else
10870 {
10871 while (pos < data1.Length)
10872 {
10873 len = data1.Length - pos;
10874 if (len > data2.Length)
10875 len = data2.Length;
10059 10876
10060 c++; 10877 Array.Copy(data2, 0, d2, pos, len);
10061 if (c >= src2.Length) 10878 pos += len;
10062 c = 0; 10879 }
10063 } 10880 }
10064 return llStringToBase64(ret); 10881
10882 for (pos = 0 ; pos < data1.Length ; pos++ )
10883 data1[pos] ^= d2[pos];
10884
10885 return Convert.ToBase64String(data1);
10065 } 10886 }
10066 10887
10067 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 10888 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10118,12 +10939,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10118 Regex r = new Regex(authregex); 10939 Regex r = new Regex(authregex);
10119 int[] gnums = r.GetGroupNumbers(); 10940 int[] gnums = r.GetGroupNumbers();
10120 Match m = r.Match(url); 10941 Match m = r.Match(url);
10121 if (m.Success) { 10942 if (m.Success)
10122 for (int i = 1; i < gnums.Length; i++) { 10943 {
10944 for (int i = 1; i < gnums.Length; i++)
10945 {
10123 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 10946 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10124 //CaptureCollection cc = g.Captures; 10947 //CaptureCollection cc = g.Captures;
10125 } 10948 }
10126 if (m.Groups.Count == 5) { 10949 if (m.Groups.Count == 5)
10950 {
10127 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 10951 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10128 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 10952 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10129 } 10953 }
@@ -10486,15 +11310,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10486 11310
10487 internal UUID ScriptByName(string name) 11311 internal UUID ScriptByName(string name)
10488 { 11312 {
10489 lock (m_host.TaskInventory) 11313 m_host.TaskInventory.LockItemsForRead(true);
11314
11315 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
10490 { 11316 {
10491 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 11317 if (item.Type == 10 && item.Name == name)
10492 { 11318 {
10493 if (item.Type == 10 && item.Name == name) 11319 m_host.TaskInventory.LockItemsForRead(false);
10494 return item.ItemID; 11320 return item.ItemID;
10495 } 11321 }
10496 } 11322 }
10497 11323
11324 m_host.TaskInventory.LockItemsForRead(false);
11325
10498 return UUID.Zero; 11326 return UUID.Zero;
10499 } 11327 }
10500 11328
@@ -10535,6 +11363,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10535 { 11363 {
10536 m_host.AddScriptLPS(1); 11364 m_host.AddScriptLPS(1);
10537 11365
11366 //Clone is thread safe
10538 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11367 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10539 11368
10540 UUID assetID = UUID.Zero; 11369 UUID assetID = UUID.Zero;
@@ -10597,6 +11426,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10597 { 11426 {
10598 m_host.AddScriptLPS(1); 11427 m_host.AddScriptLPS(1);
10599 11428
11429 //Clone is thread safe
10600 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone(); 11430 TaskInventoryDictionary itemsDictionary = (TaskInventoryDictionary)m_host.TaskInventory.Clone();
10601 11431
10602 UUID assetID = UUID.Zero; 11432 UUID assetID = UUID.Zero;
@@ -10677,15 +11507,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10677 return GetLinkPrimitiveParams(obj, rules); 11507 return GetLinkPrimitiveParams(obj, rules);
10678 } 11508 }
10679 11509
10680 public void print(string str) 11510 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10681 { 11511 {
10682 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11512 List<SceneObjectPart> parts = GetLinkParts(link);
10683 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_itemID, "OSSL"); 11513 if (parts.Count < 1)
10684 if (ossl != null) 11514 return 0;
10685 { 11515
10686 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 11516 return GetNumberOfSides(parts[0]);
10687 m_log.Info("LSL print():" + str);
10688 }
10689 } 11517 }
10690 11518
10691 private string Name2Username(string name) 11519 private string Name2Username(string name)
@@ -10731,155 +11559,482 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10731 return rq.ToString(); 11559 return rq.ToString();
10732 } 11560 }
10733 11561
11562 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
11563 {
11564 m_SayShoutCount = 0;
11565 }
11566
11567 private struct Tri
11568 {
11569 public Vector3 p1;
11570 public Vector3 p2;
11571 public Vector3 p3;
11572 }
11573
11574 private bool InBoundingBox(ScenePresence avatar, Vector3 point)
11575 {
11576 float height = avatar.Appearance.AvatarHeight;
11577 Vector3 b1 = avatar.AbsolutePosition + new Vector3(-0.22f, -0.22f, -height/2);
11578 Vector3 b2 = avatar.AbsolutePosition + new Vector3(0.22f, 0.22f, height/2);
11579
11580 if (point.X > b1.X && point.X < b2.X &&
11581 point.Y > b1.Y && point.Y < b2.Y &&
11582 point.Z > b1.Z && point.Z < b2.Z)
11583 return true;
11584 return false;
11585 }
11586
11587 private ContactResult[] AvatarIntersection(Vector3 rayStart, Vector3 rayEnd)
11588 {
11589 List<ContactResult> contacts = new List<ContactResult>();
11590
11591 Vector3 ab = rayEnd - rayStart;
11592
11593 World.ForEachScenePresence(delegate(ScenePresence sp)
11594 {
11595 Vector3 ac = sp.AbsolutePosition - rayStart;
11596 Vector3 bc = sp.AbsolutePosition - rayEnd;
11597
11598 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11599
11600 if (d > 1.5)
11601 return;
11602
11603 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11604
11605 if (d2 > 0)
11606 return;
11607
11608 double dp = Math.Sqrt(Vector3.Mag(ac) * Vector3.Mag(ac) - d * d);
11609 Vector3 p = rayStart + Vector3.Divide(Vector3.Multiply(ab, (float)dp), (float)Vector3.Mag(ab));
11610
11611 if (!InBoundingBox(sp, p))
11612 return;
11613
11614 ContactResult result = new ContactResult ();
11615 result.ConsumerID = sp.LocalId;
11616 result.Depth = Vector3.Distance(rayStart, p);
11617 result.Normal = Vector3.Zero;
11618 result.Pos = p;
11619
11620 contacts.Add(result);
11621 });
11622
11623 return contacts.ToArray();
11624 }
11625
11626 private ContactResult[] ObjectIntersection(Vector3 rayStart, Vector3 rayEnd, bool includePhysical, bool includeNonPhysical, bool includePhantom)
11627 {
11628 Ray ray = new Ray(rayStart, Vector3.Normalize(rayEnd - rayStart));
11629 List<ContactResult> contacts = new List<ContactResult>();
11630
11631 Vector3 ab = rayEnd - rayStart;
11632
11633 World.ForEachSOG(delegate(SceneObjectGroup group)
11634 {
11635 if (m_host.ParentGroup == group)
11636 return;
11637
11638 if (group.IsAttachment)
11639 return;
11640
11641 if (group.RootPart.PhysActor == null)
11642 {
11643 if (!includePhantom)
11644 return;
11645 }
11646 else
11647 {
11648 if (group.RootPart.PhysActor.IsPhysical)
11649 {
11650 if (!includePhysical)
11651 return;
11652 }
11653 else
11654 {
11655 if (!includeNonPhysical)
11656 return;
11657 }
11658 }
11659
11660 // Find the radius ouside of which we don't even need to hit test
11661 float minX;
11662 float maxX;
11663 float minY;
11664 float maxY;
11665 float minZ;
11666 float maxZ;
11667
11668 float radius = 0.0f;
11669
11670 group.GetAxisAlignedBoundingBoxRaw(out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
11671
11672 if (Math.Abs(minX) > radius)
11673 radius = Math.Abs(minX);
11674 if (Math.Abs(minY) > radius)
11675 radius = Math.Abs(minY);
11676 if (Math.Abs(minZ) > radius)
11677 radius = Math.Abs(minZ);
11678 if (Math.Abs(maxX) > radius)
11679 radius = Math.Abs(maxX);
11680 if (Math.Abs(maxY) > radius)
11681 radius = Math.Abs(maxY);
11682 if (Math.Abs(maxZ) > radius)
11683 radius = Math.Abs(maxZ);
11684
11685 Vector3 ac = group.AbsolutePosition - rayStart;
11686 Vector3 bc = group.AbsolutePosition - rayEnd;
11687
11688 double d = Math.Abs(Vector3.Mag(Vector3.Cross(ab, ac)) / Vector3.Distance(rayStart, rayEnd));
11689
11690 // Too far off ray, don't bother
11691 if (d > radius)
11692 return;
11693
11694 // Behind ray, drop
11695 double d2 = Vector3.Dot(Vector3.Negate(ab), ac);
11696 if (d2 > 0)
11697 return;
11698
11699 EntityIntersection intersection = group.TestIntersection(ray, true, false);
11700 // Miss.
11701 if (!intersection.HitTF)
11702 return;
11703
11704 ContactResult result = new ContactResult ();
11705 result.ConsumerID = group.LocalId;
11706 result.Depth = intersection.distance;
11707 result.Normal = intersection.normal;
11708 result.Pos = intersection.ipoint;
11709
11710 contacts.Add(result);
11711 });
11712
11713 return contacts.ToArray();
11714 }
11715
11716 private ContactResult? GroundIntersection(Vector3 rayStart, Vector3 rayEnd)
11717 {
11718 double[,] heightfield = World.Heightmap.GetDoubles();
11719 List<ContactResult> contacts = new List<ContactResult>();
11720
11721 double min = 2048.0;
11722 double max = 0.0;
11723
11724 // Find the min and max of the heightfield
11725 for (int x = 0 ; x < World.Heightmap.Width ; x++)
11726 {
11727 for (int y = 0 ; y < World.Heightmap.Height ; y++)
11728 {
11729 if (heightfield[x, y] > max)
11730 max = heightfield[x, y];
11731 if (heightfield[x, y] < min)
11732 min = heightfield[x, y];
11733 }
11734 }
11735
11736
11737 // A ray extends past rayEnd, but doesn't go back before
11738 // rayStart. If the start is above the highest point of the ground
11739 // and the ray goes up, we can't hit the ground. Ever.
11740 if (rayStart.Z > max && rayEnd.Z >= rayStart.Z)
11741 return null;
11742
11743 // Same for going down
11744 if (rayStart.Z < min && rayEnd.Z <= rayStart.Z)
11745 return null;
11746
11747 List<Tri> trilist = new List<Tri>();
11748
11749 // Create our triangle list
11750 for (int x = 1 ; x < World.Heightmap.Width ; x++)
11751 {
11752 for (int y = 1 ; y < World.Heightmap.Height ; y++)
11753 {
11754 Tri t1 = new Tri();
11755 Tri t2 = new Tri();
11756
11757 Vector3 p1 = new Vector3(x-1, y-1, (float)heightfield[x-1, y-1]);
11758 Vector3 p2 = new Vector3(x, y-1, (float)heightfield[x, y-1]);
11759 Vector3 p3 = new Vector3(x, y, (float)heightfield[x, y]);
11760 Vector3 p4 = new Vector3(x-1, y, (float)heightfield[x-1, y]);
11761
11762 t1.p1 = p1;
11763 t1.p2 = p2;
11764 t1.p3 = p3;
11765
11766 t2.p1 = p3;
11767 t2.p2 = p4;
11768 t2.p3 = p1;
11769
11770 trilist.Add(t1);
11771 trilist.Add(t2);
11772 }
11773 }
11774
11775 // Ray direction
11776 Vector3 rayDirection = rayEnd - rayStart;
11777
11778 foreach (Tri t in trilist)
11779 {
11780 // Compute triangle plane normal and edges
11781 Vector3 u = t.p2 - t.p1;
11782 Vector3 v = t.p3 - t.p1;
11783 Vector3 n = Vector3.Cross(u, v);
11784
11785 if (n == Vector3.Zero)
11786 continue;
11787
11788 Vector3 w0 = rayStart - t.p1;
11789 double a = -Vector3.Dot(n, w0);
11790 double b = Vector3.Dot(n, rayDirection);
11791
11792 // Not intersecting the plane, or in plane (same thing)
11793 // Ignoring this MAY cause the ground to not be detected
11794 // sometimes
11795 if (Math.Abs(b) < 0.000001)
11796 continue;
11797
11798 double r = a / b;
11799
11800 // ray points away from plane
11801 if (r < 0.0)
11802 continue;
11803
11804 Vector3 ip = rayStart + Vector3.Multiply(rayDirection, (float)r);
11805
11806 float uu = Vector3.Dot(u, u);
11807 float uv = Vector3.Dot(u, v);
11808 float vv = Vector3.Dot(v, v);
11809 Vector3 w = ip - t.p1;
11810 float wu = Vector3.Dot(w, u);
11811 float wv = Vector3.Dot(w, v);
11812 float d = uv * uv - uu * vv;
11813
11814 float cs = (uv * wv - vv * wu) / d;
11815 if (cs < 0 || cs > 1.0)
11816 continue;
11817 float ct = (uv * wu - uu * wv) / d;
11818 if (ct < 0 || (cs + ct) > 1.0)
11819 continue;
11820
11821 // Add contact point
11822 ContactResult result = new ContactResult ();
11823 result.ConsumerID = 0;
11824 result.Depth = Vector3.Distance(rayStart, ip);
11825 result.Normal = n;
11826 result.Pos = ip;
11827
11828 contacts.Add(result);
11829 }
11830
11831 if (contacts.Count == 0)
11832 return null;
11833
11834 contacts.Sort(delegate(ContactResult a, ContactResult b)
11835 {
11836 return (int)(a.Depth - b.Depth);
11837 });
11838
11839 return contacts[0];
11840 }
11841/*
11842 // not done:
11843 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
11844 {
11845 ContactResult[] contacts = null;
11846 World.ForEachSOG(delegate(SceneObjectGroup group)
11847 {
11848 if (m_host.ParentGroup == group)
11849 return;
11850
11851 if (group.IsAttachment)
11852 return;
11853
11854 if(group.RootPart.PhysActor != null)
11855 return;
11856
11857 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
11858 });
11859 return contacts;
11860 }
11861*/
11862
10734 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 11863 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10735 { 11864 {
11865 LSL_List list = new LSL_List();
11866
10736 m_host.AddScriptLPS(1); 11867 m_host.AddScriptLPS(1);
10737 11868
10738 Vector3 dir = new Vector3((float)(end-start).x, (float)(end-start).y, (float)(end-start).z); 11869 Vector3 rayStart = new Vector3((float)start.x, (float)start.y, (float)start.z);
10739 Vector3 startvector = new Vector3((float)start.x, (float)start.y, (float)start.z); 11870 Vector3 rayEnd = new Vector3((float)end.x, (float)end.y, (float)end.z);
10740 Vector3 endvector = new Vector3((float)end.x, (float)end.y, (float)end.z); 11871 Vector3 dir = rayEnd - rayStart;
10741 11872
10742 int count = 0; 11873 float dist = Vector3.Mag(dir);
10743// int detectPhantom = 0; 11874
11875 int count = 1;
11876 bool detectPhantom = false;
10744 int dataFlags = 0; 11877 int dataFlags = 0;
10745 int rejectTypes = 0; 11878 int rejectTypes = 0;
10746 11879
10747 for (int i = 0; i < options.Length; i += 2) 11880 for (int i = 0; i < options.Length; i += 2)
10748 { 11881 {
10749 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS) 11882 if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_MAX_HITS)
10750 {
10751 count = options.GetLSLIntegerItem(i + 1); 11883 count = options.GetLSLIntegerItem(i + 1);
10752 } 11884 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM)
10753// else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DETECT_PHANTOM) 11885 detectPhantom = (options.GetLSLIntegerItem(i + 1) > 0);
10754// {
10755// detectPhantom = options.GetLSLIntegerItem(i + 1);
10756// }
10757 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS) 11886 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_DATA_FLAGS)
10758 {
10759 dataFlags = options.GetLSLIntegerItem(i + 1); 11887 dataFlags = options.GetLSLIntegerItem(i + 1);
10760 }
10761 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES) 11888 else if (options.GetLSLIntegerItem(i) == ScriptBaseClass.RC_REJECT_TYPES)
10762 {
10763 rejectTypes = options.GetLSLIntegerItem(i + 1); 11889 rejectTypes = options.GetLSLIntegerItem(i + 1);
10764 }
10765 } 11890 }
10766 11891
10767 LSL_List list = new LSL_List(); 11892 if (count > 16)
10768 List<ContactResult> results = World.PhysicsScene.RaycastWorld(startvector, dir, dir.Length(), count); 11893 count = 16;
10769
10770 double distance = Util.GetDistanceTo(startvector, endvector);
10771
10772 if (distance == 0)
10773 distance = 0.001;
10774 11894
10775 Vector3 posToCheck = startvector; 11895 List<ContactResult> results = new List<ContactResult>();
10776 ITerrainChannel channel = World.RequestModuleInterface<ITerrainChannel>();
10777 11896
10778 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND); 11897 bool checkTerrain = !((rejectTypes & ScriptBaseClass.RC_REJECT_LAND) == ScriptBaseClass.RC_REJECT_LAND);
10779 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS); 11898 bool checkAgents = !((rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) == ScriptBaseClass.RC_REJECT_AGENTS);
10780 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL); 11899 bool checkNonPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_NONPHYSICAL) == ScriptBaseClass.RC_REJECT_NONPHYSICAL);
10781 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 11900 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10782 11901
10783 for (float i = 0; i <= distance; i += 0.1f) 11902
11903 if (World.SuportsRayCastFiltered())
10784 { 11904 {
10785 posToCheck = startvector + (dir * (i / (float)distance)); 11905 if (dist == 0)
11906 return list;
11907
11908 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11909 if (checkTerrain)
11910 rayfilter |= RayFilterFlags.land;
11911// if (checkAgents)
11912// rayfilter |= RayFilterFlags.agent;
11913 if (checkPhysical)
11914 rayfilter |= RayFilterFlags.physical;
11915 if (checkNonPhysical)
11916 rayfilter |= RayFilterFlags.nonphysical;
11917 if (detectPhantom)
11918 rayfilter |= RayFilterFlags.LSLPhanton;
11919
11920 Vector3 direction = dir * ( 1/dist);
10786 11921
10787 if (checkTerrain && channel[(int)(posToCheck.X + startvector.X), (int)(posToCheck.Y + startvector.Y)] < posToCheck.Z) 11922 if(rayfilter == 0)
10788 { 11923 {
10789 ContactResult result = new ContactResult(); 11924 list.Add(new LSL_Integer(0));
10790 result.ConsumerID = 0; 11925 return list;
10791 result.Depth = 0;
10792 result.Normal = Vector3.Zero;
10793 result.Pos = posToCheck;
10794 results.Add(result);
10795 checkTerrain = false;
10796 } 11926 }
10797 11927
10798 if (checkAgents) 11928 // get some more contacts to sort ???
