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-rw-r--r--OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs166
-rw-r--r--OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs4
-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/MSSQLSimulationData.cs5
-rw-r--r--OpenSim/Data/MSSQL/MSSQLUserAccountData.cs5
-rw-r--r--OpenSim/Data/MSSQL/MSSQLXInventoryData.cs4
-rw-r--r--OpenSim/Data/MySQL/MySQLAssetData.cs6
-rw-r--r--OpenSim/Data/MySQL/MySQLGenericTableHandler.cs7
-rw-r--r--OpenSim/Data/MySQL/MySQLSimulationData.cs259
-rw-r--r--OpenSim/Data/MySQL/MySQLUserAccountData.cs46
-rw-r--r--OpenSim/Data/MySQL/MySQLXAssetData.cs2
-rw-r--r--OpenSim/Data/MySQL/Resources/RegionStore.migrations2
-rw-r--r--OpenSim/Data/Null/NullSimulationData.cs5
-rw-r--r--OpenSim/Data/Null/NullUserAccountData.cs5
-rw-r--r--OpenSim/Data/SQLite/SQLiteAssetData.cs4
-rw-r--r--OpenSim/Data/SQLite/SQLiteSimulationData.cs4
-rw-r--r--OpenSim/Data/SQLite/SQLiteUserAccountData.cs5
-rw-r--r--OpenSim/Framework/AssetBase.cs8
-rw-r--r--OpenSim/Framework/AvatarAppearance.cs73
-rw-r--r--OpenSim/Framework/AvatarWearable.cs18
-rw-r--r--OpenSim/Framework/ChildAgentDataUpdate.cs36
-rw-r--r--OpenSim/Framework/Communications/RestClient.cs2
-rw-r--r--OpenSim/Framework/Console/RemoteConsole.cs2
-rw-r--r--OpenSim/Framework/EstateSettings.cs56
-rw-r--r--OpenSim/Framework/ExtraPhysicsData.cs50
-rw-r--r--OpenSim/Framework/IClientAPI.cs24
-rw-r--r--OpenSim/Framework/IMoneyModule.cs1
-rw-r--r--OpenSim/Framework/LandData.cs2
-rw-r--r--OpenSim/Framework/OSChatMessage.cs21
-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.cs32
-rw-r--r--OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs14
-rw-r--r--OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs243
-rw-r--r--OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs16
-rw-r--r--OpenSim/Framework/Servers/VersionInfo.cs6
-rw-r--r--OpenSim/Framework/TaskInventoryDictionary.cs189
-rw-r--r--OpenSim/Framework/TaskInventoryItem.cs2
-rw-r--r--OpenSim/Framework/Tests/MundaneFrameworkTests.cs6
-rw-r--r--OpenSim/Framework/Util.cs46
-rw-r--r--OpenSim/Framework/Watchdog.cs2
-rw-r--r--OpenSim/Framework/WebUtil.cs12
-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.cs158
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs10
-rw-r--r--OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs20
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs3
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs1181
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs65
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs11
-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.cs93
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs105
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs6
-rw-r--r--OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs17
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs158
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs202
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs67
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs97
-rw-r--r--OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs52
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs2
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Inventory/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.cs209
-rw-r--r--OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs23
-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs129
-rw-r--r--OpenSim/Region/CoreModules/LightShare/LightShareModule.cs3
-rw-r--r--OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs31
-rw-r--r--OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs380
-rw-r--r--OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs75
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs19
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs15
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs8
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs12
-rw-r--r--OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs15
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs18
-rw-r--r--OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs8
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs83
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs328
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandObject.cs63
-rw-r--r--OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs4
-rw-r--r--OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs7
-rw-r--r--OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Region/RestartModule.cs115
-rw-r--r--OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs2
-rw-r--r--OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs32
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs12
-rw-r--r--OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs50
-rw-r--r--OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs3
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs32
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEstateModule.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEventQueue.cs2
-rw-r--r--OpenSim/Region/Framework/Interfaces/IInterregionComms.cs8
-rw-r--r--OpenSim/Region/Framework/Interfaces/IRestartModule.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs1
-rw-r--r--OpenSim/Region/Framework/Interfaces/ISnmpModule.cs27
-rw-r--r--OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs13
-rw-r--r--OpenSim/Region/Framework/Interfaces/IWorldComm.cs2
-rw-r--r--OpenSim/Region/Framework/ModuleLoader.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs20
-rw-r--r--OpenSim/Region/Framework/Scenes/CollisionSounds.cs304
-rw-r--r--OpenSim/Region/Framework/Scenes/EventManager.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.cs320
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs95
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs733
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneBase.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs32
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs484
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneManager.cs268
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs17
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1367
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs1663
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs787
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs593
-rw-r--r--OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs122
-rw-r--r--OpenSim/Region/Framework/Scenes/SimStatsReporter.cs30
-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.cs16
-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.cs22
-rw-r--r--OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs47
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs1467
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs4124
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs384
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs48
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs3887
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs353
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs122
-rw-r--r--OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs98
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs2
-rw-r--r--OpenSim/Region/Physics/Manager/PhysicsActor.cs75
-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.cs1470
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs1083
-rw-r--r--OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs4074
-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.cs2862
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs20
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs116
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs3193
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs102
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs11
-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.cs11
-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.cs28
-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.cs10
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs86
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs39
-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/XEngine.cs348
-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.cs81
-rw-r--r--OpenSim/Services/AuthenticationService/WebkeyAuthenticationService.cs5
-rw-r--r--OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs196
-rw-r--r--OpenSim/Services/Connectors/Grid/GridServicesConnector.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/LandServicesConnector.cs2
-rw-r--r--OpenSim/Services/Connectors/Presence/PresenceServicesConnector.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/SimulationDataService.cs4
-rw-r--r--OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs23
-rw-r--r--OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.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/IAvatarService.cs20
-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/MockRegionDataPlugin.cs10
-rw-r--r--OpenSim/Tests/Common/Mock/TestClient.cs16
234 files changed, 42884 insertions, 4768 deletions
diff --git a/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs b/OpenSim/ApplicationPlugins/RemoteController/RemoteAdminPlugin.cs
index 24570d6..437d150 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);
@@ -257,23 +258,101 @@ namespace OpenSim.ApplicationPlugins.RemoteController
257 { 258 {
258 m_log.Info("[RADMIN]: Request to restart Region."); 259 m_log.Info("[RADMIN]: Request to restart Region.");
259 260
260 CheckRegionParams(requestData, responseData);
261
262 Scene rebootedScene = null; 261 Scene rebootedScene = null;
263 GetSceneFromRegionParams(requestData, responseData, out rebootedScene); 262 bool restartAll = false;
263
264 IConfig startupConfig = m_configSource.Configs["Startup"];
265 if (startupConfig != null)
266 {
267 if (startupConfig.GetBoolean("InworldRestartShutsDown", false))
268 {
269 rebootedScene = m_application.SceneManager.CurrentOrFirstScene;
270 restartAll = true;
271 }
272 }
273
274 if (rebootedScene == null)
275 {
276 CheckRegionParams(requestData, responseData);
277
278 GetSceneFromRegionParams(requestData, responseData, out rebootedScene);
279 }
280
281 IRestartModule restartModule = rebootedScene.RequestModuleInterface<IRestartModule>();
264 282
265 responseData["success"] = false; 283 responseData["success"] = false;
266 responseData["accepted"] = true; 284 responseData["accepted"] = true;
267 responseData["rebooting"] = true; 285 responseData["rebooting"] = true;
268 286
269 IRestartModule restartModule = rebootedScene.RequestModuleInterface<IRestartModule>(); 287 string message;
270 if (restartModule != null) 288 List<int> times = new List<int>();
289
290 if (requestData.ContainsKey("alerts"))
271 { 291 {
272 List<int> times = new List<int> { 30, 15 }; 292 string[] alertTimes = requestData["alerts"].ToString().Split( new char[] {','});
293 if (alertTimes.Length == 1 && Convert.ToInt32(alertTimes[0]) == -1)
294 {
295 if (restartModule != null)
296 {
297 message = "Restart has been cancelled";
273 298
274 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 299 if (requestData.ContainsKey("message"))
275 responseData["success"] = true; 300 message = requestData["message"].ToString();
301
302 restartModule.AbortRestart(message);
303
304 responseData["success"] = true;
305 responseData["rebooting"] = false;
306
307 return;
308 }
309 }
310 foreach (string a in alertTimes)
311 times.Add(Convert.ToInt32(a));
276 } 312 }
313 else
314 {
315 int timeout = 30;
316 if (requestData.ContainsKey("milliseconds"))
317 timeout = Int32.Parse(requestData["milliseconds"].ToString()) / 1000;
318 while (timeout > 0)
319 {
320 times.Add(timeout);
321 if (timeout > 300)
322 timeout -= 120;
323 else if (timeout > 30)
324 timeout -= 30;
325 else
326 timeout -= 15;
327 }
328 }
329
330 message = "Region is restarting in {0}. Please save what you are doing and log out.";
331
332 if (requestData.ContainsKey("message"))
333 message = requestData["message"].ToString();
334
335 bool notice = true;
336 if (requestData.ContainsKey("noticetype")
337 && ((string)requestData["noticetype"] == "dialog"))
338 {
339 notice = false;
340 }
341
342 List<Scene> restartList;
343
344 if (restartAll)
345 restartList = m_application.SceneManager.Scenes;
346 else
347 restartList = new List<Scene>() { rebootedScene };
348
349 foreach (Scene s in m_application.SceneManager.Scenes)
350 {
351 restartModule = s.RequestModuleInterface<IRestartModule>();
352 if (restartModule != null)
353 restartModule.ScheduleRestart(UUID.Zero, message, times.ToArray(), notice);
354 }
355 responseData["success"] = true;
277 } 356 }
278 catch (Exception e) 357 catch (Exception e)
279 { 358 {
@@ -310,6 +389,32 @@ namespace OpenSim.ApplicationPlugins.RemoteController
310 m_log.Info("[RADMIN]: Alert request complete"); 389 m_log.Info("[RADMIN]: Alert request complete");
311 } 390 }
312 391
392 public void XmlRpcDialogMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
393 {
394 Hashtable responseData = (Hashtable)response.Value;
395
396 m_log.Info("[RADMIN]: Dialog request started");
397
398 Hashtable requestData = (Hashtable)request.Params[0];
399
400 string message = (string)requestData["message"];
401 string fromuuid = (string)requestData["from"];
402 m_log.InfoFormat("[RADMIN]: Broadcasting: {0}", message);
403
404 responseData["accepted"] = true;
405 responseData["success"] = true;
406
407 m_application.SceneManager.ForEachScene(
408 delegate(Scene scene)
409 {
410 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
411 if (dialogModule != null)
412 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, fromuuid, message);
413 });
414
415 m_log.Info("[RADMIN]: Dialog request complete");
416 }
417
313 private void XmlRpcLoadHeightmapMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 418 private void XmlRpcLoadHeightmapMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
314 { 419 {
315 m_log.Info("[RADMIN]: Load height maps request started"); 420 m_log.Info("[RADMIN]: Load height maps request started");
@@ -398,13 +503,32 @@ namespace OpenSim.ApplicationPlugins.RemoteController
398 message = "Region is going down now."; 503 message = "Region is going down now.";
399 } 504 }
400 505
401 m_application.SceneManager.ForEachScene( 506 if (requestData.ContainsKey("noticetype")
507 && ((string) requestData["noticetype"] == "dialog"))
508 {
509 m_application.SceneManager.ForEachScene(
510
402 delegate(Scene scene) 511 delegate(Scene scene)
512 {
513 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
514 if (dialogModule != null)
515 dialogModule.SendNotificationToUsersInRegion(UUID.Zero, "System", message);
516 });
517 }
518 else
519 {
520 if (!requestData.ContainsKey("noticetype")
521 || ((string)requestData["noticetype"] != "none"))
522 {
523 m_application.SceneManager.ForEachScene(
524 delegate(Scene scene)
403 { 525 {
404 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>(); 526 IDialogModule dialogModule = scene.RequestModuleInterface<IDialogModule>();
405 if (dialogModule != null) 527 if (dialogModule != null)
406 dialogModule.SendGeneralAlert(message); 528 dialogModule.SendGeneralAlert(message);
407 }); 529 });
530 }
531 }
408 532
409 // Perform shutdown 533 // Perform shutdown
410 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing 534 System.Timers.Timer shutdownTimer = new System.Timers.Timer(timeout); // Wait before firing
@@ -1570,21 +1694,31 @@ namespace OpenSim.ApplicationPlugins.RemoteController
1570 1694
1571 private void XmlRpcRegionQueryMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 1695 private void XmlRpcRegionQueryMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
1572 { 1696 {
1573 m_log.Info("[RADMIN]: Received Query XML Administrator Request");
1574
1575 Hashtable responseData = (Hashtable)response.Value; 1697 Hashtable responseData = (Hashtable)response.Value;
1576 Hashtable requestData = (Hashtable)request.Params[0]; 1698 Hashtable requestData = (Hashtable)request.Params[0];
1577 1699
1700 int flags = 0;
1701 string text = String.Empty;
1702 int health = 0;
1703 responseData["success"] = true;
1704
1578 CheckRegionParams(requestData, responseData); 1705 CheckRegionParams(requestData, responseData);
1579 1706
1580 Scene scene = null; 1707 Scene scene = null;
1581 GetSceneFromRegionParams(requestData, responseData, out scene); 1708 try
1582 1709 {
1583 int health = scene.GetHealth(); 1710 GetSceneFromRegionParams(requestData, responseData, out scene);
1584 responseData["health"] = health; 1711 health = scene.GetHealth(out flags, out text);
1712 }
1713 catch (Exception e)
1714 {
1715 responseData["error"] = null;
1716 }
1585 1717
1586 responseData["success"] = true; 1718 responseData["success"] = true;
1587 m_log.Info("[RADMIN]: Query XML Administrator Request complete"); 1719 responseData["health"] = health;
1720 responseData["flags"] = flags;
1721 responseData["message"] = text;
1588 } 1722 }
1589 1723
1590 private void XmlRpcConsoleCommandMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient) 1724 private void XmlRpcConsoleCommandMethod(XmlRpcRequest request, XmlRpcResponse response, IPEndPoint remoteClient)
diff --git a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
index ae6c44b..f040ff7 100644
--- a/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
+++ b/OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
@@ -224,7 +224,9 @@ namespace OpenSim.Capabilities.Handlers
224 // sending back the last byte instead of an error status 224 // sending back the last byte instead of an error status
225 if (start >= texture.Data.Length) 225 if (start >= texture.Data.Length)
226 { 226 {
227 response.StatusCode = (int)System.Net.HttpStatusCode.RequestedRangeNotSatisfiable; 227// response.StatusCode = (int)System.Net.HttpStatusCode.RequestedRangeNotSatisfiable;
228 // viewers don't seem to handle RequestedRangeNotSatisfiable and keep retrying with same parameters
229 response.StatusCode = (int)System.Net.HttpStatusCode.NotFound;
228 } 230 }
229 else 231 else
230 { 232 {
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/MSSQLSimulationData.cs b/OpenSim/Data/MSSQL/MSSQLSimulationData.cs
index 3f29f5b..47fb6d7 100644
--- a/OpenSim/Data/MSSQL/MSSQLSimulationData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLSimulationData.cs
@@ -2202,5 +2202,10 @@ VALUES
2202 } 2202 }
2203 } 2203 }
2204 } 2204 }
2205
2206 public UUID[] GetObjectIDs(UUID regionID)
2207 {
2208 return new UUID[0];
2209 }
2205 } 2210 }
2206} 2211}
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 73de64b..20df234 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 {
@@ -201,12 +201,14 @@ namespace OpenSim.Data.MySQL
201 cmd.Parameters.AddWithValue("?asset_flags", (int)asset.Flags); 201 cmd.Parameters.AddWithValue("?asset_flags", (int)asset.Flags);
202 cmd.Parameters.AddWithValue("?data", asset.Data); 202 cmd.Parameters.AddWithValue("?data", asset.Data);
203 cmd.ExecuteNonQuery(); 203 cmd.ExecuteNonQuery();
204 return true;
204 } 205 }
205 } 206 }
206 catch (Exception e) 207 catch (Exception e)
207 { 208 {
208 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}", 209 m_log.ErrorFormat("[ASSET DB]: MySQL failure creating asset {0} with name \"{1}\". Error: {2}",
209 asset.FullID, asset.Name, e.Message); 210 asset.FullID, asset.Name, e.Message);
211 return false;
210 } 212 }
211 } 213 }
212 } 214 }
@@ -370,4 +372,4 @@ namespace OpenSim.Data.MySQL
370 372
371 #endregion 373 #endregion
372 } 374 }
373} \ No newline at end of file 375}
diff --git a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
index da8e958..86367a1 100644
--- a/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
+++ b/OpenSim/Data/MySQL/MySQLGenericTableHandler.cs
@@ -175,6 +175,11 @@ namespace OpenSim.Data.MySQL
175 int v = Convert.ToInt32(reader[name]); 175 int v = Convert.ToInt32(reader[name]);
176 m_Fields[name].SetValue(row, v); 176 m_Fields[name].SetValue(row, v);
177 } 177 }
178 else if (m_Fields[name].FieldType == typeof(uint))
179 {
180 uint v = Convert.ToUInt32(reader[name]);
181 m_Fields[name].SetValue(row, v);
182 }
178 else 183 else
179 { 184 {
180 m_Fields[name].SetValue(row, reader[name]); 185 m_Fields[name].SetValue(row, reader[name]);
@@ -296,4 +301,4 @@ namespace OpenSim.Data.MySQL
296 } 301 }
297 } 302 }
298 } 303 }
299} \ No newline at end of file 304}
diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs
index 1a2e113..31c80c1 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
@@ -113,14 +113,16 @@ 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
120 // Eligibility check 120 // Eligibility check
121 // 121 //
122 if ((flags & (uint)PrimFlags.Temporary) != 0) 122 // PrimFlags.Temporary is not used in OpenSim code and cannot
123 return; 123 // be guaranteed to always be clear. Don't check it.
124// if ((flags & (uint)PrimFlags.Temporary) != 0)
125// return;
124 if ((flags & (uint)PrimFlags.TemporaryOnRez) != 0) 126 if ((flags & (uint)PrimFlags.TemporaryOnRez) != 0)
125 return; 127 return;
126 128
@@ -135,7 +137,7 @@ namespace OpenSim.Data.MySQL
135 foreach (SceneObjectPart prim in obj.Parts) 137 foreach (SceneObjectPart prim in obj.Parts)
136 { 138 {
137 cmd.Parameters.Clear(); 139 cmd.Parameters.Clear();
138 140
139 cmd.CommandText = "replace into prims (" + 141 cmd.CommandText = "replace into prims (" +
140 "UUID, CreationDate, " + 142 "UUID, CreationDate, " +
141 "Name, Text, Description, " + 143 "Name, Text, Description, " +
@@ -171,7 +173,10 @@ namespace OpenSim.Data.MySQL
171 "ParticleSystem, ClickAction, Material, " + 173 "ParticleSystem, ClickAction, Material, " +
172 "CollisionSound, CollisionSoundVolume, " + 174 "CollisionSound, CollisionSoundVolume, " +
173 "PassTouches, " + 175 "PassTouches, " +
174 "LinkNumber, MediaURL) values (" + "?UUID, " + 176 "PassCollisions, " +
177 "LinkNumber, MediaURL, KeyframeMotion, " +
178 "PhysicsShapeType, Density, GravityModifier, " +
179 "Friction, Restitution) values (" + "?UUID, " +
175 "?CreationDate, ?Name, ?Text, " + 180 "?CreationDate, ?Name, ?Text, " +
176 "?Description, ?SitName, ?TouchName, " + 181 "?Description, ?SitName, ?TouchName, " +
177 "?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " + 182 "?ObjectFlags, ?OwnerMask, ?NextOwnerMask, " +
@@ -202,14 +207,17 @@ namespace OpenSim.Data.MySQL
202 "?SaleType, ?ColorR, ?ColorG, " + 207 "?SaleType, ?ColorR, ?ColorG, " +
203 "?ColorB, ?ColorA, ?ParticleSystem, " + 208 "?ColorB, ?ColorA, ?ParticleSystem, " +
204 "?ClickAction, ?Material, ?CollisionSound, " + 209 "?ClickAction, ?Material, ?CollisionSound, " +
205 "?CollisionSoundVolume, ?PassTouches, ?LinkNumber, ?MediaURL)"; 210 "?CollisionSoundVolume, ?PassTouches, ?PassCollisions, " +
206 211 "?LinkNumber, ?MediaURL, ?KeyframeMotion, " +
212 "?PhysicsShapeType, ?Density, ?GravityModifier, " +
213 "?Friction, ?Restitution)";
214
207 FillPrimCommand(cmd, prim, obj.UUID, regionUUID); 215 FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
208 216
209 ExecuteNonQuery(cmd); 217 ExecuteNonQuery(cmd);
210 218
211 cmd.Parameters.Clear(); 219 cmd.Parameters.Clear();
212 220
213 cmd.CommandText = "replace into primshapes (" + 221 cmd.CommandText = "replace into primshapes (" +
214 "UUID, Shape, ScaleX, ScaleY, " + 222 "UUID, Shape, ScaleX, ScaleY, " +
215 "ScaleZ, PCode, PathBegin, PathEnd, " + 223 "ScaleZ, PCode, PathBegin, PathEnd, " +
@@ -231,9 +239,9 @@ namespace OpenSim.Data.MySQL
231 "?ProfileEnd, ?ProfileCurve, " + 239 "?ProfileEnd, ?ProfileCurve, " +
232 "?ProfileHollow, ?Texture, ?ExtraParams, " + 240 "?ProfileHollow, ?Texture, ?ExtraParams, " +
233 "?State, ?Media)"; 241 "?State, ?Media)";
234 242
235 FillShapeCommand(cmd, prim); 243 FillShapeCommand(cmd, prim);
236 244
237 ExecuteNonQuery(cmd); 245 ExecuteNonQuery(cmd);
238 } 246 }
239 } 247 }
@@ -241,7 +249,7 @@ namespace OpenSim.Data.MySQL
241 } 249 }
242 } 250 }
243 251
244 public void RemoveObject(UUID obj, UUID regionUUID) 252 public virtual void RemoveObject(UUID obj, UUID regionUUID)
245 { 253 {
246// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID); 254// m_log.DebugFormat("[REGION DB]: Deleting scene object {0} from {1} in database", obj, regionUUID);
247 255
@@ -390,7 +398,7 @@ namespace OpenSim.Data.MySQL
390 } 398 }
391 } 399 }
392 400
393 public List<SceneObjectGroup> LoadObjects(UUID regionID) 401 public virtual List<SceneObjectGroup> LoadObjects(UUID regionID)
394 { 402 {
395 const int ROWS_PER_QUERY = 5000; 403 const int ROWS_PER_QUERY = 5000;
396 404
@@ -446,7 +454,11 @@ namespace OpenSim.Data.MySQL
446 foreach (SceneObjectPart prim in prims.Values) 454 foreach (SceneObjectPart prim in prims.Values)
447 { 455 {
448 if (prim.ParentUUID == UUID.Zero) 456 if (prim.ParentUUID == UUID.Zero)
457 {
449 objects[prim.UUID] = new SceneObjectGroup(prim); 458 objects[prim.UUID] = new SceneObjectGroup(prim);
459 if (prim.KeyframeMotion != null)
460 prim.KeyframeMotion.UpdateSceneObject(objects[prim.UUID]);
461 }
450 } 462 }
451 463
452 // Add all of the children objects to the SOGs 464 // Add all of the children objects to the SOGs
@@ -559,36 +571,51 @@ namespace OpenSim.Data.MySQL
559 } 571 }
560 } 572 }
561 573
562 public void StoreTerrain(double[,] ter, UUID regionID) 574 public virtual void StoreTerrain(double[,] ter, UUID regionID)
563 { 575 {
564 m_log.Info("[REGION DB]: Storing terrain"); 576 Util.FireAndForget(delegate(object x)
565
566 lock (m_dbLock)
567 { 577 {
568 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 578 double[,] oldTerrain = LoadTerrain(regionID);
569 {
570 dbcon.Open();
571 579
572 using (MySqlCommand cmd = dbcon.CreateCommand()) 580 m_log.Info("[REGION DB]: Storing terrain");
581
582 lock (m_dbLock)
583 {
584 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
573 { 585 {
574 cmd.CommandText = "delete from terrain where RegionUUID = ?RegionUUID"; 586 dbcon.Open();
575 cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
576 587
577 ExecuteNonQuery(cmd); 588 using (MySqlCommand cmd = dbcon.CreateCommand())
589 {
590 cmd.CommandText = "delete from terrain where RegionUUID = ?RegionUUID";
591 cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
578 592
579 cmd.CommandText = "insert into terrain (RegionUUID, " + 593 using (MySqlCommand cmd2 = dbcon.CreateCommand())
580 "Revision, Heightfield) values (?RegionUUID, " + 594 {
581 "1, ?Heightfield)"; 595 try
596 {
597 cmd2.CommandText = "insert into terrain (RegionUUID, " +
598 "Revision, Heightfield) values (?RegionUUID, " +
599 "1, ?Heightfield)";
582 600
583 cmd.Parameters.AddWithValue("Heightfield", SerializeTerrain(ter)); 601 cmd2.Parameters.AddWithValue("RegionUUID", regionID.ToString());
602 cmd2.Parameters.AddWithValue("Heightfield", SerializeTerrain(ter, oldTerrain));
584 603
585 ExecuteNonQuery(cmd); 604 ExecuteNonQuery(cmd);
605 ExecuteNonQuery(cmd2);
606 }
607 catch (Exception e)
608 {
609 m_log.ErrorFormat(e.ToString());
610 }
611 }
612 }
586 } 613 }
587 } 614 }
588 } 615 });
589 } 616 }
590 617
591 public double[,] LoadTerrain(UUID regionID) 618 public virtual double[,] LoadTerrain(UUID regionID)
592 { 619 {
593 double[,] terrain = null; 620 double[,] terrain = null;
594 621
@@ -638,7 +665,7 @@ namespace OpenSim.Data.MySQL
638 return terrain; 665 return terrain;
639 } 666 }
640 667
641 public void RemoveLandObject(UUID globalID) 668 public virtual void RemoveLandObject(UUID globalID)
642 { 669 {
643 lock (m_dbLock) 670 lock (m_dbLock)
644 { 671 {
@@ -657,7 +684,7 @@ namespace OpenSim.Data.MySQL
657 } 684 }
658 } 685 }
659 686
660 public void StoreLandObject(ILandObject parcel) 687 public virtual void StoreLandObject(ILandObject parcel)
661 { 688 {
662 lock (m_dbLock) 689 lock (m_dbLock)
663 { 690 {
@@ -714,7 +741,7 @@ namespace OpenSim.Data.MySQL
714 } 741 }
715 } 742 }
716 743
717 public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) 744 public virtual RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
718 { 745 {
719 RegionLightShareData nWP = new RegionLightShareData(); 746 RegionLightShareData nWP = new RegionLightShareData();
720 nWP.OnSave += StoreRegionWindlightSettings; 747 nWP.OnSave += StoreRegionWindlightSettings;
@@ -736,7 +763,7 @@ namespace OpenSim.Data.MySQL
736 { 763 {
737 //No result, so store our default windlight profile and return it 764 //No result, so store our default windlight profile and return it
738 nWP.regionID = regionUUID; 765 nWP.regionID = regionUUID;
739 StoreRegionWindlightSettings(nWP); 766 // StoreRegionWindlightSettings(nWP);
740 return nWP; 767 return nWP;
741 } 768 }
742 else 769 else
@@ -811,7 +838,7 @@ namespace OpenSim.Data.MySQL
811 return nWP; 838 return nWP;
812 } 839 }
813 840
814 public RegionSettings LoadRegionSettings(UUID regionUUID) 841 public virtual RegionSettings LoadRegionSettings(UUID regionUUID)
815 { 842 {
816 RegionSettings rs = null; 843 RegionSettings rs = null;
817 844
@@ -851,7 +878,7 @@ namespace OpenSim.Data.MySQL
851 return rs; 878 return rs;
852 } 879 }
853 880
854 public void StoreRegionWindlightSettings(RegionLightShareData wl) 881 public virtual void StoreRegionWindlightSettings(RegionLightShareData wl)
855 { 882 {
856 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 883 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
857 { 884 {
@@ -954,7 +981,7 @@ namespace OpenSim.Data.MySQL
954 } 981 }
955 } 982 }
956 983
957 public void RemoveRegionWindlightSettings(UUID regionID) 984 public virtual void RemoveRegionWindlightSettings(UUID regionID)
958 { 985 {
959 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString)) 986 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
960 { 987 {
@@ -1031,7 +1058,7 @@ namespace OpenSim.Data.MySQL
1031 } 1058 }
1032 #endregion 1059 #endregion
1033 1060
1034 public void StoreRegionSettings(RegionSettings rs) 1061 public virtual void StoreRegionSettings(RegionSettings rs)
1035 { 1062 {
1036 lock (m_dbLock) 1063 lock (m_dbLock)
1037 { 1064 {
@@ -1058,7 +1085,7 @@ namespace OpenSim.Data.MySQL
1058 "use_estate_sun, fixed_sun, sun_position, " + 1085 "use_estate_sun, fixed_sun, sun_position, " +
1059 "covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " + 1086 "covenant, covenant_datetime, Sandbox, sunvectorx, sunvectory, " +
1060 "sunvectorz, loaded_creation_datetime, " + 1087 "sunvectorz, loaded_creation_datetime, " +
1061 "loaded_creation_id, map_tile_ID, " + 1088 "loaded_creation_id, map_tile_ID, block_search, casino, " +
1062 "TelehubObject, parcel_tile_ID) " + 1089 "TelehubObject, parcel_tile_ID) " +
1063 "values (?RegionUUID, ?BlockTerraform, " + 1090 "values (?RegionUUID, ?BlockTerraform, " +
1064 "?BlockFly, ?AllowDamage, ?RestrictPushing, " + 1091 "?BlockFly, ?AllowDamage, ?RestrictPushing, " +
@@ -1075,7 +1102,8 @@ namespace OpenSim.Data.MySQL
1075 "?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " + 1102 "?SunPosition, ?Covenant, ?CovenantChangedDateTime, ?Sandbox, " +
1076 "?SunVectorX, ?SunVectorY, ?SunVectorZ, " + 1103 "?SunVectorX, ?SunVectorY, ?SunVectorZ, " +
1077 "?LoadedCreationDateTime, ?LoadedCreationID, " + 1104 "?LoadedCreationDateTime, ?LoadedCreationID, " +
1078 "?TerrainImageID, ?TelehubObject, ?ParcelImageID) "; 1105 "?TerrainImageID, ?block_search, ?casino, " +
1106 "?TelehubObject, ?ParcelImageID)";
1079 1107
1080 FillRegionSettingsCommand(cmd, rs); 1108 FillRegionSettingsCommand(cmd, rs);
1081 1109
@@ -1086,7 +1114,7 @@ namespace OpenSim.Data.MySQL
1086 SaveSpawnPoints(rs); 1114 SaveSpawnPoints(rs);
1087 } 1115 }
1088 1116
1089 public List<LandData> LoadLandObjects(UUID regionUUID) 1117 public virtual List<LandData> LoadLandObjects(UUID regionUUID)
1090 { 1118 {
1091 List<LandData> landData = new List<LandData>(); 1119 List<LandData> landData = new List<LandData>();
1092 1120
@@ -1268,11 +1296,31 @@ namespace OpenSim.Data.MySQL
1268 prim.CollisionSoundVolume = (float)(double)row["CollisionSoundVolume"]; 1296 prim.CollisionSoundVolume = (float)(double)row["CollisionSoundVolume"];
1269 1297
1270 prim.PassTouches = ((sbyte)row["PassTouches"] != 0); 1298 prim.PassTouches = ((sbyte)row["PassTouches"] != 0);
1299 prim.PassCollisions = ((sbyte)row["PassCollisions"] != 0);
1271 prim.LinkNum = (int)row["LinkNumber"]; 1300 prim.LinkNum = (int)row["LinkNumber"];
1272 1301
1273 if (!(row["MediaURL"] is System.DBNull)) 1302 if (!(row["MediaURL"] is System.DBNull))
1274 prim.MediaUrl = (string)row["MediaURL"]; 1303 prim.MediaUrl = (string)row["MediaURL"];
1275 1304
1305 if (!(row["KeyframeMotion"] is DBNull))
1306 {
1307 Byte[] data = (byte[])row["KeyframeMotion"];
1308 if (data.Length > 0)
1309 prim.KeyframeMotion = KeyframeMotion.FromData(null, data);
1310 else
1311 prim.KeyframeMotion = null;
1312 }
1313 else
1314 {
1315 prim.KeyframeMotion = null;
1316 }
1317
1318 prim.PhysicsShapeType = (byte)Convert.ToInt32(row["PhysicsShapeType"].ToString());
1319 prim.Density = (float)(double)row["Density"];
1320 prim.GravityModifier = (float)(double)row["GravityModifier"];
1321 prim.Friction = (float)(double)row["Friction"];
1322 prim.Bounciness = (float)(double)row["Restitution"];
1323
1276 return prim; 1324 return prim;
1277 } 1325 }
1278 1326
@@ -1283,32 +1331,40 @@ namespace OpenSim.Data.MySQL
1283 /// <returns></returns> 1331 /// <returns></returns>
1284 private static TaskInventoryItem BuildItem(IDataReader row) 1332 private static TaskInventoryItem BuildItem(IDataReader row)
1285 { 1333 {
1286 TaskInventoryItem taskItem = new TaskInventoryItem(); 1334 try
1287 1335 {