11929 int physcount = 4 * count;
11930 if (physcount > 20)
11931 physcount = 20;
11932
11933 object physresults;
11934 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
11935
11936 if (physresults == null)
10799 { 11937 {
10800 World.ForEachRootScenePresence(delegate(ScenePresence sp) 11938 list.Add(new LSL_Integer(-3)); // timeout error
10801 { 11939 return list;
10802 if (sp.AbsolutePosition.ApproxEquals(posToCheck, sp.PhysicsActor.Size.X))
10803 {
10804 ContactResult result = new ContactResult ();
10805 result.ConsumerID = sp.LocalId;
10806 result.Depth = 0;
10807 result.Normal = Vector3.Zero;
10808 result.Pos = posToCheck;
10809 results.Add(result);
10810 }
10811 });
10812 } 11940 }
10813 }
10814 11941
10815 int refcount = 0; 11942 results = (List<ContactResult>)physresults;
10816 foreach (ContactResult result in results)
10817 {
10818 if ((rejectTypes & ScriptBaseClass.RC_REJECT_LAND)
10819 == ScriptBaseClass.RC_REJECT_LAND && result.ConsumerID == 0)
10820 continue;
10821 11943
10822 ISceneEntity entity = World.GetSceneObjectPart(result.ConsumerID); 11944 // for now physics doesn't detect sitted avatars so do it outside physics
11945 if (checkAgents)
11946 {
11947 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11948 foreach (ContactResult r in agentHits)
11949 results.Add(r);
11950 }
10823 11951
10824 if (entity == null && (rejectTypes & ScriptBaseClass.RC_REJECT_AGENTS) != ScriptBaseClass.RC_REJECT_AGENTS) 11952 // bug: will not detect phantom unless they are physical
10825 entity = World.GetScenePresence(result.ConsumerID); //Only check if we should be looking for agents 11953 // don't use ObjectIntersection because its also bad
11954
11955 }
11956 else
11957 {
11958 if (checkTerrain)
11959 {
11960 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
11961 if (groundContact != null)
11962 results.Add((ContactResult)groundContact);
11963 }
10826 11964
10827 if (entity == null) 11965 if (checkAgents)
10828 { 11966 {
10829 list.Add(UUID.Zero); 11967 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
11968 foreach (ContactResult r in agentHits)
11969 results.Add(r);
11970 }
10830 11971
10831 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM) 11972 if (checkPhysical || checkNonPhysical || detectPhantom)
10832 list.Add(0); 11973 {
11974 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
11975 foreach (ContactResult r in objectHits)
11976 results.Add(r);
11977 }
11978 }
10833 11979
10834 list.Add(result.Pos); 11980 results.Sort(delegate(ContactResult a, ContactResult b)
11981 {
11982 return a.Depth.CompareTo(b.Depth);
11983 });
11984
11985 int values = 0;
11986 SceneObjectGroup thisgrp = m_host.ParentGroup;
10835 11987
10836 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 11988 foreach (ContactResult result in results)
10837 list.Add(result.Normal); 11989 {
11990 if (result.Depth > dist)
11991 continue;
10838 11992
10839 continue; //Can't find it, so add UUID.Zero 11993 // physics ray can return colisions with host prim
10840 } 11994 if (m_host.LocalId == result.ConsumerID)
11995 continue;
10841 11996
10842 /*if (detectPhantom == 0 && intersection.obj is ISceneChildEntity && 11997 UUID itemID = UUID.Zero;
10843 ((ISceneChildEntity)intersection.obj).PhysActor == null) 11998 int linkNum = 0;
10844 continue;*/ //Can't do this ATM, physics engine knows only of non phantom objects
10845 11999
10846 if (entity is SceneObjectPart) 12000 SceneObjectPart part = World.GetSceneObjectPart(result.ConsumerID);
12001 // It's a prim!
12002 if (part != null)
10847 { 12003 {
10848 PhysicsActor pa = ((SceneObjectPart)entity).PhysActor; 12004 // dont detect members of same object ???
12005 if (part.ParentGroup == thisgrp)
12006 continue;
10849 12007
10850 if (pa != null && pa.IsPhysical) 12008 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY)
10851 { 12009 itemID = part.ParentGroup.UUID;
10852 if (!checkPhysical)
10853 continue;
10854 }
10855 else 12010 else
10856 { 12011 itemID = part.UUID;
10857 if (!checkNonPhysical)
10858 continue;
10859 }
10860 }
10861 12012
10862 refcount++; 12013 linkNum = part.LinkNum;
10863 if ((dataFlags & ScriptBaseClass.RC_GET_ROOT_KEY) == ScriptBaseClass.RC_GET_ROOT_KEY && entity is SceneObjectPart) 12014 }
10864 list.Add(((SceneObjectPart)entity).ParentGroup.UUID);
10865 else 12015 else
10866 list.Add(entity.UUID);
10867
10868 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
10869 { 12016 {
10870 if (entity is SceneObjectPart) 12017 ScenePresence sp = World.GetScenePresence(result.ConsumerID);
10871 list.Add(((SceneObjectPart)entity).LinkNum); 12018 /// It it a boy? a girl?
10872 else 12019 if (sp != null)
10873 list.Add(0); 12020 itemID = sp.UUID;
10874 } 12021 }
10875 12022
10876 list.Add(result.Pos); 12023 list.Add(new LSL_String(itemID.ToString()));
12024 list.Add(new LSL_String(result.Pos.ToString()));
12025
12026 if ((dataFlags & ScriptBaseClass.RC_GET_LINK_NUM) == ScriptBaseClass.RC_GET_LINK_NUM)
12027 list.Add(new LSL_Integer(linkNum));
10877 12028
10878 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL) 12029 if ((dataFlags & ScriptBaseClass.RC_GET_NORMAL) == ScriptBaseClass.RC_GET_NORMAL)
10879 list.Add(result.Normal); 12030 list.Add(new LSL_Vector(result.Normal.X, result.Normal.Y, result.Normal.Z));
12031
12032 values++;
12033 if (values >= count)
12034 break;
10880 } 12035 }
10881 12036
10882 list.Add(refcount); //The status code, either the # of contacts, RCERR_SIM_PERF_LOW, or RCERR_CAST_TIME_EXCEEDED 12037 list.Add(new LSL_Integer(values));
10883 12038
10884 return list; 12039 return list;
10885 } 12040 }
@@ -10919,7 +12074,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10919 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 12074 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
10920 if (!isAccount) return 0; 12075 if (!isAccount) return 0;
10921 if (estate.HasAccess(id)) return 1; 12076 if (estate.HasAccess(id)) return 1;
10922 if (estate.IsBanned(id)) 12077 if (estate.IsBanned(id, World.GetUserFlags(id)))
10923 estate.RemoveBan(id); 12078 estate.RemoveBan(id);
10924 estate.AddEstateUser(id); 12079 estate.AddEstateUser(id);
10925 break; 12080 break;
@@ -10938,14 +12093,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10938 break; 12093 break;
10939 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 12094 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
10940 if (!isAccount) return 0; 12095 if (!isAccount) return 0;
10941 if (estate.IsBanned(id)) return 1; 12096 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
10942 EstateBan ban = new EstateBan(); 12097 EstateBan ban = new EstateBan();
10943 ban.EstateID = estate.EstateID; 12098 ban.EstateID = estate.EstateID;
10944 ban.BannedUserID = id; 12099 ban.BannedUserID = id;
10945 estate.AddBan(ban); 12100 estate.AddBan(ban);
10946 break; 12101 break;
10947 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 12102 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
10948 if (!isAccount || !estate.IsBanned(id)) return 0; 12103 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
10949 estate.RemoveBan(id); 12104 estate.RemoveBan(id);
10950 break; 12105 break;
10951 default: return 0; 12106 default: return 0;
@@ -10974,7 +12129,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10974 return 16384; 12129 return 16384;
10975 } 12130 }
10976 12131
10977 public LSL_Integer llGetUsedMemory() 12132 public virtual LSL_Integer llGetUsedMemory()
10978 { 12133 {
10979 m_host.AddScriptLPS(1); 12134 m_host.AddScriptLPS(1);
10980 // The value returned for LSO scripts in SL 12135 // The value returned for LSO scripts in SL
@@ -11002,7 +12157,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11002 public void llSetSoundQueueing(int queue) 12157 public void llSetSoundQueueing(int queue)
11003 { 12158 {
11004 m_host.AddScriptLPS(1); 12159 m_host.AddScriptLPS(1);
11005 NotImplemented("llSetSoundQueueing");
11006 } 12160 }
11007 12161
11008 public void llCollisionSprite(string impact_sprite) 12162 public void llCollisionSprite(string impact_sprite)
@@ -11014,10 +12168,274 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11014 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12168 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
11015 { 12169 {
11016 m_host.AddScriptLPS(1); 12170 m_host.AddScriptLPS(1);
11017 NotImplemented("llGodLikeRezObject"); 12171
12172 if (!World.Permissions.IsGod(m_host.OwnerID))
12173 NotImplemented("llGodLikeRezObject");
12174
12175 AssetBase rezAsset = World.AssetService.Get(inventory);
12176 if (rezAsset == null)
12177 {
12178 llSay(0, "Asset not found");
12179 return;
12180 }
12181
12182 SceneObjectGroup group = null;
12183
12184 try
12185 {
12186 string xmlData = Utils.BytesToString(rezAsset.Data);
12187 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12188 }
12189 catch
12190 {
12191 llSay(0, "Asset not found");
12192 return;
12193 }
12194
12195 if (group == null)
12196 {
12197 llSay(0, "Asset not found");
12198 return;
12199 }
12200
12201 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12202 group.RootPart.AttachOffset = group.AbsolutePosition;
12203
12204 group.ResetIDs();
12205
12206 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12207 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12208 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12209 group.ScheduleGroupForFullUpdate();
12210
12211 // objects rezzed with this method are die_at_edge by default.
12212 group.RootPart.SetDieAtEdge(true);
12213
12214 group.ResumeScripts();
12215
12216 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12217 "object_rez", new Object[] {
12218 new LSL_String(
12219 group.RootPart.UUID.ToString()) },
12220 new DetectParams[0]));
12221 }
12222
12223 public LSL_String llTransferLindenDollars(string destination, int amount)
12224 {
12225 UUID txn = UUID.Random();
12226
12227 Util.FireAndForget(delegate(object x)
12228 {
12229 int replycode = 0;
12230 string replydata = destination + "," + amount.ToString();
12231
12232 try
12233 {
12234 UUID invItemID=InventorySelf();
12235 if (invItemID == UUID.Zero)
12236 {
12237 replydata = "SERVICE_ERROR";
12238 return;
12239 }
12240
12241 m_host.AddScriptLPS(1);
12242
12243 m_host.TaskInventory.LockItemsForRead(true);
12244 TaskInventoryItem item = m_host.TaskInventory[invItemID];
12245 m_host.TaskInventory.LockItemsForRead(false);
12246
12247 if (item.PermsGranter == UUID.Zero)
12248 {
12249 replydata = "MISSING_PERMISSION_DEBIT";
12250 return;
12251 }
12252
12253 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12254 {
12255 replydata = "MISSING_PERMISSION_DEBIT";
12256 return;
12257 }
12258
12259 UUID toID = new UUID();
12260
12261 if (!UUID.TryParse(destination, out toID))
12262 {
12263 replydata = "INVALID_AGENT";
12264 return;
12265 }
12266
12267 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12268
12269 if (money == null)
12270 {
12271 replydata = "TRANSFERS_DISABLED";
12272 return;
12273 }
12274
12275 bool result = money.ObjectGiveMoney(
12276 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12277
12278 if (result)
12279 {
12280 replycode = 1;
12281 return;
12282 }
12283
12284 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12285 }
12286 finally
12287 {
12288 m_ScriptEngine.PostScriptEvent(m_itemID, new EventParams(
12289 "transaction_result", new Object[] {
12290 new LSL_String(txn.ToString()),
12291 new LSL_Integer(replycode),
12292 new LSL_String(replydata) },
12293 new DetectParams[0]));
12294 }
12295 });
12296
12297 return txn.ToString();
11018 } 12298 }
11019 12299
11020 #endregion 12300 #endregion
12301
12302 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12303 {
12304 SceneObjectGroup group = m_host.ParentGroup;
12305
12306 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12307 return;
12308 if (group.IsAttachment)
12309 return;
12310
12311 if (frames.Data.Length > 0) // We are getting a new motion
12312 {
12313 if (group.RootPart.KeyframeMotion != null)
12314 group.RootPart.KeyframeMotion.Stop();
12315 group.RootPart.KeyframeMotion = null;
12316
12317 int idx = 0;
12318
12319 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12320 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12321
12322 while (idx < options.Data.Length)
12323 {
12324 int option = (int)options.GetLSLIntegerItem(idx++);
12325 int remain = options.Data.Length - idx;
12326
12327 switch (option)
12328 {
12329 case ScriptBaseClass.KFM_MODE:
12330 if (remain < 1)
12331 break;
12332 int modeval = (int)options.GetLSLIntegerItem(idx++);
12333 switch(modeval)
12334 {
12335 case ScriptBaseClass.KFM_FORWARD:
12336 mode = KeyframeMotion.PlayMode.Forward;
12337 break;
12338 case ScriptBaseClass.KFM_REVERSE:
12339 mode = KeyframeMotion.PlayMode.Reverse;
12340 break;
12341 case ScriptBaseClass.KFM_LOOP:
12342 mode = KeyframeMotion.PlayMode.Loop;
12343 break;
12344 case ScriptBaseClass.KFM_PING_PONG:
12345 mode = KeyframeMotion.PlayMode.PingPong;
12346 break;
12347 }
12348 break;
12349 case ScriptBaseClass.KFM_DATA:
12350 if (remain < 1)
12351 break;
12352 int dataval = (int)options.GetLSLIntegerItem(idx++);
12353 data = (KeyframeMotion.DataFormat)dataval;
12354 break;
12355 }
12356 }
12357
12358 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12359
12360 idx = 0;
12361
12362 int elemLength = 2;
12363 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12364 elemLength = 3;
12365
12366 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12367 while (idx < frames.Data.Length)
12368 {
12369 int remain = frames.Data.Length - idx;
12370
12371 if (remain < elemLength)
12372 break;
12373
12374 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12375 frame.Position = null;
12376 frame.Rotation = null;
12377
12378 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12379 {
12380 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12381 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12382 }
12383 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12384 {
12385 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12386 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12387 }
12388
12389 float tempf = (float)frames.GetLSLFloatItem(idx++);
12390 frame.TimeMS = (int)(tempf * 1000.0f);
12391
12392 keyframes.Add(frame);
12393 }
12394
12395 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12396 group.RootPart.KeyframeMotion.Start();
12397 }
12398 else
12399 {
12400 if (group.RootPart.KeyframeMotion == null)
12401 return;
12402
12403 if (options.Data.Length == 0)
12404 {
12405 group.RootPart.KeyframeMotion.Stop();
12406 return;
12407 }
12408
12409 int code = (int)options.GetLSLIntegerItem(0);
12410
12411 int idx = 0;
12412
12413 while (idx < options.Data.Length)
12414 {
12415 int option = (int)options.GetLSLIntegerItem(idx++);
12416 int remain = options.Data.Length - idx;
12417
12418 switch (option)
12419 {
12420 case ScriptBaseClass.KFM_COMMAND:
12421 int cmd = (int)options.GetLSLIntegerItem(idx++);
12422 switch (cmd)
12423 {
12424 case ScriptBaseClass.KFM_CMD_PLAY:
12425 group.RootPart.KeyframeMotion.Start();
12426 break;
12427 case ScriptBaseClass.KFM_CMD_STOP:
12428 group.RootPart.KeyframeMotion.Stop();
12429 break;
12430 case ScriptBaseClass.KFM_CMD_PAUSE:
12431 group.RootPart.KeyframeMotion.Pause();
12432 break;
12433 }
12434 break;
12435 }
12436 }
12437 }
12438 }
11021 } 12439 }
11022 12440
11023 public class NotecardCache 12441 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 fe94b79..89e85a0 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);
@@ -1787,6 +1794,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1787 1794
1788 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1795 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1789 { 1796 {
1797 m_host.TaskInventory.LockItemsForRead(true);
1790 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1798 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1791 { 1799 {
1792 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1800 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1794,6 +1802,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1794 assetID = item.AssetID; 1802 assetID = item.AssetID;
1795 } 1803 }
1796 } 1804 }
1805 m_host.TaskInventory.LockItemsForRead(false);
1797 } 1806 }
1798 1807
1799 if (assetID == UUID.Zero) 1808 if (assetID == UUID.Zero)
@@ -2261,7 +2270,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2261 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2270 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2262 m_host.AddScriptLPS(1); 2271 m_host.AddScriptLPS(1);
2263 2272
2264 return NpcCreate(firstname, lastname, position, notecard, false, false); 2273 return NpcCreate(firstname, lastname, position, notecard, true, false);
2265 } 2274 }
2266 2275
2267 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2276 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2272,24 +2281,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2272 return NpcCreate( 2281 return NpcCreate(
2273 firstname, lastname, position, notecard, 2282 firstname, lastname, position, notecard,
2274 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2283 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2275 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2284 false);
2285// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2276 } 2286 }
2277 2287
2278 private LSL_Key NpcCreate( 2288 private LSL_Key NpcCreate(
2279 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2289 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2280 { 2290 {
2291 if (!owned)
2292 OSSLError("Unowned NPCs are unsupported");
2293
2294 string groupTitle = String.Empty;
2295
2296 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2297 return new LSL_Key(UUID.Zero.ToString());
2298
2299 if (firstname != String.Empty || lastname != String.Empty)
2300 {
2301 if (firstname != "Shown outfit:")
2302 groupTitle = "- NPC -";
2303 }
2304
2281 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2305 INPCModule module = World.RequestModuleInterface<INPCModule>();
2282 if (module != null) 2306 if (module != null)
2283 { 2307 {
2284 AvatarAppearance appearance = null; 2308 AvatarAppearance appearance = null;
2285 2309
2286 UUID id; 2310// UUID id;
2287 if (UUID.TryParse(notecard, out id)) 2311// if (UUID.TryParse(notecard, out id))
2288 { 2312// {
2289 ScenePresence clonePresence = World.GetScenePresence(id); 2313// ScenePresence clonePresence = World.GetScenePresence(id);
2290 if (clonePresence != null) 2314// if (clonePresence != null)
2291 appearance = clonePresence.Appearance; 2315// appearance = clonePresence.Appearance;
2292 } 2316// }
2293 2317
2294 if (appearance == null) 2318 if (appearance == null)
2295 { 2319 {
@@ -2317,6 +2341,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2317 World, 2341 World,
2318 appearance); 2342 appearance);
2319 2343
2344 ScenePresence sp;
2345 if (World.TryGetScenePresence(x, out sp))
2346 {
2347 sp.Grouptitle = groupTitle;
2348 sp.SendAvatarDataToAllAgents();
2349 }
2320 return new LSL_Key(x.ToString()); 2350 return new LSL_Key(x.ToString());
2321 } 2351 }
2322 2352
@@ -2585,16 +2615,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2585 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2615 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2586 m_host.AddScriptLPS(1); 2616 m_host.AddScriptLPS(1);
2587 2617
2588 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2618 ManualResetEvent ev = new ManualResetEvent(false);
2589 if (module != null)
2590 {
2591 UUID npcId = new UUID(npc.m_string);
2592 2619
2593 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2620 Util.FireAndForget(delegate(object x) {
2594 return; 2621 try
2622 {
2623 INPCModule module = World.RequestModuleInterface<INPCModule>();
2624 if (module != null)
2625 {
2626 UUID npcId = new UUID(npc.m_string);
2595 2627
2596 module.DeleteNPC(npcId, World); 2628 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2597 } 2629 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2630 {
2631 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2632 return;
2633 }
2634
2635 module.DeleteNPC(npcId, World);
2636 }
2637 }
2638 finally
2639 {
2640 ev.Set();
2641 }
2642 });
2643 ev.WaitOne();
2598 } 2644 }
2599 2645
2600 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2646 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3094,4 +3140,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3094 } 3140 }
3095 } 3141 }
3096 } 3142 }
3097} \ No newline at end of file 3143}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 1c272f8..1373971 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -222,7 +222,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
222 // Is the sensor type is AGENT and not SCRIPTED then include agents 222 // Is the sensor type is AGENT and not SCRIPTED then include agents
223 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0) 223 if ((ts.type & (AGENT | AGENT_BY_USERNAME | NPC)) != 0 && (ts.type & SCRIPTED) == 0)
224 { 224 {
225 sensedEntities.AddRange(doAgentSensor(ts)); 225 sensedEntities.AddRange(doAgentSensor(ts));
226 } 226 }
227 227
228 // If SCRIPTED or PASSIVE or ACTIVE check objects 228 // If SCRIPTED or PASSIVE or ACTIVE check objects
@@ -319,13 +319,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
319 float dy; 319 float dy;
320 float dz; 320 float dz;
321 321
322 Quaternion q = SensePoint.RotationOffset; 322// Quaternion q = SensePoint.RotationOffset;
323 Quaternion q = SensePoint.GetWorldRotation(); // non-attached prim Sensor *always* uses World rotation!
323 if (SensePoint.ParentGroup.IsAttachment) 324 if (SensePoint.ParentGroup.IsAttachment)
324 { 325 {
325 // In attachments, the sensor cone always orients with the 326 // In attachments, the sensor cone always orients with the
326 // avatar rotation. This may include a nonzero elevation if 327 // avatar rotation. This may include a nonzero elevation if
327 // in mouselook. 328 // in mouselook.
328 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 329 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
330 fromRegionPos = avatar.AbsolutePosition;
329 q = avatar.Rotation; 331 q = avatar.Rotation;
330 } 332 }
331 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 333 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -448,6 +450,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
448 // avatar rotation. This may include a nonzero elevation if 450 // avatar rotation. This may include a nonzero elevation if
449 // in mouselook. 451 // in mouselook.
450 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 452 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
453 if (avatar == null)
454 return sensedEntities;
455 fromRegionPos = avatar.AbsolutePosition;
451 q = avatar.Rotation; 456 q = avatar.Rotation;
452 } 457 }
453 458
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
index bc63030..9ee6946 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/Timer.cs
@@ -118,25 +118,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
118 if (Timers.Count == 0) 118 if (Timers.Count == 0)
119 return; 119 return;
120 120
121 Dictionary<string, TimerClass>.ValueCollection tvals;
121 lock (TimerListLock) 122 lock (TimerListLock)
122 { 123 {
123 // Go through all timers 124 // Go through all timers
124 Dictionary<string, TimerClass>.ValueCollection tvals = Timers.Values; 125 tvals = Timers.Values;
125 foreach (TimerClass ts in tvals) 126 }
127
128 foreach (TimerClass ts in tvals)
129 {
130 // Time has passed?
131 if (ts.next < DateTime.Now.Ticks)
126 { 132 {
127 // Time has passed? 133 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next);
128 if (ts.next < DateTime.Now.Ticks) 134 // Add it to queue
129 { 135 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID,
130 //m_log.Debug("Time has passed: Now: " + DateTime.Now.Ticks + ", Passed: " + ts.next); 136 new EventParams("timer", new Object[0],
131 // Add it to queue 137 new DetectParams[0]));
132 m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, 138 // set next interval
133 new EventParams("timer", new Object[0], 139
134 new DetectParams[0])); 140 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
135 // set next interval 141 ts.next = DateTime.Now.Ticks + ts.interval;
136
137 //ts.next = DateTime.Now.ToUniversalTime().AddSeconds(ts.interval);
138 ts.next = DateTime.Now.Ticks + ts.interval;
139 }
140 } 142 }
141 } 143 }
142 } 144 }
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
new file mode 100644
index 0000000..ab215f3
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ICM_Api.cs
@@ -0,0 +1,46 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Collections;
29using OpenSim.Region.ScriptEngine.Interfaces;
30
31using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
32using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
33using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
34using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
35using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
36using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
37using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
38
39namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
40{
41 public interface ICM_Api
42 {
43 string cmDetectedCountry(int num);
44 string cmGetAgentCountry(key key);
45 }
46}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
index 69df392..eab6851 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -124,6 +124,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
124 LSL_Float llGetEnergy(); 124 LSL_Float llGetEnergy();
125 LSL_Vector llGetForce(); 125 LSL_Vector llGetForce();
126 LSL_Integer llGetFreeMemory(); 126 LSL_Integer llGetFreeMemory();
127 LSL_Integer llGetUsedMemory();
127 LSL_Integer llGetFreeURLs(); 128 LSL_Integer llGetFreeURLs();
128 LSL_Vector llGetGeometricCenter(); 129 LSL_Vector llGetGeometricCenter();
129 LSL_Float llGetGMTclock(); 130 LSL_Float llGetGMTclock();
@@ -147,6 +148,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
147 LSL_Vector llGetLocalPos(); 148 LSL_Vector llGetLocalPos();
148 LSL_Rotation llGetLocalRot(); 149 LSL_Rotation llGetLocalRot();
149 LSL_Float llGetMass(); 150 LSL_Float llGetMass();
151 LSL_Float llGetMassMKS();
150 LSL_Integer llGetMemoryLimit(); 152 LSL_Integer llGetMemoryLimit();
151 void llGetNextEmail(string address, string subject); 153 void llGetNextEmail(string address, string subject);
152 LSL_String llGetNotecardLine(string name, int line); 154 LSL_String llGetNotecardLine(string name, int line);
@@ -200,12 +202,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
200 LSL_String llGetTimestamp(); 202 LSL_String llGetTimestamp();
201 LSL_Vector llGetTorque(); 203 LSL_Vector llGetTorque();
202 LSL_Integer llGetUnixTime(); 204 LSL_Integer llGetUnixTime();
203 LSL_Integer llGetUsedMemory();
204 LSL_Vector llGetVel(); 205 LSL_Vector llGetVel();
205 LSL_Float llGetWallclock(); 206 LSL_Float llGetWallclock();
206 void llGiveInventory(string destination, string inventory); 207 void llGiveInventory(string destination, string inventory);
207 void llGiveInventoryList(string destination, string category, LSL_List inventory); 208 void llGiveInventoryList(string destination, string category, LSL_List inventory);
208 LSL_Integer llGiveMoney(string destination, int amount); 209 LSL_Integer llGiveMoney(string destination, int amount);
210 LSL_String llTransferLindenDollars(string destination, int amount);
209 void llGodLikeRezObject(string inventory, LSL_Vector pos); 211 void llGodLikeRezObject(string inventory, LSL_Vector pos);
210 LSL_Float llGround(LSL_Vector offset); 212 LSL_Float llGround(LSL_Vector offset);
211 LSL_Vector llGroundContour(LSL_Vector offset); 213 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -353,6 +355,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
353 void llSetParcelMusicURL(string url); 355 void llSetParcelMusicURL(string url);
354 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 356 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
355 void llSetPos(LSL_Vector pos); 357 void llSetPos(LSL_Vector pos);
358 LSL_Integer llSetRegionPos(LSL_Vector pos);
356 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 359 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
357 void llSetPrimitiveParams(LSL_List rules); 360 void llSetPrimitiveParams(LSL_List rules);
358 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 361 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -401,6 +404,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
401 void llTargetOmega(LSL_Vector axis, double spinrate, double gain); 404 void llTargetOmega(LSL_Vector axis, double spinrate, double gain);
402 void llTargetRemove(int number); 405 void llTargetRemove(int number);
403 void llTeleportAgentHome(string agent); 406 void llTeleportAgentHome(string agent);
407 void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt);
404 void llTextBox(string avatar, string message, int chat_channel); 408 void llTextBox(string avatar, string message, int chat_channel);
405 LSL_String llToLower(string source); 409 LSL_String llToLower(string source);
406 LSL_String llToUpper(string source); 410 LSL_String llToUpper(string source);
@@ -417,9 +421,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
417 LSL_Vector llWind(LSL_Vector offset); 421 LSL_Vector llWind(LSL_Vector offset);
418 LSL_String llXorBase64Strings(string str1, string str2); 422 LSL_String llXorBase64Strings(string str1, string str2);
419 LSL_String llXorBase64StringsCorrect(string str1, string str2); 423 LSL_String llXorBase64StringsCorrect(string str1, string str2);
420 void print(string str); 424 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
425 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
421 426
422 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 427 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
423 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 428 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
429 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
424 } 430 }
425} 431}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index 545bbee..2fcc443 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
@@ -85,7 +85,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
85 // Avatar Info Commands 85 // Avatar Info Commands
86 string osGetAgentIP(string agent); 86 string osGetAgentIP(string agent);
87 LSL_List osGetAgents(); 87 LSL_List osGetAgents();
88 88
89 // Teleport commands 89 // Teleport commands
90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 90 void osTeleportAgent(string agent, string regionName, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat); 91 void osTeleportAgent(string agent, int regionX, int regionY, LSL_Types.Vector3 position, LSL_Types.Vector3 lookat);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
new file mode 100644
index 0000000..4132dfa
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/CM_Stub.cs
@@ -0,0 +1,71 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Runtime.Remoting.Lifetime;
30using System.Threading;
31using System.Reflection;
32using System.Collections;
33using System.Collections.Generic;
34using OpenSim.Framework;
35using OpenSim.Region.Framework.Interfaces;
36using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
38using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
39using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
40using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
41using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
42using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
43using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
44using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
45using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
46
47namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
48{
49 public partial class ScriptBaseClass : MarshalByRefObject
50 {
51 public ICM_Api m_CM_Functions;
52
53 public void ApiTypeCM(IScriptApi api)
54 {
55 if (!(api is ICM_Api))
56 return;
57
58 m_CM_Functions = (ICM_Api)api;
59 }
60
61 public string cmDetectedCountry(int num)
62 {
63 return m_CM_Functions.cmDetectedCountry(num);
64 }
65
66 public string cmGetAgentCountry(key key)
67 {
68 return m_CM_Functions.cmGetAgentCountry(key);
69 }
70 }
71}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
index 9615315..943d7a2 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/Executor.cs
@@ -27,6 +27,7 @@
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Diagnostics; //for [DebuggerNonUserCode]
30using System.Reflection; 31using System.Reflection;
31using System.Runtime.Remoting.Lifetime; 32using System.Runtime.Remoting.Lifetime;
32using OpenSim.Region.ScriptEngine.Shared; 33using OpenSim.Region.ScriptEngine.Shared;
@@ -132,6 +133,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
132 return (eventFlags); 133 return (eventFlags);
133 } 134 }
134 135
136 [DebuggerNonUserCode]
135 public void ExecuteEvent(string state, string FunctionName, object[] args) 137 public void ExecuteEvent(string state, string FunctionName, object[] args)
136 { 138 {
137 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory. 139 // IMPORTANT: Types and MemberInfo-derived objects require a LOT of memory.