1288 taskItem.ItemID = DBGuid.FromDB(row["itemID"]); 1336 TaskInventoryItem taskItem = new TaskInventoryItem();
1289 taskItem.ParentPartID = DBGuid.FromDB(row["primID"]); 1337
1290 taskItem.AssetID = DBGuid.FromDB(row["assetID"]); 1338 taskItem.ItemID = DBGuid.FromDB(row["itemID"]);
1291 taskItem.ParentID = DBGuid.FromDB(row["parentFolderID"]); 1339 taskItem.ParentPartID = DBGuid.FromDB(row["primID"]);
1292 1340 taskItem.AssetID = DBGuid.FromDB(row["assetID"]);
1293 taskItem.InvType = Convert.ToInt32(row["invType"]); 1341 taskItem.ParentID = DBGuid.FromDB(row["parentFolderID"]);
1294 taskItem.Type = Convert.ToInt32(row["assetType"]); 1342
1295 1343 taskItem.InvType = Convert.ToInt32(row["invType"]);
1296 taskItem.Name = (String)row["name"]; 1344 taskItem.Type = Convert.ToInt32(row["assetType"]);
1297 taskItem.Description = (String)row["description"]; 1345
1298 taskItem.CreationDate = Convert.ToUInt32(row["creationDate"]); 1346 taskItem.Name = (String)row["name"];
1299 taskItem.CreatorIdentification = (String)row["creatorID"]; 1347 taskItem.Description = (String)row["description"];
1300 taskItem.OwnerID = DBGuid.FromDB(row["ownerID"]); 1348 taskItem.CreationDate = Convert.ToUInt32(row["creationDate"]);
1301 taskItem.LastOwnerID = DBGuid.FromDB(row["lastOwnerID"]); 1349 taskItem.CreatorIdentification = (String)row["creatorID"];
1302 taskItem.GroupID = DBGuid.FromDB(row["groupID"]); 1350 taskItem.OwnerID = DBGuid.FromDB(row["ownerID"]);
1303 1351 taskItem.LastOwnerID = DBGuid.FromDB(row["lastOwnerID"]);
1304 taskItem.NextPermissions = Convert.ToUInt32(row["nextPermissions"]); 1352 taskItem.GroupID = DBGuid.FromDB(row["groupID"]);
1305 taskItem.CurrentPermissions = Convert.ToUInt32(row["currentPermissions"]); 1353
1306 taskItem.BasePermissions = Convert.ToUInt32(row["basePermissions"]); 1354 taskItem.NextPermissions = Convert.ToUInt32(row["nextPermissions"]);
1307 taskItem.EveryonePermissions = Convert.ToUInt32(row["everyonePermissions"]); 1355 taskItem.CurrentPermissions = Convert.ToUInt32(row["currentPermissions"]);
1308 taskItem.GroupPermissions = Convert.ToUInt32(row["groupPermissions"]); 1356 taskItem.BasePermissions = Convert.ToUInt32(row["basePermissions"]);
1309 taskItem.Flags = Convert.ToUInt32(row["flags"]); 1357 taskItem.EveryonePermissions = Convert.ToUInt32(row["everyonePermissions"]);
1310 1358 taskItem.GroupPermissions = Convert.ToUInt32(row["groupPermissions"]);
1311 return taskItem; 1359 taskItem.Flags = Convert.ToUInt32(row["flags"]);
1360
1361 return taskItem;
1362 }
1363 catch
1364 {
1365 m_log.ErrorFormat("[MYSQL DB]: Error reading task inventory: itemID was {0}, primID was {1}", row["itemID"].ToString(), row["primID"].ToString());
1366 throw;
1367 }
1312 } 1368 }
1313 1369
1314 private static RegionSettings BuildRegionSettings(IDataReader row) 1370 private static RegionSettings BuildRegionSettings(IDataReader row)
@@ -1366,6 +1422,9 @@ namespace OpenSim.Data.MySQL
1366 newSettings.ParcelImageID = DBGuid.FromDB(row["parcel_tile_ID"]); 1422 newSettings.ParcelImageID = DBGuid.FromDB(row["parcel_tile_ID"]);
1367 newSettings.TelehubObject = DBGuid.FromDB(row["TelehubObject"]); 1423 newSettings.TelehubObject = DBGuid.FromDB(row["TelehubObject"]);
1368 1424
1425 newSettings.GodBlockSearch = Convert.ToBoolean(row["block_search"]);
1426 newSettings.Casino = Convert.ToBoolean(row["casino"]);
1427
1369 return newSettings; 1428 return newSettings;
1370 } 1429 }
1371 1430
@@ -1463,7 +1522,7 @@ namespace OpenSim.Data.MySQL
1463 /// </summary> 1522 /// </summary>
1464 /// <param name="val"></param> 1523 /// <param name="val"></param>
1465 /// <returns></returns> 1524 /// <returns></returns>
1466 private static Array SerializeTerrain(double[,] val) 1525 private static Array SerializeTerrain(double[,] val, double[,] oldTerrain)
1467 { 1526 {
1468 MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double)); 1527 MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double));
1469 BinaryWriter bw = new BinaryWriter(str); 1528 BinaryWriter bw = new BinaryWriter(str);
@@ -1472,7 +1531,11 @@ namespace OpenSim.Data.MySQL
1472 for (int x = 0; x < (int)Constants.RegionSize; x++) 1531 for (int x = 0; x < (int)Constants.RegionSize; x++)
1473 for (int y = 0; y < (int)Constants.RegionSize; y++) 1532 for (int y = 0; y < (int)Constants.RegionSize; y++)
1474 { 1533 {
1475 double height = val[x, y]; 1534 double height = 20.0;
1535 if (oldTerrain != null)
1536 height = oldTerrain[x, y];
1537 if (!double.IsNaN(val[x, y]))
1538 height = val[x, y];
1476 if (height == 0.0) 1539 if (height == 0.0)
1477 height = double.Epsilon; 1540 height = double.Epsilon;
1478 1541
@@ -1616,8 +1679,24 @@ namespace OpenSim.Data.MySQL
1616 else 1679 else
1617 cmd.Parameters.AddWithValue("PassTouches", 0); 1680 cmd.Parameters.AddWithValue("PassTouches", 0);
1618 1681
1682 if (prim.PassCollisions)
1683 cmd.Parameters.AddWithValue("PassCollisions", 1);
1684 else
1685 cmd.Parameters.AddWithValue("PassCollisions", 0);
1686
1619 cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum); 1687 cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
1620 cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl); 1688 cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
1689
1690 if (prim.KeyframeMotion != null)
1691 cmd.Parameters.AddWithValue("KeyframeMotion", prim.KeyframeMotion.Serialize());
1692 else
1693 cmd.Parameters.AddWithValue("KeyframeMotion", new Byte[0]);
1694
1695 cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
1696 cmd.Parameters.AddWithValue("Density", (double)prim.Density);
1697 cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
1698 cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
1699 cmd.Parameters.AddWithValue("Restitution", (double)prim.Bounciness);
1621 } 1700 }
1622 1701
1623 /// <summary> 1702 /// <summary>
@@ -1696,6 +1775,9 @@ namespace OpenSim.Data.MySQL
1696 cmd.Parameters.AddWithValue("LoadedCreationDateTime", settings.LoadedCreationDateTime); 1775 cmd.Parameters.AddWithValue("LoadedCreationDateTime", settings.LoadedCreationDateTime);
1697 cmd.Parameters.AddWithValue("LoadedCreationID", settings.LoadedCreationID); 1776 cmd.Parameters.AddWithValue("LoadedCreationID", settings.LoadedCreationID);
1698 cmd.Parameters.AddWithValue("TerrainImageID", settings.TerrainImageID); 1777 cmd.Parameters.AddWithValue("TerrainImageID", settings.TerrainImageID);
1778 cmd.Parameters.AddWithValue("block_search", settings.GodBlockSearch);
1779 cmd.Parameters.AddWithValue("casino", settings.Casino);
1780
1699 cmd.Parameters.AddWithValue("ParcelImageID", settings.ParcelImageID); 1781 cmd.Parameters.AddWithValue("ParcelImageID", settings.ParcelImageID);
1700 cmd.Parameters.AddWithValue("TelehubObject", settings.TelehubObject); 1782 cmd.Parameters.AddWithValue("TelehubObject", settings.TelehubObject);
1701 } 1783 }
@@ -1856,7 +1938,7 @@ namespace OpenSim.Data.MySQL
1856 cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml()); 1938 cmd.Parameters.AddWithValue("Media", null == s.Media ? null : s.Media.ToXml());
1857 } 1939 }
1858 1940
1859 public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items) 1941 public virtual void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
1860 { 1942 {
1861 lock (m_dbLock) 1943 lock (m_dbLock)
1862 { 1944 {
@@ -1900,6 +1982,37 @@ namespace OpenSim.Data.MySQL
1900 } 1982 }
1901 } 1983 }
1902 1984
1985 public UUID[] GetObjectIDs(UUID regionID)
1986 {
1987 List<UUID> uuids = new List<UUID>();
1988
1989 lock (m_dbLock)
1990 {
1991 using (MySqlConnection dbcon = new MySqlConnection(m_connectionString))
1992 {
1993 dbcon.Open();
1994
1995 using (MySqlCommand cmd = dbcon.CreateCommand())
1996 {
1997 cmd.CommandText = "select UUID from prims where RegionUUID = ?RegionUUID";
1998 cmd.Parameters.AddWithValue("RegionUUID", regionID.ToString());
1999
2000 using (IDataReader reader = ExecuteReader(cmd))
2001 {
2002 while (reader.Read())
2003 {
2004 UUID id = new UUID(reader["UUID"].ToString());
2005
2006 uuids.Add(id);
2007 }
2008 }
2009 }
2010 }
2011 }
2012
2013 return uuids.ToArray();
2014 }
2015
1903 private void LoadSpawnPoints(RegionSettings rs) 2016 private void LoadSpawnPoints(RegionSettings rs)
1904 { 2017 {
1905 rs.ClearSpawnPoints(); 2018 rs.ClearSpawnPoints();
diff --git a/OpenSim/Data/MySQL/MySQLUserAccountData.cs b/OpenSim/Data/MySQL/MySQLUserAccountData.cs
index e964295..4ff3175 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)
@@ -66,20 +70,36 @@ 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] + "%");
78 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString()); 82 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
79 } 83 }
80 84
81 return DoQuery(cmd); 85 return DoQuery(cmd);
82 } 86 }
83 } 87 }
88
89 public UserAccountData[] GetUsersWhere(UUID scopeID, string where)
90 {
91 using (MySqlCommand cmd = new MySqlCommand())
92 {
93 if (scopeID != UUID.Zero)
94 {
95 where = "(ScopeID=?ScopeID or ScopeID='00000000-0000-0000-0000-000000000000') and (" + where + ")";
96 cmd.Parameters.AddWithValue("?ScopeID", scopeID.ToString());
97 }
98
99 cmd.CommandText = String.Format("select * from {0} where " + where, m_Realm);
100
101 return DoQuery(cmd);
102 }
103 }
84 } 104 }
85} \ No newline at end of file 105}
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 4a925fb..db0d0ec 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` (
diff --git a/OpenSim/Data/Null/NullSimulationData.cs b/OpenSim/Data/Null/NullSimulationData.cs
index 8f2314f..a39ef0b 100644
--- a/OpenSim/Data/Null/NullSimulationData.cs
+++ b/OpenSim/Data/Null/NullSimulationData.cs
@@ -151,5 +151,10 @@ namespace OpenSim.Data.Null
151 public void Shutdown() 151 public void Shutdown()
152 { 152 {
153 } 153 }
154
155 public UUID[] GetObjectIDs(UUID regionID)
156 {
157 return new UUID[0];
158 }
154 } 159 }
155} 160}
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/SQLiteSimulationData.cs b/OpenSim/Data/SQLite/SQLiteSimulationData.cs
index f40e866..9175a8f 100644
--- a/OpenSim/Data/SQLite/SQLiteSimulationData.cs
+++ b/OpenSim/Data/SQLite/SQLiteSimulationData.cs
@@ -2890,5 +2890,9 @@ namespace OpenSim.Data.SQLite
2890 } 2890 }
2891 } 2891 }
2892 2892
2893 public UUID[] GetObjectIDs(UUID regionID)
2894 {
2895 return new UUID[0];
2896 }
2893 } 2897 }
2894} 2898}
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..c5d9641 100644
--- a/OpenSim/Framework/AvatarAppearance.cs
+++ b/OpenSim/Framework/AvatarAppearance.cs
@@ -42,6 +42,8 @@ namespace OpenSim.Framework
42 { 42 {
43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 43 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
44 44
45 // this is viewer capabilities and weared things dependent
46 // should be only used as initial default value ( V1 viewers )
45 public readonly static int VISUALPARAM_COUNT = 218; 47 public readonly static int VISUALPARAM_COUNT = 218;
46 48
47 public readonly static int TEXTURE_COUNT = 21; 49 public readonly static int TEXTURE_COUNT = 21;
@@ -240,6 +242,21 @@ namespace OpenSim.Framework
240// } 242// }
241 } 243 }
242 244
245 /// <summary>
246 /// Invalidate all of the baked textures in the appearance, useful
247 /// if you know that none are valid
248 /// </summary>
249 public virtual void ResetBakedTextures()
250 {
251 SetDefaultTexture();
252
253 //for (int i = 0; i < BAKE_INDICES.Length; i++)
254 // {
255 // int idx = BAKE_INDICES[i];
256 // m_texture.FaceTextures[idx].TextureID = UUID.Zero;
257 // }
258 }
259
243 protected virtual void SetDefaultTexture() 260 protected virtual void SetDefaultTexture()
244 { 261 {
245 m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE)); 262 m_texture = new Primitive.TextureEntry(new UUID(AppearanceManager.DEFAULT_AVATAR_TEXTURE));
@@ -304,19 +321,30 @@ namespace OpenSim.Framework
304 // made. We determine if any of the visual parameters actually 321 // made. We determine if any of the visual parameters actually
305 // changed to know if the appearance should be saved later 322 // changed to know if the appearance should be saved later
306 bool changed = false; 323 bool changed = false;
307 for (int i = 0; i < AvatarAppearance.VISUALPARAM_COUNT; i++) 324
325 int newsize = visualParams.Length;
326
327 if (newsize != m_visualparams.Length)
308 { 328 {
309 if (visualParams[i] != m_visualparams[i]) 329 changed = true;
330 m_visualparams = (byte[])visualParams.Clone();
331 }
332 else
333 {
334
335 for (int i = 0; i < newsize; i++)
310 { 336 {
311// DEBUG ON 337 if (visualParams[i] != m_visualparams[i])
312// m_log.WarnFormat("[AVATARAPPEARANCE] vparams changed [{0}] {1} ==> {2}", 338 {
313// i,m_visualparams[i],visualParams[i]); 339 // DEBUG ON
314// DEBUG OFF 340 // m_log.WarnFormat("[AVATARAPPEARANCE] vparams changed [{0}] {1} ==> {2}",
315 m_visualparams[i] = visualParams[i]; 341 // i,m_visualparams[i],visualParams[i]);
316 changed = true; 342 // DEBUG OFF
343 m_visualparams[i] = visualParams[i];
344 changed = true;
345 }
317 } 346 }
318 } 347 }
319
320 // Reset the height if the visual parameters actually changed 348 // Reset the height if the visual parameters actually changed
321 if (changed) 349 if (changed)
322 SetHeight(); 350 SetHeight();
@@ -374,7 +402,8 @@ namespace OpenSim.Framework
374 } 402 }
375 403
376 s += "Visual Params: "; 404 s += "Visual Params: ";
377 for (uint j = 0; j < AvatarAppearance.VISUALPARAM_COUNT; j++) 405 // for (uint j = 0; j < AvatarAppearance.VISUALPARAM_COUNT; j++)
406 for (uint j = 0; j < m_visualparams.Length; j++)
378 s += String.Format("{0},",m_visualparams[j]); 407 s += String.Format("{0},",m_visualparams[j]);
379 s += "\n"; 408 s += "\n";
380 409
@@ -390,19 +419,18 @@ namespace OpenSim.Framework
390 /// </remarks> 419 /// </remarks>
391 public List<AvatarAttachment> GetAttachments() 420 public List<AvatarAttachment> GetAttachments()
392 { 421 {
393 List<AvatarAttachment> alist = new List<AvatarAttachment>(); 422
394 423
395 lock (m_attachments) 424 lock (m_attachments)
396 { 425 {
426 List<AvatarAttachment> alist = new List<AvatarAttachment>();
397 foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments) 427 foreach (KeyValuePair<int, List<AvatarAttachment>> kvp in m_attachments)
398 { 428 {
399 foreach (AvatarAttachment attach in kvp.Value) 429 foreach (AvatarAttachment attach in kvp.Value)
400 alist.Add(new AvatarAttachment(attach)); 430 alist.Add(new AvatarAttachment(attach));
401 } 431 }
402 } 432 return alist;
403 433 } }
404 return alist;
405 }
406 434
407 internal void AppendAttachment(AvatarAttachment attach) 435 internal void AppendAttachment(AvatarAttachment attach)
408 { 436 {
@@ -531,7 +559,6 @@ namespace OpenSim.Framework
531 return kvp.Key; 559 return kvp.Key;
532 } 560 }
533 } 561 }
534
535 return 0; 562 return 0;
536 } 563 }
537 564
@@ -598,12 +625,14 @@ namespace OpenSim.Framework
598 OSDBinary visualparams = new OSDBinary(m_visualparams); 625 OSDBinary visualparams = new OSDBinary(m_visualparams);
599 data["visualparams"] = visualparams; 626 data["visualparams"] = visualparams;
600 627
601 // Attachments 628 lock (m_attachments)
602 List<AvatarAttachment> attachments = GetAttachments(); 629 {
603 OSDArray attachs = new OSDArray(attachments.Count); 630 // Attachments
604 foreach (AvatarAttachment attach in GetAttachments()) 631 OSDArray attachs = new OSDArray(m_attachments.Count);
605 attachs.Add(attach.Pack()); 632 foreach (AvatarAttachment attach in GetAttachments())
606 data["attachments"] = attachs; 633 attachs.Add(attach.Pack());
634 data["attachments"] = attachs;
635 }
607 636
608 return data; 637 return data;
609 } 638 }
diff --git a/OpenSim/Framework/AvatarWearable.cs b/OpenSim/Framework/AvatarWearable.cs
index 8e27596..aee295a 100644
--- a/OpenSim/Framework/AvatarWearable.cs
+++ b/OpenSim/Framework/AvatarWearable.cs
@@ -62,9 +62,14 @@ namespace OpenSim.Framework
62 public static readonly int UNDERSHIRT = 10; 62 public static readonly int UNDERSHIRT = 10;
63 public static readonly int UNDERPANTS = 11; 63 public static readonly int UNDERPANTS = 11;
64 public static readonly int SKIRT = 12; 64 public static readonly int SKIRT = 12;
65
66 public static readonly int MAX_BASICWEARABLES = 13;
67
65 public static readonly int ALPHA = 13; 68 public static readonly int ALPHA = 13;
66 public static readonly int TATTOO = 14; 69 public static readonly int TATTOO = 14;
70// public static readonly int PHYSICS = 15;
67 71
72 // public static readonly int MAX_WEARABLES = 16;
68 public static readonly int MAX_WEARABLES = 15; 73 public static readonly int MAX_WEARABLES = 15;
69 74
70 public static readonly UUID DEFAULT_BODY_ITEM = new UUID("66c41e39-38f9-f75a-024e-585989bfaba9"); 75 public static readonly UUID DEFAULT_BODY_ITEM = new UUID("66c41e39-38f9-f75a-024e-585989bfaba9");
@@ -219,7 +224,7 @@ namespace OpenSim.Framework
219 { 224 {
220 get 225 get
221 { 226 {
222 AvatarWearable[] defaultWearables = new AvatarWearable[MAX_WEARABLES]; //should be 15 of these 227 AvatarWearable[] defaultWearables = new AvatarWearable[MAX_WEARABLES];
223 for (int i = 0; i < MAX_WEARABLES; i++) 228 for (int i = 0; i < MAX_WEARABLES; i++)
224 { 229 {
225 defaultWearables[i] = new AvatarWearable(); 230 defaultWearables[i] = new AvatarWearable();
@@ -242,10 +247,13 @@ namespace OpenSim.Framework
242 247
243// // Alpha 248// // Alpha
244// defaultWearables[ALPHA].Add(DEFAULT_ALPHA_ITEM, DEFAULT_ALPHA_ASSET); 249// defaultWearables[ALPHA].Add(DEFAULT_ALPHA_ITEM, DEFAULT_ALPHA_ASSET);
245 250
246// // Tattoo 251 // // Tattoo
247// defaultWearables[TATTOO].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET); 252 // defaultWearables[TATTOO].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET);
248 253
254 // // Physics
255 // defaultWearables[PHYSICS].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET);
256
249 return defaultWearables; 257 return defaultWearables;
250 } 258 }
251 } 259 }
diff --git a/OpenSim/Framework/ChildAgentDataUpdate.cs b/OpenSim/Framework/ChildAgentDataUpdate.cs
index 6d048f4..e718aa6 100644
--- a/OpenSim/Framework/ChildAgentDataUpdate.cs
+++ b/OpenSim/Framework/ChildAgentDataUpdate.cs
@@ -229,12 +229,14 @@ namespace OpenSim.Framework
229 229
230 public class ControllerData 230 public class ControllerData
231 { 231 {
232 public UUID ObjectID;
232 public UUID ItemID; 233 public UUID ItemID;
233 public uint IgnoreControls; 234 public uint IgnoreControls;
234 public uint EventControls; 235 public uint EventControls;
235 236
236 public ControllerData(UUID item, uint ignore, uint ev) 237 public ControllerData(UUID obj, UUID item, uint ignore, uint ev)
237 { 238 {
239 ObjectID = obj;
238 ItemID = item; 240 ItemID = item;
239 IgnoreControls = ignore; 241 IgnoreControls = ignore;
240 EventControls = ev; 242 EventControls = ev;
@@ -248,6 +250,7 @@ namespace OpenSim.Framework
248 public OSDMap PackUpdateMessage() 250 public OSDMap PackUpdateMessage()
249 { 251 {
250 OSDMap controldata = new OSDMap(); 252 OSDMap controldata = new OSDMap();
253 controldata["object"] = OSD.FromUUID(ObjectID);
251 controldata["item"] = OSD.FromUUID(ItemID); 254 controldata["item"] = OSD.FromUUID(ItemID);
252 controldata["ignore"] = OSD.FromInteger(IgnoreControls); 255 controldata["ignore"] = OSD.FromInteger(IgnoreControls);
253 controldata["event"] = OSD.FromInteger(EventControls); 256 controldata["event"] = OSD.FromInteger(EventControls);
@@ -258,6 +261,8 @@ namespace OpenSim.Framework
258 261
259 public void UnpackUpdateMessage(OSDMap args) 262 public void UnpackUpdateMessage(OSDMap args)
260 { 263 {
264 if (args["object"] != null)
265 ObjectID = args["object"].AsUUID();
261 if (args["item"] != null) 266 if (args["item"] != null)
262 ItemID = args["item"].AsUUID(); 267 ItemID = args["item"].AsUUID();
263 if (args["ignore"] != null) 268 if (args["ignore"] != null)
@@ -306,8 +311,11 @@ namespace OpenSim.Framework
306 311
307 public AgentGroupData[] Groups; 312 public AgentGroupData[] Groups;
308 public Animation[] Anims; 313 public Animation[] Anims;
314 public Animation DefaultAnim = null;
309 315
310 public UUID GranterID; 316 public UUID GranterID;
317 public UUID ParentPart;
318 public Vector3 SitOffset;
311 319
312 // Appearance 320 // Appearance
313 public AvatarAppearance Appearance; 321 public AvatarAppearance Appearance;
@@ -390,6 +398,11 @@ namespace OpenSim.Framework
390 args["animations"] = anims; 398 args["animations"] = anims;
391 } 399 }
392 400
401 if (DefaultAnim != null)
402 {
403 args["default_animation"] = DefaultAnim.PackUpdateMessage();
404 }
405
393 if (Appearance != null) 406 if (Appearance != null)
394 args["packed_appearance"] = Appearance.Pack(); 407 args["packed_appearance"] = Appearance.Pack();
395 408
@@ -468,6 +481,10 @@ namespace OpenSim.Framework
468 } 481 }
469 args["attach_objects"] = attObjs; 482 args["attach_objects"] = attObjs;
470 } 483 }
484
485 args["parent_part"] = OSD.FromUUID(ParentPart);
486 args["sit_offset"] = OSD.FromString(SitOffset.ToString());
487
471 return args; 488 return args;
472 } 489 }
473 490
@@ -583,6 +600,18 @@ namespace OpenSim.Framework
583 } 600 }
584 } 601 }
585 602
603 if (args["default_animation"] != null)
604 {
605 try
606 {
607 DefaultAnim = new Animation((OSDMap)args["default_animation"]);
608 }
609 catch
610 {
611 DefaultAnim = null;
612 }
613 }
614
586 //if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array) 615 //if ((args["agent_textures"] != null) && (args["agent_textures"]).Type == OSDType.Array)
587 //{ 616 //{
588 // OSDArray textures = (OSDArray)(args["agent_textures"]); 617 // OSDArray textures = (OSDArray)(args["agent_textures"]);
@@ -675,6 +704,11 @@ namespace OpenSim.Framework
675 } 704 }
676 } 705 }
677 } 706 }
707
708 if (args["parent_part"] != null)
709 ParentPart = args["parent_part"].AsUUID();
710 if (args["sit_offset"] != null)
711 Vector3.TryParse(args["sit_offset"].AsString(), out SitOffset);
678 } 712 }
679 713
680 public AgentData() 714 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/Console/RemoteConsole.cs b/OpenSim/Framework/Console/RemoteConsole.cs
index eabb62d..e04ca1e 100644
--- a/OpenSim/Framework/Console/RemoteConsole.cs
+++ b/OpenSim/Framework/Console/RemoteConsole.cs
@@ -233,7 +233,7 @@ namespace OpenSim.Framework.Console
233 string uri = "/ReadResponses/" + sessionID.ToString() + "/"; 233 string uri = "/ReadResponses/" + sessionID.ToString() + "/";
234 234
235 m_Server.AddPollServiceHTTPHandler( 235 m_Server.AddPollServiceHTTPHandler(
236 uri, new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, sessionID)); 236 uri, new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, sessionID,25000)); // 25 secs timeout
237 237
238 XmlDocument xmldoc = new XmlDocument(); 238 XmlDocument xmldoc = new XmlDocument();
239 XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration, 239 XmlNode xmlnode = xmldoc.CreateNode(XmlNodeType.XmlDeclaration,
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 4cc2e2c..4b15325 100644
--- a/OpenSim/Framework/IClientAPI.cs
+++ b/OpenSim/Framework/IClientAPI.cs
@@ -70,6 +70,8 @@ namespace OpenSim.Framework
70 70
71 public delegate void StopAnim(IClientAPI remoteClient, UUID animID); 71 public delegate void StopAnim(IClientAPI remoteClient, UUID animID);
72 72
73 public delegate void ChangeAnim(UUID animID, bool addOrRemove, bool sendPack);
74
73 public delegate void LinkObjects(IClientAPI remoteClient, uint parent, List<uint> children); 75 public delegate void LinkObjects(IClientAPI remoteClient, uint parent, List<uint> children);
74 76
75 public delegate void DelinkObjects(List<uint> primIds, IClientAPI client); 77 public delegate void DelinkObjects(List<uint> primIds, IClientAPI client);
@@ -124,12 +126,14 @@ namespace OpenSim.Framework
124 public delegate void ObjectDrop(uint localID, IClientAPI remoteClient); 126 public delegate void ObjectDrop(uint localID, IClientAPI remoteClient);
125 127
126 public delegate void UpdatePrimFlags( 128 public delegate void UpdatePrimFlags(
127 uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom, IClientAPI remoteClient); 129 uint localID, bool UsePhysics, bool IsTemporary, bool IsPhantom,ExtraPhysicsData PhysData, IClientAPI remoteClient);
128 130
129 public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient); 131 public delegate void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient);
130 132
131 public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient); 133 public delegate void UpdateVector(uint localID, Vector3 pos, IClientAPI remoteClient);
132 134
135 public delegate void ClientChangeObject(uint localID, object data ,IClientAPI remoteClient);
136
133 public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient); 137 public delegate void UpdatePrimRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
134 138
135 public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient); 139 public delegate void UpdatePrimSingleRotation(uint localID, Quaternion rot, IClientAPI remoteClient);
@@ -266,6 +270,9 @@ namespace OpenSim.Framework
266 public delegate void MoveInventoryItem( 270 public delegate void MoveInventoryItem(
267 IClientAPI remoteClient, List<InventoryItemBase> items); 271 IClientAPI remoteClient, List<InventoryItemBase> items);
268 272
273 public delegate void MoveItemsAndLeaveCopy(
274 IClientAPI remoteClient, List<InventoryItemBase> items, UUID destFolder);
275
269 public delegate void RemoveInventoryItem( 276 public delegate void RemoveInventoryItem(
270 IClientAPI remoteClient, List<UUID> itemIDs); 277 IClientAPI remoteClient, List<UUID> itemIDs);
271 278
@@ -441,6 +448,7 @@ namespace OpenSim.Framework
441 public delegate void ClassifiedInfoRequest(UUID classifiedID, IClientAPI client); 448 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); 449 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); 450 public delegate void ClassifiedDelete(UUID classifiedID, IClientAPI client);
451 public delegate void ClassifiedGodDelete(UUID classifiedID, UUID queryID, IClientAPI client);
444 452
445 public delegate void EventNotificationAddRequest(uint EventID, IClientAPI client); 453 public delegate void EventNotificationAddRequest(uint EventID, IClientAPI client);
446 public delegate void EventNotificationRemoveRequest(uint EventID, IClientAPI client); 454 public delegate void EventNotificationRemoveRequest(uint EventID, IClientAPI client);
@@ -463,9 +471,9 @@ namespace OpenSim.Framework
463 471
464 public delegate void AgentFOV(IClientAPI client, float verticalAngle); 472 public delegate void AgentFOV(IClientAPI client, float verticalAngle);
465 473
466 public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int Flags,UUID AgentID); 474 public delegate void MuteListEntryUpdate(IClientAPI client, UUID MuteID, string Name, int type, uint flags);
467 475
468 public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name, UUID AgentID); 476 public delegate void MuteListEntryRemove(IClientAPI client, UUID MuteID, string Name);
469 477
470 public delegate void AvatarInterestReply(IClientAPI client,UUID target, uint wantmask, string wanttext, uint skillsmask, string skillstext, string languages); 478 public delegate void AvatarInterestReply(IClientAPI client,UUID target, uint wantmask, string wanttext, uint skillsmask, string skillstext, string languages);
471 479
@@ -503,6 +511,7 @@ namespace OpenSim.Framework
503 public delegate void SimWideDeletesDelegate(IClientAPI client,UUID agentID, int flags, UUID targetID); 511 public delegate void SimWideDeletesDelegate(IClientAPI client,UUID agentID, int flags, UUID targetID);
504 512
505 public delegate void SendPostcard(IClientAPI client); 513 public delegate void SendPostcard(IClientAPI client);
514 public delegate void ChangeInventoryItemFlags(IClientAPI client, UUID itemID, uint flags);
506 515
507 #endregion 516 #endregion
508 517
@@ -791,6 +800,7 @@ namespace OpenSim.Framework
791 event ObjectDrop OnObjectDrop; 800 event ObjectDrop OnObjectDrop;
792 event StartAnim OnStartAnim; 801 event StartAnim OnStartAnim;
793 event StopAnim OnStopAnim; 802 event StopAnim OnStopAnim;
803 event ChangeAnim OnChangeAnim;
794 event LinkObjects OnLinkObjects; 804 event LinkObjects OnLinkObjects;
795 event DelinkObjects OnDelinkObjects; 805 event DelinkObjects OnDelinkObjects;
796 event RequestMapBlocks OnRequestMapBlocks; 806 event RequestMapBlocks OnRequestMapBlocks;
@@ -840,6 +850,7 @@ namespace OpenSim.Framework
840 event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 850 event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
841 event UpdatePrimFlags OnUpdatePrimFlags; 851 event UpdatePrimFlags OnUpdatePrimFlags;
842 event UpdatePrimTexture OnUpdatePrimTexture; 852 event UpdatePrimTexture OnUpdatePrimTexture;
853 event ClientChangeObject onClientChangeObject;
843 event UpdateVector OnUpdatePrimGroupPosition; 854 event UpdateVector OnUpdatePrimGroupPosition;
844 event UpdateVector OnUpdatePrimSinglePosition; 855 event UpdateVector OnUpdatePrimSinglePosition;
845 event UpdatePrimRotation OnUpdatePrimGroupRotation; 856 event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -864,6 +875,7 @@ namespace OpenSim.Framework
864 event RequestTaskInventory OnRequestTaskInventory; 875 event RequestTaskInventory OnRequestTaskInventory;
865 event UpdateInventoryItem OnUpdateInventoryItem; 876 event UpdateInventoryItem OnUpdateInventoryItem;
866 event CopyInventoryItem OnCopyInventoryItem; 877 event CopyInventoryItem OnCopyInventoryItem;
878 event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
867 event MoveInventoryItem OnMoveInventoryItem; 879 event MoveInventoryItem OnMoveInventoryItem;
868 event RemoveInventoryFolder OnRemoveInventoryFolder; 880 event RemoveInventoryFolder OnRemoveInventoryFolder;
869 event RemoveInventoryItem OnRemoveInventoryItem; 881 event RemoveInventoryItem OnRemoveInventoryItem;
@@ -982,7 +994,7 @@ namespace OpenSim.Framework
982 event ClassifiedInfoRequest OnClassifiedInfoRequest; 994 event ClassifiedInfoRequest OnClassifiedInfoRequest;
983 event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 995 event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
984 event ClassifiedDelete OnClassifiedDelete; 996 event ClassifiedDelete OnClassifiedDelete;
985 event ClassifiedDelete OnClassifiedGodDelete; 997 event ClassifiedGodDelete OnClassifiedGodDelete;
986 998
987 event EventNotificationAddRequest OnEventNotificationAddRequest; 999 event EventNotificationAddRequest OnEventNotificationAddRequest;
988 event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 1000 event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -1021,6 +1033,7 @@ namespace OpenSim.Framework
1021 event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 1033 event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
1022 event SimWideDeletesDelegate OnSimWideDeletes; 1034 event SimWideDeletesDelegate OnSimWideDeletes;
1023 event SendPostcard OnSendPostcard; 1035 event SendPostcard OnSendPostcard;
1036 event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
1024 event MuteListEntryUpdate OnUpdateMuteListEntry; 1037 event MuteListEntryUpdate OnUpdateMuteListEntry;
1025 event MuteListEntryRemove OnRemoveMuteListEntry; 1038 event MuteListEntryRemove OnRemoveMuteListEntry;
1026 event GodlikeMessage onGodlikeMessage; 1039 event GodlikeMessage onGodlikeMessage;
@@ -1034,6 +1047,7 @@ namespace OpenSim.Framework
1034 void InPacket(object NewPack); 1047 void InPacket(object NewPack);
1035 void ProcessInPacket(Packet NewPack); 1048 void ProcessInPacket(Packet NewPack);
1036 void Close(); 1049 void Close();
1050 void Close(bool sendStop);
1037 void Kick(string message); 1051 void Kick(string message);
1038 1052
1039 /// <summary> 1053 /// <summary>
@@ -1315,6 +1329,8 @@ namespace OpenSim.Framework
1315 1329
1316 void SendObjectPropertiesReply(ISceneEntity Entity); 1330 void SendObjectPropertiesReply(ISceneEntity Entity);
1317 1331
1332 void SendPartPhysicsProprieties(ISceneEntity Entity);
1333
1318 void SendAgentOffline(UUID[] agentIDs); 1334 void SendAgentOffline(UUID[] agentIDs);
1319 1335
1320 void SendAgentOnline(UUID[] agentIDs); 1336 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/OSChatMessage.cs b/OpenSim/Framework/OSChatMessage.cs
index 455756d..7450be2 100644
--- a/OpenSim/Framework/OSChatMessage.cs
+++ b/OpenSim/Framework/OSChatMessage.cs
@@ -51,12 +51,11 @@ namespace OpenSim.Framework
51 protected object m_senderObject; 51 protected object m_senderObject;
52 protected ChatTypeEnum m_type; 52 protected ChatTypeEnum m_type;
53 protected UUID m_fromID; 53 protected UUID m_fromID;
54 protected UUID m_toID; 54 protected UUID m_destination = UUID.Zero;
55 55
56 public OSChatMessage() 56 public OSChatMessage()
57 { 57 {
58 m_position = new Vector3(); 58 m_position = new Vector3();
59 m_toID = UUID.Zero;
60 } 59 }
61 60
62 /// <summary> 61 /// <summary>
@@ -104,15 +103,6 @@ namespace OpenSim.Framework
104 set { m_from = value; } 103 set { m_from = value; }
105 } 104 }
106 105
107 /// <summary>
108 /// The name of the sender (needed for scripts)
109 /// </summary>
110 public string To
111 {
112 get { return m_from; }
113 set { m_from = value; }
114 }
115
116 #region IEventArgs Members 106 #region IEventArgs Members
117 107
118 /// TODO: Sender and SenderObject should just be Sender and of 108 /// TODO: Sender and SenderObject should just be Sender and of
@@ -142,13 +132,10 @@ namespace OpenSim.Framework
142 set { m_fromID = value; } 132 set { m_fromID = value; }
143 } 133 }
144 134
145 /// <summary> 135 public UUID Destination
146 /// The single recipient or all if not set.