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
index fd7c41e..23b4336 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs
@@ -94,6 +94,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
94 public const int AGENT_CROUCHING = 1024; 94 public const int AGENT_CROUCHING = 1024;
95 public const int AGENT_BUSY = 2048; 95 public const int AGENT_BUSY = 2048;
96 public const int AGENT_ALWAYS_RUN = 4096; 96 public const int AGENT_ALWAYS_RUN = 4096;
97 public const int AGENT_MALE = 8192;
97 98
98 //Particle Systems 99 //Particle Systems
99 public const int PSYS_PART_INTERP_COLOR_MASK = 1; 100 public const int PSYS_PART_INTERP_COLOR_MASK = 1;
@@ -282,6 +283,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
282 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART 283 public const int CHANGED_REGION_START = 1024; //LL Changed the constant from CHANGED_REGION_RESTART
283 public const int CHANGED_MEDIA = 2048; 284 public const int CHANGED_MEDIA = 2048;
284 public const int CHANGED_ANIMATION = 16384; 285 public const int CHANGED_ANIMATION = 16384;
286 public const int CHANGED_POSITION = 32768;
285 public const int TYPE_INVALID = 0; 287 public const int TYPE_INVALID = 0;
286 public const int TYPE_INTEGER = 1; 288 public const int TYPE_INTEGER = 1;
287 public const int TYPE_FLOAT = 2; 289 public const int TYPE_FLOAT = 2;
@@ -581,6 +583,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
581 public const int PRIM_MEDIA_PERM_OWNER = 1; 583 public const int PRIM_MEDIA_PERM_OWNER = 1;
582 public const int PRIM_MEDIA_PERM_GROUP = 2; 584 public const int PRIM_MEDIA_PERM_GROUP = 2;
583 public const int PRIM_MEDIA_PERM_ANYONE = 4; 585 public const int PRIM_MEDIA_PERM_ANYONE = 4;
586
587 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
588 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
589 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
590 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
591
592 public const int PRIM_PHYSICS_MATERIAL = 31;
593 public const int DENSITY = 1;
594 public const int FRICTION = 2;
595 public const int RESTITUTION = 4;
596 public const int GRAVITY_MULTIPLIER = 8;
584 597
585 // extra constants for llSetPrimMediaParams 598 // extra constants for llSetPrimMediaParams
586 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 599 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -653,5 +666,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
653 public static readonly LSLInteger RCERR_UNKNOWN = -1; 666 public static readonly LSLInteger RCERR_UNKNOWN = -1;
654 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 667 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
655 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 668 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3;
669
670 public const int KFM_MODE = 1;
671 public const int KFM_LOOP = 1;
672 public const int KFM_REVERSE = 3;
673 public const int KFM_FORWARD = 0;
674 public const int KFM_PING_PONG = 2;
675 public const int KFM_DATA = 2;
676 public const int KFM_TRANSLATION = 2;
677 public const int KFM_ROTATION = 1;
678 public const int KFM_COMMAND = 0;
679 public const int KFM_CMD_PLAY = 0;
680 public const int KFM_CMD_STOP = 1;
681 public const int KFM_CMD_PAUSE = 2;
656 } 682 }
657} 683}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index 3c2f7bd..9446099 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -164,6 +165,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
164 m_LSL_Functions.llBreakLink(linknum); 165 m_LSL_Functions.llBreakLink(linknum);
165 } 166 }
166 167
168 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
169 {
170 return m_LSL_Functions.llCastRay(start, end, options);
171 }
172
167 public LSL_Integer llCeil(double f) 173 public LSL_Integer llCeil(double f)
168 { 174 {
169 return m_LSL_Functions.llCeil(f); 175 return m_LSL_Functions.llCeil(f);
@@ -314,6 +320,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 320 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 321 }
316 322
323 [DebuggerNonUserCode]
317 public void llDie() 324 public void llDie()
318 { 325 {
319 m_LSL_Functions.llDie(); 326 m_LSL_Functions.llDie();
@@ -464,6 +471,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
464 return m_LSL_Functions.llGetFreeMemory(); 471 return m_LSL_Functions.llGetFreeMemory();
465 } 472 }
466 473
474 public LSL_Integer llGetUsedMemory()
475 {
476 return m_LSL_Functions.llGetUsedMemory();
477 }
478
467 public LSL_Integer llGetFreeURLs() 479 public LSL_Integer llGetFreeURLs()
468 { 480 {
469 return m_LSL_Functions.llGetFreeURLs(); 481 return m_LSL_Functions.llGetFreeURLs();
@@ -569,6 +581,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
569 return m_LSL_Functions.llGetMass(); 581 return m_LSL_Functions.llGetMass();
570 } 582 }
571 583
584 public LSL_Float llGetMassMKS()
585 {
586 return m_LSL_Functions.llGetMassMKS();
587 }
588
572 public LSL_Integer llGetMemoryLimit() 589 public LSL_Integer llGetMemoryLimit()
573 { 590 {
574 return m_LSL_Functions.llGetMemoryLimit(); 591 return m_LSL_Functions.llGetMemoryLimit();
@@ -834,11 +851,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
834 return m_LSL_Functions.llGetUnixTime(); 851 return m_LSL_Functions.llGetUnixTime();
835 } 852 }
836 853
837 public LSL_Integer llGetUsedMemory()
838 {
839 return m_LSL_Functions.llGetUsedMemory();
840 }
841
842 public LSL_Vector llGetVel() 854 public LSL_Vector llGetVel()
843 { 855 {
844 return m_LSL_Functions.llGetVel(); 856 return m_LSL_Functions.llGetVel();
@@ -864,6 +876,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
864 return m_LSL_Functions.llGiveMoney(destination, amount); 876 return m_LSL_Functions.llGiveMoney(destination, amount);
865 } 877 }
866 878
879 public LSL_String llTransferLindenDollars(string destination, int amount)
880 {
881 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
882 }
883
867 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 884 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
868 { 885 {
869 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 886 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1588,6 +1605,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1588 m_LSL_Functions.llSetPos(pos); 1605 m_LSL_Functions.llSetPos(pos);
1589 } 1606 }
1590 1607
1608 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1609 {
1610 return m_LSL_Functions.llSetRegionPos(pos);
1611 }
1612
1591 public void llSetPrimitiveParams(LSL_List rules) 1613 public void llSetPrimitiveParams(LSL_List rules)
1592 { 1614 {
1593 m_LSL_Functions.llSetPrimitiveParams(rules); 1615 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1823,6 +1845,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1823 m_LSL_Functions.llTargetRemove(number); 1845 m_LSL_Functions.llTargetRemove(number);
1824 } 1846 }
1825 1847
1848 public void llTeleportAgent(string agent, string simname, LSL_Vector pos, LSL_Vector lookAt)
1849 {
1850 m_LSL_Functions.llTeleportAgent(agent, simname, pos, lookAt);
1851 }
1852
1826 public void llTeleportAgentHome(string agent) 1853 public void llTeleportAgentHome(string agent)
1827 { 1854 {
1828 m_LSL_Functions.llTeleportAgentHome(agent); 1855 m_LSL_Functions.llTeleportAgentHome(agent);
@@ -1938,9 +1965,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1938 return m_LSL_Functions.llClearLinkMedia(link, face); 1965 return m_LSL_Functions.llClearLinkMedia(link, face);
1939 } 1966 }
1940 1967
1941 public void print(string str) 1968 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1969 {
1970 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1971 }
1972
1973 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1974 {
1975 m_LSL_Functions.llSetKeyframedMotion(frames, options);
1976 }
1977
1978 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1942 { 1979 {
1943 m_LSL_Functions.print(str); 1980 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1944 } 1981 }
1945 } 1982 }
1946} 1983}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..7e7e278 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
@@ -35,6 +35,7 @@ using OpenMetaverse;
35using OpenSim.Framework; 35using OpenSim.Framework;
36using OpenSim.Region.CoreModules; 36using OpenSim.Region.CoreModules;
37using OpenSim.Region.Framework.Scenes; 37using OpenSim.Region.Framework.Scenes;
38using OpenSim.Services.Interfaces;
38 39
39namespace OpenSim.Region.ScriptEngine.Shared 40namespace OpenSim.Region.ScriptEngine.Shared
40{ 41{
@@ -95,6 +96,7 @@ namespace OpenSim.Region.ScriptEngine.Shared
95 Type = 0; 96 Type = 0;
96 Velocity = new LSL_Types.Vector3(); 97 Velocity = new LSL_Types.Vector3();
97 initializeSurfaceTouch(); 98 initializeSurfaceTouch();
99 Country = String.Empty;
98 } 100 }
99 101
100 public UUID Key; 102 public UUID Key;
@@ -126,6 +128,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
126 private int touchFace; 128 private int touchFace;
127 public int TouchFace { get { return touchFace; } } 129 public int TouchFace { get { return touchFace; } }
128 130
131 public string Country;
132
129 // This can be done in two places including the constructor 133 // This can be done in two places including the constructor
130 // so be carefull what gets added here 134 // so be carefull what gets added here
131 private void initializeSurfaceTouch() 135 private void initializeSurfaceTouch()
@@ -173,6 +177,10 @@ namespace OpenSim.Region.ScriptEngine.Shared
173 return; 177 return;
174 178
175 Name = presence.Firstname + " " + presence.Lastname; 179 Name = presence.Firstname + " " + presence.Lastname;
180 UserAccount account = scene.UserAccountService.GetUserAccount(scene.RegionInfo.ScopeID, Key);
181 if (account != null)
182 Country = account.UserCountry;
183
176 Owner = Key; 184 Owner = Key;
177 Position = new LSL_Types.Vector3( 185 Position = new LSL_Types.Vector3(
178 presence.AbsolutePosition.X, 186 presence.AbsolutePosition.X,
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 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 23a4cf9..5a02d4c 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
@@ -28,6 +28,7 @@
28using System; 28using System;
29using System.Collections; 29using System.Collections;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.Diagnostics; //for [DebuggerNonUserCode]
31using System.Globalization; 32using System.Globalization;
32using System.IO; 33using System.IO;
33using System.Reflection; 34using System.Reflection;
@@ -112,6 +113,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
112 private Dictionary<UUID, IScriptInstance> m_Scripts = 113 private Dictionary<UUID, IScriptInstance> m_Scripts =
113 new Dictionary<UUID, IScriptInstance>(); 114 new Dictionary<UUID, IScriptInstance>();
114 115
116 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
117
115 // Maps the asset ID to the assembly 118 // Maps the asset ID to the assembly
116 119
117 private Dictionary<UUID, string> m_Assemblies = 120 private Dictionary<UUID, string> m_Assemblies =
@@ -134,6 +137,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
134 IWorkItemResult m_CurrentCompile = null; 137 IWorkItemResult m_CurrentCompile = null;
135 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 138 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
136 139
140 private void lockScriptsForRead(bool locked)
141 {
142 if (locked)
143 {
144 if (m_scriptsLock.RecursiveReadCount > 0)
145 {
146 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
147 m_scriptsLock.ExitReadLock();
148 }
149 if (m_scriptsLock.RecursiveWriteCount > 0)
150 {
151 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
152 m_scriptsLock.ExitWriteLock();
153 }
154
155 while (!m_scriptsLock.TryEnterReadLock(60000))
156 {
157 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire READ lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
158 if (m_scriptsLock.IsWriteLockHeld)
159 {
160 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
161 }
162 }
163 }
164 else
165 {
166 if (m_scriptsLock.RecursiveReadCount > 0)
167 {
168 m_scriptsLock.ExitReadLock();
169 }
170 }
171 }
172 private void lockScriptsForWrite(bool locked)
173 {
174 if (locked)
175 {
176 if (m_scriptsLock.RecursiveReadCount > 0)
177 {
178 m_log.Error("[XEngine.m_Scripts] Recursive read lock requested. This should not happen and means something needs to be fixed. For now though, it's safe to continue.");
179 m_scriptsLock.ExitReadLock();
180 }
181 if (m_scriptsLock.RecursiveWriteCount > 0)
182 {
183 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
184 m_scriptsLock.ExitWriteLock();
185 }
186
187 while (!m_scriptsLock.TryEnterWriteLock(60000))
188 {
189 m_log.Error("[XEngine.m_Scripts] Thread lock detected while trying to aquire WRITE lock of m_scripts in XEngine. I'm going to try to solve the thread lock automatically to preserve region stability, but this needs to be fixed.");
190 if (m_scriptsLock.IsWriteLockHeld)
191 {
192 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
193 }
194 }
195 }
196 else
197 {
198 if (m_scriptsLock.RecursiveWriteCount > 0)
199 {
200 m_scriptsLock.ExitWriteLock();
201 }
202 }
203 }
204
137 public string ScriptEngineName 205 public string ScriptEngineName
138 { 206 {
139 get { return "XEngine"; } 207 get { return "XEngine"; }
@@ -527,44 +595,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
527 { 595 {
528 if (!m_Enabled) 596 if (!m_Enabled)
529 return; 597 return;
530 598 lockScriptsForRead(true);
531 lock (m_Scripts) 599 foreach (IScriptInstance instance in m_Scripts.Values)
532 { 600 {
533 m_log.InfoFormat( 601 // Force a final state save
534 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 602 //
535 603 if (m_Assemblies.ContainsKey(instance.AssetID))
536 foreach (IScriptInstance instance in m_Scripts.Values)
537 { 604 {
538 // Force a final state save 605 string assembly = m_Assemblies[instance.AssetID];
539 // 606 instance.SaveState(assembly);
540 if (m_Assemblies.ContainsKey(instance.AssetID)) 607 }
541 {
542 string assembly = m_Assemblies[instance.AssetID];
543 instance.SaveState(assembly);
544 }
545 608
546 // Clear the event queue and abort the instance thread 609 // Clear the event queue and abort the instance thread
547 // 610 //
548 instance.ClearQueue(); 611 instance.ClearQueue();
549 instance.Stop(0); 612 instance.Stop(0);
550 613
551 // Release events, timer, etc 614 // Release events, timer, etc
552 // 615 //
553 instance.DestroyScriptInstance(); 616 instance.DestroyScriptInstance();
554 617
555 // Unload scripts and app domains. 618 // Unload scripts and app domains
556 // Must be done explicitly because they have infinite 619 // Must be done explicitly because they have infinite
557 // lifetime. 620 // lifetime
558 // However, don't bother to do this if the simulator is shutting 621 //
559 // down since it takes a long time with many scripts. 622 if (!m_SimulatorShuttingDown)
560 if (!m_SimulatorShuttingDown) 623 {
624 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
625 if (m_DomainScripts[instance.AppDomain].Count == 0)
561 { 626 {
562 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 627 m_DomainScripts.Remove(instance.AppDomain);
563 if (m_DomainScripts[instance.AppDomain].Count == 0) 628 UnloadAppDomain(instance.AppDomain);
564 {
565 m_DomainScripts.Remove(instance.AppDomain);
566 UnloadAppDomain(instance.AppDomain);
567 }
568 } 629 }
569 } 630 }
570 631
@@ -573,6 +634,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
573 m_Assemblies.Clear(); 634 m_Assemblies.Clear();
574 m_DomainScripts.Clear(); 635 m_DomainScripts.Clear();
575 } 636 }
637 lockScriptsForRead(false);
638 lockScriptsForWrite(true);
639 m_Scripts.Clear();
640 lockScriptsForWrite(false);
641 m_PrimObjects.Clear();
642 m_Assemblies.Clear();
643 m_DomainScripts.Clear();
644
576 lock (m_ScriptEngines) 645 lock (m_ScriptEngines)
577 { 646 {
578 m_ScriptEngines.Remove(this); 647 m_ScriptEngines.Remove(this);
@@ -637,22 +706,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
637 706
638 List<IScriptInstance> instances = new List<IScriptInstance>(); 707 List<IScriptInstance> instances = new List<IScriptInstance>();
639 708
640 lock (m_Scripts) 709 lockScriptsForRead(true);
641 { 710 foreach (IScriptInstance instance in m_Scripts.Values)
642 foreach (IScriptInstance instance in m_Scripts.Values)
643 instances.Add(instance); 711 instances.Add(instance);
644 } 712 lockScriptsForRead(false);
645 713
646 foreach (IScriptInstance i in instances) 714 foreach (IScriptInstance i in instances)
647 { 715 {
648 string assembly = String.Empty; 716 string assembly = String.Empty;
649 717
650 lock (m_Scripts) 718
651 {
652 if (!m_Assemblies.ContainsKey(i.AssetID)) 719 if (!m_Assemblies.ContainsKey(i.AssetID))
653 continue; 720 continue;
654 assembly = m_Assemblies[i.AssetID]; 721 assembly = m_Assemblies[i.AssetID];
655 } 722
656 723
657 i.SaveState(assembly); 724 i.SaveState(assembly);
658 } 725 }
@@ -996,95 +1063,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
996 } 1063 }
997 1064
998 ScriptInstance instance = null; 1065 ScriptInstance instance = null;
999 lock (m_Scripts) 1066 // Create the object record
1067 lockScriptsForRead(true);
1068 if ((!m_Scripts.ContainsKey(itemID)) ||
1069 (m_Scripts[itemID].AssetID != assetID))
1000 { 1070 {
1001 // Create the object record 1071 lockScriptsForRead(false);
1002 if ((!m_Scripts.ContainsKey(itemID)) ||
1003 (m_Scripts[itemID].AssetID != assetID))
1004 {
1005 UUID appDomain = assetID;
1006 1072
1007 if (part.ParentGroup.IsAttachment) 1073 UUID appDomain = assetID;
1008 appDomain = part.ParentGroup.RootPart.UUID;
1009 1074
1010 if (!m_AppDomains.ContainsKey(appDomain)) 1075 if (part.ParentGroup.IsAttachment)
1011 { 1076 appDomain = part.ParentGroup.RootPart.UUID;
1012 try
1013 {
1014 AppDomainSetup appSetup = new AppDomainSetup();
1015 appSetup.PrivateBinPath = Path.Combine(
1016 m_ScriptEnginesPath,
1017 m_Scene.RegionInfo.RegionID.ToString());
1018 1077
1019 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1078 if (!m_AppDomains.ContainsKey(appDomain))
1020 Evidence evidence = new Evidence(baseEvidence); 1079 {
1080 try
1081 {
1082 AppDomainSetup appSetup = new AppDomainSetup();
1083 appSetup.PrivateBinPath = Path.Combine(
1084 m_ScriptEnginesPath,
1085 m_Scene.RegionInfo.RegionID.ToString());
1021 1086
1022 AppDomain sandbox; 1087 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1023 if (m_AppDomainLoading) 1088 Evidence evidence = new Evidence(baseEvidence);
1024 {
1025 sandbox = AppDomain.CreateDomain(
1026 m_Scene.RegionInfo.RegionID.ToString(),
1027 evidence, appSetup);
1028 sandbox.AssemblyResolve +=
1029 new ResolveEventHandler(
1030 AssemblyResolver.OnAssemblyResolve);
1031 }
1032 else
1033 {
1034 sandbox = AppDomain.CurrentDomain;
1035 }
1036
1037 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1038 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1039 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1040 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1041 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1042 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1043 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1044
1045 m_AppDomains[appDomain] = sandbox;
1046 1089
1047 m_DomainScripts[appDomain] = new List<UUID>(); 1090 AppDomain sandbox;
1091 if (m_AppDomainLoading)
1092 {
1093 sandbox = AppDomain.CreateDomain(
1094 m_Scene.RegionInfo.RegionID.ToString(),
1095 evidence, appSetup);
1096 m_AppDomains[appDomain].AssemblyResolve +=
1097 new ResolveEventHandler(
1098 AssemblyResolver.OnAssemblyResolve);
1048 } 1099 }
1049 catch (Exception e) 1100 else
1050 { 1101 {
1051 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1102 sandbox = AppDomain.CurrentDomain;
1052 m_ScriptErrorMessage += "Exception creating app domain:\n";
1053 m_ScriptFailCount++;
1054 lock (m_AddingAssemblies)
1055 {
1056 m_AddingAssemblies[assembly]--;
1057 }
1058 return false;
1059 } 1103 }
1060 }
1061 m_DomainScripts[appDomain].Add(itemID);
1062
1063 instance = new ScriptInstance(this, part,
1064 itemID, assetID, assembly,
1065 m_AppDomains[appDomain],
1066 part.ParentGroup.RootPart.Name,
1067 item.Name, startParam, postOnRez,
1068 stateSource, m_MaxScriptQueue);
1069
1070 m_log.DebugFormat(
1071 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1072 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1073 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1074 1104
1075 if (presence != null) 1105 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1106 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1107 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1108 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1109 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1110 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1111 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1112
1113 m_AppDomains[appDomain] = sandbox;
1114
1115 m_DomainScripts[appDomain] = new List<UUID>();
1116 }
1117 catch (Exception e)
1076 { 1118 {
1077 ShowScriptSaveResponse(item.OwnerID, 1119 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1078 assetID, "Compile successful", true); 1120 m_ScriptErrorMessage += "Exception creating app domain:\n";
1121 m_ScriptFailCount++;
1122 lock (m_AddingAssemblies)
1123 {
1124 m_AddingAssemblies[assembly]--;
1125 }
1126 return false;
1079 } 1127 }
1128 }
1129 m_DomainScripts[appDomain].Add(itemID);
1130
1131 instance = new ScriptInstance(this, part,
1132 itemID, assetID, assembly,
1133 m_AppDomains[appDomain],
1134 part.ParentGroup.RootPart.Name,
1135 item.Name, startParam, postOnRez,
1136 stateSource, m_MaxScriptQueue);
1137
1138 m_log.DebugFormat(
1139 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1140 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1141 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1080 1142
1081 instance.AppDomain = appDomain; 1143 if (presence != null)
1082 instance.LineMap = linemap; 1144 {
1083 1145 ShowScriptSaveResponse(item.OwnerID,
1084 m_Scripts[itemID] = instance; 1146 assetID, "Compile successful", true);
1085 } 1147 }
1086 }
1087 1148
1149 instance.AppDomain = appDomain;
1150 instance.LineMap = linemap;
1151 lockScriptsForWrite(true);
1152 m_Scripts[itemID] = instance;
1153 lockScriptsForWrite(false);
1154 }
1155 else
1156 {
1157 lockScriptsForRead(false);
1158 }
1088 lock (m_PrimObjects) 1159 lock (m_PrimObjects)
1089 { 1160 {
1090 if (!m_PrimObjects.ContainsKey(localID)) 1161 if (!m_PrimObjects.ContainsKey(localID))
@@ -1102,9 +1173,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1102 m_AddingAssemblies[assembly]--; 1173 m_AddingAssemblies[assembly]--;
1103 } 1174 }
1104 1175
1105 if (instance != null) 1176 if (instance!=null)
1106 instance.Init(); 1177 instance.Init();
1107 1178
1108 return true; 1179 return true;
1109 } 1180 }
1110 1181
@@ -1117,18 +1188,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1117 m_CompileDict.Remove(itemID); 1188 m_CompileDict.Remove(itemID);
1118 } 1189 }
1119 1190
1120 IScriptInstance instance = null; 1191 lockScriptsForRead(true);
1121 1192 // Do we even have it?