147 /// </summary>
148 public UUID TargetUUID
149 { 136 {
150 get { return m_toID; } 137 get { return m_destination; }
151 set { m_toID = value; } 138 set { m_destination = value; }
152 } 139 }
153 140
154 /// <summary> 141 /// <summary>
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 76dcfca..fcc9873 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -724,7 +724,12 @@ namespace OpenSim.Framework
724 return _lightColorR; 724 return _lightColorR;
725 } 725 }
726 set { 726 set {
727 _lightColorR = value; 727 if (value < 0)
728 _lightColorR = 0;
729 else if (value > 1.0f)
730 _lightColorR = 1.0f;
731 else
732 _lightColorR = value;
728 } 733 }
729 } 734 }
730 735
@@ -733,7 +738,12 @@ namespace OpenSim.Framework
733 return _lightColorG; 738 return _lightColorG;
734 } 739 }
735 set { 740 set {
736 _lightColorG = value; 741 if (value < 0)
742 _lightColorG = 0;
743 else if (value > 1.0f)
744 _lightColorG = 1.0f;
745 else
746 _lightColorG = value;
737 } 747 }
738 } 748 }
739 749
@@ -742,7 +752,12 @@ namespace OpenSim.Framework
742 return _lightColorB; 752 return _lightColorB;
743 } 753 }
744 set { 754 set {
745 _lightColorB = value; 755 if (value < 0)
756 _lightColorB = 0;
757 else if (value > 1.0f)
758 _lightColorB = 1.0f;
759 else
760 _lightColorB = value;
746 } 761 }
747 } 762 }
748 763
@@ -751,7 +766,12 @@ namespace OpenSim.Framework
751 return _lightColorA; 766 return _lightColorA;
752 } 767 }
753 set { 768 set {
754 _lightColorA = value; 769 if (value < 0)
770 _lightColorA = 0;
771 else if (value > 1.0f)
772 _lightColorA = 1.0f;
773 else
774 _lightColorA = value;
755 } 775 }
756 } 776 }
757 777
@@ -865,6 +885,11 @@ namespace OpenSim.Framework
865 885
866 public ulong GetMeshKey(Vector3 size, float lod) 886 public ulong GetMeshKey(Vector3 size, float lod)
867 { 887 {
888 return GetMeshKey(size, lod, false);
889 }
890
891 public ulong GetMeshKey(Vector3 size, float lod, bool convex)
892 {
868 ulong hash = 5381; 893 ulong hash = 5381;
869 894
870 hash = djb2(hash, this.PathCurve); 895 hash = djb2(hash, this.PathCurve);
@@ -910,6 +935,9 @@ namespace OpenSim.Framework
910 hash = djb2(hash, scaleBytes[i]); 935 hash = djb2(hash, scaleBytes[i]);
911 } 936 }
912 937
938 if(convex)
939 hash = djb2(hash, 0xa5);
940
913 return hash; 941 return hash;
914 } 942 }
915 943
@@ -1414,7 +1442,7 @@ namespace OpenSim.Framework
1414 prim.Textures = this.Textures; 1442 prim.Textures = this.Textures;
1415 1443
1416 prim.Properties = new Primitive.ObjectProperties(); 1444 prim.Properties = new Primitive.ObjectProperties();
1417 prim.Properties.Name = "Primitive"; 1445 prim.Properties.Name = "Object";
1418 prim.Properties.Description = ""; 1446 prim.Properties.Description = "";
1419 prim.Properties.CreatorID = UUID.Zero; 1447 prim.Properties.CreatorID = UUID.Zero;
1420 prim.Properties.GroupID = UUID.Zero; 1448 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 47dbcec..47a2780 100644
--- a/OpenSim/Framework/RegionSettings.cs
+++ b/OpenSim/Framework/RegionSettings.cs
@@ -482,6 +482,28 @@ namespace OpenSim.Framework
482 set { m_LoadedCreationID = value; } 482 set { m_LoadedCreationID = value; }
483 } 483 }
484 484
485 private bool m_GodBlockSearch = false;
486 public bool GodBlockSearch
487 {
488 get { return m_GodBlockSearch; }
489 set { m_GodBlockSearch = value; }
490 }
491
492 private bool m_Casino = false;
493 public bool Casino
494 {
495 get { return m_Casino; }
496 set { m_Casino = value; }
497 }
498
499 // Telehub support
500 private bool m_TelehubEnabled = false;
501 public bool HasTelehub
502 {
503 get { return m_TelehubEnabled; }
504 set { m_TelehubEnabled = value; }
505 }
506
485 // Connected Telehub object 507 // Connected Telehub object
486 private UUID m_TelehubObject = UUID.Zero; 508 private UUID m_TelehubObject = UUID.Zero;
487 public UUID TelehubObject 509 public UUID TelehubObject
diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
index 9459f76..7bbb290 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 3de7f9c..1d5b426 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -1447,10 +1447,34 @@ namespace OpenSim.Framework.Servers.HttpServer
1447 1447
1448 internal byte[] DoHTTPGruntWork(Hashtable responsedata, OSHttpResponse response) 1448 internal byte[] DoHTTPGruntWork(Hashtable responsedata, OSHttpResponse response)
1449 { 1449 {
1450 //m_log.Info("[BASE HTTP SERVER]: Doing HTTP Grunt work with response"); 1450 int responsecode;
1451 int responsecode = (int)responsedata["int_response_code"]; 1451 string responseString;
1452 string responseString = (string)responsedata["str_response_string"]; 1452 string contentType;
1453 string contentType = (string)responsedata["content_type"]; 1453
1454 if (responsedata == null)
1455 {
1456 responsecode = 500;
1457 responseString = "No response could be obtained";
1458 contentType = "text/plain";
1459 responsedata = new Hashtable();
1460 }
1461 else
1462 {
1463 try
1464 {
1465 //m_log.Info("[BASE HTTP SERVER]: Doing HTTP Grunt work with response");
1466 responsecode = (int)responsedata["int_response_code"];
1467 responseString = (string)responsedata["str_response_string"];
1468 contentType = (string)responsedata["content_type"];
1469 }
1470 catch
1471 {
1472 responsecode = 500;
1473 responseString = "No response could be obtained";
1474 contentType = "text/plain";
1475 responsedata = new Hashtable();
1476 }
1477 }
1454 1478
1455 if (responsedata.ContainsKey("error_status_text")) 1479 if (responsedata.ContainsKey("error_status_text"))
1456 { 1480 {
diff --git a/OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs b/OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
index 3089351..bb43cd2 100644
--- a/OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
+++ b/OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs
@@ -45,17 +45,27 @@ namespace OpenSim.Framework.Servers.HttpServer
45 public NoEventsMethod NoEvents; 45 public NoEventsMethod NoEvents;
46 public RequestMethod Request; 46 public RequestMethod Request;
47 public UUID Id; 47 public UUID Id;
48 public int TimeOutms;
49 public EventType Type;
50
51 public enum EventType : int
52 {
53 Normal = 0,
54 LslHttp = 1
55 }
48 56
49 public PollServiceEventArgs( 57 public PollServiceEventArgs(
50 RequestMethod pRequest, 58 RequestMethod pRequest,
51 HasEventsMethod pHasEvents, GetEventsMethod pGetEvents, NoEventsMethod pNoEvents, 59 HasEventsMethod pHasEvents, GetEventsMethod pGetEvents, NoEventsMethod pNoEvents,
52 UUID pId) 60 UUID pId, int pTimeOutms)
53 { 61 {
54 Request = pRequest; 62 Request = pRequest;
55 HasEvents = pHasEvents; 63 HasEvents = pHasEvents;
56 GetEvents = pGetEvents; 64 GetEvents = pGetEvents;
57 NoEvents = pNoEvents; 65 NoEvents = pNoEvents;
58 Id = pId; 66 Id = pId;
67 TimeOutms = pTimeOutms;
68 Type = EventType.Normal;
59 } 69 }
60 } 70 }
61} \ No newline at end of file 71}
diff --git a/OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs b/OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
index 3252251..3a14b6f 100644
--- a/OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
+++ b/OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
@@ -33,14 +33,18 @@ using log4net;
33using HttpServer; 33using HttpServer;
34using OpenSim.Framework; 34using OpenSim.Framework;
35 35
36
37/*
36namespace OpenSim.Framework.Servers.HttpServer 38namespace OpenSim.Framework.Servers.HttpServer
37{ 39{
40
38 public class PollServiceRequestManager 41 public class PollServiceRequestManager
39 { 42 {
40// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 43// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
41 44
42 private readonly BaseHttpServer m_server; 45 private readonly BaseHttpServer m_server;
43 private static Queue m_requests = Queue.Synchronized(new Queue()); 46 private static Queue m_requests = Queue.Synchronized(new Queue());
47 private static ManualResetEvent m_ev = new ManualResetEvent(false);
44 private uint m_WorkerThreadCount = 0; 48 private uint m_WorkerThreadCount = 0;
45 private Thread[] m_workerThreads; 49 private Thread[] m_workerThreads;
46 private PollServiceWorkerThread[] m_PollServiceWorkerThreads; 50 private PollServiceWorkerThread[] m_PollServiceWorkerThreads;
@@ -90,15 +94,17 @@ namespace OpenSim.Framework.Servers.HttpServer
90 { 94 {
91 lock (m_requests) 95 lock (m_requests)
92 m_requests.Enqueue(req); 96 m_requests.Enqueue(req);
97 m_ev.Set();
93 } 98 }
94 99
95 public void ThreadStart() 100 public void ThreadStart()
96 { 101 {
97 while (m_running) 102 while (m_running)
98 { 103 {
104 m_ev.WaitOne(1000);
105 m_ev.Reset();
99 Watchdog.UpdateThread(); 106 Watchdog.UpdateThread();
100 ProcessQueuedRequests(); 107 ProcessQueuedRequests();
101 Thread.Sleep(1000);
102 } 108 }
103 } 109 }
104 110
@@ -154,4 +160,237 @@ namespace OpenSim.Framework.Servers.HttpServer
154 m_running = false; 160 m_running = false;
155 } 161 }
156 } 162 }
157} \ No newline at end of file 163}
164 */
165
166using System.IO;
167using System.Text;
168using System.Collections.Generic;
169
170namespace OpenSim.Framework.Servers.HttpServer
171{
172 public class PollServiceRequestManager
173 {
174 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
175
176 private readonly BaseHttpServer m_server;
177
178 private BlockingQueue<PollServiceHttpRequest> m_requests = new BlockingQueue<PollServiceHttpRequest>();
179 private static Queue<PollServiceHttpRequest> m_slowRequests = new Queue<PollServiceHttpRequest>();
180 private static Queue<PollServiceHttpRequest> m_retryRequests = new Queue<PollServiceHttpRequest>();
181
182 private uint m_WorkerThreadCount = 0;
183 private Thread[] m_workerThreads;
184 private Thread m_retrysThread;
185
186 private bool m_running = true;
187 private int slowCount = 0;
188
189 // private int m_timeout = 250; // increase timeout 250; now use the event one
190
191 public PollServiceRequestManager(BaseHttpServer pSrv, uint pWorkerThreadCount, int pTimeout)
192 {
193 m_server = pSrv;
194 m_WorkerThreadCount = pWorkerThreadCount;
195 m_workerThreads = new Thread[m_WorkerThreadCount];
196
197 //startup worker threads
198 for (uint i = 0; i < m_WorkerThreadCount; i++)
199 {
200 m_workerThreads[i]
201 = Watchdog.StartThread(
202 PoolWorkerJob,
203 String.Format("PollServiceWorkerThread{0}", i),
204 ThreadPriority.Normal,
205 false,
206 true,
207 null,
208 int.MaxValue);
209 }
210
211 m_retrysThread = Watchdog.StartThread(
212 this.CheckRetries,
213 "PollServiceWatcherThread",
214 ThreadPriority.Normal,
215 false,
216 true,
217 null,
218 1000 * 60 * 10);
219 }
220
221
222 private void ReQueueEvent(PollServiceHttpRequest req)
223 {
224 if (m_running)
225 {
226 lock (m_retryRequests)
227 m_retryRequests.Enqueue(req);
228 }
229 }
230
231 public void Enqueue(PollServiceHttpRequest req)
232 {
233 if (m_running)
234 {
235 if (req.PollServiceArgs.Type == PollServiceEventArgs.EventType.LslHttp)
236 {
237 m_requests.Enqueue(req);
238 }
239 else
240 {
241 lock (m_slowRequests)
242 m_slowRequests.Enqueue(req);
243 }
244 }
245 }
246
247 private void CheckRetries()
248 {
249 while (m_running)
250 {
251 Thread.Sleep(100); // let the world move .. back to faster rate
252 Watchdog.UpdateThread();
253 lock (m_retryRequests)
254 {
255 while (m_retryRequests.Count > 0 && m_running)
256 m_requests.Enqueue(m_retryRequests.Dequeue());
257 }
258 slowCount++;
259 if (slowCount >= 10)
260 {
261 slowCount = 0;
262
263 lock (m_slowRequests)
264 {
265 while (m_slowRequests.Count > 0 && m_running)
266 m_requests.Enqueue(m_slowRequests.Dequeue());
267 }
268 }
269 }
270 }
271
272 ~PollServiceRequestManager()
273 {
274 m_running = false;
275// m_timeout = -10000; // cause all to expire
276 Thread.Sleep(1000); // let the world move
277
278 foreach (Thread t in m_workerThreads)
279 {
280 try
281 {
282 t.Abort();
283 }
284 catch
285 {
286 }
287 }
288
289 try
290 {
291 foreach (PollServiceHttpRequest req in m_retryRequests)
292 {
293 m_server.DoHTTPGruntWork(
294 req.PollServiceArgs.NoEvents(req.RequestID, req.PollServiceArgs.Id),
295 new OSHttpResponse(new HttpResponse(req.HttpContext, req.Request), req.HttpContext));
296 }
297 }
298 catch
299 {
300 }
301
302 PollServiceHttpRequest wreq;
303 m_retryRequests.Clear();
304
305 lock (m_slowRequests)
306 {
307 while (m_slowRequests.Count > 0 && m_running)
308 m_requests.Enqueue(m_slowRequests.Dequeue());
309 }
310
311 while (m_requests.Count() > 0)
312 {
313 try
314 {
315 wreq = m_requests.Dequeue(0);
316 m_server.DoHTTPGruntWork(
317 wreq.PollServiceArgs.NoEvents(wreq.RequestID, wreq.PollServiceArgs.Id),
318 new OSHttpResponse(new HttpResponse(wreq.HttpContext, wreq.Request), wreq.HttpContext));
319 }
320 catch
321 {
322 }
323 }
324
325 m_requests.Clear();
326 }
327
328 // work threads
329
330 private void PoolWorkerJob()
331 {
332 PollServiceHttpRequest req;
333 StreamReader str;
334
335// while (true)
336 while (m_running)
337 {
338 req = m_requests.Dequeue(5000);
339
340 Watchdog.UpdateThread();
341 if (req != null)
342 {
343 try
344 {
345 if (req.PollServiceArgs.HasEvents(req.RequestID, req.PollServiceArgs.Id))
346 {
347 try
348 {
349 str = new StreamReader(req.Request.Body);
350 }
351 catch (System.ArgumentException)
352 {
353 // Stream was not readable means a child agent
354 // was closed due to logout, leaving the
355 // Event Queue request orphaned.
356 continue;
357 }
358
359 try
360 {
361 Hashtable responsedata = req.PollServiceArgs.GetEvents(req.RequestID, req.PollServiceArgs.Id, str.ReadToEnd());
362 m_server.DoHTTPGruntWork(responsedata,
363 new OSHttpResponse(new HttpResponse(req.HttpContext, req.Request), req.HttpContext));
364 }
365 catch (ObjectDisposedException) // Browser aborted before we could read body, server closed the stream
366 {
367 // Ignore it, no need to reply
368 }
369
370 str.Close();
371
372 }
373 else
374 {
375 // if ((Environment.TickCount - req.RequestTime) > m_timeout)
376 if ((Environment.TickCount - req.RequestTime) > req.PollServiceArgs.TimeOutms)
377 {
378 m_server.DoHTTPGruntWork(req.PollServiceArgs.NoEvents(req.RequestID, req.PollServiceArgs.Id),
379 new OSHttpResponse(new HttpResponse(req.HttpContext, req.Request), req.HttpContext));
380 }
381 else
382 {
383 ReQueueEvent(req);
384 }
385 }
386 }
387 catch (Exception e)
388 {
389 m_log.ErrorFormat("Exception in poll service thread: " + e.ToString());
390 }
391 }
392 }
393 }
394 }
395}
396
diff --git a/OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs b/OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
index 35a8dee..1e3fbf0 100644
--- a/OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
+++ b/OpenSim/Framework/Servers/HttpServer/PollServiceWorkerThread.cs
@@ -25,6 +25,8 @@
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
28/* Ubit work moved to PollServiceRequestManager
29
28using System; 30using System;
29using System.Collections; 31using System.Collections;
30using System.Collections.Generic; 32using System.Collections.Generic;
@@ -89,8 +91,15 @@ namespace OpenSim.Framework.Servers.HttpServer
89 continue; 91 continue;
90 } 92 }
91 93
92 Hashtable responsedata = req.PollServiceArgs.GetEvents(req.RequestID, req.PollServiceArgs.Id, str.ReadToEnd()); 94 try
93 DoHTTPGruntWork(m_server, req, responsedata); 95 {
96 Hashtable responsedata = req.PollServiceArgs.GetEvents(req.RequestID, req.PollServiceArgs.Id, str.ReadToEnd());
97 DoHTTPGruntWork(m_server, req, responsedata);
98 }
99 catch (ObjectDisposedException) // Browser aborted before we could read body, server closed the stream
100 {
101 // Ignore it, no need to reply
102 }
94 } 103 }
95 else 104 else
96 { 105 {
@@ -161,4 +170,5 @@ namespace OpenSim.Framework.Servers.HttpServer
161 } 170 }
162 } 171 }
163 } 172 }
164} \ No newline at end of file 173}
174*/ \ No newline at end of file
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..4d07746 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 +49,180 @@ 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 // That call stack is useful for end users only. RealProgrammers need a full dump. Commented.
102 // StackTrace stackTrace = new StackTrace(); // get call stack
103 // StackFrame[] stackFrames = stackTrace.GetFrames(); // get method calls (frames)
104 //
105 // // write call stack method names
106 // foreach (StackFrame stackFrame in stackFrames)
107 // {
108 // m_log.Error("[SceneObjectGroup.m_parts] "+(stackFrame.GetMethod().Name)); // write method name
109 // }
110
111 // The below is far more useful
112// System.Console.WriteLine("------------------------------------------");
113// System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
114// System.Console.WriteLine("------------------------------------------");
115// foreach (KeyValuePair<Thread, string> kvp in ReadLockers)
116// {
117// System.Console.WriteLine("Locker name {0} call stack:\n" + kvp.Value, kvp.Key.Name);
118// System.Console.WriteLine("------------------------------------------");
119// }
120 }
121 catch
122 {}
123 m_itemLock.ExitReadLock();
124 }
125 if (m_itemLock.RecursiveWriteCount > 0)
126 {
127 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
128// try
129// {
130// System.Console.WriteLine("------------------------------------------");
131// System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
132// System.Console.WriteLine("------------------------------------------");
133// System.Console.WriteLine("Locker's call stack:\n" + WriterStack);
134// System.Console.WriteLine("------------------------------------------");
135// }
136// catch
137// {}
138 m_itemLock.ExitWriteLock();
139 }
140
141 while (!m_itemLock.TryEnterReadLock(60000))
142 {
143 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.");
144 if (m_itemLock.IsWriteLockHeld)
145 {
146 m_itemLock = new System.Threading.ReaderWriterLockSlim();
147// System.Console.WriteLine("------------------------------------------");
148// System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
149// System.Console.WriteLine("------------------------------------------");
150// System.Console.WriteLine("Locker's call stack:\n" + WriterStack);
151// System.Console.WriteLine("------------------------------------------");
152// LockedByThread = null;
153// ReadLockers.Clear();
154 }
155 }
156// ReadLockers[Thread.CurrentThread] = Environment.StackTrace;
157 }
158 else
159 {
160 if (m_itemLock.RecursiveReadCount>0)
161 {
162 m_itemLock.ExitReadLock();
163 }
164// if (m_itemLock.RecursiveReadCount == 0)
165// ReadLockers.Remove(Thread.CurrentThread);
166 }
167 }
168
169 /// <summary>
170 /// Lock our inventory list for writing (many can read, one can write)
171 /// </summary>
172 public void LockItemsForWrite(bool locked)
173 {
174 if (locked)
175 {
176 //Enter a write lock, wait indefinately for one to open.
177 if (m_itemLock.RecursiveReadCount > 0)
178 {
179 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.");
180 m_itemLock.ExitReadLock();
181 }
182 if (m_itemLock.RecursiveWriteCount > 0)
183 {
184 m_log.Error("[TaskInventoryDictionary] Recursive write lock requested. This should not happen and means something needs to be fixed.");
185
186 m_itemLock.ExitWriteLock();
187 }
188 while (!m_itemLock.TryEnterWriteLock(60000))
189 {
190 if (m_itemLock.IsWriteLockHeld)
191 {
192 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.");
193// System.Console.WriteLine("------------------------------------------");
194// System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
195// System.Console.WriteLine("------------------------------------------");
196// System.Console.WriteLine("Locker's call stack:\n" + WriterStack);
197// System.Console.WriteLine("------------------------------------------");
198 }
199 else
200 {
201 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.");
202// System.Console.WriteLine("------------------------------------------");
203// System.Console.WriteLine("My call stack:\n" + Environment.StackTrace);
204// System.Console.WriteLine("------------------------------------------");
205// foreach (KeyValuePair<Thread, string> kvp in ReadLockers)
206// {
207// System.Console.WriteLine("Locker name {0} call stack:\n" + kvp.Value, kvp.Key.Name);
208// System.Console.WriteLine("------------------------------------------");
209// }
210 }
211 m_itemLock = new System.Threading.ReaderWriterLockSlim();
212// ReadLockers.Clear();
213 }
214
215 LockedByThread = Thread.CurrentThread;
216// WriterStack = Environment.StackTrace;
217 }
218 else
219 {
220 if (m_itemLock.RecursiveWriteCount > 0)
221 {
222 m_itemLock.ExitWriteLock();
223 }
224 }
225 }
48 226
49 #region ICloneable Members 227 #region ICloneable Members
50 228
@@ -52,14 +230,13 @@ namespace OpenSim.Framework
52 { 230 {
53 TaskInventoryDictionary clone = new TaskInventoryDictionary(); 231 TaskInventoryDictionary clone = new TaskInventoryDictionary();
54 232
55 lock (this) 233 m_itemLock.EnterReadLock();
234 foreach (UUID uuid in Keys)
56 { 235 {
57 foreach (UUID uuid in Keys) 236 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
58 {
59 clone.Add(uuid, (TaskInventoryItem) this[uuid].Clone());
60 }
61 } 237 }
62 238 m_itemLock.ExitReadLock();
239
63 return clone; 240 return clone;
64 } 241 }
65 242
diff --git a/OpenSim/Framework/TaskInventoryItem.cs b/OpenSim/Framework/TaskInventoryItem.cs
index 3b40381..fb818ee 100644
--- a/OpenSim/Framework/TaskInventoryItem.cs
+++ b/OpenSim/Framework/TaskInventoryItem.cs
@@ -72,7 +72,7 @@ namespace OpenSim.Framework
72 private UUID _loadedID = UUID.Zero; 72 private UUID _loadedID = UUID.Zero;
73 73
74 private bool _ownerChanged = false; 74 private bool _ownerChanged = false;
75 75
76 // This used ONLY during copy. It can't be relied on at other times! 76 // This used ONLY during copy. It can't be relied on at other times!
77 private bool _scriptRunning = true; 77 private bool _scriptRunning = true;
78 78
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 8a74f53..449d014 100644
--- a/OpenSim/Framework/Watchdog.cs
+++ b/OpenSim/Framework/Watchdog.cs
@@ -328,4 +328,4 @@ namespace OpenSim.Framework
328 m_watchdogTimer.Start(); 328 m_watchdogTimer.Start();
329 } 329 }
330 } 330 }
331} \ No newline at end of file 331}
diff --git a/OpenSim/Framework/WebUtil.cs b/OpenSim/Framework/WebUtil.cs
index 2aa4af5..6a40cd5 100644
--- a/OpenSim/Framework/WebUtil.cs
+++ b/OpenSim/Framework/WebUtil.cs
@@ -223,6 +223,7 @@ namespace OpenSim.Framework
223 catch (Exception ex) 223 catch (Exception ex)
224 { 224 {
225 errorMessage = ex.Message; 225 errorMessage = ex.Message;
226 m_log.Debug("[WEB UTIL]: Exception making request: " + ex.ToString());
226 } 227 }
227 finally 228 finally
228 { 229 {
@@ -302,7 +303,7 @@ namespace OpenSim.Framework
302 /// </summary> 303 /// </summary>
303 public static OSDMap PostToService(string url, NameValueCollection data) 304 public static OSDMap PostToService(string url, NameValueCollection data)
304 { 305 {
305 return ServiceFormRequest(url,data,10000); 306 return ServiceFormRequest(url,data, 20000);
306 } 307 }
307 308
308 public static OSDMap ServiceFormRequest(string url, NameValueCollection data, int timeout) 309 public static OSDMap ServiceFormRequest(string url, NameValueCollection data, int timeout)
@@ -997,6 +998,11 @@ namespace OpenSim.Framework
997 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception> 998 /// the request. You'll want to make sure you deal with this as they're not uncommon</exception>
998 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj) 999 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj)
999 { 1000 {
1001 return MakeRequest<TRequest, TResponse>(verb, requestUrl, obj, 0);
1002 }
1003
1004 public static TResponse MakeRequest<TRequest, TResponse>(string verb, string requestUrl, TRequest obj, int pTimeout)
1005 {
1000 int reqnum = WebUtil.RequestNumber++; 1006 int reqnum = WebUtil.RequestNumber++;
1001 // m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method); 1007 // m_log.DebugFormat("[WEB UTIL]: <{0}> start osd request for {1}, method {2}",reqnum,url,method);
1002 1008
@@ -1008,6 +1014,8 @@ namespace OpenSim.Framework
1008 1014
1009 WebRequest request = WebRequest.Create(requestUrl); 1015 WebRequest request = WebRequest.Create(requestUrl);
1010 request.Method = verb; 1016 request.Method = verb;
1017 if (pTimeout != 0)
1018 request.Timeout = pTimeout * 1000;
1011 MemoryStream buffer = null; 1019 MemoryStream buffer = null;
1012 1020
1013 if ((verb == "POST") || (verb == "PUT")) 1021 if ((verb == "POST") || (verb == "PUT"))
@@ -1123,4 +1131,4 @@ namespace OpenSim.Framework
1123 return deserial; 1131 return deserial;
1124 } 1132 }
1125 } 1133 }
1126} \ No newline at end of file 1134}
diff --git a/OpenSim/Region/Application/OpenSim.cs b/OpenSim/Region/Application/OpenSim.cs
index 56ad5c9..1458ff9 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 presence.Scene.IncomingCloseAgent(presence.UUID); 484 presence.Scene.IncomingCloseAgent(presence.UUID);
485 } 485 }
@@ -1207,7 +1207,7 @@ namespace OpenSim
1207 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z)); 1207 MainConsole.Instance.Output(String.Format("loadOffsets <X,Y,Z> = <{0},{1},{2}>",loadOffset.X,loadOffset.Y,loadOffset.Z));
1208 } 1208 }
1209 } 1209 }
1210 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[2], generateNewIDS, loadOffset); 1210 m_sceneManager.LoadCurrentSceneFromXml(cmdparams[0], generateNewIDS, loadOffset);
1211 } 1211 }
1212 else 1212 else
1213 { 1213 {
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 3271555..76ac246 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 6c28e78..d397893 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
@@ -199,6 +202,14 @@ namespace OpenSim.Region.ClientStack.Linden
199 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req); 202 m_HostCapsObj.RegisterHandler("UpdateNotecardAgentInventory", req);
200 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req); 203 m_HostCapsObj.RegisterHandler("UpdateScriptAgentInventory", req);
201 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req); 204 m_HostCapsObj.RegisterHandler("UpdateScriptAgent", req);
205 IRequestHandler getObjectPhysicsDataHandler = new RestStreamHandler("POST", capsBase + m_getObjectPhysicsDataPath, GetObjectPhysicsData);
206 m_HostCapsObj.RegisterHandler("GetObjectPhysicsData", getObjectPhysicsDataHandler);
207 IRequestHandler getObjectCostHandler = new RestStreamHandler("POST", capsBase + m_getObjectCostPath, GetObjectCost);
208 m_HostCapsObj.RegisterHandler("GetObjectCost", getObjectCostHandler);
209 IRequestHandler ResourceCostSelectedHandler = new RestStreamHandler("POST", capsBase + m_ResourceCostSelectedPath, ResourceCostSelected);
210 m_HostCapsObj.RegisterHandler("ResourceCostSelected", ResourceCostSelectedHandler);
211
212
202 213
203 m_HostCapsObj.RegisterHandler( 214 m_HostCapsObj.RegisterHandler(
204 "CopyInventoryFromNotecard", 215 "CopyInventoryFromNotecard",
@@ -849,6 +860,151 @@ namespace OpenSim.Region.ClientStack.Linden
849 response["int_response_code"] = 200; 860 response["int_response_code"] = 200;
850 return LLSDHelpers.SerialiseLLSDReply(response); 861 return LLSDHelpers.SerialiseLLSDReply(response);
851 } 862 }
863
864 public string GetObjectPhysicsData(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 OSDArray object_ids = (OSDArray)req["object_ids"];
871
872 for (int i = 0 ; i < object_ids.Count ; i++)
873 {
874 UUID uuid = object_ids[i].AsUUID();
875
876 SceneObjectPart obj = m_Scene.GetSceneObjectPart(uuid);
877 if (obj != null)
878 {
879 OSDMap object_data = new OSDMap();
880
881 object_data["PhysicsShapeType"] = obj.PhysicsShapeType;
882 object_data["Density"] = obj.Density;
883 object_data["Friction"] = obj.Friction;
884 object_data["Restitution"] = obj.Bounciness;
885 object_data["GravityMultiplier"] = obj.GravityModifier;
886
887 resp[uuid.ToString()] = object_data;
888 }
889 }
890
891 string response = OSDParser.SerializeLLSDXmlString(resp);
892 return response;
893 }
894
895 public string GetObjectCost(string request, string path,
896 string param, IOSHttpRequest httpRequest,
897 IOSHttpResponse httpResponse)
898 {
899 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
900 OSDMap resp = new OSDMap();
901
902 OSDArray object_ids = (OSDArray)req["object_ids"];
903
904 for (int i = 0; i < object_ids.Count; i++)
905 {
906 UUID uuid = object_ids[i].AsUUID();
907
908 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
909
910 if (part != null)
911 {
912 SceneObjectGroup grp = part.ParentGroup;
913 if (grp != null)
914 {
915 float linksetCost;
916 float linksetPhysCost;
917 float partCost;
918 float partPhysCost;
919
920 grp.GetResourcesCosts(part, out linksetCost, out linksetPhysCost, out partCost, out partPhysCost);
921
922 OSDMap object_data = new OSDMap();
923 object_data["linked_set_resource_cost"] = linksetCost;
924 object_data["resource_cost"] = partCost;
925 object_data["physics_cost"] = partPhysCost;
926 object_data["linked_set_physics_cost"] = linksetPhysCost;
927
928 resp[uuid.ToString()] = object_data;
929 }
930 }
931 }
932
933 string response = OSDParser.SerializeLLSDXmlString(resp);
934 return response;
935 }
936
937 public string ResourceCostSelected(string request, string path,
938 string param, IOSHttpRequest httpRequest,
939 IOSHttpResponse httpResponse)
940 {
941 OSDMap req = (OSDMap)OSDParser.DeserializeLLSDXml(request);
942 OSDMap resp = new OSDMap();
943
944
945 float phys=0;
946 float stream=0;
947 float simul=0;
948
949 if (req.ContainsKey("selected_roots"))
950 {
951 OSDArray object_ids = (OSDArray)req["selected_roots"];
952
953 // should go by SOG suming costs for all parts
954 // ll v3 works ok with several objects select we get the list and adds ok
955 // FS calls per object so results are wrong guess fs bug
956 for (int i = 0; i < object_ids.Count; i++)
957 {
958 UUID uuid = object_ids[i].AsUUID();
959 float Physc;
960 float simulc;
961 float streamc;
962
963 SceneObjectGroup grp = m_Scene.GetGroupByPrim(uuid);
964 if (grp != null)
965 {
966 grp.GetSelectedCosts(out Physc, out streamc, out simulc);
967 phys += Physc;
968 stream += streamc;
969 simul += simulc;
970 }
971 }
972 }
973 else if (req.ContainsKey("selected_prims"))
974 {
975 OSDArray object_ids = (OSDArray)req["selected_prims"];
976
977 // don't see in use in any of the 2 viewers
978 // guess it should be for edit linked but... nothing
979 // should go to SOP per part
980 for (int i = 0; i < object_ids.Count; i++)
981 {
982 UUID uuid = object_ids[i].AsUUID();
983
984 SceneObjectPart part = m_Scene.GetSceneObjectPart(uuid);
985 if (part != null)
986 {
987 phys += part.PhysicsCost;
988 stream += part.StreamingCost;
989 simul += part.SimulationCost;
990 }
991 }
992 }
993
994 if (simul != 0)
995 {
996 OSDMap object_data = new OSDMap();
997
998 object_data["physics"] = phys;
999 object_data["streaming"] = stream;
1000 object_data["simulation"] = simul;
1001
1002 resp["selected"] = object_data;
1003 }
1004
1005 string response = OSDParser.SerializeLLSDXmlString(resp);
1006 return response;
1007 }
852 } 1008 }
853 1009
854 public class AssetUploader 1010 public class AssetUploader
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
index 594b229..ebfe687 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs
@@ -377,7 +377,7 @@ namespace OpenSim.Region.ClientStack.Linden
377 // TODO: Add EventQueueGet name/description for diagnostics 377 // TODO: Add EventQueueGet name/description for diagnostics
378 MainServer.Instance.AddPollServiceHTTPHandler( 378 MainServer.Instance.AddPollServiceHTTPHandler(
379 eventQueueGetPath, 379 eventQueueGetPath,
380 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID)); 380 new PollServiceEventArgs(null, HasEvents, GetEvents, NoEvents, agentID, 1000));
381 381
382// m_log.DebugFormat( 382// m_log.DebugFormat(
383// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}", 383// "[EVENT QUEUE GET MODULE]: Registered EQG handler {0} for {1} in {2}",
@@ -831,5 +831,13 @@ namespace OpenSim.Region.ClientStack.Linden
831 { 831 {
832 return EventQueueHelper.BuildEvent(eventName, eventBody); 832 return EventQueueHelper.BuildEvent(eventName, eventBody);
833 } 833 }
834
835 public void partPhysicsProperties(uint localID, byte physhapetype,
836 float density, float friction, float bounce, float gravmod,UUID avatarID)
837 {
838 OSD item = EventQueueHelper.partPhysicsProperties(localID, physhapetype,
839 density, friction, bounce, gravmod);
840 Enqueue(item, avatarID);
841 }
834 } 842 }
835} 843}
diff --git a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
index 3f49aba..b9222e3 100644
--- a/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
+++ b/OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
@@ -395,5 +395,25 @@ namespace OpenSim.Region.ClientStack.Linden
395 return message; 395 return message;
396 } 396 }
397 397
398 public static OSD partPhysicsProperties(uint localID, byte physhapetype,
399 float density, float friction, float bounce, float gravmod)
400 {
401
402 OSDMap physinfo = new OSDMap(6);
403 physinfo["LocalID"] = localID;
404 physinfo["Density"] = density;
405 physinfo["Friction"] = friction;
406 physinfo["GravityMultiplier"] = gravmod;
407 physinfo["Restitution"] = bounce;
408 physinfo["PhysicsShapeType"] = (int)physhapetype;
409
410 OSDArray array = new OSDArray(1);
411 array.Add(physinfo);
412
413 OSDMap llsdBody = new OSDMap(1);
414 llsdBody.Add("ObjectData", array);
415
416 return BuildEvent("ObjectPhysicsProperties", llsdBody);
417 }
398 } 418 }
399} 419}
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
index afbe56b..3995620 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/J2KImage.cs
@@ -234,6 +234,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
234 m_stopPacket = TexturePacketCount(); 234 m_stopPacket = TexturePacketCount();
235 } 235 }
236 236
237 //Give them at least two packets, to play nice with some broken viewers (SL also behaves this way)
238 if (m_stopPacket == 1 && m_layers[0].End > FIRST_PACKET_SIZE) m_stopPacket++;
239
237 m_currentPacket = StartPacket; 240 m_currentPacket = StartPacket;
238 } 241 }
239 } 242 }
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 8874585..3461971 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -98,6 +98,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
98 public event AvatarPickerRequest OnAvatarPickerRequest; 98 public event AvatarPickerRequest OnAvatarPickerRequest;
99 public event StartAnim OnStartAnim; 99 public event StartAnim OnStartAnim;
100 public event StopAnim OnStopAnim; 100 public event StopAnim OnStopAnim;
101 public event ChangeAnim OnChangeAnim;
101 public event Action<IClientAPI> OnRequestAvatarsData; 102 public event Action<IClientAPI> OnRequestAvatarsData;
102 public event LinkObjects OnLinkObjects; 103 public event LinkObjects OnLinkObjects;
103 public event DelinkObjects OnDelinkObjects; 104 public event DelinkObjects OnDelinkObjects;
@@ -125,6 +126,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
125 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 126 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
126 public event UpdatePrimFlags OnUpdatePrimFlags; 127 public event UpdatePrimFlags OnUpdatePrimFlags;
127 public event UpdatePrimTexture OnUpdatePrimTexture; 128 public event UpdatePrimTexture OnUpdatePrimTexture;
129 public event ClientChangeObject onClientChangeObject;
128 public event UpdateVector OnUpdatePrimGroupPosition; 130 public event UpdateVector OnUpdatePrimGroupPosition;
129 public event UpdateVector OnUpdatePrimSinglePosition; 131 public event UpdateVector OnUpdatePrimSinglePosition;
130 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 132 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -158,6 +160,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
158 public event RequestTaskInventory OnRequestTaskInventory; 160 public event RequestTaskInventory OnRequestTaskInventory;
159 public event UpdateInventoryItem OnUpdateInventoryItem; 161 public event UpdateInventoryItem OnUpdateInventoryItem;
160 public event CopyInventoryItem OnCopyInventoryItem; 162 public event CopyInventoryItem OnCopyInventoryItem;
163 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
161 public event MoveInventoryItem OnMoveInventoryItem; 164 public event MoveInventoryItem OnMoveInventoryItem;
162 public event RemoveInventoryItem OnRemoveInventoryItem; 165 public event RemoveInventoryItem OnRemoveInventoryItem;
163 public event RemoveInventoryFolder OnRemoveInventoryFolder; 166 public event RemoveInventoryFolder OnRemoveInventoryFolder;
@@ -256,7 +259,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
256 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 259 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
257 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 260 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
258 public event ClassifiedDelete OnClassifiedDelete; 261 public event ClassifiedDelete OnClassifiedDelete;
259 public event ClassifiedDelete OnClassifiedGodDelete; 262 public event ClassifiedGodDelete OnClassifiedGodDelete;
260 public event EventNotificationAddRequest OnEventNotificationAddRequest; 263 public event EventNotificationAddRequest OnEventNotificationAddRequest;
261 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 264 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
262 public event EventGodDelete OnEventGodDelete; 265 public event EventGodDelete OnEventGodDelete;
@@ -287,6 +290,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
287 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 290 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
288 public event SimWideDeletesDelegate OnSimWideDeletes; 291 public event SimWideDeletesDelegate OnSimWideDeletes;
289 public event SendPostcard OnSendPostcard; 292 public event SendPostcard OnSendPostcard;
293 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
290 public event MuteListEntryUpdate OnUpdateMuteListEntry; 294 public event MuteListEntryUpdate OnUpdateMuteListEntry;
291 public event MuteListEntryRemove OnRemoveMuteListEntry; 295 public event MuteListEntryRemove OnRemoveMuteListEntry;
292 public event GodlikeMessage onGodlikeMessage; 296 public event GodlikeMessage onGodlikeMessage;
@@ -325,6 +329,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
325 private Prioritizer m_prioritizer; 329 private Prioritizer m_prioritizer;
326 private bool m_disableFacelights = false; 330 private bool m_disableFacelights = false;
327 331
332 private const uint MaxTransferBytesPerPacket = 600;
333
334
328 /// <value> 335 /// <value>
329 /// List used in construction of data blocks for an object update packet. This is to stop us having to 336 /// List used in construction of data blocks for an object update packet. This is to stop us having to
330 /// continually recreate it. 337 /// continually recreate it.
@@ -336,14 +343,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
336 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an 343 /// thread servicing the m_primFullUpdates queue after a kill. If this happens the object persists as an
337 /// ownerless phantom. 344 /// ownerless phantom.
338 /// 345 ///
339 /// All manipulation of this set has to occur under a lock 346 /// All manipulation of this set has to occur under an m_entityUpdates.SyncRoot lock
340 /// 347 ///
341 /// </value> 348 /// </value>
342 protected HashSet<uint> m_killRecord; 349// protected HashSet<uint> m_killRecord;
343 350
344// protected HashSet<uint> m_attachmentsSent; 351// protected HashSet<uint> m_attachmentsSent;
345 352
346 private int m_moneyBalance; 353 private int m_moneyBalance;
354 private bool m_deliverPackets = true;
347 private int m_animationSequenceNumber = 1; 355 private int m_animationSequenceNumber = 1;
348 private bool m_SendLogoutPacketWhenClosing = true; 356 private bool m_SendLogoutPacketWhenClosing = true;
349 private AgentUpdateArgs lastarg; 357 private AgentUpdateArgs lastarg;
@@ -383,6 +391,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
383 get { return m_startpos; } 391 get { return m_startpos; }
384 set { m_startpos = value; } 392 set { m_startpos = value; }
385 } 393 }
394 public bool DeliverPackets
395 {
396 get { return m_deliverPackets; }
397 set {
398 m_deliverPackets = value;
399 m_udpClient.m_deliverPackets = value;
400 }
401 }
386 public UUID AgentId { get { return m_agentId; } } 402 public UUID AgentId { get { return m_agentId; } }
387 public ISceneAgent SceneAgent { get; set; } 403 public ISceneAgent SceneAgent { get; set; }
388 public UUID ActiveGroupId { get { return m_activeGroupID; } } 404 public UUID ActiveGroupId { get { return m_activeGroupID; } }
@@ -456,7 +472,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
456 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count); 472 m_entityUpdates = new PriorityQueue(m_scene.Entities.Count);
457 m_entityProps = new PriorityQueue(m_scene.Entities.Count); 473 m_entityProps = new PriorityQueue(m_scene.Entities.Count);
458 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>(); 474 m_fullUpdateDataBlocksBuilder = new List<ObjectUpdatePacket.ObjectDataBlock>();
459 m_killRecord = new HashSet<uint>(); 475// m_killRecord = new HashSet<uint>();
460// m_attachmentsSent = new HashSet<uint>(); 476// m_attachmentsSent = new HashSet<uint>();
461 477
462 m_assetService = m_scene.RequestModuleInterface<IAssetService>(); 478 m_assetService = m_scene.RequestModuleInterface<IAssetService>();
@@ -485,17 +501,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
485 501
486 #region Client Methods 502 #region Client Methods
487 503
504
488 /// <summary> 505 /// <summary>
489 /// Shut down the client view 506 /// Shut down the client view
490 /// </summary> 507 /// </summary>
491 public void Close() 508 public void Close()
492 { 509 {
510 Close(true);
511 }
512
513 /// <summary>
514 /// Shut down the client view
515 /// </summary>
516 public void Close(bool sendStop)
517 {
493 IsActive = false; 518 IsActive = false;
494 519
495 m_log.DebugFormat( 520 m_log.DebugFormat(
496 "[CLIENT]: Close has been called for {0} attached to scene {1}", 521 "[CLIENT]: Close has been called for {0} attached to scene {1}",
497 Name, m_scene.RegionInfo.RegionName); 522 Name, m_scene.RegionInfo.RegionName);
498 523
524 if (sendStop)
525 {
526 // Send the STOP packet
527 DisableSimulatorPacket disable = (DisableSimulatorPacket)PacketPool.Instance.GetPacket(PacketType.DisableSimulator);
528 OutPacket(disable, ThrottleOutPacketType.Unknown);
529 }
530
531 IsActive = false;
532
499 // Shutdown the image manager 533 // Shutdown the image manager
500 ImageManager.Close(); 534 ImageManager.Close();
501 535
@@ -792,7 +826,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
792 reply.ChatData.OwnerID = fromAgentID; 826 reply.ChatData.OwnerID = fromAgentID;
793 reply.ChatData.SourceID = fromAgentID; 827 reply.ChatData.SourceID = fromAgentID;
794 828
795 OutPacket(reply, ThrottleOutPacketType.Task); 829 OutPacket(reply, ThrottleOutPacketType.Unknown);
796 } 830 }
797 831
798 /// <summary> 832 /// <summary>
@@ -1078,6 +1112,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1078 public virtual void SendLayerData(float[] map) 1112 public virtual void SendLayerData(float[] map)
1079 { 1113 {
1080 Util.FireAndForget(DoSendLayerData, map); 1114 Util.FireAndForget(DoSendLayerData, map);
1115
1116 // Send it sync, and async. It's not that much data
1117 // and it improves user experience just so much!
1118 DoSendLayerData(map);
1081 } 1119 }
1082 1120
1083 /// <summary> 1121 /// <summary>
@@ -1090,16 +1128,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1090 1128
1091 try 1129 try
1092 { 1130 {
1093 //for (int y = 0; y < 16; y++) 1131 for (int y = 0; y < 16; y++)
1094 //{ 1132 {
1095 // for (int x = 0; x < 16; x++) 1133 for (int x = 0; x < 16; x+=4)
1096 // { 1134 {
1097 // SendLayerData(x, y, map); 1135 SendLayerPacket(x, y, map);
1098 // } 1136 }
1099 //} 1137 }
1100
1101 // Send LayerData in a spiral pattern. Fun!
1102 SendLayerTopRight(map, 0, 0, 15, 15);
1103 } 1138 }
1104 catch (Exception e) 1139 catch (Exception e)
1105 { 1140 {
@@ -1107,51 +1142,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1107 } 1142 }
1108 } 1143 }
1109 1144
1110 private void SendLayerTopRight(float[] map, int x1, int y1, int x2, int y2)
1111 {
1112 // Row
1113 for (int i = x1; i <= x2; i++)
1114 SendLayerData(i, y1, map);
1115
1116 // Column
1117 for (int j = y1 + 1; j <= y2; j++)
1118 SendLayerData(x2, j, map);
1119
1120 if (x2 - x1 > 0)
1121 SendLayerBottomLeft(map, x1, y1 + 1, x2 - 1, y2);
1122 }
1123
1124 void SendLayerBottomLeft(float[] map, int x1, int y1, int x2, int y2)
1125 {
1126 // Row in reverse
1127 for (int i = x2; i >= x1; i--)
1128 SendLayerData(i, y2, map);
1129
1130 // Column in reverse
1131 for (int j = y2 - 1; j >= y1; j--)
1132 SendLayerData(x1, j, map);
1133
1134 if (x2 - x1 > 0)
1135 SendLayerTopRight(map, x1 + 1, y1, x2, y2 - 1);
1136 }
1137
1138 /// <summary> 1145 /// <summary>
1139 /// Sends a set of four patches (x, x+1, ..., x+3) to the client 1146 /// Sends a set of four patches (x, x+1, ..., x+3) to the client
1140 /// </summary> 1147 /// </summary>
1141 /// <param name="map">heightmap</param> 1148 /// <param name="map">heightmap</param>
1142 /// <param name="px">X coordinate for patches 0..12</param> 1149 /// <param name="px">X coordinate for patches 0..12</param>
1143 /// <param name="py">Y coordinate for patches 0..15</param> 1150 /// <param name="py">Y coordinate for patches 0..15</param>
1144 // private void SendLayerPacket(float[] map, int y, int x) 1151 private void SendLayerPacket(int x, int y, float[] map)
1145 // { 1152 {
1146 // int[] patches = new int[4]; 1153 int[] patches = new int[4];
1147 // patches[0] = x + 0 + y * 16; 1154 patches[0] = x + 0 + y * 16;
1148 // patches[1] = x + 1 + y * 16; 1155 patches[1] = x + 1 + y * 16;
1149 // patches[2] = x + 2 + y * 16; 1156 patches[2] = x + 2 + y * 16;
1150 // patches[3] = x + 3 + y * 16; 1157 patches[3] = x + 3 + y * 16;
1151 1158
1152 // Packet layerpack = LLClientView.TerrainManager.CreateLandPacket(map, patches); 1159 float[] heightmap = (map.Length == 65536) ?
1153 // OutPacket(layerpack, ThrottleOutPacketType.Land); 1160 map :
1154 // } 1161 LLHeightFieldMoronize(map);
1162
1163 try
1164 {
1165 Packet layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1166 OutPacket(layerpack, ThrottleOutPacketType.Land);
1167 }
1168 catch
1169 {
1170 for (int px = x ; px < x + 4 ; px++)
1171 SendLayerData(px, y, map);
1172 }
1173 }
1155 1174
1156 /// <summary> 1175 /// <summary>
1157 /// Sends a specified patch to a client 1176 /// Sends a specified patch to a client
@@ -1171,7 +1190,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1171 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches); 1190 LayerDataPacket layerpack = TerrainCompressor.CreateLandPacket(heightmap, patches);
1172 layerpack.Header.Reliable = true; 1191 layerpack.Header.Reliable = true;
1173 1192
1174 OutPacket(layerpack, ThrottleOutPacketType.Land); 1193 OutPacket(layerpack, ThrottleOutPacketType.Task);
1175 } 1194 }
1176 catch (Exception e) 1195 catch (Exception e)
1177 { 1196 {
@@ -1534,7 +1553,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1534 1553
1535 public void SendKillObject(ulong regionHandle, List<uint> localIDs) 1554 public void SendKillObject(ulong regionHandle, List<uint> localIDs)
1536 { 1555 {
1537// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle); 1556// foreach (uint id in localIDs)
1557// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
1538 1558
1539 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject); 1559 KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
1540 // TODO: don't create new blocks if recycling an old packet 1560 // TODO: don't create new blocks if recycling an old packet
@@ -1556,17 +1576,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1556 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race 1576 // We MUST lock for both manipulating the kill record and sending the packet, in order to avoid a race
1557 // condition where a kill can be processed before an out-of-date update for the same object. 1577 // condition where a kill can be processed before an out-of-date update for the same object.
1558 // ProcessEntityUpdates() also takes the m_killRecord lock. 1578 // ProcessEntityUpdates() also takes the m_killRecord lock.
1559 lock (m_killRecord) 1579// lock (m_killRecord)
1560 { 1580// {
1561 foreach (uint localID in localIDs) 1581// foreach (uint localID in localIDs)
1562 m_killRecord.Add(localID); 1582// m_killRecord.Add(localID);
1563 1583
1564 // The throttle queue used here must match that being used for updates. Otherwise, there is a 1584 // The throttle queue used here must match that being used for updates. Otherwise, there is a
1565 // chance that a kill packet put on a separate queue will be sent to the client before an existing 1585 // chance that a kill packet put on a separate queue will be sent to the client before an existing
1566 // update packet on another queue. Receiving updates after kills results in unowned and undeletable 1586 // update packet on another queue. Receiving updates after kills results in unowned and undeletable
1567 // scene objects in a viewer until that viewer is relogged in. 1587 // scene objects in a viewer until that viewer is relogged in.
1568 OutPacket(kill, ThrottleOutPacketType.Task); 1588 OutPacket(kill, ThrottleOutPacketType.Task);
1569 } 1589// }
1570 } 1590 }
1571 } 1591 }
1572 1592
@@ -2296,6 +2316,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2296 OutPacket(sound, ThrottleOutPacketType.Task); 2316 OutPacket(sound, ThrottleOutPacketType.Task);
2297 } 2317 }
2298 2318
2319 public void SendTransferAbort(TransferRequestPacket transferRequest)
2320 {
2321 TransferAbortPacket abort = (TransferAbortPacket)PacketPool.Instance.GetPacket(PacketType.TransferAbort);
2322 abort.TransferInfo.TransferID = transferRequest.TransferInfo.TransferID;
2323 abort.TransferInfo.ChannelType = transferRequest.TransferInfo.ChannelType;
2324 m_log.Debug("[Assets] Aborting transfer; asset request failed");
2325 OutPacket(abort, ThrottleOutPacketType.Task);
2326 }
2327
2299 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain) 2328 public void SendTriggeredSound(UUID soundID, UUID ownerID, UUID objectID, UUID parentID, ulong handle, Vector3 position, float gain)
2300 { 2329 {
2301 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger); 2330 SoundTriggerPacket sound = (SoundTriggerPacket)PacketPool.Instance.GetPacket(PacketType.SoundTrigger);
@@ -2588,6 +2617,35 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2588 } 2617 }
2589 } 2618 }
2590 2619
2620 public void SendPartPhysicsProprieties(ISceneEntity entity)
2621 {
2622 SceneObjectPart part = (SceneObjectPart)entity;
2623 if (part != null && AgentId != UUID.Zero)
2624 {
2625 try
2626 {
2627 IEventQueue eq = Scene.RequestModuleInterface<IEventQueue>();
2628 if (eq != null)
2629 {
2630 uint localid = part.LocalId;
2631 byte physshapetype = part.PhysicsShapeType;
2632 float density = part.Density;
2633 float friction = part.Friction;
2634 float bounce = part.Bounciness;
2635 float gravmod = part.GravityModifier;
2636
2637 eq.partPhysicsProperties(localid, physshapetype, density, friction, bounce, gravmod,AgentId);
2638 }
2639 }
2640 catch (Exception ex)
2641 {
2642 m_log.Error("Unable to send part Physics Proprieties - exception: " + ex.ToString());
2643 }
2644 part.UpdatePhysRequired = false;
2645 }
2646 }
2647
2648
2591 2649
2592 public void SendGroupNameReply(UUID groupLLUID, string GroupName) 2650 public void SendGroupNameReply(UUID groupLLUID, string GroupName)
2593 { 2651 {
@@ -2685,7 +2743,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2685 else 2743 else
2686 { 2744 {
2687 int processedLength = 0; 2745 int processedLength = 0;
2688 int maxChunkSize = Settings.MAX_PACKET_SIZE - 100; 2746// int maxChunkSize = Settings.MAX_PACKET_SIZE - 100;
2747
2748 int maxChunkSize = (int) MaxTransferBytesPerPacket;
2689 int packetNumber = 0; 2749 int packetNumber = 0;
2690 2750
2691 while (processedLength < req.AssetInf.Data.Length) 2751 while (processedLength < req.AssetInf.Data.Length)
@@ -2756,7 +2816,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
2756 reply.Data.ParcelID = parcelID; 2816 reply.Data.ParcelID = parcelID;
2757 reply.Data.OwnerID = land.OwnerID; 2817 reply.Data.OwnerID = land.OwnerID;
2758 reply.Data.Name = Utils.StringToBytes(land.Name); 2818 reply.Data.Name = Utils.StringToBytes(land.Name);
2759 reply.Data.Desc = Utils.StringToBytes(land.Description); 2819 if (land != null && land.Description != null && land.Description != String.Empty)
2820 reply.Data.Desc = Utils.StringToBytes(land.Description.Substring(0, land.Description.Length > 254 ? 254: land.Description.Length));
2821 else
2822 reply.Data.Desc = new Byte[0];
2760 reply.Data.ActualArea = land.Area; 2823 reply.Data.ActualArea = land.Area;
2761 reply.Data.BillableArea = land.Area; // TODO: what is this? 2824 reply.Data.BillableArea = land.Area; // TODO: what is this?
2762 2825
@@ -3491,7 +3554,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3491 3554
3492 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3555 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3493 // TODO: don't create new blocks if recycling an old packet 3556 // TODO: don't create new blocks if recycling an old packet
3494 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3557 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3495 avp.ObjectData.TextureEntry = textureEntry; 3558 avp.ObjectData.TextureEntry = textureEntry;
3496 3559
3497 AvatarAppearancePacket.VisualParamBlock avblock = null; 3560 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -3619,7 +3682,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3619 /// </summary> 3682 /// </summary>
3620 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags) 3683 public void SendEntityUpdate(ISceneEntity entity, PrimUpdateFlags updateFlags)
3621 { 3684 {
3622 //double priority = m_prioritizer.GetUpdatePriority(this, entity); 3685 if (entity is SceneObjectPart)
3686 {
3687 SceneObjectPart e = (SceneObjectPart)entity;
3688 SceneObjectGroup g = e.ParentGroup;
3689 if (g.RootPart.Shape.State > 30) // HUD
3690 if (g.OwnerID != AgentId)
3691 return; // Don't send updates for other people's HUDs
3692 }
3693
3623 uint priority = m_prioritizer.GetUpdatePriority(this, entity); 3694 uint priority = m_prioritizer.GetUpdatePriority(this, entity);
3624 3695
3625 lock (m_entityUpdates.SyncRoot) 3696 lock (m_entityUpdates.SyncRoot)
@@ -3686,27 +3757,74 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3686 3757
3687 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race 3758 // We must lock for both manipulating the kill record and sending the packet, in order to avoid a race
3688 // condition where a kill can be processed before an out-of-date update for the same object. 3759 // condition where a kill can be processed before an out-of-date update for the same object.
3689 lock (m_killRecord) 3760 float avgTimeDilation = 1.0f;
3761 IEntityUpdate iupdate;
3762 Int32 timeinqueue; // this is just debugging code & can be dropped later
3763
3764 while (updatesThisCall < maxUpdates)
3690 { 3765 {
3691 float avgTimeDilation = 1.0f; 3766 lock (m_entityUpdates.SyncRoot)
3692 IEntityUpdate iupdate; 3767 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3693 Int32 timeinqueue; // this is just debugging code & can be dropped later 3768 break;
3769
3770 EntityUpdate update = (EntityUpdate)iupdate;
3771
3772 avgTimeDilation += update.TimeDilation;
3773 avgTimeDilation *= 0.5f;
3694 3774
3695 while (updatesThisCall < maxUpdates) 3775 if (update.Entity is SceneObjectPart)
3696 { 3776 {
3697 lock (m_entityUpdates.SyncRoot) 3777 SceneObjectPart part = (SceneObjectPart)update.Entity;
3698 if (!m_entityUpdates.TryDequeue(out iupdate, out timeinqueue))
3699 break;
3700 3778
3701 EntityUpdate update = (EntityUpdate)iupdate; 3779 if (part.ParentGroup.IsDeleted)
3702 3780 continue;
3703 avgTimeDilation += update.TimeDilation;
3704 avgTimeDilation *= 0.5f;
3705 3781
3706 if (update.Entity is SceneObjectPart) 3782 if (part.ParentGroup.IsAttachment)
3783 { // Someone else's HUD, why are we getting these?
3784 if (part.ParentGroup.OwnerID != AgentId &&
3785 part.ParentGroup.RootPart.Shape.State >= 30)
3786 continue;
3787 ScenePresence sp;
3788 // Owner is not in the sim, don't update it to
3789 // anyone
3790 if (!m_scene.TryGetScenePresence(part.OwnerID, out sp))
3791 continue;
3792
3793 List<SceneObjectGroup> atts = sp.GetAttachments();
3794 bool found = false;
3795 foreach (SceneObjectGroup att in atts)
3796 {
3797 if (att == part.ParentGroup)
3798 {
3799 found = true;
3800 break;
3801 }
3802 }
3803
3804 // It's an attachment of a valid avatar, but
3805 // doesn't seem to be attached, skip
3806 if (!found)
3807 continue;
3808
3809 // On vehicle crossing, the attachments are received
3810 // while the avatar is still a child. Don't send
3811 // updates here because the LocalId has not yet
3812 // been updated and the viewer will derender the
3813 // attachments until the avatar becomes root.
3814 if (sp.IsChildAgent)
3815 continue;
3816
3817 // If the object is an attachment we don't want it to be in the kill
3818 // record. Else attaching from inworld and subsequently dropping
3819 // it will no longer work.
3820// lock (m_killRecord)
3821// {
3822// m_killRecord.Remove(part.LocalId);
3823// m_killRecord.Remove(part.ParentGroup.RootPart.LocalId);
3824// }
3825 }
3826 else
3707 { 3827 {
3708 SceneObjectPart part = (SceneObjectPart)update.Entity;
3709
3710 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client 3828 // Please do not remove this unless you can demonstrate on the OpenSim mailing list that a client
3711 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good 3829 // will never receive an update after a prim kill. Even then, keeping the kill record may be a good
3712 // safety measure. 3830 // safety measure.
@@ -3717,236 +3835,174 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3717 // 3835 //
3718 // This doesn't appear to apply to child prims - a client will happily ignore these updates 3836 // This doesn't appear to apply to child prims - a client will happily ignore these updates
3719 // after the root prim has been deleted. 3837 // after the root prim has been deleted.
3720 if (m_killRecord.Contains(part.LocalId)) 3838 //
3721 { 3839 // We ignore this for attachments because attaching something from inworld breaks unless we do.
3722 // m_log.WarnFormat( 3840// lock (m_killRecord)
3723 // "[CLIENT]: Preventing update for prim with local id {0} after client for user {1} told it was deleted", 3841// {
3724 // part.LocalId, Name); 3842// if (m_killRecord.Contains(part.LocalId))
3725 continue; 3843// continue;
3726 } 3844// if (m_killRecord.Contains(part.ParentGroup.RootPart.LocalId))
3727 3845// continue;
3728 if (part.ParentGroup.IsAttachment && m_disableFacelights) 3846// }
3847 }
3848
3849 if (part.ParentGroup.IsAttachment && m_disableFacelights)
3850 {
3851 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand &&
3852 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3729 { 3853 {
3730 if (part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.LeftHand && 3854 part.Shape.LightEntry = false;
3731 part.ParentGroup.RootPart.Shape.State != (byte)AttachmentPoint.RightHand)
3732 {
3733 part.Shape.LightEntry = false;
3734 }
3735 } 3855 }
3736 } 3856 }
3737 3857 }
3738 #region UpdateFlags to packet type conversion 3858
3739 3859 ++updatesThisCall;
3740 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags; 3860
3741 3861 #region UpdateFlags to packet type conversion
3742 bool canUseCompressed = true; 3862
3743 bool canUseImproved = true; 3863 PrimUpdateFlags updateFlags = (PrimUpdateFlags)update.Flags;
3744 3864
3745 // Compressed object updates only make sense for LL primitives 3865 bool canUseCompressed = true;
3746 if (!(update.Entity is SceneObjectPart)) 3866 bool canUseImproved = true;
3867
3868 // Compressed object updates only make sense for LL primitives
3869 if (!(update.Entity is SceneObjectPart))
3870 {
3871 canUseCompressed = false;
3872 }
3873
3874 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate))
3875 {
3876 canUseCompressed = false;
3877 canUseImproved = false;
3878 }
3879 else
3880 {
3881 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3882 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3883 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3884 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3747 { 3885 {
3748 canUseCompressed = false; 3886 canUseCompressed = false;
3749 } 3887 }
3750 3888
3751 if (updateFlags.HasFlag(PrimUpdateFlags.FullUpdate)) 3889 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3890 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3891 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3892 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3893 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3894 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3895 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3896 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3897 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3898 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3899 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3900 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3901 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3902 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3752 { 3903 {
3753 canUseCompressed = false;
3754 canUseImproved = false; 3904 canUseImproved = false;
3755 } 3905 }
3756 else 3906 }
3757 {
3758 if (updateFlags.HasFlag(PrimUpdateFlags.Velocity) ||
3759 updateFlags.HasFlag(PrimUpdateFlags.Acceleration) ||
3760 updateFlags.HasFlag(PrimUpdateFlags.CollisionPlane) ||
3761 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3762 {
3763 canUseCompressed = false;
3764 }
3765
3766 if (updateFlags.HasFlag(PrimUpdateFlags.PrimFlags) ||
3767 updateFlags.HasFlag(PrimUpdateFlags.ParentID) ||
3768 updateFlags.HasFlag(PrimUpdateFlags.Scale) ||
3769 updateFlags.HasFlag(PrimUpdateFlags.PrimData) ||
3770 updateFlags.HasFlag(PrimUpdateFlags.Text) ||
3771 updateFlags.HasFlag(PrimUpdateFlags.NameValue) ||
3772 updateFlags.HasFlag(PrimUpdateFlags.ExtraData) ||
3773 updateFlags.HasFlag(PrimUpdateFlags.TextureAnim) ||
3774 updateFlags.HasFlag(PrimUpdateFlags.Sound) ||
3775 updateFlags.HasFlag(PrimUpdateFlags.Particles) ||
3776 updateFlags.HasFlag(PrimUpdateFlags.Material) ||
3777 updateFlags.HasFlag(PrimUpdateFlags.ClickAction) ||
3778 updateFlags.HasFlag(PrimUpdateFlags.MediaURL) ||
3779 updateFlags.HasFlag(PrimUpdateFlags.Joint))
3780 {
3781 canUseImproved = false;
3782 }
3783 }
3784
3785 #endregion UpdateFlags to packet type conversion
3786
3787 #region Block Construction
3788
3789 // TODO: Remove this once we can build compressed updates
3790 canUseCompressed = false;
3791 3907
3792 if (!canUseImproved && !canUseCompressed) 3908 #endregion UpdateFlags to packet type conversion
3793 {
3794 ObjectUpdatePacket.ObjectDataBlock updateBlock;
3795 3909
3796 if (update.Entity is ScenePresence) 3910 #region Block Construction
3797 {
3798 updateBlock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
3799 }
3800 else
3801 {
3802 SceneObjectPart part = (SceneObjectPart)update.Entity;
3803 updateBlock = CreatePrimUpdateBlock(part, AgentId);
3804
3805 // If the part has become a private hud since the update was scheduled then we do not
3806 // want to send it to other avatars.
3807 if (part.ParentGroup.IsAttachment
3808 && part.ParentGroup.HasPrivateAttachmentPoint
3809 && part.ParentGroup.AttachedAvatar != AgentId)
3810 continue;
3811
3812 // If the part has since been deleted, then drop the update. In the case of attachments,
3813 // this is to avoid spurious updates to other viewers since post-processing of attachments
3814 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3815 // of the test above).
3816 //
3817 // Actual deletions (kills) happen in another method.
3818 if (part.ParentGroup.IsDeleted)
3819 continue;
3820 }
3821 3911
3822 objectUpdateBlocks.Value.Add(updateBlock); 3912 // TODO: Remove this once we can build compressed updates
3823 objectUpdates.Value.Add(update); 3913 canUseCompressed = false;
3824 }
3825 else if (!canUseImproved)
3826 {
3827 SceneObjectPart part = (SceneObjectPart)update.Entity;
3828 ObjectUpdateCompressedPacket.ObjectDataBlock compressedBlock
3829 = CreateCompressedUpdateBlock(part, updateFlags);
3830
3831 // If the part has since been deleted, then drop the update. In the case of attachments,
3832 // this is to avoid spurious updates to other viewers since post-processing of attachments
3833 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3834 // of the test above).
3835 //
3836 // Actual deletions (kills) happen in another method.
3837 if (part.ParentGroup.IsDeleted)
3838 continue;
3839 3914
3840 compressedUpdateBlocks.Value.Add(compressedBlock); 3915 if (!canUseImproved && !canUseCompressed)
3841 compressedUpdates.Value.Add(update); 3916 {
3917 if (update.Entity is ScenePresence)
3918 {
3919 objectUpdateBlocks.Value.Add(CreateAvatarUpdateBlock((ScenePresence)update.Entity));
3842 } 3920 }
3843 else 3921 else
3844 { 3922 {
3845 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId) 3923 objectUpdateBlocks.Value.Add(CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId));
3846 {
3847 // Self updates go into a special list
3848 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3849 terseAgentUpdates.Value.Add(update);
3850 }
3851 else
3852 {
3853 ImprovedTerseObjectUpdatePacket.ObjectDataBlock terseUpdateBlock
3854 = CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures));
3855
3856 // Everything else goes here
3857 if (update.Entity is SceneObjectPart)
3858 {
3859 SceneObjectPart part = (SceneObjectPart)update.Entity;
3860
3861 // If the part has become a private hud since the update was scheduled then we do not
3862 // want to send it to other avatars.
3863 if (part.ParentGroup.IsAttachment
3864 && part.ParentGroup.HasPrivateAttachmentPoint
3865 && part.ParentGroup.AttachedAvatar != AgentId)
3866 continue;
3867
3868 // If the part has since been deleted, then drop the update. In the case of attachments,
3869 // this is to avoid spurious updates to other viewers since post-processing of attachments
3870 // has to change the IsAttachment flag for various reasons (which will end up in a pass
3871 // of the test above).
3872 //
3873 // Actual deletions (kills) happen in another method.