1122 lock (m_Scripts) 1193 if (!m_Scripts.ContainsKey(itemID))
1123 { 1194 {
1124 // Do we even have it? 1195 // Do we even have it?
1125 if (!m_Scripts.ContainsKey(itemID)) 1196 if (!m_Scripts.ContainsKey(itemID))
1126 return; 1197 return;
1127 1198
1128 instance = m_Scripts[itemID]; 1199 lockScriptsForRead(false);
1200 lockScriptsForWrite(true);
1129 m_Scripts.Remove(itemID); 1201 m_Scripts.Remove(itemID);
1202 lockScriptsForWrite(false);
1203
1204 return;
1130 } 1205 }
1206
1131 1207
1208 IScriptInstance instance=m_Scripts[itemID];
1209 lockScriptsForRead(false);
1210 lockScriptsForWrite(true);
1211 m_Scripts.Remove(itemID);
1212 lockScriptsForWrite(false);
1132 instance.ClearQueue(); 1213 instance.ClearQueue();
1133 1214
1134 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1215 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1167,8 +1248,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1167 1248
1168 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1249 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1169 if (handlerObjectRemoved != null) 1250 if (handlerObjectRemoved != null)
1170 handlerObjectRemoved(instance.ObjectID); 1251 {
1252 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1253 handlerObjectRemoved(part.UUID);
1254 }
1171 1255
1256 CleanAssemblies();
1257
1172 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1258 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1173 if (handlerScriptRemoved != null) 1259 if (handlerScriptRemoved != null)
1174 handlerScriptRemoved(itemID); 1260 handlerScriptRemoved(itemID);
@@ -1310,7 +1396,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1310 return false; 1396 return false;
1311 1397
1312 uuids = m_PrimObjects[localID]; 1398 uuids = m_PrimObjects[localID];
1313 } 1399
1314 1400
1315 foreach (UUID itemID in uuids) 1401 foreach (UUID itemID in uuids)
1316 { 1402 {
@@ -1328,6 +1414,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1328 result = true; 1414 result = true;
1329 } 1415 }
1330 } 1416 }
1417 }
1331 1418
1332 return result; 1419 return result;
1333 } 1420 }
@@ -1429,12 +1516,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1429 private IScriptInstance GetInstance(UUID itemID) 1516 private IScriptInstance GetInstance(UUID itemID)
1430 { 1517 {
1431 IScriptInstance instance; 1518 IScriptInstance instance;
1432 lock (m_Scripts) 1519 lockScriptsForRead(true);
1520 if (!m_Scripts.ContainsKey(itemID))
1433 { 1521 {
1434 if (!m_Scripts.ContainsKey(itemID)) 1522 lockScriptsForRead(false);
1435 return null; 1523 return null;
1436 instance = m_Scripts[itemID];
1437 } 1524 }
1525 instance = m_Scripts[itemID];
1526 lockScriptsForRead(false);
1438 return instance; 1527 return instance;
1439 } 1528 }
1440 1529
@@ -1458,6 +1547,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1458 return false; 1547 return false;
1459 } 1548 }
1460 1549
1550 [DebuggerNonUserCode]
1461 public void ApiResetScript(UUID itemID) 1551 public void ApiResetScript(UUID itemID)
1462 { 1552 {
1463 IScriptInstance instance = GetInstance(itemID); 1553 IScriptInstance instance = GetInstance(itemID);
@@ -1509,6 +1599,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1509 return UUID.Zero; 1599 return UUID.Zero;
1510 } 1600 }
1511 1601
1602 [DebuggerNonUserCode]
1512 public void SetState(UUID itemID, string newState) 1603 public void SetState(UUID itemID, string newState)
1513 { 1604 {
1514 IScriptInstance instance = GetInstance(itemID); 1605 IScriptInstance instance = GetInstance(itemID);
@@ -1531,11 +1622,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1531 1622
1532 List<IScriptInstance> instances = new List<IScriptInstance>(); 1623 List<IScriptInstance> instances = new List<IScriptInstance>();
1533 1624
1534 lock (m_Scripts) 1625 lockScriptsForRead(true);
1535 { 1626 foreach (IScriptInstance instance in m_Scripts.Values)
1536 foreach (IScriptInstance instance in m_Scripts.Values)
1537 instances.Add(instance); 1627 instances.Add(instance);
1538 } 1628 lockScriptsForRead(false);
1539 1629
1540 foreach (IScriptInstance i in instances) 1630 foreach (IScriptInstance i in instances)
1541 { 1631 {
@@ -1987,5 +2077,17 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1987// else 2077// else
1988// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID); 2078// m_log.DebugFormat("[XEngine]: Could not find script with ID {0} to resume", itemID);
1989 } 2079 }
2080
2081 public bool HasScript(UUID itemID, out bool running)
2082 {
2083 running = true;
2084
2085 IScriptInstance instance = GetInstance(itemID);
2086 if (instance == null)
2087 return false;
2088
2089 running = instance.Running;
2090 return true;
2091 }
1990 } 2092 }
1991} 2093}
diff --git a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
index 5c9be8f..8f6fa52 100644
--- a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
+++ b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
@@ -100,6 +100,11 @@ namespace OpenSim.Server.Handlers.Simulation
100 DoAgentDelete(request, responsedata, agentID, action, regionID); 100 DoAgentDelete(request, responsedata, agentID, action, regionID);
101 return responsedata; 101 return responsedata;
102 } 102 }
103 else if (method.Equals("DELETECHILD"))
104 {
105 DoChildAgentDelete(request, responsedata, agentID, action, regionID);
106 return responsedata;
107 }
103 else if (method.Equals("QUERYACCESS")) 108 else if (method.Equals("QUERYACCESS"))
104 { 109 {
105 DoQueryAccess(request, responsedata, agentID, regionID); 110 DoQueryAccess(request, responsedata, agentID, regionID);
@@ -205,6 +210,24 @@ namespace OpenSim.Server.Handlers.Simulation
205 } 210 }
206 } 211 }
207 212
213 protected void DoChildAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
214 {
215 m_log.Debug(" >>> DoChildAgentDelete action:" + action + "; RegionID:" + regionID);
216
217 GridRegion destination = new GridRegion();
218 destination.RegionID = regionID;
219
220 if (action.Equals("release"))
221 ReleaseAgent(regionID, id);
222 else
223 m_SimulationService.CloseChildAgent(destination, id);
224
225 responsedata["int_response_code"] = HttpStatusCode.OK;
226 responsedata["str_response_string"] = "OpenSim agent " + id.ToString();
227
228 m_log.Debug("[AGENT HANDLER]: Child Agent Released/Deleted.");
229 }
230
208 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID) 231 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
209 { 232 {
210 m_log.Debug(" >>> DoDelete action:" + action + "; RegionID:" + regionID); 233 m_log.Debug(" >>> DoDelete action:" + action + "; RegionID:" + regionID);
diff --git a/OpenSim/Services/AssetService/AssetService.cs b/OpenSim/Services/AssetService/AssetService.cs
index 137a9b0..1427e84 100644
--- a/OpenSim/Services/AssetService/AssetService.cs
+++ b/OpenSim/Services/AssetService/AssetService.cs
@@ -173,7 +173,10 @@ namespace OpenSim.Services.AssetService
173 { 173 {
174// m_log.DebugFormat( 174// m_log.DebugFormat(
175// "[ASSET SERVICE]: Storing asset {0} {1}, bytes {2}", asset.Name, asset.FullID, asset.Data.Length); 175// "[ASSET SERVICE]: Storing asset {0} {1}, bytes {2}", asset.Name, asset.FullID, asset.Data.Length);
176 m_Database.StoreAsset(asset); 176 if (!m_Database.StoreAsset(asset))
177 {
178 return UUID.Zero.ToString();
179 }
177 } 180 }
178// else 181// else
179// { 182// {
diff --git a/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs b/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs
index 229f557..e42f9a0 100644
--- a/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs
+++ b/OpenSim/Services/AuthenticationService/AuthenticationServiceBase.cs
@@ -30,10 +30,11 @@ using OpenMetaverse;
30using log4net; 30using log4net;
31using Nini.Config; 31using Nini.Config;
32using System.Reflection; 32using System.Reflection;
33using OpenSim.Server.Base;
34using OpenSim.Services.Interfaces;
33using OpenSim.Data; 35using OpenSim.Data;
34using OpenSim.Framework; 36using OpenSim.Framework;
35using OpenSim.Services.Base; 37using OpenSim.Services.Base;
36using OpenSim.Services.Interfaces;
37 38
38namespace OpenSim.Services.AuthenticationService 39namespace OpenSim.Services.AuthenticationService
39{ 40{
@@ -50,6 +51,12 @@ namespace OpenSim.Services.AuthenticationService
50 MethodBase.GetCurrentMethod().DeclaringType); 51 MethodBase.GetCurrentMethod().DeclaringType);
51 52
52 protected IAuthenticationData m_Database; 53 protected IAuthenticationData m_Database;
54 protected IUserAccountService m_UserAccountService = null;
55
56 public AuthenticationServiceBase(IConfigSource config, IUserAccountService acct) : this(config)
57 {
58 m_UserAccountService = acct;
59 }
53 60
54 public AuthenticationServiceBase(IConfigSource config) : base(config) 61 public AuthenticationServiceBase(IConfigSource config) : base(config)
55 { 62 {
diff --git a/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs b/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
index 5f1bde1..0d7ced9 100644
--- a/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
+++ b/OpenSim/Services/AuthenticationService/PasswordAuthenticationService.cs
@@ -51,6 +51,12 @@ namespace OpenSim.Services.AuthenticationService
51 LogManager.GetLogger( 51 LogManager.GetLogger(
52 MethodBase.GetCurrentMethod().DeclaringType); 52 MethodBase.GetCurrentMethod().DeclaringType);
53 53
54 public PasswordAuthenticationService(IConfigSource config, IUserAccountService userService) :
55 base(config, userService)
56 {
57 m_log.Debug("[AUTH SERVICE]: Started with User Account access");
58 }
59
54 public PasswordAuthenticationService(IConfigSource config) : 60 public PasswordAuthenticationService(IConfigSource config) :
55 base(config) 61 base(config)
56 { 62 {
@@ -58,32 +64,65 @@ namespace OpenSim.Services.AuthenticationService
58 64
59 public string Authenticate(UUID principalID, string password, int lifetime) 65 public string Authenticate(UUID principalID, string password, int lifetime)
60 { 66 {
67 m_log.DebugFormat("[AUTH SERVICE]: Authenticating for {0}, user account service present: {1}", principalID, m_UserAccountService != null);
61 AuthenticationData data = m_Database.Get(principalID); 68 AuthenticationData data = m_Database.Get(principalID);
69 UserAccount user = null;
70 if (m_UserAccountService != null)
71 user = m_UserAccountService.GetUserAccount(UUID.Zero, principalID);
62 72
63 if (data == null) 73 if (data == null || data.Data == null)
64 { 74 {
65 m_log.DebugFormat("[AUTH SERVICE]: PrincipalID {0} not found", principalID); 75 m_log.DebugFormat("[AUTH SERVICE]: PrincipalID {0} or its data not found", principalID);
66 return String.Empty; 76 return String.Empty;
67 } 77 }
68 else if (data.Data == null) 78
79 if (!data.Data.ContainsKey("passwordHash") ||
80 !data.Data.ContainsKey("passwordSalt"))
69 { 81 {
70 m_log.DebugFormat("[AUTH SERVICE]: PrincipalID {0} data not found", principalID);
71 return String.Empty; 82 return String.Empty;
72 } 83 }
73 else if (!data.Data.ContainsKey("passwordHash") || !data.Data.ContainsKey("passwordSalt")) 84
85 string hashed = Util.Md5Hash(password + ":" +
86 data.Data["passwordSalt"].ToString());
87
88 m_log.DebugFormat("[PASS AUTH]: got {0}; hashed = {1}; stored = {2}", password, hashed, data.Data["passwordHash"].ToString());
89
90 if (data.Data["passwordHash"].ToString() == hashed)
91 {
92 return GetToken(principalID, lifetime);
93 }
94
95 if (user == null)
74 { 96 {
75 m_log.DebugFormat( 97 m_log.DebugFormat("[PASS AUTH]: No user record for {0}", principalID);
76 "[AUTH SERVICE]: PrincipalID {0} data didn't contain either passwordHash or passwordSalt", principalID);
77 return String.Empty; 98 return String.Empty;
78 } 99 }
79 else 100
101 int impersonateFlag = 1 << 6;
102
103 if ((user.UserFlags & impersonateFlag) == 0)
104 return String.Empty;
105
106 List<UserAccount> accounts = m_UserAccountService.GetUserAccountsWhere(UUID.Zero, "UserLevel >= 200");
107 if (accounts == null || accounts.Count == 0)
108 return String.Empty;
109
110 foreach (UserAccount a in accounts)
80 { 111 {
81 string hashed = Util.Md5Hash(password + ":" + data.Data["passwordSalt"].ToString()); 112 data = m_Database.Get(a.PrincipalID);
113 if (data == null || data.Data == null ||
114 !data.Data.ContainsKey("passwordHash") ||
115 !data.Data.ContainsKey("passwordSalt"))
116 {
117 continue;
118 }
82 119
83 m_log.DebugFormat("[PASS AUTH]: got {0}; hashed = {1}; stored = {2}", password, hashed, data.Data["passwordHash"].ToString()); 120 hashed = Util.Md5Hash(password + ":" +
121 data.Data["passwordSalt"].ToString());
84 122
85 if (data.Data["passwordHash"].ToString() == hashed) 123 if (data.Data["passwordHash"].ToString() == hashed)
86 { 124 {
125 m_log.DebugFormat("[PASS AUTH]: {0} {1} impersonating {2}, proceeding with login", a.FirstName, a.LastName, principalID);
87 return GetToken(principalID, lifetime); 126 return GetToken(principalID, lifetime);
88 } 127 }
89 else 128 else
@@ -94,6 +133,9 @@ namespace OpenSim.Services.AuthenticationService
94 return String.Empty; 133 return String.Empty;
95 } 134 }
96 } 135 }
136
137 m_log.DebugFormat("[PASS AUTH]: Impersonation of {0} failed", principalID);
138 return String.Empty;
97 } 139 }
98 } 140 }
99} \ No newline at end of file 141}
diff --git a/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs b/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs
index 2344c0e..d02ff9b 100644
--- a/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs
+++ b/OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs
@@ -49,6 +49,11 @@ namespace OpenSim.Services.AuthenticationService
49 private static readonly ILog m_log = 49 private static readonly ILog m_log =
50 LogManager.GetLogger( 50 LogManager.GetLogger(
51 MethodBase.GetCurrentMethod().DeclaringType); 51 MethodBase.GetCurrentMethod().DeclaringType);
52
53 public WebkeyAuthenticationService(IConfigSource config, IUserAccountService userService) :
54 base(config, userService)
55 {
56 }
52 57
53 public WebkeyAuthenticationService(IConfigSource config) : 58 public WebkeyAuthenticationService(IConfigSource config) :
54 base(config) 59 base(config)
diff --git a/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs b/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
index e4c3eaf..2882906 100644
--- a/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs
@@ -30,6 +30,7 @@ using System;
30using System.Collections.Generic; 30using System.Collections.Generic;
31using System.IO; 31using System.IO;
32using System.Reflection; 32using System.Reflection;
33using System.Timers;
33using Nini.Config; 34using Nini.Config;
34using OpenSim.Framework; 35using OpenSim.Framework;
35using OpenSim.Framework.Console; 36using OpenSim.Framework.Console;
@@ -47,13 +48,15 @@ namespace OpenSim.Services.Connectors
47 48
48 private string m_ServerURI = String.Empty; 49 private string m_ServerURI = String.Empty;
49 private IImprovedAssetCache m_Cache = null; 50 private IImprovedAssetCache m_Cache = null;
50 51 private int m_retryCounter;
52 private Dictionary<int, List<AssetBase>> m_retryQueue = new Dictionary<int, List<AssetBase>>();
53 private Timer m_retryTimer;
51 private delegate void AssetRetrievedEx(AssetBase asset); 54 private delegate void AssetRetrievedEx(AssetBase asset);
52 55
53 // Keeps track of concurrent requests for the same asset, so that it's only loaded once. 56 // Keeps track of concurrent requests for the same asset, so that it's only loaded once.
54 // Maps: Asset ID -> Handlers which will be called when the asset has been loaded 57 // Maps: Asset ID -> Handlers which will be called when the asset has been loaded
55 private Dictionary<string, AssetRetrievedEx> m_AssetHandlers = new Dictionary<string, AssetRetrievedEx>(); 58 private Dictionary<string, AssetRetrievedEx> m_AssetHandlers = new Dictionary<string, AssetRetrievedEx>();
56 59 private Dictionary<string, string> m_UriMap = new Dictionary<string, string>();
57 60
58 public AssetServicesConnector() 61 public AssetServicesConnector()
59 { 62 {
@@ -81,13 +84,91 @@ namespace OpenSim.Services.Connectors
81 string serviceURI = assetConfig.GetString("AssetServerURI", 84 string serviceURI = assetConfig.GetString("AssetServerURI",
82 String.Empty); 85 String.Empty);
83 86
87 m_ServerURI = serviceURI;
88
84 if (serviceURI == String.Empty) 89 if (serviceURI == String.Empty)
85 { 90 {
86 m_log.Error("[ASSET CONNECTOR]: No Server URI named in section AssetService"); 91 m_log.Error("[ASSET CONNECTOR]: No Server URI named in section AssetService");
87 throw new Exception("Asset connector init error"); 92 throw new Exception("Asset connector init error");
88 } 93 }
89 94
90 m_ServerURI = serviceURI; 95
96 m_retryTimer = new Timer();
97 m_retryTimer.Elapsed += new ElapsedEventHandler(retryCheck);
98 m_retryTimer.Interval = 60000;
99
100 Uri serverUri = new Uri(m_ServerURI);
101
102 string groupHost = serverUri.Host;
103
104 for (int i = 0 ; i < 256 ; i++)
105 {
106 string prefix = i.ToString("x2");
107 groupHost = assetConfig.GetString("AssetServerHost_"+prefix, groupHost);
108
109 m_UriMap[prefix] = groupHost;
110 //m_log.DebugFormat("[ASSET]: Using {0} for prefix {1}", groupHost, prefix);
111 }
112 }
113
114 private string MapServer(string id)
115 {
116 UriBuilder serverUri = new UriBuilder(m_ServerURI);
117
118 string prefix = id.Substring(0, 2).ToLower();
119
120 string host = m_UriMap[prefix];
121
122 serverUri.Host = host;
123
124 // m_log.DebugFormat("[ASSET]: Using {0} for host name for prefix {1}", host, prefix);
125
126 return serverUri.Uri.AbsoluteUri;
127 }
128
129 protected void retryCheck(object source, ElapsedEventArgs e)
130 {
131 m_retryCounter++;
132 if (m_retryCounter > 60) m_retryCounter -= 60;
133 List<int> keys = new List<int>();
134 foreach (int a in m_retryQueue.Keys)
135 {
136 keys.Add(a);
137 }
138 foreach (int a in keys)
139 {
140 //We exponentially fall back on frequency until we reach one attempt per hour
141 //The net result is that we end up in the queue for roughly 24 hours..
142 //24 hours worth of assets could be a lot, so the hope is that the region admin
143 //will have gotten the asset connector back online quickly!
144
145 int timefactor = a ^ 2;
146 if (timefactor > 60)
147 {
148 timefactor = 60;
149 }
150
151 //First, find out if we care about this timefactor
152 if (timefactor % a == 0)
153 {
154 //Yes, we do!
155 List<AssetBase> retrylist = m_retryQueue[a];
156 m_retryQueue.Remove(a);
157
158 foreach(AssetBase ass in retrylist)
159 {
160 Store(ass); //Store my ass. This function will put it back in the dictionary if it fails
161 }
162 }
163 }
164
165 if (m_retryQueue.Count == 0)
166 {
167 //It might only be one tick per minute, but I have
168 //repented and abandoned my wasteful ways
169 m_retryCounter = 0;
170 m_retryTimer.Stop();
171 }
91 } 172 }
92 173
93 protected void SetCache(IImprovedAssetCache cache) 174 protected void SetCache(IImprovedAssetCache cache)
@@ -97,15 +178,13 @@ namespace OpenSim.Services.Connectors
97 178
98 public AssetBase Get(string id) 179 public AssetBase Get(string id)
99 { 180 {
100// m_log.DebugFormat("[ASSET SERVICE CONNECTOR]: Synchronous get request for {0}", id); 181 string uri = MapServer(id) + "/assets/" + id;
101
102 string uri = m_ServerURI + "/assets/" + id;
103 182
104 AssetBase asset = null; 183 AssetBase asset = null;
105 if (m_Cache != null) 184 if (m_Cache != null)
106 asset = m_Cache.Get(id); 185 asset = m_Cache.Get(id);
107 186
108 if (asset == null) 187 if (asset == null || asset.Data == null || asset.Data.Length == 0)
109 { 188 {
110 asset = SynchronousRestObjectRequester. 189 asset = SynchronousRestObjectRequester.
111 MakeRequest<int, AssetBase>("GET", uri, 0); 190 MakeRequest<int, AssetBase>("GET", uri, 0);
@@ -136,7 +215,7 @@ namespace OpenSim.Services.Connectors
136 return fullAsset.Metadata; 215 return fullAsset.Metadata;
137 } 216 }
138 217
139 string uri = m_ServerURI + "/assets/" + id + "/metadata"; 218 string uri = MapServer(id) + "/assets/" + id + "/metadata";
140 219
141 AssetMetadata asset = SynchronousRestObjectRequester. 220 AssetMetadata asset = SynchronousRestObjectRequester.
142 MakeRequest<int, AssetMetadata>("GET", uri, 0); 221 MakeRequest<int, AssetMetadata>("GET", uri, 0);
@@ -153,7 +232,7 @@ namespace OpenSim.Services.Connectors
153 return fullAsset.Data; 232 return fullAsset.Data;
154 } 233 }
155 234
156 RestClient rc = new RestClient(m_ServerURI); 235 RestClient rc = new RestClient(MapServer(id));
157 rc.AddResourcePath("assets"); 236 rc.AddResourcePath("assets");
158 rc.AddResourcePath(id); 237 rc.AddResourcePath(id);
159 rc.AddResourcePath("data"); 238 rc.AddResourcePath("data");
@@ -178,15 +257,13 @@ namespace OpenSim.Services.Connectors
178 257
179 public bool Get(string id, Object sender, AssetRetrieved handler) 258 public bool Get(string id, Object sender, AssetRetrieved handler)
180 { 259 {
181// m_log.DebugFormat("[ASSET SERVICE CONNECTOR]: Potentially asynchronous get request for {0}", id); 260 string uri = MapServer(id) + "/assets/" + id;
182
183 string uri = m_ServerURI + "/assets/" + id;
184 261
185 AssetBase asset = null; 262 AssetBase asset = null;
186 if (m_Cache != null) 263 if (m_Cache != null)
187 asset = m_Cache.Get(id); 264 asset = m_Cache.Get(id);
188 265
189 if (asset == null) 266 if (asset == null || asset.Data == null || asset.Data.Length == 0)
190 { 267 {
191 lock (m_AssetHandlers) 268 lock (m_AssetHandlers)
192 { 269 {
@@ -246,38 +323,95 @@ namespace OpenSim.Services.Connectors
246 323
247 public string Store(AssetBase asset) 324 public string Store(AssetBase asset)
248 { 325 {
249 if (asset.Temporary || asset.Local) 326 // Have to assign the asset ID here. This isn't likely to
327 // trigger since current callers don't pass emtpy IDs
328 // We need the asset ID to route the request to the proper
329 // cluster member, so we can't have the server assign one.
330 if (asset.ID == string.Empty)
250 { 331 {
251 if (m_Cache != null) 332 if (asset.FullID == UUID.Zero)
252 m_Cache.Cache(asset); 333 {
334 asset.FullID = UUID.Random();
335 }
336 asset.ID = asset.FullID.ToString();
337 }
338 else if (asset.FullID == UUID.Zero)
339 {
340 UUID uuid = UUID.Zero;
341 if (UUID.TryParse(asset.ID, out uuid))
342 {
343 asset.FullID = uuid;
344 }
345 else
346 {
347 asset.FullID = UUID.Random();
348 }
349 }
253 350
351 if (m_Cache != null)
352 m_Cache.Cache(asset);
353 if (asset.Temporary || asset.Local)
354 {
254 return asset.ID; 355 return asset.ID;
255 } 356 }
256 357
257 string uri = m_ServerURI + "/assets/"; 358 string uri = MapServer(asset.FullID.ToString()) + "/assets/";
258 359
259 string newID = string.Empty; 360 string newID = string.Empty;
260 try 361 try
261 { 362 {
262 newID = SynchronousRestObjectRequester. 363 newID = SynchronousRestObjectRequester.
263 MakeRequest<AssetBase, string>("POST", uri, asset); 364 MakeRequest<AssetBase, string>("POST", uri, asset, 25);
365 if (newID == null || newID == "")
366 {
367 newID = UUID.Zero.ToString();
368 }
264 } 369 }
265 catch (Exception e) 370 catch (Exception e)
266 { 371 {
267 m_log.WarnFormat("[ASSET CONNECTOR]: Unable to send asset {0} to asset server. Reason: {1}", asset.ID, e.Message); 372 newID = UUID.Zero.ToString();
268 } 373 }
269 374
270 if (newID != String.Empty) 375 if (newID == UUID.Zero.ToString())
271 { 376 {
272 // Placing this here, so that this work with old asset servers that don't send any reply back 377 //The asset upload failed, put it in a queue for later
273 // SynchronousRestObjectRequester returns somethins that is not an empty string 378 asset.UploadAttempts++;
274 if (newID != null) 379 if (asset.UploadAttempts > 30)
275 asset.ID = newID; 380 {
381 //By this stage we've been in the queue for a good few hours;
382 //We're going to drop the asset.
383 m_log.ErrorFormat("[Assets] Dropping asset {0} - Upload has been in the queue for too long.", asset.ID.ToString());
384 }
385 else
386 {
387 if (!m_retryQueue.ContainsKey(asset.UploadAttempts))
388 {
389 m_retryQueue.Add(asset.UploadAttempts, new List<AssetBase>());
390 }
391 List<AssetBase> m_queue = m_retryQueue[asset.UploadAttempts];
392 m_queue.Add(asset);
393 m_log.WarnFormat("[Assets] Upload failed: {0} - Requeuing asset for another run.", asset.ID.ToString());
394 m_retryTimer.Start();
395 }
396 }
397 else
398 {
399 if (asset.UploadAttempts > 0)
400 {
401 m_log.InfoFormat("[Assets] Upload of {0} succeeded after {1} failed attempts", asset.ID.ToString(), asset.UploadAttempts.ToString());
402 }
403 if (newID != String.Empty)
404 {
405 // Placing this here, so that this work with old asset servers that don't send any reply back
406 // SynchronousRestObjectRequester returns somethins that is not an empty string
407 if (newID != null)
408 asset.ID = newID;
276 409
277 if (m_Cache != null) 410 if (m_Cache != null)
278 m_Cache.Cache(asset); 411 m_Cache.Cache(asset);
412 }
279 } 413 }
280 return newID; 414 return asset.ID;
281 } 415 }
282 416
283 public bool UpdateContent(string id, byte[] data) 417 public bool UpdateContent(string id, byte[] data)
@@ -298,7 +432,7 @@ namespace OpenSim.Services.Connectors
298 } 432 }
299 asset.Data = data; 433 asset.Data = data;
300 434
301 string uri = m_ServerURI + "/assets/" + id; 435 string uri = MapServer(id) + "/assets/" + id;
302 436
303 if (SynchronousRestObjectRequester. 437 if (SynchronousRestObjectRequester.
304 MakeRequest<AssetBase, bool>("POST", uri, asset)) 438 MakeRequest<AssetBase, bool>("POST", uri, asset))
@@ -313,7 +447,7 @@ namespace OpenSim.Services.Connectors
313 447
314 public bool Delete(string id) 448 public bool Delete(string id)
315 { 449 {
316 string uri = m_ServerURI + "/assets/" + id; 450 string uri = MapServer(id) + "/assets/" + id;
317 451
318 if (SynchronousRestObjectRequester. 452 if (SynchronousRestObjectRequester.