3874 if (part.ParentGroup.IsDeleted)
3875 continue;
3876 }
3877
3878 terseUpdateBlocks.Value.Add(terseUpdateBlock);
3879 terseUpdates.Value.Add(update);
3880 }
3881 } 3924 }
3925 }
3926 else if (!canUseImproved)
3927 {
3928 compressedUpdateBlocks.Value.Add(CreateCompressedUpdateBlock((SceneObjectPart)update.Entity, updateFlags));
3929 }
3930 else
3931 {
3932 if (update.Entity is ScenePresence && ((ScenePresence)update.Entity).UUID == AgentId)
3933 // Self updates go into a special list
3934 terseAgentUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3935 else
3936 // Everything else goes here
3937 terseUpdateBlocks.Value.Add(CreateImprovedTerseBlock(update.Entity, updateFlags.HasFlag(PrimUpdateFlags.Textures)));
3938 }
3882 3939
3883 ++updatesThisCall; 3940 #endregion Block Construction
3941 }
3942
3943 #region Packet Sending
3884 3944
3885 #endregion Block Construction 3945 const float TIME_DILATION = 1.0f;
3886 } 3946 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f);
3887 3947
3888 #region Packet Sending 3948 if (terseAgentUpdateBlocks.IsValueCreated)
3889 ushort timeDilation = Utils.FloatToUInt16(avgTimeDilation, 0.0f, 1.0f); 3949 {
3950 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value;
3890 3951
3891 if (terseAgentUpdateBlocks.IsValueCreated) 3952 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3892 { 3953 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3893 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseAgentUpdateBlocks.Value; 3954 packet.RegionData.TimeDilation = timeDilation;
3955 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3894 3956
3895 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3957 for (int i = 0; i < blocks.Count; i++)
3896 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3958 packet.ObjectData[i] = blocks[i];
3897 packet.RegionData.TimeDilation = timeDilation;
3898 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3899 3959
3900 for (int i = 0; i < blocks.Count; i++) 3960 OutPacket(packet, ThrottleOutPacketType.Unknown, true);
3901 packet.ObjectData[i] = blocks[i]; 3961 }
3902 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3903 OutPacket(packet, ThrottleOutPacketType.Unknown, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseAgentUpdates.Value, oPacket); });
3904 }
3905 3962
3906 if (objectUpdateBlocks.IsValueCreated) 3963 if (objectUpdateBlocks.IsValueCreated)
3907 { 3964 {
3908 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value; 3965 List<ObjectUpdatePacket.ObjectDataBlock> blocks = objectUpdateBlocks.Value;
3909 3966
3910 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate); 3967 ObjectUpdatePacket packet = (ObjectUpdatePacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdate);
3911 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3968 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3912 packet.RegionData.TimeDilation = timeDilation; 3969 packet.RegionData.TimeDilation = timeDilation;
3913 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3970 packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[blocks.Count];
3914 3971
3915 for (int i = 0; i < blocks.Count; i++) 3972 for (int i = 0; i < blocks.Count; i++)
3916 packet.ObjectData[i] = blocks[i]; 3973 packet.ObjectData[i] = blocks[i];
3917 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 3974
3918 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(objectUpdates.Value, oPacket); }); 3975 OutPacket(packet, ThrottleOutPacketType.Task, true);
3919 } 3976 }
3920 3977
3921 if (compressedUpdateBlocks.IsValueCreated) 3978 if (compressedUpdateBlocks.IsValueCreated)
3922 { 3979 {
3923 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value; 3980 List<ObjectUpdateCompressedPacket.ObjectDataBlock> blocks = compressedUpdateBlocks.Value;
3924 3981
3925 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed); 3982 ObjectUpdateCompressedPacket packet = (ObjectUpdateCompressedPacket)PacketPool.Instance.GetPacket(PacketType.ObjectUpdateCompressed);
3926 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3983 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3927 packet.RegionData.TimeDilation = timeDilation; 3984 packet.RegionData.TimeDilation = timeDilation;
3928 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count]; 3985 packet.ObjectData = new ObjectUpdateCompressedPacket.ObjectDataBlock[blocks.Count];
3929
3930 for (int i = 0; i < blocks.Count; i++)
3931 packet.ObjectData[i] = blocks[i];
3932 // If any of the packets created from this call go unacknowledged, all of the updates will be resent
3933 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(compressedUpdates.Value, oPacket); });
3934 }
3935 3986
3936 if (terseUpdateBlocks.IsValueCreated) 3987 for (int i = 0; i < blocks.Count; i++)
3937 { 3988 packet.ObjectData[i] = blocks[i];
3938 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value; 3989
3939 3990 OutPacket(packet, ThrottleOutPacketType.Task, true);
3940 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket(); 3991 }
3941 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle; 3992
3942 packet.RegionData.TimeDilation = timeDilation; 3993 if (terseUpdateBlocks.IsValueCreated)
3943 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count]; 3994 {
3944 3995 List<ImprovedTerseObjectUpdatePacket.ObjectDataBlock> blocks = terseUpdateBlocks.Value;
3945 for (int i = 0; i < blocks.Count; i++) 3996
3946 packet.ObjectData[i] = blocks[i]; 3997 ImprovedTerseObjectUpdatePacket packet = new ImprovedTerseObjectUpdatePacket();
3947 // If any of the packets created from this call go unacknowledged, all of the updates will be resent 3998 packet.RegionData.RegionHandle = m_scene.RegionInfo.RegionHandle;
3948 OutPacket(packet, ThrottleOutPacketType.Task, true, delegate(OutgoingPacket oPacket) { ResendPrimUpdates(terseUpdates.Value, oPacket); }); 3999 packet.RegionData.TimeDilation = timeDilation;
3949 } 4000 packet.ObjectData = new ImprovedTerseObjectUpdatePacket.ObjectDataBlock[blocks.Count];
4001
4002 for (int i = 0; i < blocks.Count; i++)
4003 packet.ObjectData[i] = blocks[i];
4004
4005 OutPacket(packet, ThrottleOutPacketType.Task, true);
3950 } 4006 }
3951 4007
3952 #endregion Packet Sending 4008 #endregion Packet Sending
@@ -4239,11 +4295,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4239 4295
4240 // Pass in the delegate so that if this packet needs to be resent, we send the current properties 4296 // Pass in the delegate so that if this packet needs to be resent, we send the current properties
4241 // of the object rather than the properties when the packet was created 4297 // of the object rather than the properties when the packet was created
4242 OutPacket(packet, ThrottleOutPacketType.Task, true, 4298 // HACK : Remove intelligent resending until it's fixed in core
4243 delegate(OutgoingPacket oPacket) 4299 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4244 { 4300 // delegate(OutgoingPacket oPacket)
4245 ResendPropertyUpdates(updates, oPacket); 4301 // {
4246 }); 4302 // ResendPropertyUpdates(updates, oPacket);
4303 // });
4304 OutPacket(packet, ThrottleOutPacketType.Task, true);
4247 4305
4248 // pbcnt += blocks.Count; 4306 // pbcnt += blocks.Count;
4249 // ppcnt++; 4307 // ppcnt++;
@@ -4269,11 +4327,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4269 // of the object rather than the properties when the packet was created 4327 // of the object rather than the properties when the packet was created
4270 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>(); 4328 List<ObjectPropertyUpdate> updates = new List<ObjectPropertyUpdate>();
4271 updates.Add(familyUpdates.Value[i]); 4329 updates.Add(familyUpdates.Value[i]);
4272 OutPacket(packet, ThrottleOutPacketType.Task, true, 4330 // HACK : Remove intelligent resending until it's fixed in core
4273 delegate(OutgoingPacket oPacket) 4331 //OutPacket(packet, ThrottleOutPacketType.Task, true,
4274 { 4332 // delegate(OutgoingPacket oPacket)
4275 ResendPropertyUpdates(updates, oPacket); 4333 // {
4276 }); 4334 // ResendPropertyUpdates(updates, oPacket);
4335 // });
4336 OutPacket(packet, ThrottleOutPacketType.Task, true);
4277 4337
4278 // fpcnt++; 4338 // fpcnt++;
4279 // fbcnt++; 4339 // fbcnt++;
@@ -4422,37 +4482,44 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4422 if (bl[i].BannedUserID == UUID.Zero) 4482 if (bl[i].BannedUserID == UUID.Zero)
4423 continue; 4483 continue;
4424 BannedUsers.Add(bl[i].BannedUserID); 4484 BannedUsers.Add(bl[i].BannedUserID);
4425 }
4426 4485
4427 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket(); 4486 if (BannedUsers.Count >= 50 || (i == (bl.Length - 1) && BannedUsers.Count > 0))
4428 packet.AgentData.TransactionID = UUID.Random(); 4487 {
4429 packet.AgentData.AgentID = AgentId; 4488 EstateOwnerMessagePacket packet = new EstateOwnerMessagePacket();
4430 packet.AgentData.SessionID = SessionId; 4489 packet.AgentData.TransactionID = UUID.Random();
4431 packet.MethodData.Invoice = invoice; 4490 packet.AgentData.AgentID = AgentId;
4432 packet.MethodData.Method = Utils.StringToBytes("setaccess"); 4491 packet.AgentData.SessionID = SessionId;
4492 packet.MethodData.Invoice = invoice;
4493 packet.MethodData.Method = Utils.StringToBytes("setaccess");
4433 4494
4434 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count]; 4495 EstateOwnerMessagePacket.ParamListBlock[] returnblock = new EstateOwnerMessagePacket.ParamListBlock[6 + BannedUsers.Count];
4435 4496
4436 for (int i = 0; i < (6 + BannedUsers.Count); i++) 4497 int j;
4437 { 4498 for (j = 0; j < (6 + BannedUsers.Count); j++)
4438 returnblock[i] = new EstateOwnerMessagePacket.ParamListBlock(); 4499 {
4439 } 4500 returnblock[j] = new EstateOwnerMessagePacket.ParamListBlock();
4440 int j = 0; 4501 }
4502 j = 0;
4441 4503
4442 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++; 4504 returnblock[j].Parameter = Utils.StringToBytes(estateID.ToString()); j++;
4443 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++; 4505 returnblock[j].Parameter = Utils.StringToBytes(((int)Constants.EstateAccessCodex.EstateBans).ToString()); j++;
4444 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4506 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4445 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4507 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4446 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++; 4508 returnblock[j].Parameter = Utils.StringToBytes(BannedUsers.Count.ToString()); j++;
4447 returnblock[j].Parameter = Utils.StringToBytes("0"); j++; 4509 returnblock[j].Parameter = Utils.StringToBytes("0"); j++;
4448 4510
4449 foreach (UUID banned in BannedUsers) 4511 foreach (UUID banned in BannedUsers)
4450 { 4512 {
4451 returnblock[j].Parameter = banned.GetBytes(); j++; 4513 returnblock[j].Parameter = banned.GetBytes(); j++;
4514 }
4515 packet.ParamList = returnblock;
4516 packet.Header.Reliable = true;
4517 OutPacket(packet, ThrottleOutPacketType.Task);
4518
4519 BannedUsers.Clear();
4520 }
4452 } 4521 }
4453 packet.ParamList = returnblock; 4522
4454 packet.Header.Reliable = false;
4455 OutPacket(packet, ThrottleOutPacketType.Task);
4456 } 4523 }
4457 4524
4458 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args) 4525 public void SendRegionInfoToEstateMenu(RegionInfoForEstateMenuArgs args)
@@ -4638,7 +4705,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4638 4705
4639 if (landData.SimwideArea > 0) 4706 if (landData.SimwideArea > 0)
4640 { 4707 {
4641 int simulatorCapacity = (int)(((float)landData.SimwideArea / 65536.0f) * (float)m_scene.RegionInfo.ObjectCapacity * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 4708 int simulatorCapacity = (int)((long)landData.SimwideArea * (long)m_scene.RegionInfo.ObjectCapacity * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus / 65536L);
4709 // Never report more than sim total capacity
4710 if (simulatorCapacity > m_scene.RegionInfo.ObjectCapacity)
4711 simulatorCapacity = m_scene.RegionInfo.ObjectCapacity;
4642 updateMessage.SimWideMaxPrims = simulatorCapacity; 4712 updateMessage.SimWideMaxPrims = simulatorCapacity;
4643 } 4713 }
4644 else 4714 else
@@ -4767,14 +4837,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4767 4837
4768 if (notifyCount > 0) 4838 if (notifyCount > 0)
4769 { 4839 {
4770 if (notifyCount > 32) 4840// if (notifyCount > 32)
4771 { 4841// {
4772 m_log.InfoFormat( 4842// m_log.InfoFormat(
4773 "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}" 4843// "[LAND]: More than {0} avatars own prims on this parcel. Only sending back details of first {0}"
4774 + " - a developer might want to investigate whether this is a hard limit", 32); 4844// + " - a developer might want to investigate whether this is a hard limit", 32);
4775 4845//
4776 notifyCount = 32; 4846// notifyCount = 32;
4777 } 4847// }
4778 4848
4779 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock 4849 ParcelObjectOwnersReplyPacket.DataBlock[] dataBlock
4780 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount]; 4850 = new ParcelObjectOwnersReplyPacket.DataBlock[notifyCount];
@@ -4829,9 +4899,21 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4829 { 4899 {
4830 ScenePresence presence = (ScenePresence)entity; 4900 ScenePresence presence = (ScenePresence)entity;
4831 4901
4902 position = presence.OffsetPosition;
4903 rotation = presence.Rotation;
4904
4905 if (presence.ParentID != 0)
4906 {
4907 SceneObjectPart part = m_scene.GetSceneObjectPart(presence.ParentID);
4908 if (part != null && part != part.ParentGroup.RootPart)
4909 {
4910 position = part.OffsetPosition + presence.OffsetPosition * part.RotationOffset;
4911 rotation = part.RotationOffset * presence.Rotation;
4912 }
4913 }
4914
4832 attachPoint = 0; 4915 attachPoint = 0;
4833 collisionPlane = presence.CollisionPlane; 4916 collisionPlane = presence.CollisionPlane;
4834 position = presence.OffsetPosition;
4835 velocity = presence.Velocity; 4917 velocity = presence.Velocity;
4836 acceleration = Vector3.Zero; 4918 acceleration = Vector3.Zero;
4837 4919
@@ -4841,7 +4923,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4841// acceleration = new Vector3(1, 0, 0); 4923// acceleration = new Vector3(1, 0, 0);
4842 4924
4843 angularVelocity = Vector3.Zero; 4925 angularVelocity = Vector3.Zero;
4844 rotation = presence.Rotation;
4845 4926
4846 if (sendTexture) 4927 if (sendTexture)
4847 textureEntry = presence.Appearance.Texture.GetBytes(); 4928 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -4946,13 +5027,28 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4946 5027
4947 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data) 5028 protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
4948 { 5029 {
5030 Vector3 offsetPosition = data.OffsetPosition;
5031 Quaternion rotation = data.Rotation;
5032 uint parentID = data.ParentID;
5033
5034 if (parentID != 0)
5035 {
5036 SceneObjectPart part = m_scene.GetSceneObjectPart(parentID);
5037 if (part != null && part != part.ParentGroup.RootPart)
5038 {
5039 offsetPosition = part.OffsetPosition + data.OffsetPosition * part.RotationOffset;
5040 rotation = part.RotationOffset * data.Rotation;
5041 parentID = part.ParentGroup.RootPart.LocalId;
5042 }
5043 }
5044
4949 byte[] objectData = new byte[76]; 5045 byte[] objectData = new byte[76];
4950 5046
4951 data.CollisionPlane.ToBytes(objectData, 0); 5047 data.CollisionPlane.ToBytes(objectData, 0);
4952 data.OffsetPosition.ToBytes(objectData, 16); 5048 offsetPosition.ToBytes(objectData, 16);
4953// data.Velocity.ToBytes(objectData, 28); 5049// data.Velocity.ToBytes(objectData, 28);
4954// data.Acceleration.ToBytes(objectData, 40); 5050// data.Acceleration.ToBytes(objectData, 40);
4955 data.Rotation.ToBytes(objectData, 52); 5051 rotation.ToBytes(objectData, 52);
4956 //data.AngularVelocity.ToBytes(objectData, 64); 5052 //data.AngularVelocity.ToBytes(objectData, 64);
4957 5053
4958 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock(); 5054 ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
@@ -4966,7 +5062,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4966 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " + 5062 update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
4967 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle); 5063 data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
4968 update.ObjectData = objectData; 5064 update.ObjectData = objectData;
4969 update.ParentID = data.ParentID; 5065 update.ParentID = parentID;
4970 update.PathCurve = 16; 5066 update.PathCurve = 16;
4971 update.PathScaleX = 100; 5067 update.PathScaleX = 100;
4972 update.PathScaleY = 100; 5068 update.PathScaleY = 100;
@@ -4984,10 +5080,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4984 update.TextureEntry = Utils.EmptyBytes; 5080 update.TextureEntry = Utils.EmptyBytes;
4985// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes; 5081// update.TextureEntry = (data.Appearance.Texture != null) ? data.Appearance.Texture.GetBytes() : Utils.EmptyBytes;
4986 5082
5083/* all this flags seem related to prims and not avatars. This allow for wrong viewer side move of a avatar in prim edition mode (anv mantis 854)
4987 update.UpdateFlags = (uint)( 5084 update.UpdateFlags = (uint)(
4988 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner | 5085 PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner |
4989 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer | 5086 PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer |
4990 PrimFlags.ObjectOwnerModify); 5087 PrimFlags.ObjectOwnerModify);
5088*/
5089 update.UpdateFlags = 0;
4991 5090
4992 return update; 5091 return update;
4993 } 5092 }
@@ -5307,6 +5406,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5307 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false); 5406 AddLocalPacketHandler(PacketType.TransferAbort, HandleTransferAbort, false);
5308 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false); 5407 AddLocalPacketHandler(PacketType.MuteListRequest, HandleMuteListRequest, false);
5309 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode); 5408 AddLocalPacketHandler(PacketType.UseCircuitCode, HandleUseCircuitCode);
5409 AddLocalPacketHandler(PacketType.CreateNewOutfitAttachments, HandleCreateNewOutfitAttachments);
5310 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false); 5410 AddLocalPacketHandler(PacketType.AgentHeightWidth, HandleAgentHeightWidth, false);
5311 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents); 5411 AddLocalPacketHandler(PacketType.InventoryDescendents, HandleInventoryDescendents);
5312 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery); 5412 AddLocalPacketHandler(PacketType.DirPlacesQuery, HandleDirPlacesQuery);
@@ -5373,6 +5473,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5373 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest); 5473 AddLocalPacketHandler(PacketType.GroupVoteHistoryRequest, HandleGroupVoteHistoryRequest);
5374 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes); 5474 AddLocalPacketHandler(PacketType.SimWideDeletes, HandleSimWideDeletes);
5375 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard); 5475 AddLocalPacketHandler(PacketType.SendPostcard, HandleSendPostcard);
5476 AddLocalPacketHandler(PacketType.ChangeInventoryItemFlags, HandleChangeInventoryItemFlags);
5376 5477
5377 AddGenericPacketHandler("autopilot", HandleAutopilot); 5478 AddGenericPacketHandler("autopilot", HandleAutopilot);
5378 } 5479 }
@@ -5408,6 +5509,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5408 (x.CameraLeftAxis != lastarg.CameraLeftAxis) || 5509 (x.CameraLeftAxis != lastarg.CameraLeftAxis) ||
5409 (x.CameraUpAxis != lastarg.CameraUpAxis) || 5510 (x.CameraUpAxis != lastarg.CameraUpAxis) ||
5410 (x.ControlFlags != lastarg.ControlFlags) || 5511 (x.ControlFlags != lastarg.ControlFlags) ||
5512 (x.ControlFlags != 0) ||
5411 (x.Far != lastarg.Far) || 5513 (x.Far != lastarg.Far) ||
5412 (x.Flags != lastarg.Flags) || 5514 (x.Flags != lastarg.Flags) ||
5413 (x.State != lastarg.State) || 5515 (x.State != lastarg.State) ||
@@ -5785,7 +5887,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5785 args.Channel = ch; 5887 args.Channel = ch;
5786 args.From = String.Empty; 5888 args.From = String.Empty;
5787 args.Message = Utils.BytesToString(msg); 5889 args.Message = Utils.BytesToString(msg);
5788 args.Type = ChatTypeEnum.Shout; 5890 args.Type = ChatTypeEnum.Region; //Behaviour in SL is that the response can be heard from any distance
5789 args.Position = new Vector3(); 5891 args.Position = new Vector3();
5790 args.Scene = Scene; 5892 args.Scene = Scene;
5791 args.Sender = this; 5893 args.Sender = this;
@@ -6305,6 +6407,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6305 { 6407 {
6306 handlerCompleteMovementToRegion(sender, true); 6408 handlerCompleteMovementToRegion(sender, true);
6307 } 6409 }
6410 else
6411 m_log.Debug("HandleCompleteAgentMovement NULL handler");
6412
6308 handlerCompleteMovementToRegion = null; 6413 handlerCompleteMovementToRegion = null;
6309 6414
6310 return true; 6415 return true;
@@ -6322,7 +6427,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6322 return true; 6427 return true;
6323 } 6428 }
6324 #endregion 6429 #endregion
6325 6430/*
6326 StartAnim handlerStartAnim = null; 6431 StartAnim handlerStartAnim = null;
6327 StopAnim handlerStopAnim = null; 6432 StopAnim handlerStopAnim = null;
6328 6433
@@ -6346,6 +6451,25 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6346 } 6451 }
6347 } 6452 }
6348 return true; 6453 return true;
6454*/
6455 ChangeAnim handlerChangeAnim = null;
6456
6457 for (int i = 0; i < AgentAni.AnimationList.Length; i++)
6458 {
6459 handlerChangeAnim = OnChangeAnim;
6460 if (handlerChangeAnim != null)
6461 {
6462 handlerChangeAnim(AgentAni.AnimationList[i].AnimID, AgentAni.AnimationList[i].StartAnim, false);
6463 }
6464 }
6465
6466 handlerChangeAnim = OnChangeAnim;
6467 if (handlerChangeAnim != null)
6468 {
6469 handlerChangeAnim(UUID.Zero, false, true);
6470 }
6471
6472 return true;
6349 } 6473 }
6350 6474
6351 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack) 6475 private bool HandleAgentRequestSit(IClientAPI sender, Packet Pack)
@@ -6971,10 +7095,33 @@ namespace OpenSim.Region.ClientStack.LindenUDP
6971 // 46,47,48 are special positions within the packet 7095 // 46,47,48 are special positions within the packet
6972 // This may change so perhaps we need a better way 7096 // This may change so perhaps we need a better way
6973 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?) 7097 // of storing this (OMV.FlagUpdatePacket.UsePhysics,etc?)
6974 bool UsePhysics = (data[46] != 0) ? true : false; 7098 /*
6975 bool IsTemporary = (data[47] != 0) ? true : false; 7099 bool UsePhysics = (data[46] != 0) ? true : false;
6976 bool IsPhantom = (data[48] != 0) ? true : false; 7100 bool IsTemporary = (data[47] != 0) ? true : false;
6977 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this); 7101 bool IsPhantom = (data[48] != 0) ? true : false;
7102 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, this);
7103 */
7104 bool UsePhysics = flags.AgentData.UsePhysics;
7105 bool IsPhantom = flags.AgentData.IsPhantom;
7106 bool IsTemporary = flags.AgentData.IsTemporary;
7107 ObjectFlagUpdatePacket.ExtraPhysicsBlock[] blocks = flags.ExtraPhysics;
7108 ExtraPhysicsData physdata = new ExtraPhysicsData();
7109
7110 if (blocks == null || blocks.Length == 0)
7111 {
7112 physdata.PhysShapeType = PhysShapeType.invalid;
7113 }
7114 else
7115 {
7116 ObjectFlagUpdatePacket.ExtraPhysicsBlock phsblock = blocks[0];
7117 physdata.PhysShapeType = (PhysShapeType)phsblock.PhysicsShapeType;
7118 physdata.Bounce = phsblock.Restitution;
7119 physdata.Density = phsblock.Density;
7120 physdata.Friction = phsblock.Friction;
7121 physdata.GravitationModifier = phsblock.GravityMultiplier;
7122 }
7123
7124 handlerUpdatePrimFlags(flags.AgentData.ObjectLocalID, UsePhysics, IsTemporary, IsPhantom, physdata, this);
6978 } 7125 }
6979 return true; 7126 return true;
6980 } 7127 }
@@ -9828,7 +9975,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9828 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID, 9975 handlerUpdateMuteListEntry(this, UpdateMuteListEntry.MuteData.MuteID,
9829 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName), 9976 Utils.BytesToString(UpdateMuteListEntry.MuteData.MuteName),
9830 UpdateMuteListEntry.MuteData.MuteType, 9977 UpdateMuteListEntry.MuteData.MuteType,
9831 UpdateMuteListEntry.AgentData.AgentID); 9978 UpdateMuteListEntry.MuteData.MuteFlags);
9832 return true; 9979 return true;
9833 } 9980 }
9834 return false; 9981 return false;
@@ -9843,8 +9990,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9843 { 9990 {
9844 handlerRemoveMuteListEntry(this, 9991 handlerRemoveMuteListEntry(this,
9845 RemoveMuteListEntry.MuteData.MuteID, 9992 RemoveMuteListEntry.MuteData.MuteID,
9846 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName), 9993 Utils.BytesToString(RemoveMuteListEntry.MuteData.MuteName));
9847 RemoveMuteListEntry.AgentData.AgentID);
9848 return true; 9994 return true;
9849 } 9995 }
9850 return false; 9996 return false;
@@ -9888,10 +10034,55 @@ namespace OpenSim.Region.ClientStack.LindenUDP
9888 return false; 10034 return false;
9889 } 10035 }
9890 10036
10037 private bool HandleChangeInventoryItemFlags(IClientAPI client, Packet packet)
10038 {
10039 ChangeInventoryItemFlagsPacket ChangeInventoryItemFlags =
10040 (ChangeInventoryItemFlagsPacket)packet;
10041 ChangeInventoryItemFlags handlerChangeInventoryItemFlags = OnChangeInventoryItemFlags;
10042 if (handlerChangeInventoryItemFlags != null)
10043 {
10044 foreach(ChangeInventoryItemFlagsPacket.InventoryDataBlock b in ChangeInventoryItemFlags.InventoryData)
10045 handlerChangeInventoryItemFlags(this, b.ItemID, b.Flags);
10046 return true;
10047 }
10048 return false;
10049 }
10050
9891 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack) 10051 private bool HandleUseCircuitCode(IClientAPI sender, Packet Pack)
9892 { 10052 {
9893 return true; 10053 return true;
9894 } 10054 }
10055
10056 private bool HandleCreateNewOutfitAttachments(IClientAPI sender, Packet Pack)
10057 {
10058 CreateNewOutfitAttachmentsPacket packet = (CreateNewOutfitAttachmentsPacket)Pack;
10059
10060 #region Packet Session and User Check
10061 if (m_checkPackets)
10062 {
10063 if (packet.AgentData.SessionID != SessionId ||
10064 packet.AgentData.AgentID != AgentId)
10065 return true;
10066 }
10067 #endregion
10068 MoveItemsAndLeaveCopy handlerMoveItemsAndLeaveCopy = null;
10069 List<InventoryItemBase> items = new List<InventoryItemBase>();
10070 foreach (CreateNewOutfitAttachmentsPacket.ObjectDataBlock n in packet.ObjectData)
10071 {
10072 InventoryItemBase b = new InventoryItemBase();
10073 b.ID = n.OldItemID;
10074 b.Folder = n.OldFolderID;
10075 items.Add(b);
10076 }
10077
10078 handlerMoveItemsAndLeaveCopy = OnMoveItemsAndLeaveCopy;
10079 if (handlerMoveItemsAndLeaveCopy != null)
10080 {
10081 handlerMoveItemsAndLeaveCopy(this, items, packet.HeaderData.NewFolderID);
10082 }
10083
10084 return true;
10085 }
9895 10086
9896 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack) 10087 private bool HandleAgentHeightWidth(IClientAPI sender, Packet Pack)
9897 { 10088 {
@@ -10318,6 +10509,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10318 groupProfileReply.GroupData.MaturePublish = d.MaturePublish; 10509 groupProfileReply.GroupData.MaturePublish = d.MaturePublish;
10319 groupProfileReply.GroupData.OwnerRole = d.OwnerRole; 10510 groupProfileReply.GroupData.OwnerRole = d.OwnerRole;
10320 10511
10512 Scene scene = (Scene)m_scene;
10513 if (scene.Permissions.IsGod(sender.AgentId) && (!sender.IsGroupMember(groupProfileRequest.GroupData.GroupID)))
10514 {
10515 ScenePresence p;
10516 if (scene.TryGetScenePresence(sender.AgentId, out p))
10517 {
10518 if (p.GodLevel >= 200)
10519 {
10520 groupProfileReply.GroupData.OpenEnrollment = true;
10521 groupProfileReply.GroupData.MembershipFee = 0;
10522 }
10523 }
10524 }
10525
10321 OutPacket(groupProfileReply, ThrottleOutPacketType.Task); 10526 OutPacket(groupProfileReply, ThrottleOutPacketType.Task);
10322 } 10527 }
10323 return true; 10528 return true;
@@ -10891,11 +11096,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
10891 11096
10892 StartLure handlerStartLure = OnStartLure; 11097 StartLure handlerStartLure = OnStartLure;
10893 if (handlerStartLure != null) 11098 if (handlerStartLure != null)
10894 handlerStartLure(startLureRequest.Info.LureType, 11099 {
10895 Utils.BytesToString( 11100 for (int i = 0 ; i < startLureRequest.TargetData.Length ; i++)
10896 startLureRequest.Info.Message), 11101 {
10897 startLureRequest.TargetData[0].TargetID, 11102 handlerStartLure(startLureRequest.Info.LureType,
10898 this); 11103 Utils.BytesToString(
11104 startLureRequest.Info.Message),
11105 startLureRequest.TargetData[i].TargetID,
11106 this);
11107 }
11108 }
10899 return true; 11109 return true;
10900 } 11110 }
10901 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack) 11111 private bool HandleTeleportLureRequest(IClientAPI sender, Packet Pack)
@@ -11009,10 +11219,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11009 } 11219 }
11010 #endregion 11220 #endregion
11011 11221
11012 ClassifiedDelete handlerClassifiedGodDelete = OnClassifiedGodDelete; 11222 ClassifiedGodDelete handlerClassifiedGodDelete = OnClassifiedGodDelete;
11013 if (handlerClassifiedGodDelete != null) 11223 if (handlerClassifiedGodDelete != null)
11014 handlerClassifiedGodDelete( 11224 handlerClassifiedGodDelete(
11015 classifiedGodDelete.Data.ClassifiedID, 11225 classifiedGodDelete.Data.ClassifiedID,
11226 classifiedGodDelete.Data.QueryID,
11016 this); 11227 this);
11017 return true; 11228 return true;
11018 } 11229 }
@@ -11378,209 +11589,147 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11378 } 11589 }
11379 else 11590 else
11380 { 11591 {
11381// m_log.DebugFormat( 11592 ClientChangeObject updatehandler = onClientChangeObject;
11382// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11383// i, block.Type, part.Name, part.LocalId);
11384 11593
11385// // Do this once since fetch parts creates a new array. 11594 if (updatehandler != null)
11386// SceneObjectPart[] parts = part.ParentGroup.Parts; 11595 {
11387// for (int j = 0; j < parts.Length; j++) 11596 ObjectChangeData udata = new ObjectChangeData();
11388// {
11389// part.StoreUndoState();
11390// parts[j].IgnoreUndoUpdate = true;
11391// }
11392 11597
11393 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11598 /*ubit from ll JIRA:
11599 * 0x01 position
11600 * 0x02 rotation
11601 * 0x04 scale
11602
11603 * 0x08 LINK_SET
11604 * 0x10 UNIFORM for scale
11605 */
11394 11606
11395 switch (block.Type) 11607 // translate to internal changes
11396 { 11608 // not all cases .. just the ones older code did
11397 case 1:
11398 Vector3 pos1 = new Vector3(block.Data, 0);
11399 11609
11400 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11610 switch (block.Type)
11401 if (handlerUpdatePrimSinglePosition != null) 11611 {
11402 { 11612 case 1: //change position sp
11403 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11613 udata.position = new Vector3(block.Data, 0);
11404 handlerUpdatePrimSinglePosition(localId, pos1, this);
11405 }
11406 break;
11407 11614
11408 case 2: 11615 udata.change = ObjectChangeType.primP;
11409 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11616 updatehandler(localId, udata, this);
11617 break;
11410 11618
11411 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11619 case 2: // rotation sp
11412 if (handlerUpdatePrimSingleRotation != null) 11620 udata.rotation = new Quaternion(block.Data, 0, true);
11413 {
11414 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W);
11415 handlerUpdatePrimSingleRotation(localId, rot1, this);
11416 }
11417 break;
11418 11621
11419 case 3: 11622 udata.change = ObjectChangeType.primR;
11420 Vector3 rotPos = new Vector3(block.Data, 0); 11623 updatehandler(localId, udata, this);
11421 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11624 break;
11422 11625
11423 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11626 case 3: // position plus rotation
11424 if (handlerUpdatePrimSingleRotationPosition != null) 11627 udata.position = new Vector3(block.Data, 0);
11425 { 11628 udata.rotation = new Quaternion(block.Data, 12, true);
11426 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z);
11427 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W);
11428 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this);
11429 }
11430 break;
11431 11629
11432 case 4: 11630 udata.change = ObjectChangeType.primPR;
11433 case 20: 11631 updatehandler(localId, udata, this);
11434 Vector3 scale4 = new Vector3(block.Data, 0); 11632 break;
11435 11633
11436 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11634 case 4: // scale sp
11437 if (handlerUpdatePrimScale != null) 11635 udata.scale = new Vector3(block.Data, 0);
11438 { 11636 udata.change = ObjectChangeType.primS;
11439 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z);
11440 handlerUpdatePrimScale(localId, scale4, this);
11441 }
11442 break;
11443 11637
11444 case 5: 11638 updatehandler(localId, udata, this);
11445 Vector3 scale1 = new Vector3(block.Data, 12); 11639 break;
11446 Vector3 pos11 = new Vector3(block.Data, 0);
11447 11640
11448 handlerUpdatePrimScale = OnUpdatePrimScale; 11641 case 0x14: // uniform scale sp
11449 if (handlerUpdatePrimScale != null) 11642 udata.scale = new Vector3(block.Data, 0);
11450 {
11451 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11452 handlerUpdatePrimScale(localId, scale1, this);
11453 11643
11454 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11644 udata.change = ObjectChangeType.primUS;
11455 if (handlerUpdatePrimSinglePosition != null) 11645 updatehandler(localId, udata, this);
11456 { 11646 break;
11457 handlerUpdatePrimSinglePosition(localId, pos11, this);
11458 }
11459 }
11460 break;
11461 11647
11462 case 9: 11648 case 5: // scale and position sp
11463 Vector3 pos2 = new Vector3(block.Data, 0); 11649 udata.position = new Vector3(block.Data, 0);
11650 udata.scale = new Vector3(block.Data, 12);
11464 11651
11465 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11652 udata.change = ObjectChangeType.primPS;
11653 updatehandler(localId, udata, this);
11654 break;
11466 11655
11467 if (handlerUpdateVector != null) 11656 case 0x15: //uniform scale and position
11468 { 11657 udata.position = new Vector3(block.Data, 0);
11469 handlerUpdateVector(localId, pos2, this); 11658 udata.scale = new Vector3(block.Data, 12);
11470 }
11471 break;
11472 11659
11473 case 10: 11660 udata.change = ObjectChangeType.primPUS;
11474 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11661 updatehandler(localId, udata, this);
11662 break;
11475 11663
11476 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11664 // now group related (bit 4)
11477 if (handlerUpdatePrimRotation != null) 11665 case 9: //( 8 + 1 )group position
11478 { 11666 udata.position = new Vector3(block.Data, 0);
11479 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11480 handlerUpdatePrimRotation(localId, rot3, this);
11481 }
11482 break;
11483 11667
11484 case 11: 11668 udata.change = ObjectChangeType.groupP;
11485 Vector3 pos3 = new Vector3(block.Data, 0); 11669 updatehandler(localId, udata, this);
11486 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11670 break;
11487 11671
11488 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11672 case 0x0A: // (8 + 2) group rotation
11489 if (handlerUpdatePrimGroupRotation != null) 11673 udata.rotation = new Quaternion(block.Data, 0, true);
11490 {
11491 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11492 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11493 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this);
11494 }
11495 break;
11496 case 12:
11497 case 28:
11498 Vector3 scale7 = new Vector3(block.Data, 0);
11499 11674
11500 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11675 udata.change = ObjectChangeType.groupR;
11501 if (handlerUpdatePrimGroupScale != null) 11676 updatehandler(localId, udata, this);
11502 { 11677 break;
11503 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11504 handlerUpdatePrimGroupScale(localId, scale7, this);
11505 }
11506 break;
11507 11678
11508 case 13: 11679 case 0x0B: //( 8 + 2 + 1) group rotation and position
11509 Vector3 scale2 = new Vector3(block.Data, 12); 11680 udata.position = new Vector3(block.Data, 0);
11510 Vector3 pos4 = new Vector3(block.Data, 0); 11681 udata.rotation = new Quaternion(block.Data, 12, true);
11511 11682
11512 handlerUpdatePrimScale = OnUpdatePrimScale; 11683 udata.change = ObjectChangeType.groupPR;
11513 if (handlerUpdatePrimScale != null) 11684 updatehandler(localId, udata, this);
11514 { 11685 break;
11515 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11516 handlerUpdatePrimScale(localId, scale2, this);
11517 11686
11518 // Change the position based on scale (for bug number 246) 11687 case 0x0C: // (8 + 4) group scale
11519 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11688 // only afects root prim and only sent by viewer editor object tab scaling
11520 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11689 // mouse edition only allows uniform scaling
11521 if (handlerUpdatePrimSinglePosition != null) 11690 // SL MAY CHANGE THIS in viewers
11522 {
11523 handlerUpdatePrimSinglePosition(localId, pos4, this);
11524 }
11525 }
11526 break;
11527 11691
11528 case 29: 11692 udata.scale = new Vector3(block.Data, 0);
11529 Vector3 scale5 = new Vector3(block.Data, 12);
11530 Vector3 pos5 = new Vector3(block.Data, 0);
11531 11693
11532 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11694 udata.change = ObjectChangeType.groupS;
11533 if (handlerUpdatePrimGroupScale != null) 11695 updatehandler(localId, udata, this);
11534 {
11535 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11536 part.StoreUndoState(true);
11537 part.IgnoreUndoUpdate = true;
11538 handlerUpdatePrimGroupScale(localId, scale5, this);
11539 handlerUpdateVector = OnUpdatePrimGroupPosition;
11540 11696
11541 if (handlerUpdateVector != null) 11697 break;
11542 {
11543 handlerUpdateVector(localId, pos5, this);
11544 }
11545 11698
11546 part.IgnoreUndoUpdate = false; 11699 case 0x0D: //(8 + 4 + 1) group scale and position
11547 } 11700 // exception as above
11548 11701
11549 break; 11702 udata.position = new Vector3(block.Data, 0);
11703 udata.scale = new Vector3(block.Data, 12);
11550 11704
11551 case 21: 11705 udata.change = ObjectChangeType.groupPS;
11552 Vector3 scale6 = new Vector3(block.Data, 12); 11706 updatehandler(localId, udata, this);
11553 Vector3 pos6 = new Vector3(block.Data, 0); 11707 break;
11554 11708
11555 handlerUpdatePrimScale = OnUpdatePrimScale; 11709 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11556 if (handlerUpdatePrimScale != null) 11710 udata.scale = new Vector3(block.Data, 0);
11557 {
11558 part.StoreUndoState(false);
11559 part.IgnoreUndoUpdate = true;
11560 11711
11561 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11712 udata.change = ObjectChangeType.groupUS;
11562 handlerUpdatePrimScale(localId, scale6, this); 11713 updatehandler(localId, udata, this);
11563 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11714 break;
11564 if (handlerUpdatePrimSinglePosition != null)
11565 {
11566 handlerUpdatePrimSinglePosition(localId, pos6, this);
11567 }
11568 11715
11569 part.IgnoreUndoUpdate = false; 11716 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11570 } 11717 udata.position = new Vector3(block.Data, 0);
11571 break; 11718 udata.scale = new Vector3(block.Data, 12);
11572 11719
11573 default: 11720 udata.change = ObjectChangeType.groupPUS;
11574 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type)); 11721 updatehandler(localId, udata, this);
11575 break; 11722 break;
11723
11724 default:
11725 m_log.Debug("[CLIENT]: MultipleObjUpdate recieved an unknown packet type: " + (block.Type));
11726 break;
11727 }
11576 } 11728 }
11577 11729
11578// for (int j = 0; j < parts.Length; j++)
11579// parts[j].IgnoreUndoUpdate = false;
11580 } 11730 }
11581 } 11731 }
11582 } 11732 }
11583
11584 return true; 11733 return true;
11585 } 11734 }
11586 11735
@@ -12036,7 +12185,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12036// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}", 12185// "[LLCLIENTVIEW]: Received transfer request for {0} in {1} type {2} by {3}",
12037// requestID, taskID, (SourceType)sourceType, Name); 12186// requestID, taskID, (SourceType)sourceType, Name);
12038 12187
12188
12189 //Note, the bool returned from the below function is useless since it is always false.