319 MakeRequest<int, bool>("DELETE", uri, 0)) 453 MakeRequest<int, bool>("DELETE", uri, 0))
@@ -326,4 +460,4 @@ namespace OpenSim.Services.Connectors
326 return false; 460 return false;
327 } 461 }
328 } 462 }
329} \ No newline at end of file 463}
diff --git a/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs b/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs
index 34ed0d7..f982cc1 100644
--- a/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Grid/GridServiceConnector.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Services.Connectors
48 48
49 private string m_ServerURI = String.Empty; 49 private string m_ServerURI = String.Empty;
50 50
51 private ExpiringCache<ulong, GridRegion> m_regionCache =
52 new ExpiringCache<ulong, GridRegion>();
53
51 public GridServicesConnector() 54 public GridServicesConnector()
52 { 55 {
53 } 56 }
@@ -272,6 +275,11 @@ namespace OpenSim.Services.Connectors
272 275
273 public GridRegion GetRegionByPosition(UUID scopeID, int x, int y) 276 public GridRegion GetRegionByPosition(UUID scopeID, int x, int y)
274 { 277 {
278 ulong regionHandle = Util.UIntsToLong((uint)x, (uint)y);
279
280 if (m_regionCache.Contains(regionHandle))
281 return (GridRegion)m_regionCache[regionHandle];
282
275 Dictionary<string, object> sendData = new Dictionary<string, object>(); 283 Dictionary<string, object> sendData = new Dictionary<string, object>();
276 284
277 sendData["SCOPEID"] = scopeID.ToString(); 285 sendData["SCOPEID"] = scopeID.ToString();
@@ -313,6 +321,8 @@ namespace OpenSim.Services.Connectors
313 else 321 else
314 m_log.DebugFormat("[GRID CONNECTOR]: GetRegionByPosition received null reply"); 322 m_log.DebugFormat("[GRID CONNECTOR]: GetRegionByPosition received null reply");
315 323
324 m_regionCache.Add(regionHandle, rinfo, TimeSpan.FromSeconds(600));
325
316 return rinfo; 326 return rinfo;
317 } 327 }
318 328
diff --git a/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs b/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
index 19dffc3..4cd933c 100644
--- a/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Hypergrid/GatekeeperServiceConnector.cs
@@ -158,6 +158,7 @@ namespace OpenSim.Services.Connectors.Hypergrid
158 try 158 try
159 { 159 {
160 WebClient c = new WebClient(); 160 WebClient c = new WebClient();
161 //m_log.Debug("JPEG: " + imageURL);
161 string name = regionID.ToString(); 162 string name = regionID.ToString();
162 filename = Path.Combine(storagePath, name + ".jpg"); 163 filename = Path.Combine(storagePath, name + ".jpg");
163 m_log.DebugFormat("[GATEKEEPER SERVICE CONNECTOR]: Map image at {0}, cached at {1}", imageURL, filename); 164 m_log.DebugFormat("[GATEKEEPER SERVICE CONNECTOR]: Map image at {0}, cached at {1}", imageURL, filename);
@@ -186,11 +187,10 @@ namespace OpenSim.Services.Connectors.Hypergrid
186 187
187 ass.Data = imageData; 188 ass.Data = imageData;
188 189
189 mapTile = ass.FullID;
190
191 // finally
192 m_AssetService.Store(ass); 190 m_AssetService.Store(ass);
193 191
192 // finally
193 mapTile = ass.FullID;
194 } 194 }
195 catch // LEGIT: Catching problems caused by OpenJPEG p/invoke 195 catch // LEGIT: Catching problems caused by OpenJPEG p/invoke
196 { 196 {
diff --git a/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs b/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs
index 2f263ae..c542c29 100644
--- a/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Hypergrid/UserAgentServiceConnector.cs
@@ -98,8 +98,6 @@ namespace OpenSim.Services.Connectors.Hypergrid
98 throw new Exception("UserAgent connector init error"); 98 throw new Exception("UserAgent connector init error");
99 } 99 }
100 m_ServerURL = serviceURI; 100 m_ServerURL = serviceURI;
101 if (!m_ServerURL.EndsWith("/"))
102 m_ServerURL += "/";
103 101
104 m_log.DebugFormat("[USER AGENT CONNECTOR]: UserAgentServiceConnector started for {0}", m_ServerURL); 102 m_log.DebugFormat("[USER AGENT CONNECTOR]: UserAgentServiceConnector started for {0}", m_ServerURL);
105 } 103 }
diff --git a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs
index 30a73a4..833e22a 100644
--- a/OpenSim/Services/Connectors/Land/LandServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Land/LandServiceConnector.cs
@@ -130,4 +130,4 @@ namespace OpenSim.Services.Connectors
130 return landData; 130 return landData;
131 } 131 }
132 } 132 }
133} \ No newline at end of file 133}
diff --git a/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs b/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs
index f7d8c53..378aab6 100644
--- a/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Presence/PresenceServiceConnector.cs
@@ -304,6 +304,17 @@ namespace OpenSim.Services.Connectors
304 { 304 {
305 pinfo = new PresenceInfo((Dictionary<string, object>)replyData["result"]); 305 pinfo = new PresenceInfo((Dictionary<string, object>)replyData["result"]);
306 } 306 }
307 else
308 {
309 if (replyData["result"].ToString() == "null")
310 return null;
311
312 m_log.DebugFormat("[PRESENCE CONNECTOR]: Invalid reply (result not dictionary) received from presence server when querying for sessionID {0}", sessionID.ToString());
313 }
314 }
315 else
316 {
317 m_log.DebugFormat("[PRESENCE CONNECTOR]: Invalid reply received from presence server when querying for sessionID {0}", sessionID.ToString());
307 } 318 }
308 319
309 return pinfo; 320 return pinfo;
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
index 67a65ff..0e4d794 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianGridServiceConnector.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Collections.Specialized; 30using System.Collections.Specialized;
31using System.Drawing;
32using System.Drawing.Imaging;
31using System.IO; 33using System.IO;
32using System.Net; 34using System.Net;
33using System.Reflection; 35using System.Reflection;
@@ -100,6 +102,15 @@ namespace OpenSim.Services.Connectors.SimianGrid
100 102
101 public string RegisterRegion(UUID scopeID, GridRegion regionInfo) 103 public string RegisterRegion(UUID scopeID, GridRegion regionInfo)
102 { 104 {
105 IPEndPoint ext = regionInfo.ExternalEndPoint;
106 if (ext == null) return "Region registration for " + regionInfo.RegionName + " failed: Could not resolve EndPoint";
107 // Generate and upload our map tile in PNG format to the SimianGrid AddMapTile service
108// Scene scene;
109// if (m_scenes.TryGetValue(regionInfo.RegionID, out scene))
110// UploadMapTile(scene);
111// else
112// m_log.Warn("Registering region " + regionInfo.RegionName + " (" + regionInfo.RegionID + ") that we are not tracking");
113
103 Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0); 114 Vector3d minPosition = new Vector3d(regionInfo.RegionLocX, regionInfo.RegionLocY, 0.0);
104 Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0); 115 Vector3d maxPosition = minPosition + new Vector3d(Constants.RegionSize, Constants.RegionSize, 4096.0);
105 116
@@ -108,7 +119,7 @@ namespace OpenSim.Services.Connectors.SimianGrid
108 { "ServerURI", OSD.FromString(regionInfo.ServerURI) }, 119 { "ServerURI", OSD.FromString(regionInfo.ServerURI) },
109 { "InternalAddress", OSD.FromString(regionInfo.InternalEndPoint.Address.ToString()) }, 120 { "InternalAddress", OSD.FromString(regionInfo.InternalEndPoint.Address.ToString()) },
110 { "InternalPort", OSD.FromInteger(regionInfo.InternalEndPoint.Port) }, 121 { "InternalPort", OSD.FromInteger(regionInfo.InternalEndPoint.Port) },
111 { "ExternalAddress", OSD.FromString(regionInfo.ExternalEndPoint.Address.ToString()) }, 122 { "ExternalAddress", OSD.FromString(ext.Address.ToString()) },
112 { "ExternalPort", OSD.FromInteger(regionInfo.ExternalEndPoint.Port) }, 123 { "ExternalPort", OSD.FromInteger(regionInfo.ExternalEndPoint.Port) },
113 { "MapTexture", OSD.FromUUID(regionInfo.TerrainImage) }, 124 { "MapTexture", OSD.FromUUID(regionInfo.TerrainImage) },
114 { "Access", OSD.FromInteger(regionInfo.Access) }, 125 { "Access", OSD.FromInteger(regionInfo.Access) },
@@ -399,6 +410,83 @@ namespace OpenSim.Services.Connectors.SimianGrid
399 410
400 #endregion IGridService 411 #endregion IGridService
401 412
413 private void UploadMapTile(IScene scene)
414 {
415 string errorMessage = null;
416
417 // Create a PNG map tile and upload it to the AddMapTile API
418 byte[] pngData = Utils.EmptyBytes;
419 IMapImageGenerator tileGenerator = scene.RequestModuleInterface<IMapImageGenerator>();
420 if (tileGenerator == null)
421 {
422 m_log.Warn("[SIMIAN GRID CONNECTOR]: Cannot upload PNG map tile without an IMapImageGenerator");
423 return;
424 }
425
426 using (Image mapTile = tileGenerator.CreateMapTile())
427 {
428 using (MemoryStream stream = new MemoryStream())
429 {
430 mapTile.Save(stream, ImageFormat.Png);
431 pngData = stream.ToArray();
432 }
433 }
434
435 List<MultipartForm.Element> postParameters = new List<MultipartForm.Element>()
436 {
437 new MultipartForm.Parameter("X", scene.RegionInfo.RegionLocX.ToString()),
438 new MultipartForm.Parameter("Y", scene.RegionInfo.RegionLocY.ToString()),
439 new MultipartForm.File("Tile", "tile.png", "image/png", pngData)
440 };
441
442 // Make the remote storage request
443 try
444 {
445 HttpWebRequest request = (HttpWebRequest)HttpWebRequest.Create(m_ServerURI);
446
447 HttpWebResponse response = MultipartForm.Post(request, postParameters);
448 using (Stream responseStream = response.GetResponseStream())
449 {
450 string responseStr = null;
451
452 try
453 {
454 responseStr = responseStream.GetStreamString();
455 OSD responseOSD = OSDParser.Deserialize(responseStr);
456 if (responseOSD.Type == OSDType.Map)
457 {
458 OSDMap responseMap = (OSDMap)responseOSD;
459 if (responseMap["Success"].AsBoolean())
460 m_log.Info("[SIMIAN GRID CONNECTOR]: Uploaded " + pngData.Length + " byte PNG map tile to AddMapTile");
461 else
462 errorMessage = "Upload failed: " + responseMap["Message"].AsString();
463 }
464 else
465 {
466 errorMessage = "Response format was invalid:\n" + responseStr;
467 }
468 }
469 catch (Exception ex)
470 {
471 if (!String.IsNullOrEmpty(responseStr))
472 errorMessage = "Failed to parse the response:\n" + responseStr;
473 else
474 errorMessage = "Failed to retrieve the response: " + ex.Message;
475 }
476 }
477 }
478 catch (WebException ex)
479 {
480 errorMessage = ex.Message;
481 }
482
483 if (!String.IsNullOrEmpty(errorMessage))
484 {
485 m_log.WarnFormat("[SIMIAN GRID CONNECTOR]: Failed to store {0} byte PNG map tile for {1}: {2}",
486 pngData.Length, scene.RegionInfo.RegionName, errorMessage.Replace('\n', ' '));
487 }
488 }
489
402 private GridRegion GetNearestRegion(Vector3d position, bool onlyEnabled) 490 private GridRegion GetNearestRegion(Vector3d position, bool onlyEnabled)
403 { 491 {
404 NameValueCollection requestArgs = new NameValueCollection 492 NameValueCollection requestArgs = new NameValueCollection
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs
index 4350749..f38ebe8 100644
--- a/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs
+++ b/OpenSim/Services/Connectors/SimianGrid/SimianUserAccountServiceConnector.cs
@@ -191,6 +191,11 @@ namespace OpenSim.Services.Connectors.SimianGrid
191 return accounts; 191 return accounts;
192 } 192 }
193 193
194 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
195 {
196 return null;
197 }
198
194 public bool StoreUserAccount(UserAccount data) 199 public bool StoreUserAccount(UserAccount data)
195 { 200 {
196// m_log.InfoFormat("[SIMIAN ACCOUNT CONNECTOR]: Storing user account for " + data.Name); 201// m_log.InfoFormat("[SIMIAN ACCOUNT CONNECTOR]: Storing user account for " + data.Name);
diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
index cb003d1..5037543 100644
--- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
@@ -348,6 +348,10 @@ namespace OpenSim.Services.Connectors.Simulation
348 return false; 348 return false;
349 } 349 }
350 350
351 OSDMap resp = (OSDMap)result["_Result"];
352 success = resp["success"].AsBoolean();
353 reason = resp["reason"].AsString();
354
351 return success; 355 return success;
352 } 356 }
353 catch (Exception e) 357 catch (Exception e)
@@ -376,9 +380,7 @@ namespace OpenSim.Services.Connectors.Simulation
376 return true; 380 return true;
377 } 381 }
378 382
379 /// <summary> 383 private bool CloseAgent(GridRegion destination, UUID id, bool ChildOnly)
380 /// </summary>
381 public bool CloseAgent(GridRegion destination, UUID id)
382 { 384 {
383// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start"); 385// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start");
384 386
@@ -396,6 +398,16 @@ namespace OpenSim.Services.Connectors.Simulation
396 return true; 398 return true;
397 } 399 }
398 400
401 public bool CloseChildAgent(GridRegion destination, UUID id)
402 {
403 return CloseAgent(destination, id, true);
404 }
405
406 public bool CloseAgent(GridRegion destination, UUID id)
407 {
408 return CloseAgent(destination, id, false);
409 }
410
399 #endregion Agents 411 #endregion Agents
400 412
401 #region Objects 413 #region Objects
@@ -433,11 +445,14 @@ namespace OpenSim.Services.Connectors.Simulation
433 args["destination_name"] = OSD.FromString(destination.RegionName); 445 args["destination_name"] = OSD.FromString(destination.RegionName);
434 args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString()); 446 args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString());
435 447
436 WebUtil.PostToService(uri, args, 40000); 448 OSDMap response = WebUtil.PostToService(uri, args, 40000);
449 if (response["Success"] == "False")
450 return false;
437 } 451 }
438 catch (Exception e) 452 catch (Exception e)
439 { 453 {
440 m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CreateObject failed with exception; {0}",e.ToString()); 454 m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CreateObject failed with exception; {0}",e.ToString());
455 return false;
441 } 456 }
442 457
443 return true; 458 return true;
diff --git a/OpenSim/Services/Connectors/UserAccounts/UserAccountServiceConnector.cs b/OpenSim/Services/Connectors/UserAccounts/UserAccountServiceConnector.cs
index 6d5ce28..5731e2f 100644
--- a/OpenSim/Services/Connectors/UserAccounts/UserAccountServiceConnector.cs
+++ b/OpenSim/Services/Connectors/UserAccounts/UserAccountServiceConnector.cs
@@ -187,6 +187,11 @@ namespace OpenSim.Services.Connectors
187 return accounts; 187 return accounts;
188 } 188 }
189 189
190 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string where)
191 {
192 return null; // Not implemented for regions
193 }
194
190 public virtual bool StoreUserAccount(UserAccount data) 195 public virtual bool StoreUserAccount(UserAccount data)
191 { 196 {
192 Dictionary<string, object> sendData = new Dictionary<string, object>(); 197 Dictionary<string, object> sendData = new Dictionary<string, object>();
diff --git a/OpenSim/Services/HypergridService/UserAccountCache.cs b/OpenSim/Services/HypergridService/UserAccountCache.cs
index 65f9dd5..e0a3e61 100644
--- a/OpenSim/Services/HypergridService/UserAccountCache.cs
+++ b/OpenSim/Services/HypergridService/UserAccountCache.cs
@@ -90,6 +90,11 @@ namespace OpenSim.Services.HypergridService
90 return null; 90 return null;
91 } 91 }
92 92
93 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
94 {
95 return null;
96 }
97
93 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 98 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
94 { 99 {
95 return null; 100 return null;
diff --git a/OpenSim/Services/HypergridService/UserAgentService.cs b/OpenSim/Services/HypergridService/UserAgentService.cs
index 49c7f89..a49993c 100644
--- a/OpenSim/Services/HypergridService/UserAgentService.cs
+++ b/OpenSim/Services/HypergridService/UserAgentService.cs
@@ -313,13 +313,11 @@ namespace OpenSim.Services.HypergridService
313 313
314 if (m_TravelingAgents.ContainsKey(sessionID)) 314 if (m_TravelingAgents.ContainsKey(sessionID))
315 { 315 {
316 bool result = m_TravelingAgents[sessionID].ClientIPAddress == reportedIP || 316 m_log.DebugFormat("[USER AGENT SERVICE]: Comparing with login IP {0} and MyIP {1}",
317 m_TravelingAgents[sessionID].MyIpAddress == reportedIP; // NATed 317 m_TravelingAgents[sessionID].ClientIPAddress, m_TravelingAgents[sessionID].MyIpAddress);
318
319 m_log.DebugFormat("[USER AGENT SERVICE]: Comparing {0} with login IP {1} and MyIP {1}; result is {3}",
320 reportedIP, m_TravelingAgents[sessionID].ClientIPAddress, m_TravelingAgents[sessionID].MyIpAddress, result);
321 318
322 return result; 319 return m_TravelingAgents[sessionID].ClientIPAddress == reportedIP ||
320 m_TravelingAgents[sessionID].MyIpAddress == reportedIP; // NATed
323 } 321 }
324 322
325 return false; 323 return false;
diff --git a/OpenSim/Services/Interfaces/IAttachmentsService.cs b/OpenSim/Services/Interfaces/IAttachmentsService.cs
new file mode 100644
index 0000000..bdde369
--- /dev/null
+++ b/OpenSim/Services/Interfaces/IAttachmentsService.cs
@@ -0,0 +1,17 @@
1////////////////////////////////////////////////////////////////
2//
3// (c) 2009, 2010 Careminster Limited and Melanie Thielker
4//
5// All rights reserved
6//
7using System;
8using Nini.Config;
9
10namespace OpenSim.Services.Interfaces
11{
12 public interface IAttachmentsService
13 {
14 string Get(string id);
15 void Store(string id, string data);
16 }
17}
diff --git a/OpenSim/Services/Interfaces/IGridService.cs b/OpenSim/Services/Interfaces/IGridService.cs
index d809996..cdcb961 100644
--- a/OpenSim/Services/Interfaces/IGridService.cs
+++ b/OpenSim/Services/Interfaces/IGridService.cs
@@ -324,9 +324,13 @@ namespace OpenSim.Services.Interfaces
324 } 324 }
325 catch (SocketException e) 325 catch (SocketException e)
326 { 326 {
327 throw new Exception( 327 /*throw new Exception(
328 "Unable to resolve local hostname " + m_externalHostName + " innerException of type '" + 328 "Unable to resolve local hostname " + m_externalHostName + " innerException of type '" +
329 e + "' attached to this exception", e); 329 e + "' attached to this exception", e);*/
330 // Don't throw a fatal exception here, instead, return Null and handle it in the caller.