12039 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived); 12190 m_assetService.Get(requestID.ToString(), transferRequest, AssetReceived);
12191
12040 } 12192 }
12041 12193
12042 /// <summary> 12194 /// <summary>
@@ -12102,7 +12254,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
12102 /// <returns></returns> 12254 /// <returns></returns>
12103 private static int CalculateNumPackets(byte[] data) 12255 private static int CalculateNumPackets(byte[] data)
12104 { 12256 {
12105 const uint m_maxPacketSize = 600; 12257// const uint m_maxPacketSize = 600;
12258 uint m_maxPacketSize = MaxTransferBytesPerPacket;
12106 int numPackets = 1; 12259 int numPackets = 1;
12107 12260
12108 if (data == null) 12261 if (data == null)
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 468d524..754d9d2 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
@@ -779,14 +779,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
779 IClientAPI client; 779 IClientAPI client;
780 if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView)) 780 if (!m_scene.TryGetClient(address, out client) || !(client is LLClientView))
781 { 781 {
782 //m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName); 782// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet from an unrecognized source: " + address + " in " + m_scene.RegionInfo.RegionName);
783 return; 783 return;
784 } 784 }
785 785
786 udpClient = ((LLClientView)client).UDPClient; 786 udpClient = ((LLClientView)client).UDPClient;
787 787
788 if (!udpClient.IsConnected) 788 if (!udpClient.IsConnected)
789 {
790// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
789 return; 791 return;
792 }
790 793
791 #endregion Packet to Client Mapping 794 #endregion Packet to Client Mapping
792 795
@@ -1138,7 +1141,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1138 if (!client.SceneAgent.IsChildAgent) 1141 if (!client.SceneAgent.IsChildAgent)
1139 client.Kick("Simulator logged you out due to connection timeout"); 1142 client.Kick("Simulator logged you out due to connection timeout");
1140 1143
1141 client.Close(); 1144 Util.FireAndForget(o => client.Close());
1142 } 1145 }
1143 1146
1144 private void IncomingPacketHandler() 1147 private void IncomingPacketHandler()
@@ -1149,6 +1152,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1149 1152
1150 while (base.IsRunning) 1153 while (base.IsRunning)
1151 { 1154 {
1155 m_scene.ThreadAlive(1);
1152 try 1156 try
1153 { 1157 {
1154 IncomingPacket incomingPacket = null; 1158 IncomingPacket incomingPacket = null;
@@ -1191,6 +1195,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1191 1195
1192 while (base.IsRunning) 1196 while (base.IsRunning)
1193 { 1197 {
1198 m_scene.ThreadAlive(2);
1194 try 1199 try
1195 { 1200 {
1196 m_packetSent = false; 1201 m_packetSent = false;
@@ -1460,4 +1465,4 @@ namespace OpenSim.Region.ClientStack.LindenUDP
1460 } 1465 }
1461 } 1466 }
1462 } 1467 }
1463} \ No newline at end of file 1468}
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 fab489d..7d7176f 100644
--- a/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
+++ b/OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
@@ -257,57 +257,70 @@ namespace Flotsam.RegionModules.AssetCache
257 257
258 private void UpdateFileCache(string key, AssetBase asset) 258 private void UpdateFileCache(string key, AssetBase asset)
259 { 259 {
260 string filename = GetFileName(asset.ID); 260 // TODO: Spawn this off to some seperate thread to do the actual writing
261 261 if (asset != null)
262 try
263 { 262 {
264 // If the file is already cached just update access time. 263 string filename = GetFileName(key);
265 if (File.Exists(filename)) 264
266 { 265 try
267 lock (m_CurrentlyWriting)
268 {
269 if (!m_CurrentlyWriting.Contains(filename))
270 File.SetLastAccessTime(filename, DateTime.Now);
271 }
272 }
273 else
274 { 266 {
275 // Once we start writing, make sure we flag that we're writing 267 // If the file is already cached, don't cache it, just touch it so access time is updated
276 // that object to the cache so that we don't try to write the 268 if (File.Exists(filename))
277 // same file multiple times.
278 lock (m_CurrentlyWriting)
279 { 269 {
280#if WAIT_ON_INPROGRESS_REQUESTS 270 // We don't really want to know about sharing
281 if (m_CurrentlyWriting.ContainsKey(filename)) 271 // violations here. If the file is locked, then
272 // the other thread has updated the time for us.
273 try
282 { 274 {
283 return; 275 lock (m_CurrentlyWriting)
276 {
277 if (!m_CurrentlyWriting.Contains(filename))
278 File.SetLastAccessTime(filename, DateTime.Now);
279 }
284 } 280 }
285 else 281 catch
286 {
287 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
288 }
289
290#else
291 if (m_CurrentlyWriting.Contains(filename))
292 { 282 {
293 return;
294 } 283 }
295 else 284 } else {
285
286 // Once we start writing, make sure we flag that we're writing
287 // that object to the cache so that we don't try to write the
288 // same file multiple times.
289 lock (m_CurrentlyWriting)
296 { 290 {
297 m_CurrentlyWriting.Add(filename); 291#if WAIT_ON_INPROGRESS_REQUESTS
298 } 292 if (m_CurrentlyWriting.ContainsKey(filename))
293 {
294 return;
295 }
296 else
297 {
298 m_CurrentlyWriting.Add(filename, new ManualResetEvent(false));
299 }
300
301#else
302 if (m_CurrentlyWriting.Contains(filename))
303 {
304 return;
305 }
306 else
307 {
308 m_CurrentlyWriting.Add(filename);
309 }
299#endif 310#endif
300 }
301 311
302 Util.FireAndForget( 312 }
303 delegate { WriteFileCache(filename, asset); }); 313
314 Util.FireAndForget(
315 delegate { WriteFileCache(filename, asset); });
316 }
317 }
318 catch (Exception e)
319 {
320 m_log.ErrorFormat(
321 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
322 asset.ID, e.Message, e.StackTrace);
304 } 323 }
305 }
306 catch (Exception e)
307 {
308 m_log.ErrorFormat(
309 "[FLOTSAM ASSET CACHE]: Failed to update cache for asset {0}. Exception {1} {2}",
310 asset.ID, e.Message, e.StackTrace);
311 } 324 }
312 } 325 }
313 326
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index efab6ed..2bb60d5 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{
@@ -167,6 +169,40 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
167 169
168// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name); 170// m_log.DebugFormat("[ATTACHMENTS MODULE]: Rezzing any attachments for {0}", sp.Name);
169 171
172 XmlDocument doc = new XmlDocument();
173 string stateData = String.Empty;
174
175 IAttachmentsService attServ = m_scene.RequestModuleInterface<IAttachmentsService>();
176 if (attServ != null)
177 {
178 m_log.DebugFormat("[ATTACHMENT]: Loading attachment data from attachment service");
179 stateData = attServ.Get(sp.UUID.ToString());
180 if (stateData != String.Empty)
181 {
182 try
183 {
184 doc.LoadXml(stateData);
185 }
186 catch { }
187 }
188 }
189
190 Dictionary<UUID, string> itemData = new Dictionary<UUID, string>();
191
192 XmlNodeList nodes = doc.GetElementsByTagName("Attachment");
193 if (nodes.Count > 0)
194 {
195 foreach (XmlNode n in nodes)
196 {
197 XmlElement elem = (XmlElement)n;
198 string itemID = elem.GetAttribute("ItemID");
199 string xml = elem.InnerXml;
200
201 itemData[new UUID(itemID)] = xml;
202 }
203 }
204
205
170 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments(); 206 List<AvatarAttachment> attachments = sp.Appearance.GetAttachments();
171 foreach (AvatarAttachment attach in attachments) 207 foreach (AvatarAttachment attach in attachments)
172 { 208 {
@@ -186,12 +222,22 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
186 222
187 try 223 try
188 { 224 {
225 string xmlData;
226 XmlDocument d = null;
227 UUID asset;
228 if (itemData.TryGetValue(attach.ItemID, out xmlData))
229 {
230 d = new XmlDocument();
231 d.LoadXml(xmlData);
232 m_log.InfoFormat("[ATTACHMENT]: Found saved state for item {0}, loading it", attach.ItemID);
233 }
234
189 // If we're an NPC then skip all the item checks and manipulations since we don't have an 235 // If we're an NPC then skip all the item checks and manipulations since we don't have an
190 // inventory right now. 236 // inventory right now.
191 if (sp.PresenceType == PresenceType.Npc) 237 if (sp.PresenceType == PresenceType.Npc)
192 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p); 238 RezSingleAttachmentFromInventoryInternal(sp, UUID.Zero, attach.AssetID, p, null);
193 else 239 else
194 RezSingleAttachmentFromInventory(sp, attach.ItemID, p); 240 RezSingleAttachmentFromInventory(sp, attach.ItemID, p, true, d);
195 } 241 }
196 catch (Exception e) 242 catch (Exception e)
197 { 243 {
@@ -248,7 +294,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
248 sp.ClearAttachments(); 294 sp.ClearAttachments();
249 } 295 }
250 296
251 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent) 297 public bool AttachObject(IScenePresence sp, SceneObjectGroup group, uint attachmentPt, bool silent, bool useAttachData)
252 { 298 {
253 lock (sp.AttachmentsSyncLock) 299 lock (sp.AttachmentsSyncLock)
254 { 300 {
@@ -303,6 +349,24 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
303 attachPos = Vector3.Zero; 349 attachPos = Vector3.Zero;
304 } 350 }
305 351
352 if (useAttachData)
353 {
354 group.RootPart.RotationOffset = group.RootPart.AttachRotation;
355 attachPos = group.RootPart.AttachOffset;
356 if (attachmentPt == 0)
357 {
358 attachmentPt = group.RootPart.AttachPoint;
359 if (attachmentPt == 0)
360 {
361 attachmentPt = (uint)AttachmentPoint.LeftHand;
362 attachPos = Vector3.Zero;
363 }
364 }
365 else if (group.RootPart.AttachPoint != attachmentPt)
366 {
367 attachPos = Vector3.Zero;
368 }
369 }
306 group.AttachmentPoint = attachmentPt; 370 group.AttachmentPoint = attachmentPt;
307 group.AbsolutePosition = attachPos; 371 group.AbsolutePosition = attachPos;
308 372
@@ -340,6 +404,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
340 } 404 }
341 405
342 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt) 406 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt)
407 {
408 return RezSingleAttachmentFromInventory(sp, itemID, AttachmentPt, true, null);
409 }
410
411 public ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc)
343 { 412 {
344 if (!Enabled) 413 if (!Enabled)
345 return null; 414 return null;
@@ -378,7 +447,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
378 return null; 447 return null;
379 } 448 }
380 449
381 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt); 450 return RezSingleAttachmentFromInventoryInternal(sp, itemID, UUID.Zero, AttachmentPt, doc);
382 } 451 }
383 452
384 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist) 453 public void RezMultipleAttachmentsFromInventory(IScenePresence sp, List<KeyValuePair<UUID, uint>> rezlist)
@@ -437,7 +506,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
437 so.AttachedAvatar = UUID.Zero; 506 so.AttachedAvatar = UUID.Zero;
438 rootPart.SetParentLocalId(0); 507 rootPart.SetParentLocalId(0);
439 so.ClearPartAttachmentData(); 508 so.ClearPartAttachmentData();
440 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive); 509 rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
441 so.HasGroupChanged = true; 510 so.HasGroupChanged = true;
442 rootPart.Rezzed = DateTime.Now; 511 rootPart.Rezzed = DateTime.Now;
443 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 512 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
@@ -701,8 +770,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
701 so.RemoveScriptInstances(true); 770 so.RemoveScriptInstances(true);
702 } 771 }
703 772
704 private SceneObjectGroup RezSingleAttachmentFromInventoryInternal( 773 protected SceneObjectGroup RezSingleAttachmentFromInventoryInternal(
705 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt) 774 IScenePresence sp, UUID itemID, UUID assetID, uint attachmentPt, XmlDocument doc)
706 { 775 {
707 if (m_invAccessModule == null) 776 if (m_invAccessModule == null)
708 return null; 777 return null;
@@ -720,10 +789,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
720 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true, 789 null, assetID, Vector3.Zero, Vector3.Zero, UUID.Zero, (byte)1, true,
721 false, false, sp.UUID, true); 790 false, false, sp.UUID, true);
722 791
723 // m_log.DebugFormat( 792// m_log.DebugFormat(
724 // "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}", 793// "[ATTACHMENTS MODULE]: Retrieved single object {0} for attachment to {1} on point {2}",
725 // objatt.Name, remoteClient.Name, AttachmentPt); 794// objatt.Name, remoteClient.Name, AttachmentPt);
726 795
727 if (objatt != null) 796 if (objatt != null)
728 { 797 {
729 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller. 798 // HasGroupChanged is being set from within RezObject. Ideally it would be set by the caller.
@@ -735,7 +804,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
735 // This will throw if the attachment fails 804 // This will throw if the attachment fails
736 try 805 try
737 { 806 {
738 AttachObject(sp, objatt, attachmentPt, false); 807 AttachObject(sp, objatt, attachmentPt, false, false);
739 } 808 }
740 catch (Exception e) 809 catch (Exception e)
741 { 810 {
@@ -748,10 +817,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
748 m_scene.DeleteSceneObject(objatt, false); 817 m_scene.DeleteSceneObject(objatt, false);
749 return null; 818 return null;
750 } 819 }
751 820
752 if (tainted) 821 if (tainted)
753 objatt.HasGroupChanged = true; 822 objatt.HasGroupChanged = true;
754 823
824 if (doc != null)
825 {
826 objatt.LoadScriptState(doc);
827 objatt.ResetOwnerChangeFlag();
828 }
829
755 // Fire after attach, so we don't get messy perms dialogs 830 // Fire after attach, so we don't get messy perms dialogs
756 // 4 == AttachedRez 831 // 4 == AttachedRez
757 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4); 832 objatt.CreateScriptInstances(0, true, m_scene.DefaultScriptEngine, 4);
@@ -769,7 +844,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
769 itemID, sp.Name, attachmentPt); 844 itemID, sp.Name, attachmentPt);
770 } 845 }
771 } 846 }
772 847
773 return null; 848 return null;
774 } 849 }
775 850
@@ -889,7 +964,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
889 AttachmentPt &= 0x7f; 964 AttachmentPt &= 0x7f;
890 965
891 // Calls attach with a Zero position 966 // Calls attach with a Zero position
892 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false)) 967 if (AttachObject(sp, part.ParentGroup, AttachmentPt, false, true))
893 { 968 {
894// m_log.Debug( 969// m_log.Debug(
895// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId 970// "[ATTACHMENTS MODULE]: Saving avatar attachment. AgentID: " + remoteClient.AgentId
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index 3e06900..8423d43 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -124,7 +124,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
124 124
125 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID); 125 SceneObjectGroup so = SceneHelpers.AddSceneObject(scene, attName, sp.UUID);
126 126
127 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false); 127 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
128 128
129 // Check status on scene presence 129 // Check status on scene presence
130 Assert.That(sp.HasAttachments(), Is.True); 130 Assert.That(sp.HasAttachments(), Is.True);
@@ -178,7 +178,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
178 sp2.AbsolutePosition = new Vector3(0, 0, 0); 178 sp2.AbsolutePosition = new Vector3(0, 0, 0);
179 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero); 179 sp2.HandleAgentRequestSit(sp2.ControllingClient, sp2.UUID, so.UUID, Vector3.Zero);
180 180
181 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false); 181 scene.AttachmentsModule.AttachObject(sp, so, (uint)AttachmentPoint.Chest, false, false);
182 182
183 Assert.That(sp.HasAttachments(), Is.False); 183 Assert.That(sp.HasAttachments(), Is.False);
184 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1)); 184 Assert.That(scene.GetSceneObjectGroups().Count, Is.EqualTo(1));
@@ -477,4 +477,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
477// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects"); 477// Assert.That(presence.HasAttachments(), Is.True, "Presence has not received new objects");
478// } 478// }
479 } 479 }
480} \ No newline at end of file 480}
diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
index 68a4cde..89cc4f6 100644
--- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs
@@ -566,12 +566,17 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
566 /// <param name="client"></param> 566 /// <param name="client"></param>
567 private void Client_OnRequestWearables(IClientAPI client) 567 private void Client_OnRequestWearables(IClientAPI client)
568 { 568 {
569 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId); 569 Util.FireAndForget(delegate(object x)
570 ScenePresence sp = m_scene.GetScenePresence(client.AgentId); 570 {
571 if (sp != null) 571 Thread.Sleep(4000);
572 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++); 572
573 else 573 // m_log.DebugFormat("[AVFACTORY]: Client_OnRequestWearables called for {0} ({1})", client.Name, client.AgentId);
574 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId); 574 ScenePresence sp = m_scene.GetScenePresence(client.AgentId);
575 if (sp != null)
576 client.SendWearables(sp.Appearance.Wearables, sp.Appearance.Serial++);
577 else
578 m_log.WarnFormat("[AVFACTORY]: Client_OnRequestWearables unable to find presence for {0}", client.AgentId);
579 });
575 } 580 }
576 581
577 /// <summary> 582 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
index e4452fb..dbbb0ae 100644
--- a/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
@@ -49,7 +49,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
49 private int m_shoutdistance = 100; 49 private int m_shoutdistance = 100;
50 private int m_whisperdistance = 10; 50 private int m_whisperdistance = 10;
51 private List<Scene> m_scenes = new List<Scene>(); 51 private List<Scene> m_scenes = new List<Scene>();
52 52 private List<string> FreezeCache = new List<string>();
53 private string m_adminPrefix = "";
53 internal object m_syncy = new object(); 54 internal object m_syncy = new object();
54 55
55 internal IConfig m_config; 56 internal IConfig m_config;
@@ -76,6 +77,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
76 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance); 77 m_whisperdistance = config.Configs["Chat"].GetInt("whisper_distance", m_whisperdistance);
77 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance); 78 m_saydistance = config.Configs["Chat"].GetInt("say_distance", m_saydistance);
78 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance); 79 m_shoutdistance = config.Configs["Chat"].GetInt("shout_distance", m_shoutdistance);
80 m_adminPrefix = config.Configs["Chat"].GetString("admin_prefix", "");
79 } 81 }
80 82
81 public virtual void AddRegion(Scene scene) 83 public virtual void AddRegion(Scene scene)
@@ -171,7 +173,15 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
171 return; 173 return;
172 } 174 }
173 175
174 DeliverChatToAvatars(ChatSourceType.Agent, c); 176 if (FreezeCache.Contains(c.Sender.AgentId.ToString()))
177 {
178 if (c.Type != ChatTypeEnum.StartTyping || c.Type != ChatTypeEnum.StopTyping)
179 c.Sender.SendAgentAlertMessage("You may not talk as you are frozen.", false);
180 }
181 else
182 {
183 DeliverChatToAvatars(ChatSourceType.Agent, c);
184 }
175 } 185 }
176 186
177 public virtual void OnChatFromWorld(Object sender, OSChatMessage c) 187 public virtual void OnChatFromWorld(Object sender, OSChatMessage c)
@@ -185,10 +195,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
185 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c) 195 protected virtual void DeliverChatToAvatars(ChatSourceType sourceType, OSChatMessage c)
186 { 196 {
187 string fromName = c.From; 197 string fromName = c.From;
198 string fromNamePrefix = "";
188 UUID fromID = UUID.Zero; 199 UUID fromID = UUID.Zero;
189 UUID targetID = c.TargetUUID;
190 string message = c.Message; 200 string message = c.Message;
191 IScene scene = c.Scene; 201 IScene scene = c.Scene;
202 UUID destination = c.Destination;
192 Vector3 fromPos = c.Position; 203 Vector3 fromPos = c.Position;
193 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize, 204 Vector3 regionPos = new Vector3(scene.RegionInfo.RegionLocX * Constants.RegionSize,
194 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 205 scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
@@ -208,7 +219,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
208 fromPos = avatar.AbsolutePosition; 219 fromPos = avatar.AbsolutePosition;
209 fromName = avatar.Name; 220 fromName = avatar.Name;
210 fromID = c.Sender.AgentId; 221 fromID = c.Sender.AgentId;
211 222 if (avatar.GodLevel >= 200)
223 {
224 fromNamePrefix = m_adminPrefix;
225 }
226 destination = UUID.Zero; // Avatars cant "SayTo"
212 break; 227 break;
213 228
214 case ChatSourceType.Object: 229 case ChatSourceType.Object:
@@ -222,38 +237,39 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
222 message = message.Substring(0, 1000); 237 message = message.Substring(0, 1000);
223 238
224// m_log.DebugFormat( 239// m_log.DebugFormat(
225// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}, targetID {5}", 240// "[CHAT]: DCTA: fromID {0} fromName {1}, region{2}, cType {3}, sType {4}",
226// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType, targetID); 241// fromID, fromName, scene.RegionInfo.RegionName, c.Type, sourceType);
227 242
228 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 243 HashSet<UUID> receiverIDs = new HashSet<UUID>();
229 244
230 foreach (Scene s in m_scenes) 245 foreach (Scene s in m_scenes)
231 { 246 {
232 if (targetID == UUID.Zero) 247 // This should use ForEachClient, but clients don't have a position.
233 { 248 // If camera is moved into client, then camera position can be used
234 // This should use ForEachClient, but clients don't have a position. 249 // MT: No, it can't, as chat is heard from the avatar position, not
235 // If camera is moved into client, then camera position can be used 250 // the camera position.
236 s.ForEachRootScenePresence( 251 s.ForEachRootScenePresence(
237 delegate(ScenePresence presence) 252 delegate(ScenePresence presence)
253 {
254 if (destination != UUID.Zero && presence.UUID != destination)
255 return;
256 ILandObject Presencecheck = s.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
257 if (Presencecheck != null)
238 { 258 {
239 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, c.Type, message, sourceType, false)) 259 // This will pass all chat from objects. Not
240 receiverIDs.Add(presence.UUID); 260 // perfect, but it will do. For now. Better
261 // than the prior behavior of muting all
262 // objects on a parcel with access restrictions
263 if (c.Sender == null || Presencecheck.IsEitherBannedOrRestricted(c.Sender.AgentId) != true)
264 {
265 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromNamePrefix + fromName, c.Type, message, sourceType))
266 receiverIDs.Add(presence.UUID);
267 }
241 } 268 }
242 );
243 }
244 else
245 {
246 // This is a send to a specific client eg from llRegionSayTo
247 // no need to check distance etc, jand send is as say
248 ScenePresence presence = s.GetScenePresence(targetID);
249 if (presence != null && !presence.IsChildAgent)
250 {
251 if (TrySendChatMessage(presence, fromPos, regionPos, fromID, fromName, ChatTypeEnum.Say, message, sourceType, true))
252 receiverIDs.Add(presence.UUID);
253 } 269 }
254 } 270 );
255 } 271 }
256 272
257 (scene as Scene).EventManager.TriggerOnChatToClients( 273 (scene as Scene).EventManager.TriggerOnChatToClients(
258 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully); 274 fromID, receiverIDs, message, c.Type, fromPos, fromName, sourceType, ChatAudibleLevel.Fully);
259 } 275 }
@@ -293,26 +309,29 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
293 } 309 }
294 310
295 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType); 311 // m_log.DebugFormat("[CHAT] Broadcast: fromID {0} fromName {1}, cType {2}, sType {3}", fromID, fromName, cType, sourceType);
296
297 HashSet<UUID> receiverIDs = new HashSet<UUID>(); 312 HashSet<UUID> receiverIDs = new HashSet<UUID>();
298 313
299 ((Scene)c.Scene).ForEachRootClient( 314 if (c.Scene != null)
300 delegate(IClientAPI client) 315 {
301 { 316 ((Scene)c.Scene).ForEachRootClient
302 // don't forward SayOwner chat from objects to 317 (
303 // non-owner agents 318 delegate(IClientAPI client)
304 if ((c.Type == ChatTypeEnum.Owner) && 319 {
305 (null != c.SenderObject) && 320 // don't forward SayOwner chat from objects to
306 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId)) 321 // non-owner agents
307 return; 322 if ((c.Type == ChatTypeEnum.Owner) &&
308 323 (null != c.SenderObject) &&
309 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID, 324 (((SceneObjectPart)c.SenderObject).OwnerID != client.AgentId))
310 (byte)sourceType, (byte)ChatAudibleLevel.Fully); 325 return;
311 receiverIDs.Add(client.AgentId); 326
312 }); 327 client.SendChatMessage(c.Message, (byte)cType, CenterOfRegion, fromName, fromID,
313 328 (byte)sourceType, (byte)ChatAudibleLevel.Fully);
314 (c.Scene as Scene).EventManager.TriggerOnChatToClients( 329 receiverIDs.Add(client.AgentId);
315 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully); 330 }
331 );
332 (c.Scene as Scene).EventManager.TriggerOnChatToClients(
333 fromID, receiverIDs, c.Message, cType, CenterOfRegion, fromName, sourceType, ChatAudibleLevel.Fully);
334 }
316 } 335 }
317 336
318 /// <summary> 337 /// <summary>
@@ -330,9 +349,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
330 /// precondition</returns> 349 /// precondition</returns>
331 protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos, 350 protected virtual bool TrySendChatMessage(ScenePresence presence, Vector3 fromPos, Vector3 regionPos,
332 UUID fromAgentID, string fromName, ChatTypeEnum type, 351 UUID fromAgentID, string fromName, ChatTypeEnum type,
333 string message, ChatSourceType src, bool ignoreDistance) 352 string message, ChatSourceType src)
334 { 353 {
335 // don't send stuff to child agents 354 // don't send chat to child agents
336 if (presence.IsChildAgent) return false; 355 if (presence.IsChildAgent) return false;
337 356
338 Vector3 fromRegionPos = fromPos + regionPos; 357 Vector3 fromRegionPos = fromPos + regionPos;
@@ -341,15 +360,12 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
341 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0); 360 presence.Scene.RegionInfo.RegionLocY * Constants.RegionSize, 0);
342 361
343 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos); 362 int dis = (int)Util.GetDistanceTo(toRegionPos, fromRegionPos);
344 363
345 if (!ignoreDistance) 364 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance ||
365 type == ChatTypeEnum.Say && dis > m_saydistance ||
366 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
346 { 367 {
347 if (type == ChatTypeEnum.Whisper && dis > m_whisperdistance || 368 return false;
348 type == ChatTypeEnum.Say && dis > m_saydistance ||
349 type == ChatTypeEnum.Shout && dis > m_shoutdistance)
350 {
351 return false;
352 }
353 } 369 }
354 370
355 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView 371 // TODO: should change so the message is sent through the avatar rather than direct to the ClientView
@@ -358,5 +374,35 @@ namespace OpenSim.Region.CoreModules.Avatar.Chat
358 374
359 return true; 375 return true;
360 } 376 }
377
378 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
379 public void ParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
380 {
381 System.Threading.Timer Timer;
382 if (flags == 0)
383 {
384 FreezeCache.Add(target.ToString());
385 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
386 Timer = new System.Threading.Timer(timeCB, target, 30000, 0);
387 Timers.Add(target, Timer);
388 }
389 else
390 {
391 FreezeCache.Remove(target.ToString());
392 Timers.TryGetValue(target, out Timer);
393 Timers.Remove(target);
394 Timer.Dispose();
395 }
396 }
397
398 private void OnEndParcelFrozen(object avatar)
399 {
400 UUID target = (UUID)avatar;
401 FreezeCache.Remove(target.ToString());
402 System.Threading.Timer Timer;
403 Timers.TryGetValue(target, out Timer);
404 Timers.Remove(target);
405 Timer.Dispose();
406 }
361 } 407 }
362} 408}
diff --git a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
index 325067c..3c294bb 100644
--- a/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Dialog/DialogModule.cs
@@ -216,4 +216,4 @@ namespace OpenSim.Region.CoreModules.Avatar.Dialog
216 return result; 216 return result;
217 } 217 }
218 } 218 }
219} \ No newline at end of file 219}
diff --git a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
index 2e3312f..1492302 100644
--- a/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
@@ -31,16 +31,40 @@ using OpenMetaverse;
31using OpenSim.Framework; 31using OpenSim.Framework;
32using OpenSim.Region.Framework.Scenes; 32using OpenSim.Region.Framework.Scenes;
33using OpenSim.Region.Framework.Interfaces; 33using OpenSim.Region.Framework.Interfaces;
34using System;
35using System.Reflection;
36using System.Collections;
37using System.Collections.Specialized;
38using System.Reflection;
39using System.IO;
40using System.Web;
41using System.Xml;
42using log4net;
43using Mono.Addins;
44using OpenMetaverse.Messages.Linden;
45using OpenMetaverse.StructuredData;
46using OpenSim.Framework.Capabilities;
47using OpenSim.Framework.Servers;
48using OpenSim.Framework.Servers.HttpServer;
49using Caps = OpenSim.Framework.Capabilities.Caps;
50using OSDArray = OpenMetaverse.StructuredData.OSDArray;
51using OSDMap = OpenMetaverse.StructuredData.OSDMap;
34 52
35namespace OpenSim.Region.CoreModules.Avatar.Gods 53namespace OpenSim.Region.CoreModules.Avatar.Gods
36{ 54{
37 public class GodsModule : IRegionModule, IGodsModule 55 public class GodsModule : IRegionModule, IGodsModule
38 { 56 {
57 private static readonly ILog m_log =
58 LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
59
39 /// <summary>Special UUID for actions that apply to all agents</summary> 60 /// <summary>Special UUID for actions that apply to all agents</summary>
40 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb"); 61 private static readonly UUID ALL_AGENTS = new UUID("44e87126-e794-4ded-05b3-7c42da3d5cdb");
41 62
42 protected Scene m_scene; 63 protected Scene m_scene;
43 protected IDialogModule m_dialogModule; 64 protected IDialogModule m_dialogModule;
65
66 protected Dictionary<UUID, string> m_capsDict =
67 new Dictionary<UUID, string>();
44 68
45 public void Initialise(Scene scene, IConfigSource source) 69 public void Initialise(Scene scene, IConfigSource source)
46 { 70 {
@@ -48,6 +72,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
48 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>(); 72 m_dialogModule = m_scene.RequestModuleInterface<IDialogModule>();
49 m_scene.RegisterModuleInterface<IGodsModule>(this); 73 m_scene.RegisterModuleInterface<IGodsModule>(this);
50 m_scene.EventManager.OnNewClient += SubscribeToClientEvents; 74 m_scene.EventManager.OnNewClient += SubscribeToClientEvents;
75 m_scene.EventManager.OnRegisterCaps += OnRegisterCaps;
76 m_scene.EventManager.OnClientClosed += OnClientClosed;
77 scene.EventManager.OnIncomingInstantMessage +=
78 OnIncomingInstantMessage;
51 } 79 }
52 80
53 public void PostInitialise() {} 81 public void PostInitialise() {}
@@ -67,6 +95,54 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
67 client.OnRequestGodlikePowers -= RequestGodlikePowers; 95 client.OnRequestGodlikePowers -= RequestGodlikePowers;
68 } 96 }
69 97
98 private void OnClientClosed(UUID agentID, Scene scene)
99 {
100 m_capsDict.Remove(agentID);
101 }
102
103 private void OnRegisterCaps(UUID agentID, Caps caps)
104 {
105 string uri = "/CAPS/" + UUID.Random();
106 m_capsDict[agentID] = uri;
107
108 caps.RegisterHandler("UntrustedSimulatorMessage",
109 new RestStreamHandler("POST", uri,
110 HandleUntrustedSimulatorMessage));
111 }
112
113 private string HandleUntrustedSimulatorMessage(string request,
114 string path, string param, IOSHttpRequest httpRequest,
115 IOSHttpResponse httpResponse)
116 {
117 OSDMap osd = (OSDMap)OSDParser.DeserializeLLSDXml(request);
118
119 string message = osd["message"].AsString();
120
121 if (message == "GodKickUser")
122 {
123 OSDMap body = (OSDMap)osd["body"];
124 OSDArray userInfo = (OSDArray)body["UserInfo"];
125 OSDMap userData = (OSDMap)userInfo[0];
126
127 UUID agentID = userData["AgentID"].AsUUID();
128 UUID godID = userData["GodID"].AsUUID();
129 UUID godSessionID = userData["GodSessionID"].AsUUID();
130 uint kickFlags = userData["KickFlags"].AsUInteger();
131 string reason = userData["Reason"].AsString();
132
133 ScenePresence god = m_scene.GetScenePresence(godID);
134 if (god == null || god.ControllingClient.SessionId != godSessionID)
135 return String.Empty;
136
137 KickUser(godID, godSessionID, agentID, kickFlags, Util.StringToBytes1024(reason));
138 }
139 else
140 {
141 m_log.ErrorFormat("[GOD]: Unhandled UntrustedSimulatorMessage: {0}", message);
142 }
143 return String.Empty;
144 }
145
70 public void RequestGodlikePowers( 146 public void RequestGodlikePowers(
71 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient) 147 UUID agentID, UUID sessionID, UUID token, bool godLike, IClientAPI controllingClient)
72 { 148 {
@@ -115,69 +191,85 @@ namespace OpenSim.Region.CoreModules.Avatar.Gods
115 /// <param name="reason">The message to send to the user after it's been turned into a field</param> 191 /// <param name="reason">The message to send to the user after it's been turned into a field</param>
116 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason) 192 public void KickUser(UUID godID, UUID sessionID, UUID agentID, uint kickflags, byte[] reason)
117 { 193 {
118 UUID kickUserID = ALL_AGENTS; 194 if (!m_scene.Permissions.IsGod(godID))
119 195 return;
196
120 ScenePresence sp = m_scene.GetScenePresence(agentID); 197 ScenePresence sp = m_scene.GetScenePresence(agentID);
121 198
122 if (sp != null || agentID == kickUserID) 199 if (sp == null && agentID != ALL_AGENTS)
123 { 200 {
124 if (m_scene.Permissions.IsGod(godID)) 201 IMessageTransferModule transferModule =
202 m_scene.RequestModuleInterface<IMessageTransferModule>();
203 if (transferModule != null)
125 { 204 {
126 if (kickflags == 0) 205 m_log.DebugFormat("[GODS]: Sending nonlocal kill for agent {0}", agentID);
127 { 206 transferModule.SendInstantMessage(new GridInstantMessage(
128 if (agentID == kickUserID) 207 m_scene, godID, "God", agentID, (byte)250, false,
129 { 208 Utils.BytesToString(reason), UUID.Zero, true,
130 string reasonStr = Utils.BytesToString(reason); 209 new Vector3(), new byte[] {(byte)kickflags}),
131 210 delegate(bool success) {} );
132 m_scene.ForEachClient( 211 }
133 delegate(IClientAPI controller) 212 return;
134 { 213 }
135 if (controller.AgentId != godID)
136 controller.Kick(reasonStr);
137 }
138 );
139
140 // This is a bit crude. It seems the client will be null before it actually stops the thread
141 // The thread will kill itself eventually :/
142 // Is there another way to make sure *all* clients get this 'inter region' message?