331 // Reason is, on systems such as OSgrid it has occured that known hostnames stop
332 // resolving and thus make surrounding regions crash out with this exception.
333 return null;
330 } 334 }
331 335
332 return new IPEndPoint(ia, m_internalEndPoint.Port); 336 return new IPEndPoint(ia, m_internalEndPoint.Port);
@@ -385,6 +389,12 @@ namespace OpenSim.Services.Interfaces
385 if (kvp.ContainsKey("regionName")) 389 if (kvp.ContainsKey("regionName"))
386 RegionName = (string)kvp["regionName"]; 390 RegionName = (string)kvp["regionName"];
387 391
392 if (kvp.ContainsKey("access"))
393 {
394 byte access = Convert.ToByte((string)kvp["access"]);
395 Maturity = (int)Util.ConvertAccessLevelToMaturity(access);
396 }
397
388 if (kvp.ContainsKey("serverIP")) 398 if (kvp.ContainsKey("serverIP"))
389 { 399 {
390 //int port = 0; 400 //int port = 0;
diff --git a/OpenSim/Services/Interfaces/ISimulationService.cs b/OpenSim/Services/Interfaces/ISimulationService.cs
index 36fd6fc..7940256 100644
--- a/OpenSim/Services/Interfaces/ISimulationService.cs
+++ b/OpenSim/Services/Interfaces/ISimulationService.cs
@@ -80,6 +80,14 @@ namespace OpenSim.Services.Interfaces
80 bool ReleaseAgent(UUID originRegion, UUID id, string uri); 80 bool ReleaseAgent(UUID originRegion, UUID id, string uri);
81 81
82 /// <summary> 82 /// <summary>
83 /// Close child agent.
84 /// </summary>
85 /// <param name="regionHandle"></param>
86 /// <param name="id"></param>
87 /// <returns></returns>
88 bool CloseChildAgent(GridRegion destination, UUID id);
89
90 /// <summary>
83 /// Close agent. 91 /// Close agent.
84 /// </summary> 92 /// </summary>
85 /// <param name="regionHandle"></param> 93 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Services/Interfaces/IUserAccountService.cs b/OpenSim/Services/Interfaces/IUserAccountService.cs
index 1b85980..6d5d2a0 100644
--- a/OpenSim/Services/Interfaces/IUserAccountService.cs
+++ b/OpenSim/Services/Interfaces/IUserAccountService.cs
@@ -91,6 +91,7 @@ namespace OpenSim.Services.Interfaces
91 public int UserLevel; 91 public int UserLevel;
92 public int UserFlags; 92 public int UserFlags;
93 public string UserTitle; 93 public string UserTitle;
94 public string UserCountry;
94 public Boolean LocalToGrid = true; 95 public Boolean LocalToGrid = true;
95 96
96 public Dictionary<string, object> ServiceURLs; 97 public Dictionary<string, object> ServiceURLs;
@@ -120,6 +121,8 @@ namespace OpenSim.Services.Interfaces
120 UserFlags = Convert.ToInt32(kvp["UserFlags"].ToString()); 121 UserFlags = Convert.ToInt32(kvp["UserFlags"].ToString());
121 if (kvp.ContainsKey("UserTitle")) 122 if (kvp.ContainsKey("UserTitle"))
122 UserTitle = kvp["UserTitle"].ToString(); 123 UserTitle = kvp["UserTitle"].ToString();
124 if (kvp.ContainsKey("UserCountry"))
125 UserCountry = kvp["UserCountry"].ToString();
123 if (kvp.ContainsKey("LocalToGrid")) 126 if (kvp.ContainsKey("LocalToGrid"))
124 Boolean.TryParse(kvp["LocalToGrid"].ToString(), out LocalToGrid); 127 Boolean.TryParse(kvp["LocalToGrid"].ToString(), out LocalToGrid);
125 128
@@ -155,6 +158,7 @@ namespace OpenSim.Services.Interfaces
155 result["UserLevel"] = UserLevel.ToString(); 158 result["UserLevel"] = UserLevel.ToString();
156 result["UserFlags"] = UserFlags.ToString(); 159 result["UserFlags"] = UserFlags.ToString();
157 result["UserTitle"] = UserTitle; 160 result["UserTitle"] = UserTitle;
161 result["UserCountry"] = UserCountry;
158 result["LocalToGrid"] = LocalToGrid.ToString(); 162 result["LocalToGrid"] = LocalToGrid.ToString();
159 163
160 string str = string.Empty; 164 string str = string.Empty;
@@ -182,6 +186,7 @@ namespace OpenSim.Services.Interfaces
182 /// <param name="query"></param> 186 /// <param name="query"></param>
183 /// <returns></returns> 187 /// <returns></returns>
184 List<UserAccount> GetUserAccounts(UUID scopeID, string query); 188 List<UserAccount> GetUserAccounts(UUID scopeID, string query);
189 List<UserAccount> GetUserAccountsWhere(UUID scopeID, string where);
185 190
186 /// <summary> 191 /// <summary>
187 /// Store the data given, wich replaces the stored data, therefore must be complete. 192 /// Store the data given, wich replaces the stored data, therefore must be complete.
diff --git a/OpenSim/Services/LLLoginService/LLLoginResponse.cs b/OpenSim/Services/LLLoginService/LLLoginResponse.cs
index 844c5ae..079bcb1 100644
--- a/OpenSim/Services/LLLoginService/LLLoginResponse.cs
+++ b/OpenSim/Services/LLLoginService/LLLoginResponse.cs
@@ -55,6 +55,7 @@ namespace OpenSim.Services.LLLoginService
55 public static LLFailedLoginResponse InventoryProblem; 55 public static LLFailedLoginResponse InventoryProblem;
56 public static LLFailedLoginResponse DeadRegionProblem; 56 public static LLFailedLoginResponse DeadRegionProblem;
57 public static LLFailedLoginResponse LoginBlockedProblem; 57 public static LLFailedLoginResponse LoginBlockedProblem;
58 public static LLFailedLoginResponse UnverifiedAccountProblem;
58 public static LLFailedLoginResponse AlreadyLoggedInProblem; 59 public static LLFailedLoginResponse AlreadyLoggedInProblem;
59 public static LLFailedLoginResponse InternalError; 60 public static LLFailedLoginResponse InternalError;
60 61
@@ -75,6 +76,10 @@ namespace OpenSim.Services.LLLoginService
75 LoginBlockedProblem = new LLFailedLoginResponse("presence", 76 LoginBlockedProblem = new LLFailedLoginResponse("presence",
76 "Logins are currently restricted. Please try again later.", 77 "Logins are currently restricted. Please try again later.",
77 "false"); 78 "false");
79 UnverifiedAccountProblem = new LLFailedLoginResponse("presence",
80 "Your account has not yet been verified. Please check " +
81 "your email and click the provided link.",
82 "false");
78 AlreadyLoggedInProblem = new LLFailedLoginResponse("presence", 83 AlreadyLoggedInProblem = new LLFailedLoginResponse("presence",
79 "You appear to be already logged in. " + 84 "You appear to be already logged in. " +
80 "If this is not the case please wait for your session to timeout. " + 85 "If this is not the case please wait for your session to timeout. " +
@@ -336,6 +341,7 @@ namespace OpenSim.Services.LLLoginService
336 private void FillOutRegionData(GridRegion destination) 341 private void FillOutRegionData(GridRegion destination)
337 { 342 {
338 IPEndPoint endPoint = destination.ExternalEndPoint; 343 IPEndPoint endPoint = destination.ExternalEndPoint;
344 if (endPoint == null) return;
339 SimAddress = endPoint.Address.ToString(); 345 SimAddress = endPoint.Address.ToString();
340 SimPort = (uint)endPoint.Port; 346 SimPort = (uint)endPoint.Port;
341 RegionX = (uint)destination.RegionLocX; 347 RegionX = (uint)destination.RegionLocX;
diff --git a/OpenSim/Services/LLLoginService/LLLoginService.cs b/OpenSim/Services/LLLoginService/LLLoginService.cs
index db8a9cb..891c452 100644
--- a/OpenSim/Services/LLLoginService/LLLoginService.cs
+++ b/OpenSim/Services/LLLoginService/LLLoginService.cs
@@ -136,7 +136,8 @@ namespace OpenSim.Services.LLLoginService
136 Object[] args = new Object[] { config }; 136 Object[] args = new Object[] { config };
137 m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args); 137 m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args);
138 m_GridUserService = ServerUtils.LoadPlugin<IGridUserService>(gridUserService, args); 138 m_GridUserService = ServerUtils.LoadPlugin<IGridUserService>(gridUserService, args);
139 m_AuthenticationService = ServerUtils.LoadPlugin<IAuthenticationService>(authService, args); 139 Object[] authArgs = new Object[] { config, m_UserAccountService };
140 m_AuthenticationService = ServerUtils.LoadPlugin<IAuthenticationService>(authService, authArgs);
140 m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(invService, args); 141 m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(invService, args);
141 142
142 if (gridService != string.Empty) 143 if (gridService != string.Empty)
@@ -279,6 +280,12 @@ namespace OpenSim.Services.LLLoginService
279 return LLFailedLoginResponse.UserProblem; 280 return LLFailedLoginResponse.UserProblem;
280 } 281 }
281 282
283 if (account.UserLevel < 0)
284 {
285 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: Unverified account");
286 return LLFailedLoginResponse.UnverifiedAccountProblem;
287 }
288
282 if (account.UserLevel < m_MinLoginLevel) 289 if (account.UserLevel < m_MinLoginLevel)
283 { 290 {
284 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: login is blocked for user level {0}", account.UserLevel); 291 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: login is blocked for user level {0}", account.UserLevel);
diff --git a/OpenSim/Services/UserAccountService/UserAccountService.cs b/OpenSim/Services/UserAccountService/UserAccountService.cs
index a281b3b..95c2935 100644
--- a/OpenSim/Services/UserAccountService/UserAccountService.cs
+++ b/OpenSim/Services/UserAccountService/UserAccountService.cs
@@ -170,6 +170,10 @@ namespace OpenSim.Services.UserAccountService
170 Int32.TryParse(d.Data["UserLevel"], out u.UserLevel); 170 Int32.TryParse(d.Data["UserLevel"], out u.UserLevel);
171 if (d.Data.ContainsKey("UserFlags") && d.Data["UserFlags"] != null) 171 if (d.Data.ContainsKey("UserFlags") && d.Data["UserFlags"] != null)
172 Int32.TryParse(d.Data["UserFlags"], out u.UserFlags); 172 Int32.TryParse(d.Data["UserFlags"], out u.UserFlags);
173 if (d.Data.ContainsKey("UserCountry") && d.Data["UserCountry"] != null)
174 u.UserCountry = d.Data["UserCountry"].ToString();
175 else
176 u.UserTitle = string.Empty;
173 177
174 if (d.Data.ContainsKey("ServiceURLs") && d.Data["ServiceURLs"] != null) 178 if (d.Data.ContainsKey("ServiceURLs") && d.Data["ServiceURLs"] != null)
175 { 179 {
@@ -291,7 +295,22 @@ namespace OpenSim.Services.UserAccountService
291 295
292 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 296 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
293 { 297 {
294 UserAccountData[] d = m_Database.GetUsers(scopeID, query); 298 UserAccountData[] d = m_Database.GetUsers(scopeID, query.Trim());
299
300 if (d == null)
301 return new List<UserAccount>();
302
303 List<UserAccount> ret = new List<UserAccount>();
304
305 foreach (UserAccountData data in d)
306 ret.Add(MakeUserAccount(data));
307
308 return ret;
309 }
310
311 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string where)
312 {
313 UserAccountData[] d = m_Database.GetUsersWhere(scopeID, where);
295 314
296 if (d == null) 315 if (d == null)
297 return new List<UserAccount>(); 316 return new List<UserAccount>();
diff --git a/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs b/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
index 4a15cf2..5bab62c 100644
--- a/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
+++ b/OpenSim/Tests/Common/Mock/MockAssetDataPlugin.cs
@@ -54,9 +54,10 @@ namespace OpenSim.Tests.Common.Mock
54 return assets.Find(x=>x.FullID == uuid); 54 return assets.Find(x=>x.FullID == uuid);
55 } 55 }
56 56
57 public void StoreAsset(AssetBase asset) 57 public bool StoreAsset(AssetBase asset)
58 { 58 {
59 assets.Add(asset); 59 assets.Add(asset);
60 return true;
60 } 61 }
61 62
62 public List<AssetMetadata> FetchAssetMetadataSet(int start, int count) { return new List<AssetMetadata>(count); } 63 public List<AssetMetadata> FetchAssetMetadataSet(int start, int count) { return new List<AssetMetadata>(count); }
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index cb9840e..6a7cb0a 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -71,7 +71,7 @@ namespace OpenSim.Tests.Common.Mock
71 public event MoneyTransferRequest OnMoneyTransferRequest; 71 public event MoneyTransferRequest OnMoneyTransferRequest;
72 public event ParcelBuy OnParcelBuy; 72 public event ParcelBuy OnParcelBuy;
73 public event Action<IClientAPI> OnConnectionClosed; 73 public event Action<IClientAPI> OnConnectionClosed;
74 74 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
75 public event ImprovedInstantMessage OnInstantMessage; 75 public event ImprovedInstantMessage OnInstantMessage;
76 public event ChatMessage OnChatFromClient; 76 public event ChatMessage OnChatFromClient;
77 public event TextureRequest OnRequestTexture; 77 public event TextureRequest OnRequestTexture;
@@ -135,6 +135,7 @@ namespace OpenSim.Tests.Common.Mock
135 public event GenericCall7 OnObjectMaterial; 135 public event GenericCall7 OnObjectMaterial;
136 public event UpdatePrimFlags OnUpdatePrimFlags; 136 public event UpdatePrimFlags OnUpdatePrimFlags;
137 public event UpdatePrimTexture OnUpdatePrimTexture; 137 public event UpdatePrimTexture OnUpdatePrimTexture;
138 public event ClientChangeObject onClientChangeObject;
138 public event UpdateVector OnUpdatePrimGroupPosition; 139 public event UpdateVector OnUpdatePrimGroupPosition;
139 public event UpdateVector OnUpdatePrimSinglePosition; 140 public event UpdateVector OnUpdatePrimSinglePosition;
140 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 141 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -276,7 +277,7 @@ namespace OpenSim.Tests.Common.Mock
276 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 277 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
277 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 278 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
278 public event ClassifiedDelete OnClassifiedDelete; 279 public event ClassifiedDelete OnClassifiedDelete;
279 public event ClassifiedDelete OnClassifiedGodDelete; 280 public event ClassifiedGodDelete OnClassifiedGodDelete;
280 281
281 public event EventNotificationAddRequest OnEventNotificationAddRequest; 282 public event EventNotificationAddRequest OnEventNotificationAddRequest;
282 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 283 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -315,6 +316,7 @@ namespace OpenSim.Tests.Common.Mock
315 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 316 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
316 public event SimWideDeletesDelegate OnSimWideDeletes; 317 public event SimWideDeletesDelegate OnSimWideDeletes;
317 public event SendPostcard OnSendPostcard; 318 public event SendPostcard OnSendPostcard;
319 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
318 public event MuteListEntryUpdate OnUpdateMuteListEntry; 320 public event MuteListEntryUpdate OnUpdateMuteListEntry;
319 public event MuteListEntryRemove OnRemoveMuteListEntry; 321 public event MuteListEntryRemove OnRemoveMuteListEntry;
320 public event GodlikeMessage onGodlikeMessage; 322 public event GodlikeMessage onGodlikeMessage;
@@ -905,6 +907,11 @@ namespace OpenSim.Tests.Common.Mock
905 Close(); 907 Close();
906 } 908 }
907 909
910 public void Close(bool c)
911 {
912 Close();
913 }
914
908 public void Close() 915 public void Close()
909 { 916 {
910 // Fire the callback for this connection closing 917 // Fire the callback for this connection closing
@@ -1257,5 +1264,9 @@ namespace OpenSim.Tests.Common.Mock
1257 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1264 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1258 { 1265 {
1259 } 1266 }
1267
1268 public void SendPartPhysicsProprieties(ISceneEntity entity)
1269 {
1270 }
1260 } 1271 }
1261} 1272}