143 m_scene.ForEachRootClient(
144 delegate(IClientAPI client)
145 {
146 if (client.AgentId != godID)
147 {
148 client.Close();
149 }
150 }
151 );
152 }
153 else
154 {
155 m_scene.SceneGraph.removeUserCount(!sp.IsChildAgent);
156 214
157 sp.ControllingClient.Kick(Utils.BytesToString(reason)); 215 switch (kickflags)
158 sp.ControllingClient.Close(); 216 {
159 } 217 case 0:
160 } 218 if (sp != null)
161 219 {
162 if (kickflags == 1) 220 KickPresence(sp, Utils.BytesToString(reason));
163 {
164 sp.AllowMovement = false;
165 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
166 m_dialogModule.SendAlertToUser(godID, "User Frozen");
167 }
168
169 if (kickflags == 2)
170 {
171 sp.AllowMovement = true;
172 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
173 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
174 }
175 } 221 }
176 else 222 else if (agentID == ALL_AGENTS)
177 { 223 {
178 m_dialogModule.SendAlertToUser(godID, "Kick request denied"); 224 m_scene.ForEachRootScenePresence(
225 delegate(ScenePresence p)
226 {
227 if (p.UUID != godID && (!m_scene.Permissions.IsGod(p.UUID)))
228 KickPresence(p, Utils.BytesToString(reason));
229 }
230 );
179 } 231 }
232 break;
233 case 1:
234 if (sp != null)
235 {
236 sp.AllowMovement = false;
237 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
238 m_dialogModule.SendAlertToUser(godID, "User Frozen");
239 }
240 break;
241 case 2:
242 if (sp != null)
243 {
244 sp.AllowMovement = true;
245 m_dialogModule.SendAlertToUser(agentID, Utils.BytesToString(reason));
246 m_dialogModule.SendAlertToUser(godID, "User Unfrozen");
247 }
248 break;
249 default:
250 break;
251 }
252 }
253
254 private void KickPresence(ScenePresence sp, string reason)
255 {
256 if (sp.IsChildAgent)
257 return;
258 sp.ControllingClient.Kick(reason);
259 sp.Scene.IncomingCloseAgent(sp.UUID);
260 }
261
262 private void OnIncomingInstantMessage(GridInstantMessage msg)
263 {
264 if (msg.dialog == (uint)250) // Nonlocal kick
265 {
266 UUID agentID = new UUID(msg.toAgentID);
267 string reason = msg.message;
268 UUID godID = new UUID(msg.fromAgentID);
269 uint kickMode = (uint)msg.binaryBucket[0];
270
271 KickUser(godID, UUID.Zero, agentID, kickMode, Util.StringToBytes1024(reason));
180 } 272 }
181 } 273 }
182 } 274 }
183} \ No newline at end of file 275}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
index ca5d485..727f1c9 100644
--- a/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/InstantMessage/InstantMessageModule.cs
@@ -27,6 +27,7 @@
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Reflection; 29using System.Reflection;
30using System.Timers;
30using log4net; 31using log4net;
31using Nini.Config; 32using Nini.Config;
32using OpenMetaverse; 33using OpenMetaverse;
@@ -42,6 +43,10 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
42 private static readonly ILog m_log = LogManager.GetLogger( 43 private static readonly ILog m_log = LogManager.GetLogger(
43 MethodBase.GetCurrentMethod().DeclaringType); 44 MethodBase.GetCurrentMethod().DeclaringType);
44 45
46 private Timer m_logTimer = new Timer(10000);
47 private List<GridInstantMessage> m_logData = new List<GridInstantMessage>();
48 private string m_restUrl;
49
45 /// <value> 50 /// <value>
46 /// Is this module enabled? 51 /// Is this module enabled?
47 /// </value> 52 /// </value>
@@ -61,9 +66,12 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
61 "InstantMessageModule", "InstantMessageModule") != 66 "InstantMessageModule", "InstantMessageModule") !=
62 "InstantMessageModule") 67 "InstantMessageModule")
63 return; 68 return;
69 m_restUrl = config.Configs["Messaging"].GetString("LogURL", String.Empty);
64 } 70 }
65 71
66 m_enabled = true; 72 m_enabled = true;
73 m_logTimer.AutoReset = false;
74 m_logTimer.Elapsed += LogTimerElapsed;
67 } 75 }
68 76
69 public void AddRegion(Scene scene) 77 public void AddRegion(Scene scene)
@@ -148,6 +156,9 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
148 { 156 {
149 byte dialog = im.dialog; 157 byte dialog = im.dialog;
150 158
159 if (client != null && dialog == (byte)InstantMessageDialog.MessageFromAgent)
160 LogInstantMesssage(im);
161
151 if (dialog != (byte)InstantMessageDialog.MessageFromAgent 162 if (dialog != (byte)InstantMessageDialog.MessageFromAgent
152 && dialog != (byte)InstantMessageDialog.StartTyping 163 && dialog != (byte)InstantMessageDialog.StartTyping
153 && dialog != (byte)InstantMessageDialog.StopTyping 164 && dialog != (byte)InstantMessageDialog.StopTyping
@@ -157,6 +168,32 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
157 return; 168 return;
158 } 169 }
159 170
171 //DateTime dt = DateTime.UtcNow;
172
173 // Ticks from UtcNow, but make it look like local. Evil, huh?
174 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
175
176 //try
177 //{
178 // // Convert that to the PST timezone
179 // TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
180 // dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
181 //}
182 //catch
183 //{
184 // //m_log.Info("[OFFLINE MESSAGING]: No PST timezone found on this machine. Saving with local timestamp.");
185 //}
186
187 //// And make it look local again to fool the unix time util
188 //dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
189
190 // If client is null, this message comes from storage and IS offline
191 if (client != null)
192 im.offline = 0;
193
194 if (im.offline == 0)
195 im.timestamp = (uint)Util.UnixTimeSinceEpoch();
196
160 if (m_TransferModule != null) 197 if (m_TransferModule != null)
161 { 198 {
162 if (client != null) 199 if (client != null)
@@ -200,5 +237,35 @@ namespace OpenSim.Region.CoreModules.Avatar.InstantMessage
200 // 237 //
201 OnInstantMessage(null, msg); 238 OnInstantMessage(null, msg);
202 } 239 }
240
241 private void LogInstantMesssage(GridInstantMessage im)
242 {
243 if (m_logData.Count < 20)
244 {
245 // Restart the log write timer
246 m_logTimer.Stop();
247 }
248 if (!m_logTimer.Enabled)
249 m_logTimer.Start();
250
251 lock (m_logData)
252 {
253 m_logData.Add(im);
254 }
255 }
256
257 private void LogTimerElapsed(object source, ElapsedEventArgs e)
258 {
259 lock (m_logData)
260 {
261 if (m_restUrl != String.Empty && m_logData.Count > 0)
262 {
263 bool success = SynchronousRestObjectRequester.MakeRequest<List<GridInstantMessage>, bool>("POST", m_restUrl + "/LogMessages/", m_logData);
264 if (!success)
265 m_log.ErrorFormat("[INSTANT MESSAGE]: Failed to save log data");
266 }
267 m_logData.Clear();
268 }
269 }
203 } 270 }
204} 271}
diff --git a/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/InstantMessage/MessageTransferModule.cs
index 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 46738f6..560f807 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
@@ -146,7 +146,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
146 146
147 protected virtual void OnNewClient(IClientAPI client) 147 protected virtual void OnNewClient(IClientAPI client)
148 { 148 {
149 client.OnTeleportHomeRequest += TeleportHome; 149 client.OnTeleportHomeRequest += TriggerTeleportHome;
150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 150 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
151 } 151 }
152 152
@@ -269,6 +269,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
269 sp.ControllingClient.SendTeleportStart(teleportFlags); 269 sp.ControllingClient.SendTeleportStart(teleportFlags);
270 270
271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); 271 sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
272 sp.TeleportFlags = (Constants.TeleportFlags)teleportFlags;
272 sp.Velocity = Vector3.Zero; 273 sp.Velocity = Vector3.Zero;
273 sp.Teleport(position); 274 sp.Teleport(position);
274 275
@@ -429,8 +430,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
429 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field, 430 // This may be a costly operation. The reg.ExternalEndPoint field is not a passive field,
430 // it's actually doing a lot of work. 431 // it's actually doing a lot of work.
431 IPEndPoint endPoint = finalDestination.ExternalEndPoint; 432 IPEndPoint endPoint = finalDestination.ExternalEndPoint;
432 433 if (endPoint == null || endPoint.Address == null)
433 if (endPoint.Address == null)
434 { 434 {
435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down"); 435 sp.ControllingClient.SendTeleportFailed("Remote Region appears to be down");
436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID); 436 m_entityTransferStateMachine.ResetFromTransit(sp.UUID);
@@ -781,7 +781,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
781 781
782 #region Teleport Home 782 #region Teleport Home
783 783
784 public virtual void TeleportHome(UUID id, IClientAPI client) 784 public virtual void TriggerTeleportHome(UUID id, IClientAPI client)
785 {
786 TeleportHome(id, client);
787 }
788
789 public virtual bool TeleportHome(UUID id, IClientAPI client)
785 { 790 {
786 m_log.DebugFormat( 791 m_log.DebugFormat(
787 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 792 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -791,12 +796,18 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
791 796
792 if (uinfo != null) 797 if (uinfo != null)
793 { 798 {
799 if (uinfo.HomeRegionID == UUID.Zero)
800 {
801 // can't find the Home region: Tell viewer and abort
802 client.SendTeleportFailed("You don't have a home position set.");
803 return false;
804 }
794 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID); 805 GridRegion regionInfo = Scene.GridService.GetRegionByUUID(UUID.Zero, uinfo.HomeRegionID);
795 if (regionInfo == null) 806 if (regionInfo == null)
796 { 807 {
797 // can't find the Home region: Tell viewer and abort 808 // can't find the Home region: Tell viewer and abort
798 client.SendTeleportFailed("Your home region could not be found."); 809 client.SendTeleportFailed("Your home region could not be found.");
799 return; 810 return false;
800 } 811 }
801 812
802 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})", 813 m_log.DebugFormat("[ENTITY TRANSFER MODULE]: Home region of {0} is {1} ({2}-{3})",
@@ -809,10 +820,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
809 } 820 }
810 else 821 else
811 { 822 {
812 m_log.ErrorFormat( 823 // can't find the Home region: Tell viewer and abort
813 "[ENTITY TRANSFER MODULE]: No grid user information found for {0} {1}. Cannot send home.", 824 client.SendTeleportFailed("Your home region could not be found.");
814 client.Name, client.AgentId); 825 return false;
815 } 826 }
827 return true;
816 } 828 }
817 829
818 #endregion 830 #endregion
@@ -820,11 +832,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
820 832
821 #region Agent Crossings 833 #region Agent Crossings
822 834
823 public bool Cross(ScenePresence agent, bool isFlying) 835 public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
824 { 836 {
825 Scene scene = agent.Scene; 837 version = String.Empty;
826 Vector3 pos = agent.AbsolutePosition; 838 newpos = new Vector3(pos.X, pos.Y, pos.Z);
827 Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
828 uint neighbourx = scene.RegionInfo.RegionLocX; 839 uint neighbourx = scene.RegionInfo.RegionLocX;
829 uint neighboury = scene.RegionInfo.RegionLocY; 840 uint neighboury = scene.RegionInfo.RegionLocY;
830 const float boundaryDistance = 1.7f; 841 const float boundaryDistance = 1.7f;
@@ -845,52 +856,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
845 } 856 }
846 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 857 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
847 { 858 {
848 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 859 neighboury--;
849 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 860 newpos.Y = Constants.RegionSize - enterDistance;
850 {
851 neighboury--;
852 newpos.Y = Constants.RegionSize - enterDistance;
853 }
854 else
855 {
856 agent.IsInTransit = true;
857
858 neighboury = b.TriggerRegionY;
859 neighbourx = b.TriggerRegionX;
860
861 Vector3 newposition = pos;
862 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
863 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
864 agent.ControllingClient.SendAgentAlertMessage(
865 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
866 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
867 return true;
868 }
869 }
870
871 Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
872 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
873 {
874 neighbourx--;
875 newpos.X = Constants.RegionSize - enterDistance;
876 }
877 else
878 {
879 agent.IsInTransit = true;
880
881 neighboury = ba.TriggerRegionY;
882 neighbourx = ba.TriggerRegionX;
883
884 Vector3 newposition = pos;
885 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
886 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
887 agent.ControllingClient.SendAgentAlertMessage(
888 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
889 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
890
891 return true;
892 } 861 }
893 862
863 neighbourx--;
864 newpos.X = Constants.RegionSize - enterDistance;
894 } 865 }
895 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E)) 866 else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
896 { 867 {
@@ -900,26 +871,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
900 871
901 if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 872 if (scene.TestBorderCross(pos + southCross, Cardinals.S))
902 { 873 {
903 Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 874 neighboury--;
904 if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0) 875 newpos.Y = Constants.RegionSize - enterDistance;
905 {
906 neighboury--;
907 newpos.Y = Constants.RegionSize - enterDistance;
908 }
909 else
910 {
911 agent.IsInTransit = true;
912
913 neighboury = ba.TriggerRegionY;
914 neighbourx = ba.TriggerRegionX;
915 Vector3 newposition = pos;
916 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
917 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
918 agent.ControllingClient.SendAgentAlertMessage(
919 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
920 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
921 return true;
922 }
923 } 876 }
924 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 877 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
925 { 878 {
@@ -931,25 +884,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
931 else if (scene.TestBorderCross(pos + southCross, Cardinals.S)) 884 else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
932 { 885 {
933 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S); 886 Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
934 if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0) 887 neighboury--;
935 { 888 newpos.Y = Constants.RegionSize - enterDistance;
936 neighboury--;
937 newpos.Y = Constants.RegionSize - enterDistance;
938 }
939 else
940 {
941 agent.IsInTransit = true;
942
943 neighboury = b.TriggerRegionY;
944 neighbourx = b.TriggerRegionX;
945 Vector3 newposition = pos;
946 newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
947 newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
948 agent.ControllingClient.SendAgentAlertMessage(
949 String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
950 InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
951 return true;
952 }
953 } 889 }
954 else if (scene.TestBorderCross(pos + northCross, Cardinals.N)) 890 else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
955 { 891 {
@@ -983,19 +919,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
983 } 919 }
984 */ 920 */
985 921
986 ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize)); 922 xDest = neighbourx;
923 yDest = neighboury;
987 924
988 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize); 925 int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
989 926
927 ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
928
990 ExpiringCache<ulong, DateTime> r; 929 ExpiringCache<ulong, DateTime> r;
991 DateTime banUntil; 930 DateTime banUntil;
992 931
993 if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r)) 932 if (m_bannedRegions.TryGetValue(agentID, out r))
994 { 933 {
995 if (r.TryGetValue(neighbourHandle, out banUntil)) 934 if (r.TryGetValue(neighbourHandle, out banUntil))
996 { 935 {
997 if (DateTime.Now < banUntil) 936 if (DateTime.Now < banUntil)
998 return false; 937 return null;
999 r.Remove(neighbourHandle); 938 r.Remove(neighbourHandle);
1000 } 939 }
1001 } 940 }
@@ -1007,28 +946,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1007 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 946 GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1008 947
1009 string reason; 948 string reason;
1010 string version; 949 if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
1011 if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
1012 { 950 {
1013 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1014 if (r == null) 951 if (r == null)
1015 { 952 {
1016 r = new ExpiringCache<ulong, DateTime>(); 953 r = new ExpiringCache<ulong, DateTime>();
1017 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 954 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1018 955
1019 m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45)); 956 m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
1020 } 957 }
1021 else 958 else
1022 { 959 {
1023 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15)); 960 r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
1024 } 961 }
962 return null;
963 }
964
965 return neighbourRegion;
966 }
967
968 public bool Cross(ScenePresence agent, bool isFlying)
969 {
970 uint x;
971 uint y;
972 Vector3 newpos;
973 string version;
974
975 GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
976 if (neighbourRegion == null)
977 {
978 agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
1025 return false; 979 return false;
1026 } 980 }
1027 981
1028 agent.IsInTransit = true; 982 agent.IsInTransit = true;
1029 983
1030 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync; 984 CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
1031 d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d); 985 d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
1032 986
1033 return true; 987 return true;
1034 } 988 }
@@ -1085,13 +1039,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1085 icon.EndInvoke(iar); 1039 icon.EndInvoke(iar);
1086 } 1040 }
1087 1041
1088 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
1089
1090 /// <summary> 1042 /// <summary>
1091 /// This Closes child agents on neighbouring regions 1043 /// This Closes child agents on neighbouring regions
1092 /// Calls an asynchronous method to do so.. so it doesn't lag the sim. 1044 /// Calls an asynchronous method to do so.. so it doesn't lag the sim.
1093 /// </summary> 1045 /// </summary>
1094 protected ScenePresence CrossAgentToNewRegionAsync( 1046 public ScenePresence CrossAgentToNewRegionAsync(
1095 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, 1047 ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
1096 bool isFlying, string version) 1048 bool isFlying, string version)
1097 { 1049 {
@@ -1298,10 +1250,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1298 agent.Id0 = currentAgentCircuit.Id0; 1250 agent.Id0 = currentAgentCircuit.Id0;
1299 } 1251 }
1300 1252
1301 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync; 1253 IPEndPoint external = region.ExternalEndPoint;
1302 d.BeginInvoke(sp, agent, region, region.ExternalEndPoint, true, 1254 if (external != null)
1255 {
1256 InformClientOfNeighbourDelegate d = InformClientOfNeighbourAsync;
1257 d.BeginInvoke(sp, agent, region, external, true,
1303 InformClientOfNeighbourCompleted, 1258 InformClientOfNeighbourCompleted,
1304 d); 1259 d);
1260 }
1305 } 1261 }
1306 #endregion 1262 #endregion
1307 1263
@@ -1882,27 +1838,28 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1882 Utils.LongToUInts(newRegionHandle, out x, out y); 1838 Utils.LongToUInts(newRegionHandle, out x, out y);
1883 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y); 1839 GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
1884 1840
1885 if (destination == null || !CrossPrimGroupIntoNewRegion(destination, pos, grp, silent)) 1841 if (destination != null)
1886 { 1842 {
1887 m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID); 1843 if (CrossPrimGroupIntoNewRegion(destination, pos, grp, silent))
1844 return; // we did it
1845 }
1888 1846
1889 // We are going to move the object back to the old position so long as the old position 1847 // no one or failed lets go back and tell physics to go on
1890 // is in the region 1848 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
1891 oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1); 1849 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
1892 oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1); 1850 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
1893 oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
1894 1851
1895 grp.RootPart.GroupPosition = oldGroupPosition; 1852 grp.AbsolutePosition = oldGroupPosition;
1853 grp.Velocity = Vector3.Zero;
1896 1854
1897 // Need to turn off the physics flags, otherwise the object will continue to attempt to 1855 if (grp.RootPart.PhysActor != null)
1898 // move out of the region creating an infinite loop of failed attempts to cross 1856 grp.RootPart.PhysActor.CrossingFailure();
1899 grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
1900 1857
1901 grp.ScheduleGroupForFullUpdate(); 1858 grp.ScheduleGroupForFullUpdate();
1902 }
1903 } 1859 }
1904 1860
1905 1861
1862
1906 /// <summary> 1863 /// <summary>
1907 /// Move the given scene object into a new region 1864 /// Move the given scene object into a new region
1908 /// </summary> 1865 /// </summary>
@@ -1959,7 +1916,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
1959 { 1916 {
1960 PhysicsActor pa = grp.RootPart.PhysActor; 1917 PhysicsActor pa = grp.RootPart.PhysActor;
1961 if (pa != null) 1918 if (pa != null)
1919 {
1962 pa.CrossingFailure(); 1920 pa.CrossingFailure();
1921 if (grp.RootPart.KeyframeMotion != null)
1922 {
1923 grp.RootPart.Velocity = Vector3.Zero;
1924 grp.RootPart.KeyframeMotion.CrossingFailure();
1925 grp.SendGroupRootTerseUpdate();
1926 }
1927 }
1963 } 1928 }
1964 1929
1965 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp); 1930 m_log.ErrorFormat("[ENTITY TRANSFER MODULE]: Prim crossing failed for {0}", grp);
@@ -2048,4 +2013,4 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
2048 #endregion 2013 #endregion
2049 2014
2050 } 2015 }
2051} \ No newline at end of file 2016}
diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
index 08863c2..3010b59 100644
--- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
@@ -90,7 +90,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
90 90
91 protected override void OnNewClient(IClientAPI client) 91 protected override void OnNewClient(IClientAPI client)
92 { 92 {
93 client.OnTeleportHomeRequest += TeleportHome; 93 client.OnTeleportHomeRequest += TriggerTeleportHome;
94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark; 94 client.OnTeleportLandmarkRequest += RequestTeleportLandmark;
95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed); 95 client.OnConnectionClosed += new Action<IClientAPI>(OnConnectionClosed);
96 } 96 }
@@ -195,7 +195,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout); 195 return base.CreateAgent(sp, reg, finalDestination, agentCircuit, teleportFlags, out reason, out logout);
196 } 196 }
197 197
198 public override void TeleportHome(UUID id, IClientAPI client) 198 public void TriggerTeleportHome(UUID id, IClientAPI client)
199 {
200 TeleportHome(id, client);
201 }
202
203 public override bool TeleportHome(UUID id, IClientAPI client)
199 { 204 {
200 m_log.DebugFormat( 205 m_log.DebugFormat(
201 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId); 206 "[ENTITY TRANSFER MODULE]: Request to teleport {0} {1} home", client.Name, client.AgentId);
@@ -206,8 +211,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
206 { 211 {
207 // local grid user 212 // local grid user
208 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local"); 213 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: User is local");
209 base.TeleportHome(id, client); 214 return base.TeleportHome(id, client);
210 return;
211 } 215 }
212 216
213 // Foreign user wants to go home 217 // Foreign user wants to go home
@@ -217,7 +221,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
217 { 221 {
218 client.SendTeleportFailed("Your information has been lost"); 222 client.SendTeleportFailed("Your information has been lost");
219 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information"); 223 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Unable to locate agent's gateway information");
220 return; 224 return false;
221 } 225 }
222 226
223 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString()); 227 IUserAgentService userAgentService = new UserAgentServiceConnector(aCircuit.ServiceURLs["HomeURI"].ToString());
@@ -227,7 +231,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
227 { 231 {
228 client.SendTeleportFailed("Your home region could not be found"); 232 client.SendTeleportFailed("Your home region could not be found");
229 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found"); 233 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent's home region not found");
230 return; 234 return false;
231 } 235 }
232 236
233 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId); 237 ScenePresence sp = ((Scene)(client.Scene)).GetScenePresence(client.AgentId);
@@ -235,7 +239,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
235 { 239 {
236 client.SendTeleportFailed("Internal error"); 240 client.SendTeleportFailed("Internal error");
237 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be"); 241 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: Agent not found in the scene where it is supposed to be");
238 return; 242 return false;
239 } 243 }
240 244
241 GridRegion homeGatekeeper = MakeRegion(aCircuit); 245 GridRegion homeGatekeeper = MakeRegion(aCircuit);
@@ -243,9 +247,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
243 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}", 247 m_log.DebugFormat("[HG ENTITY TRANSFER MODULE]: teleporting user {0} {1} home to {2} via {3}:{4}",
244 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName); 248 aCircuit.firstname, aCircuit.lastname, finalDestination.RegionName, homeGatekeeper.ServerURI, homeGatekeeper.RegionName);
245 249
246 DoTeleport( 250 DoTeleport(sp, homeGatekeeper, finalDestination, position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
247 sp, homeGatekeeper, finalDestination, 251 return true;
248 position, lookAt, (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
249 } 252 }
250 253
251 /// <summary> 254 /// <summary>
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index 7d51eed..d30c2e2 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -359,6 +359,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
359 359
360 foreach (SceneObjectGroup objectGroup in objlist) 360 foreach (SceneObjectGroup objectGroup in objlist)
361 { 361 {
362 if (objectGroup.RootPart.KeyframeMotion != null)
363 objectGroup.RootPart.KeyframeMotion.Stop();
364 objectGroup.RootPart.SetForce(Vector3.Zero);
365 objectGroup.RootPart.SetAngularImpulse(Vector3.Zero, false);
366 objectGroup.RootPart.KeyframeMotion = null;
367
362 Vector3 inventoryStoredPosition = new Vector3 368 Vector3 inventoryStoredPosition = new Vector3
363 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize) 369 (((objectGroup.AbsolutePosition.X > (int)Constants.RegionSize)
364 ? 250 370 ? 250
@@ -369,9 +375,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
369 : objectGroup.AbsolutePosition.Y, 375 : objectGroup.AbsolutePosition.Y,
370 objectGroup.AbsolutePosition.Z); 376 objectGroup.AbsolutePosition.Z);
371 377
378 Quaternion inventoryStoredRotation = objectGroup.GroupRotation;
372 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; 379 originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition;
373 380
381 // Restore attachment data after trip through the sim
382 if (objectGroup.RootPart.AttachPoint > 0)
383 {
384 inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
385 inventoryStoredRotation = objectGroup.RootPart.AttachRotation;
386 }
387 objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
388
374 objectGroup.AbsolutePosition = inventoryStoredPosition; 389 objectGroup.AbsolutePosition = inventoryStoredPosition;
390 objectGroup.RootPart.RotationOffset = inventoryStoredRotation;
375 391
376 // Make sure all bits but the ones we want are clear 392 // Make sure all bits but the ones we want are clear
377 // on take. 393 // on take.
@@ -489,8 +505,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
489 IClientAPI remoteClient) 505 IClientAPI remoteClient)
490 { 506 {
491 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7; 507 uint effectivePerms = (uint)(PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify | PermissionMask.Move) | 7;
508 // For the porposes of inventory, an object is modify if the prims
509 // are modify. This allows renaming an object that contains no
510 // mod items.
492 foreach (SceneObjectGroup grp in objsForEffectivePermissions) 511 foreach (SceneObjectGroup grp in objsForEffectivePermissions)
493 effectivePerms &= grp.GetEffectivePermissions(); 512 {
513 uint groupPerms = grp.GetEffectivePermissions(true);
514 if ((grp.RootPart.BaseMask & (uint)PermissionMask.Modify) != 0)
515 groupPerms |= (uint)PermissionMask.Modify;
516
517 effectivePerms &= groupPerms;
518 }
494 effectivePerms |= (uint)PermissionMask.Move; 519 effectivePerms |= (uint)PermissionMask.Move;
495 520
496 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions()) 521 if (remoteClient != null && (remoteClient.AgentId != so.RootPart.OwnerID) && m_Scene.Permissions.PropagatePermissions())
@@ -669,7 +694,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
669 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) 694 if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId)
670 { 695 {
671 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); 696 InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID);
672 folder = m_Scene.InventoryService.GetFolder(f); 697 if (f != null)
698 folder = m_Scene.InventoryService.GetFolder(f);
673 } 699 }
674 } 700 }
675 701
@@ -699,16 +725,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
699 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment) 725 bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
700 { 726 {
701// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID); 727// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
702
703 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId); 728 InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
704 item = m_Scene.InventoryService.GetItem(item); 729 item = m_Scene.InventoryService.GetItem(item);
705 730
706 if (item == null) 731 if (item == null)
707 { 732 {
708 m_log.WarnFormat(
709 "[INVENTORY ACCESS MODULE]: Could not find item {0} for {1} in RezObject()",
710 itemID, remoteClient.Name);
711
712 return null; 733 return null;
713 } 734 }
714 735
@@ -759,6 +780,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
759 if (e == null || attachment) // Single 780 if (e == null || attachment) // Single
760 { 781 {
761 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 782 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
783 if (!attachment)
784 {
785 g.RootPart.AttachPoint = g.RootPart.Shape.State;
786 g.RootPart.AttachOffset = g.AbsolutePosition;
787 g.RootPart.AttachRotation = g.GroupRotation;
788 g.RootPart.Shape.State = 0;
789 }
762 790
763 objlist.Add(g); 791 objlist.Add(g);
764 veclist.Add(new Vector3(0, 0, 0)); 792 veclist.Add(new Vector3(0, 0, 0));
@@ -788,6 +816,10 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
788 foreach (XmlNode n in groups) 816 foreach (XmlNode n in groups)
789 { 817 {
790 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 818 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
819 g.RootPart.AttachPoint = g.RootPart.Shape.State;
820 g.RootPart.AttachOffset = g.AbsolutePosition;
821 g.RootPart.AttachRotation = g.GroupRotation;
822 g.RootPart.Shape.State = 0;
791 823
792 objlist.Add(g); 824 objlist.Add(g);
793 XmlElement el = (XmlElement)n; 825 XmlElement el = (XmlElement)n;
@@ -807,12 +839,35 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
807 } 839 }
808 } 840 }
809 841
842 int primcount = 0;
843 foreach (SceneObjectGroup g in objlist)
844 primcount += g.PrimCount;
845
846 if (!m_Scene.Permissions.CanRezObject(
847 primcount, remoteClient.AgentId, pos)
848 && !attachment)
849 {
850 // The client operates in no fail mode. It will
851 // have already removed the item from the folder
852 // if it's no copy.
853 // Put it back if it's not an attachment
854 //
855 if (item != null)
856 {
857 if (((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0) && (!attachment))
858 remoteClient.SendBulkUpdateInventory(item);
859 }
860
861 return null;
862 }
863
810 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment)) 864 if (item != null && !DoPreRezWhenFromItem(remoteClient, item, objlist, pos, attachment))
811 return null; 865 return null;
812 866
813 for (int i = 0; i < objlist.Count; i++) 867 for (int i = 0; i < objlist.Count; i++)
814 { 868 {
815 group = objlist[i]; 869 group = objlist[i];
870 SceneObjectPart rootPart = group.RootPart;
816 871
817// m_log.DebugFormat( 872// m_log.DebugFormat(
818// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}", 873// "[INVENTORY ACCESS MODULE]: Preparing to rez {0} {1} {2} ownermask={3:X} nextownermask={4:X} groupmask={5:X} everyonemask={6:X} for {7}",
@@ -873,8 +928,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
873 928
874 if (!attachment) 929 if (!attachment)
875 { 930 {
876 SceneObjectPart rootPart = group.RootPart;
877
878 if (rootPart.Shape.PCode == (byte)PCode.Prim) 931 if (rootPart.Shape.PCode == (byte)PCode.Prim)
879 group.ClearPartAttachmentData(); 932 group.ClearPartAttachmentData();
880 933
@@ -892,6 +945,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
892// remoteClient.Name); 945// remoteClient.Name);
893 } 946 }
894 947
948 group.SetGroup(remoteClient.ActiveGroupId, remoteClient);
949
895 if (item != null) 950 if (item != null)
896 DoPostRezWhenFromItem(item, attachment); 951 DoPostRezWhenFromItem(item, attachment);
897 952
@@ -970,8 +1025,11 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
970 { 1025 {
971 rootPart.Name = item.Name; 1026 rootPart.Name = item.Name;
972 rootPart.Description = item.Description; 1027 rootPart.Description = item.Description;
973 rootPart.ObjectSaleType = item.SaleType; 1028 if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
974 rootPart.SalePrice = item.SalePrice; 1029 {
1030 rootPart.ObjectSaleType = item.SaleType;
1031 rootPart.SalePrice = item.SalePrice;
1032 }
975 } 1033 }
976 1034
977 so.FromFolderID = item.Folder; 1035 so.FromFolderID = item.Folder;
@@ -981,7 +1039,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
981// rootPart.OwnerID, item.Owner, item.CurrentPermissions); 1039// rootPart.OwnerID, item.Owner, item.CurrentPermissions);
982 1040
983 if ((rootPart.OwnerID != item.Owner) || 1041 if ((rootPart.OwnerID != item.Owner) ||
984 (item.CurrentPermissions & 16) != 0) 1042 (item.CurrentPermissions & 16) != 0 ||
1043 (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
985 { 1044 {
986 //Need to kill the for sale here 1045 //Need to kill the for sale here
987 rootPart.ObjectSaleType = 0; 1046 rootPart.ObjectSaleType = 0;
@@ -991,31 +1050,43 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
991 { 1050 {
992 foreach (SceneObjectPart part in so.Parts) 1051 foreach (SceneObjectPart part in so.Parts)
993 { 1052 {
994 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
995 {
996 part.EveryoneMask = item.EveryOnePermissions;
997 part.NextOwnerMask = item.NextPermissions;
998 }
999 part.GroupMask = 0; // DO NOT propagate here 1053 part.GroupMask = 0; // DO NOT propagate here
1054
1055 part.LastOwnerID = part.OwnerID;
1056 part.OwnerID = item.Owner;
1057 part.Inventory.ChangeInventoryOwner(item.Owner);
1000 } 1058 }
1001 1059
1002 so.ApplyNextOwnerPermissions(); 1060 so.ApplyNextOwnerPermissions();
1061
1062 // In case the user has changed flags on a received item
1063 // we have to apply those changes after the slam. Else we
1064 // get a net loss of permissions
1065 foreach (SceneObjectPart part in so.Parts)
1066 {
1067 if ((item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
1068 {
1069 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1070 part.EveryoneMask = item.EveryOnePermissions & part.BaseMask;
1071 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1072 part.NextOwnerMask = item.NextPermissions & part.BaseMask;
1073 }
1074 }
1003 } 1075 }
1004 } 1076 }
1005 1077 else
1006 foreach (SceneObjectPart part in so.Parts)
1007 { 1078 {
1008 part.FromUserInventoryItemID = fromUserInventoryItemId; 1079 foreach (SceneObjectPart part in so.Parts)
1009
1010 if ((part.OwnerID != item.Owner) ||
1011 (item.CurrentPermissions & 16) != 0)
1012 { 1080 {
1013 part.Inventory.ChangeInventoryOwner(item.Owner); 1081 part.FromUserInventoryItemID = fromUserInventoryItemId;
1014 part.GroupMask = 0; // DO NOT propagate here 1082
1083 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteEveryone) != 0)
1084 part.EveryoneMask = item.EveryOnePermissions;
1085 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteNextOwner) != 0)
1086 part.NextOwnerMask = item.NextPermissions;
1087 if ((item.Flags & (uint)InventoryItemFlags.ObjectOverwriteGroup) != 0)
1088 part.GroupMask = item.GroupPermissions;
1015 } 1089 }
1016
1017 part.EveryoneMask = item.EveryOnePermissions;
1018 part.NextOwnerMask = item.NextPermissions;
1019 } 1090 }
1020 1091
1021 rootPart.TrimPermissions(); 1092 rootPart.TrimPermissions();
@@ -1153,4 +1224,4 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
1153 1224
1154 #endregion 1225 #endregion
1155 } 1226 }
1156} \ No newline at end of file 1227}
diff --git a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
index 16cbbf5..f49641f 100644
--- a/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
+++ b/OpenSim/Region/CoreModules/LightShare/LightShareModule.cs
@@ -170,7 +170,8 @@ namespace OpenSim.Region.CoreModules.World.LightShare
170 170
171 private void EventManager_OnMakeRootAgent(ScenePresence presence) 171 private void EventManager_OnMakeRootAgent(ScenePresence presence)
172 { 172 {
173 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client"); 173 if (m_enableWindlight && m_scene.RegionInfo.WindlightSettings.valid)
174 m_log.Debug("[WINDLIGHT]: Sending windlight scene to new client");
174 SendProfileToClient(presence.ControllingClient); 175 SendProfileToClient(presence.ControllingClient);
175 } 176 }
176 177
diff --git a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
index d328eb3..9dac6b9 100644
--- a/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
+++ b/OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
@@ -382,6 +382,10 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
382 try 382 try
383 { 383 {
384 Request = (HttpWebRequest) WebRequest.Create(Url); 384 Request = (HttpWebRequest) WebRequest.Create(Url);
385
386 //This works around some buggy HTTP Servers like Lighttpd
387 Request.ServicePoint.Expect100Continue = false;
388
385 Request.Method = HttpMethod; 389 Request.Method = HttpMethod;
386 Request.ContentType = HttpMIMEType; 390 Request.ContentType = HttpMIMEType;
387 391
@@ -458,15 +462,36 @@ namespace OpenSim.Region.CoreModules.Scripting.HttpRequest
458 462
459 // continue building the string 463 // continue building the string
460 sb.Append(tempString); 464 sb.Append(tempString);
465 if (sb.Length > 2048)
466 break;
461 } 467 }
462 } while (count > 0); // any more data to read? 468 } while (count > 0); // any more data to read?
463 469
464 ResponseBody = sb.ToString(); 470 ResponseBody = sb.ToString().Replace("\r", "");
465 } 471 }
466 catch (Exception e) 472 catch (Exception e)
467 { 473 {
468 Status = (int)OSHttpStatusCode.ClientErrorJoker; 474 if (e is WebException && ((WebException)e).Status == WebExceptionStatus.ProtocolError)
469 ResponseBody = e.Message; 475 {
476 HttpWebResponse webRsp = (HttpWebResponse)((WebException)e).Response;
477 Status = (int)webRsp.StatusCode;
478 try
479 {
480 using (Stream responseStream = webRsp.GetResponseStream())
481 {
482 ResponseBody = responseStream.GetStreamString();
483 }
484 }
485 catch
486 {
487 ResponseBody = webRsp.StatusDescription;
488 }
489 }
490 else
491 {
492 Status = (int)OSHttpStatusCode.ClientErrorJoker;
493 ResponseBody = e.Message;
494 }
470 495
471 _finished = true; 496 _finished = true;
472 return; 497 return;
diff --git a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
index 05d54f0..7f2f147 100644
--- a/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs
@@ -41,39 +41,13 @@ using OpenSim.Region.Framework.Scenes;
41 41
42namespace OpenSim.Region.CoreModules.Scripting.LSLHttp 42namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
43{ 43{
44 /// <summary>
45 /// Data describing an external URL set up by a script.
46 /// </summary>
47 public class UrlData 44 public class UrlData
48 { 45 {
49 /// <summary>
50 /// Scene object part hosting the script
51 /// </summary>
52 public UUID hostID; 46 public UUID hostID;
53
54 /// <summary>
55 /// The item ID of the script that requested the URL.
56 /// </summary>
57 public UUID itemID; 47 public UUID itemID;
58
59 /// <summary>
60 /// The script engine that runs the script.
61 /// </summary>
62 public IScriptModule engine; 48 public IScriptModule engine;
63
64 /// <summary>
65 /// The generated URL.
66 /// </summary>
67 public string url; 49 public string url;
68
69 /// <summary>
70 /// The random UUID component of the generated URL.
71 /// </summary>
72 public UUID urlcode; 50 public UUID urlcode;
73
74 /// <summary>
75 /// The external requests currently being processed or awaiting retrieval for this URL.
76 /// </summary>
77 public Dictionary<UUID, RequestData> requests; 51 public Dictionary<UUID, RequestData> requests;
78 } 52 }
79 53
@@ -87,37 +61,26 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
87 //public ManualResetEvent ev; 61 //public ManualResetEvent ev;
88 public bool requestDone; 62 public bool requestDone;
89 public int startTime; 63 public int startTime;
64 public bool responseSent;
90 public string uri; 65 public string uri;
91 } 66 }
92 67
93 /// <summary>
94 /// This module provides external URLs for in-world scripts.
95 /// </summary>
96 public class UrlModule : ISharedRegionModule, IUrlModule 68 public class UrlModule : ISharedRegionModule, IUrlModule
97 { 69 {
98 private static readonly ILog m_log = 70 private static readonly ILog m_log =
99 LogManager.GetLogger( 71 LogManager.GetLogger(
100 MethodBase.GetCurrentMethod().DeclaringType); 72 MethodBase.GetCurrentMethod().DeclaringType);
101 73
102 /// <summary> 74 private Dictionary<UUID, UrlData> m_RequestMap =
103 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the request ID 75 new Dictionary<UUID, UrlData>();
104 /// randomly generated when a request is received for this URL.
105 /// </summary>
106 /// <remarks>
107 /// Manipulation or retrieval from this dictionary must be locked on m_UrlMap to preserve consistency with
108 /// m_UrlMap
109 /// </remarks>
110 private Dictionary<UUID, UrlData> m_RequestMap = new Dictionary<UUID, UrlData>();
111 76
112 /// <summary> 77 private Dictionary<string, UrlData> m_UrlMap =
113 /// Indexs the URL request metadata (which script requested it, outstanding requests, etc.) by the full URL 78 new Dictionary<string, UrlData>();
114 /// </summary>
115 private Dictionary<string, UrlData> m_UrlMap = new Dictionary<string, UrlData>();
116 79
117 /// <summary> 80 /// <summary>
118 /// Maximum number of external urls that can be set up by this module. 81 /// Maximum number of external urls that can be set up by this module.
119 /// </summary> 82 /// </summary>
120 private int m_TotalUrls = 100; 83 private int m_TotalUrls = 5000;
121 84
122 private uint https_port = 0; 85 private uint https_port = 0;
123 private IHttpServer m_HttpServer = null; 86 private IHttpServer m_HttpServer = null;
@@ -143,9 +106,10 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
143 { 106 {
144 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName); 107 m_ExternalHostNameForLSL = config.Configs["Network"].GetString("ExternalHostNameForLSL", System.Environment.MachineName);
145 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false); 108 bool ssl_enabled = config.Configs["Network"].GetBoolean("https_listener",false);
146
147 if (ssl_enabled) 109 if (ssl_enabled)
110 {
148 https_port = (uint) config.Configs["Network"].GetInt("https_port",0); 111 https_port = (uint) config.Configs["Network"].GetInt("https_port",0);
112 }
149 113
150 IConfig llFunctionsConfig = config.Configs["LL-Functions"]; 114 IConfig llFunctionsConfig = config.Configs["LL-Functions"];
151 115
@@ -206,7 +170,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
206 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" }); 170 engine.PostScriptEvent(itemID, "http_request", new Object[] { urlcode.ToString(), "URL_REQUEST_DENIED", "" });
207 return urlcode; 171 return urlcode;
208 } 172 }
209 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString() + "/"; 173 string url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + "/lslhttp/" + urlcode.ToString();
210 174
211 UrlData urlData = new UrlData(); 175 UrlData urlData = new UrlData();
212 urlData.hostID = host.UUID; 176 urlData.hostID = host.UUID;
@@ -215,14 +179,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
215 urlData.url = url; 179 urlData.url = url;
216 urlData.urlcode = urlcode; 180 urlData.urlcode = urlcode;
217 urlData.requests = new Dictionary<UUID, RequestData>(); 181 urlData.requests = new Dictionary<UUID, RequestData>();
218 182
219 m_UrlMap[url] = urlData; 183 m_UrlMap[url] = urlData;
220 184
221 string uri = "/lslhttp/" + urlcode.ToString() + "/"; 185 string uri = "/lslhttp/" + urlcode.ToString();
222 186
223 m_HttpServer.AddPollServiceHTTPHandler( 187 PollServiceEventArgs args = new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode, 25000);
224 uri, 188 args.Type = PollServiceEventArgs.EventType.LslHttp;
225 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 189 m_HttpServer.AddPollServiceHTTPHandler(uri, args);
226 190
227 m_log.DebugFormat( 191 m_log.DebugFormat(
228 "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}", 192 "[URL MODULE]: Set up incoming request url {0} for {1} in {2} {3}",
@@ -261,13 +225,14 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
261 urlData.urlcode = urlcode; 225 urlData.urlcode = urlcode;
262 urlData.requests = new Dictionary<UUID, RequestData>(); 226 urlData.requests = new Dictionary<UUID, RequestData>();
263 227
228
264 m_UrlMap[url] = urlData; 229 m_UrlMap[url] = urlData;
265 230
266 string uri = "/lslhttps/" + urlcode.ToString() + "/"; 231 string uri = "/lslhttps/" + urlcode.ToString() + "/";
267 232
268 m_HttpsServer.AddPollServiceHTTPHandler( 233 m_HttpsServer.AddPollServiceHTTPHandler(
269 uri, 234 uri,
270 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode)); 235 new PollServiceEventArgs(HttpRequestHandler, HasEvents, GetEvents, NoEvents, urlcode,25000));
271 236
272 m_log.DebugFormat( 237 m_log.DebugFormat(
273 "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}", 238 "[URL MODULE]: Set up incoming secure request url {0} for {1} in {2} {3}",
@@ -290,12 +255,15 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
290 return; 255 return;
291 } 256 }
292 257
293 foreach (UUID req in data.requests.Keys) 258 lock (m_RequestMap)
294 m_RequestMap.Remove(req); 259 {
295 260 foreach (UUID req in data.requests.Keys)
296 m_log.DebugFormat( 261 m_RequestMap.Remove(req);
297 "[URL MODULE]: Releasing url {0} for {1} in {2}", 262 }
298 url, data.itemID, data.hostID); 263
264// m_log.DebugFormat(
265// "[URL MODULE]: Releasing url {0} for {1} in {2}",
266// url, data.itemID, data.hostID);
299 267
300 RemoveUrl(data); 268 RemoveUrl(data);
301 m_UrlMap.Remove(url); 269 m_UrlMap.Remove(url);
@@ -304,15 +272,19 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
304 272
305 public void HttpResponse(UUID request, int status, string body) 273 public void HttpResponse(UUID request, int status, string body)
306 { 274 {
307 lock (m_UrlMap) 275 lock (m_RequestMap)
308 { 276 {
309 if (m_RequestMap.ContainsKey(request)) 277 if (m_RequestMap.ContainsKey(request))
310 { 278 {
311 UrlData urlData = m_RequestMap[request]; 279 UrlData urlData = m_RequestMap[request];
312 urlData.requests[request].responseCode = status; 280 if (!urlData.requests[request].responseSent)
313 urlData.requests[request].responseBody = body; 281 {
314 //urlData.requests[request].ev.Set(); 282 urlData.requests[request].responseCode = status;
315 urlData.requests[request].requestDone =true; 283 urlData.requests[request].responseBody = body;
284 //urlData.requests[request].ev.Set();
285 urlData.requests[request].requestDone = true;
286 urlData.requests[request].responseSent = true;
287 }
316 } 288 }
317 else 289 else
318 { 290 {
@@ -323,7 +295,7 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
323 295
324 public string GetHttpHeader(UUID requestId, string header) 296 public string GetHttpHeader(UUID requestId, string header)
325 { 297 {
326 lock (m_UrlMap) 298 lock (m_RequestMap)
327 { 299 {
328 if (m_RequestMap.ContainsKey(requestId)) 300 if (m_RequestMap.ContainsKey(requestId))
329 { 301 {
@@ -337,14 +309,12 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
337 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId); 309 m_log.Warn("[HttpRequestHandler] There was no http-in request with id " + requestId);
338 } 310 }
339 } 311 }
340
341 return String.Empty; 312 return String.Empty;
342 } 313 }
343 314
344 public int GetFreeUrls() 315 public int GetFreeUrls()
345 { 316 {
346 lock (m_UrlMap) 317 return m_TotalUrls - m_UrlMap.Count;
347 return m_TotalUrls - m_UrlMap.Count;
348 } 318 }
349 319
350 public void ScriptRemoved(UUID itemID) 320 public void ScriptRemoved(UUID itemID)
@@ -361,8 +331,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
361 { 331 {
362 RemoveUrl(url.Value); 332 RemoveUrl(url.Value);
363 removeURLs.Add(url.Key); 333 removeURLs.Add(url.Key);
364 foreach (UUID req in url.Value.requests.Keys) 334 lock (m_RequestMap)
365 m_RequestMap.Remove(req); 335 {
336 foreach (UUID req in url.Value.requests.Keys)
337 m_RequestMap.Remove(req);
338 }
366 } 339 }
367 } 340 }
368 341
@@ -383,9 +356,11 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
383 { 356 {
384 RemoveUrl(url.Value); 357 RemoveUrl(url.Value);
385 removeURLs.Add(url.Key); 358 removeURLs.Add(url.Key);
386 359 lock (m_RequestMap)
387 foreach (UUID req in url.Value.requests.Keys) 360 {
388 m_RequestMap.Remove(req); 361 foreach (UUID req in url.Value.requests.Keys)
362 m_RequestMap.Remove(req);
363 }
389 } 364 }
390 } 365 }
391 366
@@ -394,122 +369,125 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
394 } 369 }
395 } 370 }
396 371
372
397 private void RemoveUrl(UrlData data) 373 private void RemoveUrl(UrlData data)
398 { 374 {
399 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/" + data.urlcode.ToString() + "/"); 375 m_HttpServer.RemoveHTTPHandler("", "/lslhttp/"+data.urlcode.ToString()+"/");
400 } 376 }
401 377
402 private Hashtable NoEvents(UUID requestID, UUID sessionID) 378 private Hashtable NoEvents(UUID requestID, UUID sessionID)
403 { 379 {
404 Hashtable response = new Hashtable(); 380 Hashtable response = new Hashtable();
405 UrlData urlData; 381 UrlData url;
406 382 int startTime = 0;
407 lock (m_UrlMap) 383 lock (m_RequestMap)
408 { 384 {
409 // We need to return a 404 here in case the request URL was removed at exactly the same time that a
410 // request was made. In this case, the request thread can outrace llRemoveURL() and still be polling
411 // for the request ID.
412 if (!m_RequestMap.ContainsKey(requestID)) 385 if (!m_RequestMap.ContainsKey(requestID))
413 {
414 response["int_response_code"] = 404;
415 response["str_response_string"] = "";
416 response["keepalive"] = false;
417 response["reusecontext"] = false;
418
419 return response; 386 return response;
420 } 387 url = m_RequestMap[requestID];
388 startTime = url.requests[requestID].startTime;
389 }
421 390
422 urlData = m_RequestMap[requestID]; 391 if (System.Environment.TickCount - startTime > 25000)
392 {
393 response["int_response_code"] = 500;
394 response["str_response_string"] = "Script timeout";
395 response["content_type"] = "text/plain";
396 response["keepalive"] = false;
397 response["reusecontext"] = false;
423 398
424 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000) 399 //remove from map
400 lock (url.requests)
401 {
402 url.requests.Remove(requestID);
403 }
404 lock (m_RequestMap)
425 { 405 {
426 response["int_response_code"] = 500;
427 response["str_response_string"] = "Script timeout";
428 response["content_type"] = "text/plain";
429 response["keepalive"] = false;
430 response["reusecontext"] = false;
431
432 //remove from map
433 urlData.requests.Remove(requestID);
434 m_RequestMap.Remove(requestID); 406 m_RequestMap.Remove(requestID);
435
436 return response;
437 } 407 }
408
409 return response;
438 } 410 }
439 411
412
440 return response; 413 return response;
441 } 414 }
442 415
443 private bool HasEvents(UUID requestID, UUID sessionID) 416 private bool HasEvents(UUID requestID, UUID sessionID)
444 { 417 {
445 lock (m_UrlMap) 418 UrlData url=null;
419
420 lock (m_RequestMap)
446 { 421 {
447 // We return true here because an external URL request that happened at the same time as an llRemoveURL()
448 // can still make it through to HttpRequestHandler(). That will return without setting up a request
449 // when it detects that the URL has been removed. The poller, however, will continue to ask for
450 // events for that request, so here we will signal that there are events and in GetEvents we will
451 // return a 404.
452 if (!m_RequestMap.ContainsKey(requestID)) 422 if (!m_RequestMap.ContainsKey(requestID))
453 { 423 {
454 return true; 424 return false;
455 } 425 }
456 426 url = m_RequestMap[requestID];
457 UrlData urlData = m_RequestMap[requestID]; 427 }
458 428 lock (url.requests)
459 if (!urlData.requests.ContainsKey(requestID)) 429 {
430 if (!url.requests.ContainsKey(requestID))
460 { 431 {
461 return true; 432 return false;
462 } 433 }
463 434 else
464 // Trigger return of timeout response.
465 if (System.Environment.TickCount - urlData.requests[requestID].startTime > 25000)
466 { 435 {
467 return true; 436 if (System.Environment.TickCount - url.requests[requestID].startTime > 25000)
437 {
438 return true;
439 }
440 if (url.requests[requestID].requestDone)
441 return true;
442 else
443 return false;
468 } 444 }
469
470 return urlData.requests[requestID].requestDone;
471 } 445 }
472 } 446 }
473
474 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request) 447 private Hashtable GetEvents(UUID requestID, UUID sessionID, string request)
475 { 448 {
476 Hashtable response; 449 UrlData url = null;
450 RequestData requestData = null;
477 451
478 lock (m_UrlMap) 452 lock (m_RequestMap)
479 { 453 {
480 UrlData url = null;
481 RequestData requestData = null;
482
483 if (!m_RequestMap.ContainsKey(requestID)) 454 if (!m_RequestMap.ContainsKey(requestID))
484 return NoEvents(requestID, sessionID); 455 return NoEvents(requestID,sessionID);
485
486 url = m_RequestMap[requestID]; 456 url = m_RequestMap[requestID];
457 }
458 lock (url.requests)
459 {
487 requestData = url.requests[requestID]; 460 requestData = url.requests[requestID];
461 }
462
463 if (!requestData.requestDone)
464 return NoEvents(requestID,sessionID);
465
466 Hashtable response = new Hashtable();
488 467
489 if (!requestData.requestDone) 468 if (System.Environment.TickCount - requestData.startTime > 25000)
490 return NoEvents(requestID, sessionID); 469 {
491 470 response["int_response_code"] = 500;
492 response = new Hashtable(); 471 response["str_response_string"] = "Script timeout";
493
494 if (System.Environment.TickCount - requestData.startTime > 25000)
495 {
496 response["int_response_code"] = 500;
497 response["str_response_string"] = "Script timeout";
498 response["content_type"] = "text/plain";
499 response["keepalive"] = false;
500 response["reusecontext"] = false;
501 return response;
502 }
503
504 //put response
505 response["int_response_code"] = requestData.responseCode;
506 response["str_response_string"] = requestData.responseBody;
507 response["content_type"] = "text/plain"; 472 response["content_type"] = "text/plain";
508 response["keepalive"] = false; 473 response["keepalive"] = false;
509 response["reusecontext"] = false; 474 response["reusecontext"] = false;
510 475 return response;
511 //remove from map 476 }
477 //put response
478 response["int_response_code"] = requestData.responseCode;
479 response["str_response_string"] = requestData.responseBody;
480 response["content_type"] = "text/plain";
481 response["keepalive"] = false;
482 response["reusecontext"] = false;
483
484 //remove from map
485 lock (url.requests)
486 {
512 url.requests.Remove(requestID); 487 url.requests.Remove(requestID);
488 }
489 lock (m_RequestMap)
490 {
513 m_RequestMap.Remove(requestID); 491 m_RequestMap.Remove(requestID);
514 } 492 }
515 493
@@ -518,41 +496,45 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
518 496
519 public void HttpRequestHandler(UUID requestID, Hashtable request) 497 public void HttpRequestHandler(UUID requestID, Hashtable request)
520 { 498 {
521 string uri = request["uri"].ToString(); 499 lock (request)
522 bool is_ssl = uri.Contains("lslhttps");
523
524 try
525 { 500 {
526 Hashtable headers = (Hashtable)request["headers"]; 501 string uri = request["uri"].ToString();
527 502 bool is_ssl = uri.Contains("lslhttps");
528// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
529 503
530 int pos1 = uri.IndexOf("/");// /lslhttp 504 try
531 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
532 int pos3 = uri.IndexOf("/", pos2 + 1);// /lslhttp/<UUID>/
533 string uri_tmp = uri.Substring(0, pos3 + 1);
534 //HTTP server code doesn't provide us with QueryStrings
535 string pathInfo;
536 string queryString;
537 queryString = "";
538
539 pathInfo = uri.Substring(pos3);
540
541 UrlData urlData = null;
542
543 lock (m_UrlMap)
544 { 505 {
545 string url; 506 Hashtable headers = (Hashtable)request["headers"];
507
508// string uri_full = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri;// "/lslhttp/" + urlcode.ToString() + "/";
546 509
547 if (is_ssl) 510 int pos1 = uri.IndexOf("/");// /lslhttp
548 url = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp; 511 int pos2 = uri.IndexOf("/", pos1 + 1);// /lslhttp/
512 int pos3 = pos2 + 37; // /lslhttp/urlcode
513 string uri_tmp = uri.Substring(0, pos3);
514 //HTTP server code doesn't provide us with QueryStrings
515 string pathInfo;
516 string queryString;
517 queryString = "";
518
519 pathInfo = uri.Substring(pos3);
520
521 UrlData url = null;
522 string urlkey;
523 if (!is_ssl)
524 urlkey = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp;
525 //m_UrlMap[];
549 else 526 else
550 url = "http://" + m_ExternalHostNameForLSL + ":" + m_HttpServer.Port.ToString() + uri_tmp; 527 urlkey = "https://" + m_ExternalHostNameForLSL + ":" + m_HttpsServer.Port.ToString() + uri_tmp;
551 528
552 // Avoid a race - the request URL may have been released via llRequestUrl() whilst this 529 if (m_UrlMap.ContainsKey(urlkey))
553 // request was being processed. 530 {
554 if (!m_UrlMap.TryGetValue(url, out urlData)) 531 url = m_UrlMap[urlkey];
532 }
533 else
534 {
535 //m_log.Warn("[HttpRequestHandler]: http-in request failed; no such url: "+urlkey.ToString());
555 return; 536 return;
537 }
556 538
557 //for llGetHttpHeader support we need to store original URI here 539 //for llGetHttpHeader support we need to store original URI here
558 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers 540 //to make x-path-info / x-query-string / x-script-url / x-remote-ip headers
@@ -572,7 +554,6 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
572 string value = (string)header.Value; 554 string value = (string)header.Value;
573 requestData.headers.Add(key, value); 555 requestData.headers.Add(key, value);
574 } 556 }
575
576 foreach (DictionaryEntry de in request) 557 foreach (DictionaryEntry de in request)
577 { 558 {
578 if (de.Key.ToString() == "querystringkeys") 559 if (de.Key.ToString() == "querystringkeys")
@@ -583,13 +564,21 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
583 if (request.ContainsKey(key)) 564 if (request.ContainsKey(key))
584 { 565 {
585 string val = (String)request[key]; 566 string val = (String)request[key];
586 queryString = queryString + key + "=" + val + "&"; 567 if (key != "")
568 {
569 queryString = queryString + key + "=" + val + "&";
570 }
571 else
572 {
573 queryString = queryString + val + "&";
574 }
587 } 575 }
588 } 576 }
589
590 if (queryString.Length > 1) 577 if (queryString.Length > 1)
591 queryString = queryString.Substring(0, queryString.Length - 1); 578 queryString = queryString.Substring(0, queryString.Length - 1);
579
592 } 580 }
581
593 } 582 }
594 583
595 //if this machine is behind DNAT/port forwarding, currently this is being 584 //if this machine is behind DNAT/port forwarding, currently this is being
@@ -597,23 +586,34 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
597 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"]; 586 requestData.headers["x-remote-ip"] = requestData.headers["remote_addr"];
598 requestData.headers["x-path-info"] = pathInfo; 587 requestData.headers["x-path-info"] = pathInfo;
599 requestData.headers["x-query-string"] = queryString; 588 requestData.headers["x-query-string"] = queryString;
600 requestData.headers["x-script-url"] = urlData.url; 589 requestData.headers["x-script-url"] = url.url;
601 590
602 urlData.requests.Add(requestID, requestData); 591 //requestData.ev = new ManualResetEvent(false);
603 m_RequestMap.Add(requestID, urlData); 592 lock (url.requests)
604 } 593 {
594 url.requests.Add(requestID, requestData);
595 }
596 lock (m_RequestMap)
597 {
598 //add to request map
599 m_RequestMap.Add(requestID, url);
600 }
605 601
606 urlData.engine.PostScriptEvent( 602 url.engine.PostScriptEvent(url.itemID, "http_request", new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() });
607 urlData.itemID, 603
608 "http_request", 604 //send initial response?
609 new Object[] { requestID.ToString(), request["http-method"].ToString(), request["body"].ToString() }); 605// Hashtable response = new Hashtable();
610 } 606
611 catch (Exception we) 607 return;
612 { 608
613 //Hashtable response = new Hashtable(); 609 }
614 m_log.Warn("[HttpRequestHandler]: http-in request failed"); 610 catch (Exception we)
615 m_log.Warn(we.Message); 611 {
616 m_log.Warn(we.StackTrace); 612 //Hashtable response = new Hashtable();
613 m_log.Warn("[HttpRequestHandler]: http-in request failed");
614 m_log.Warn(we.Message);
615 m_log.Warn(we.StackTrace);
616 }
617 } 617 }
618 } 618 }
619 619
@@ -622,4 +622,4 @@ namespace OpenSim.Region.CoreModules.Scripting.LSLHttp
622 ScriptRemoved(itemID); 622 ScriptRemoved(itemID);
623 } 623 }
624 } 624 }
625} \ No newline at end of file 625}
diff --git a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
index 8358bc0..07bb291 100644
--- a/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
+++ b/OpenSim/Region/CoreModules/Scripting/WorldComm/WorldCommModule.cs
@@ -90,6 +90,8 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
90 // private static readonly ILog m_log = 90 // private static readonly ILog m_log =
91 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 91 // LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
92 92
93 private const int DEBUG_CHANNEL = 2147483647;
94
93 private ListenerManager m_listenerManager; 95 private ListenerManager m_listenerManager;
94 private Queue m_pending; 96 private Queue m_pending;
95 private Queue m_pendingQ; 97 private Queue m_pendingQ;
@@ -308,56 +310,59 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
308 /// <param name='msg'> 310 /// <param name='msg'>
309 /// Message. 311 /// Message.
310 /// </param> 312 /// </param>
311 public void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg) 313 public bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error)
312 { 314 {
315 error = null;
316
317 if (channel == DEBUG_CHANNEL)
318 return true;
319
313 // Is id an avatar? 320 // Is id an avatar?
314 ScenePresence sp = m_scene.GetScenePresence(target); 321 ScenePresence sp = m_scene.GetScenePresence(target);
315 322
316 if (sp != null) 323 if (sp != null)
317 { 324 {
318 // ignore if a child agent this is restricted to inside one region 325 // Send message to avatar
319 if (sp.IsChildAgent)
320 return;
321
322 // Send message to the avatar.
323 // Channel zero only goes to the avatar
324 // non zero channel messages only go to the attachments
325 if (channel == 0) 326 if (channel == 0)
326 { 327 {
327 m_scene.SimChatToAgent(target, Utils.StringToBytes(msg), pos, name, id, false); 328 // Channel 0 goes to viewer ONLY
328 } 329 m_scene.SimChat(Utils.StringToBytes(msg), ChatTypeEnum.Broadcast, 0, pos, name, id, false, false, target);
329 else 330 return true;
330 { 331 }
331 List<SceneObjectGroup> attachments = sp.GetAttachments();
332 if (attachments.Count == 0)
333 return;
334 332
335 // Get uuid of attachments 333 List<SceneObjectGroup> attachments = sp.GetAttachments();
336 List<UUID> targets = new List<UUID>();
337 foreach (SceneObjectGroup sog in attachments)
338 {
339 if (!sog.IsDeleted)
340 targets.Add(sog.UUID);
341 }
342 334
343 // Need to check each attachment 335 if (attachments.Count == 0)
344 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 336 return true;
345 {
346 if (li.GetHostID().Equals(id))
347 continue;
348 337
349 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null) 338 // Get uuid of attachments
350 continue; 339 List<UUID> targets = new List<UUID>();
340 foreach (SceneObjectGroup sog in attachments)
341 {
342 if (!sog.IsDeleted)
343 targets.Add(sog.UUID);
344 }
351 345
352 if (targets.Contains(li.GetHostID())) 346 // Need to check each attachment
353 QueueMessage(new ListenerInfo(li, name, id, msg)); 347 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
354 } 348 {
349 if (li.GetHostID().Equals(id))
350 continue;
351
352 if (m_scene.GetSceneObjectPart(li.GetHostID()) == null)
353 continue;
354
355 if (targets.Contains(li.GetHostID()))
356 QueueMessage(new ListenerInfo(li, name, id, msg));
355 } 357 }
356 358
357 return; 359 return true;
358 } 360 }
359 361
360 // No avatar found so look for an object 362 SceneObjectPart part = m_scene.GetSceneObjectPart(target);
363 if (part == null) // Not even an object
364 return true; // No error
365
361 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg)) 366 foreach (ListenerInfo li in m_listenerManager.GetListeners(UUID.Zero, channel, name, id, msg))
362 { 367 {
363 // Dont process if this message is from yourself! 368 // Dont process if this message is from yourself!
@@ -375,7 +380,7 @@ namespace OpenSim.Region.CoreModules.Scripting.WorldComm
375 } 380 }
376 } 381 }
377 382
378 return; 383 return true;
379 } 384 }
380 385
381 protected void QueueMessage(ListenerInfo li) 386 protected void QueueMessage(ListenerInfo li)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/MapImage/MapImageServiceModule.cs
index 322a9f8..6cd077a 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;
@@ -247,4 +250,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage
247 } 250 }
248 } 251 }
249 } 252 }
250} \ No newline at end of file 253}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
index 09a3bd6..6eb99ea 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
@@ -301,6 +301,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
301 return false; 301 return false;
302 } 302 }
303 303
304 public bool CloseChildAgent(GridRegion destination, UUID id)
305 {
306 return CloseAgent(destination, id);
307 }
308
304 public bool CloseAgent(GridRegion destination, UUID id) 309 public bool CloseAgent(GridRegion destination, UUID id)
305 { 310 {
306 if (destination == null) 311 if (destination == null)
@@ -308,14 +313,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
308 313
309 if (m_scenes.ContainsKey(destination.RegionID)) 314 if (m_scenes.ContainsKey(destination.RegionID))
310 { 315 {
311// m_log.DebugFormat(
312// "[LOCAL SIMULATION CONNECTOR]: Found region {0} {1} to send AgentUpdate",
313// s.RegionInfo.RegionName, destination.RegionHandle);
314
315 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); }); 316 Util.FireAndForget(delegate { m_scenes[destination.RegionID].IncomingCloseAgent(id); });
316 return true; 317 return true;
317 } 318 }
318
319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent"); 319 //m_log.Debug("[LOCAL COMMS]: region not found in SendCloseAgent");
320 return false; 320 return false;
321 } 321 }
@@ -374,4 +374,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
374 374
375 #endregion 375 #endregion
376 } 376 }
377} \ No newline at end of file 377}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
index bd4a23b..68be552 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
@@ -260,6 +260,21 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation
260 return false; 260 return false;
261 } 261 }
262 262
263 public bool CloseChildAgent(GridRegion destination, UUID id)
264 {
265 if (destination == null)
266 return false;
267
268 // Try local first
269 if (m_localBackend.CloseChildAgent(destination, id))
270 return true;
271
272 // else do the remote thing
273 if (!m_localBackend.IsLocalRegion(destination.RegionHandle))
274 return m_remoteConnector.CloseChildAgent(destination, id);
275
276 return false;
277 }
263 278
264 public bool CloseAgent(GridRegion destination, UUID id) 279 public bool CloseAgent(GridRegion destination, UUID id)
265 { 280 {
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
index 0a0ce3c..1ffd480 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/LocalUserAccountServiceConnector.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner 127 // FIXME: Why do we bother setting this module and caching up if we just end up registering the inner
128 // user account service?! 128 // user account service?!
129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService); 129 scene.RegisterModuleInterface<IUserAccountService>(UserAccountService);
130 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
130 } 131 }
131 132
132 public void RemoveRegion(Scene scene) 133 public void RemoveRegion(Scene scene)
@@ -179,6 +180,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
179 return UserAccountService.GetUserAccount(scopeID, Email); 180 return UserAccountService.GetUserAccount(scopeID, Email);
180 } 181 }
181 182
183 public List<UserAccount> GetUserAccountsWhere(UUID scopeID, string query)
184 {
185 return null;
186 }
187
182 public List<UserAccount> GetUserAccounts(UUID scopeID, string query) 188 public List<UserAccount> GetUserAccounts(UUID scopeID, string query)
183 { 189 {
184 return UserAccountService.GetUserAccounts(scopeID, query); 190 return UserAccountService.GetUserAccounts(scopeID, query);
@@ -193,4 +199,4 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
193 199
194 #endregion 200 #endregion
195 } 201 }
196} \ No newline at end of file 202}
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
index 3321b38..f6b6aeb 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/RemoteUserAccountServiceConnector.cs
@@ -33,6 +33,7 @@ using OpenSim.Region.Framework.Interfaces;
33using OpenSim.Region.Framework.Scenes; 33using OpenSim.Region.Framework.Scenes;
34using OpenSim.Services.Interfaces; 34using OpenSim.Services.Interfaces;
35using OpenSim.Services.Connectors; 35using OpenSim.Services.Connectors;
36using OpenSim.Framework;
36 37
37using OpenMetaverse; 38using OpenMetaverse;
38 39
@@ -101,6 +102,9 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
101 return; 102 return;
102 103
103 scene.RegisterModuleInterface<IUserAccountService>(this); 104 scene.RegisterModuleInterface<IUserAccountService>(this);
105 scene.RegisterModuleInterface<IUserAccountCacheModule>(m_Cache);
106
107 scene.EventManager.OnNewClient += OnNewClient;
104 } 108 }
105 109
106 public void RemoveRegion(Scene scene) 110 public void RemoveRegion(Scene scene)
@@ -115,6 +119,14 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
115 return; 119 return;
116 } 120 }
117 121
122 // When a user actually enters the sim, clear them from
123 // cache so the sim will have the current values for
124 // flags, title, etc. And country, don't forget country!
125 private void OnNewClient(IClientAPI client)
126 {
127 m_Cache.Remove(client.Name);
128 }
129
118 #region Overwritten methods from IUserAccountService 130 #region Overwritten methods from IUserAccountService
119 131
120 public override UserAccount GetUserAccount(UUID scopeID, UUID userID) 132 public override UserAccount GetUserAccount(UUID scopeID, UUID userID)
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
index ddef75f..cbe2eaa 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/UserAccounts/UserAccountCache.cs
@@ -34,7 +34,7 @@ using log4net;
34 34
35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts 35namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
36{ 36{
37 public class UserAccountCache 37 public class UserAccountCache : IUserAccountCacheModule
38 { 38 {
39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours! 39 private const double CACHE_EXPIRATION_SECONDS = 120000.0; // 33 hours!
40 40
@@ -92,5 +92,18 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.UserAccounts
92 92
93 return null; 93 return null;
94 } 94 }
95
96 public void Remove(string name)
97 {
98 if (!m_NameCache.Contains(name))
99 return;
100
101 UUID uuid = UUID.Zero;
102 if (m_NameCache.TryGetValue(name, out uuid))
103 {
104 m_NameCache.Remove(name);
105 m_UUIDCache.Remove(uuid);
106 }
107 }
95 } 108 }
96} 109}
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
index 2b61800..619550c 100644
--- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
+++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs
@@ -311,6 +311,23 @@ namespace OpenSim.Region.CoreModules.World.Archiver
311 // being no copy/no mod for everyone 311 // being no copy/no mod for everyone
312 lock (part.TaskInventory) 312 lock (part.TaskInventory)
313 { 313 {
314 if (!ResolveUserUuid(part.CreatorID))
315 part.CreatorID = m_scene.RegionInfo.EstateSettings.EstateOwner;
316
317 if (!ResolveUserUuid(part.OwnerID))
318 part.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
319
320 if (!ResolveUserUuid(part.LastOwnerID))
321 part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
322
323 // And zap any troublesome sit target information
324 part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
325 part.SitTargetPosition = new Vector3(0, 0, 0);
326
327 // Fix ownership/creator of inventory items
328 // Not doing so results in inventory items
329 // being no copy/no mod for everyone
330 part.TaskInventory.LockItemsForRead(true);
314 TaskInventoryDictionary inv = part.TaskInventory; 331 TaskInventoryDictionary inv = part.TaskInventory;
315 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv) 332 foreach (KeyValuePair<UUID, TaskInventoryItem> kvp in inv)
316 { 333 {
@@ -326,6 +343,7 @@ namespace OpenSim.Region.CoreModules.World.Archiver
326 if (UserManager != null) 343 if (UserManager != null)
327 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData); 344 UserManager.AddUser(kvp.Value.CreatorID, kvp.Value.CreatorData);
328 } 345 }
346 part.TaskInventory.LockItemsForRead(false);
329 } 347 }
330 } 348 }
331 349
diff --git a/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/AssetsRequest.cs
index 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..fdef9d8 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -32,6 +32,7 @@ using System.IO;
32using System.Linq; 32using System.Linq;
33using System.Reflection; 33using System.Reflection;
34using System.Security; 34using System.Security;
35using System.Timers;
35using log4net; 36using log4net;
36using Mono.Addins; 37using Mono.Addins;
37using Nini.Config; 38using Nini.Config;
@@ -47,6 +48,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
47 { 48 {
48 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 49 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
49 50
51 private Timer m_regionChangeTimer = new Timer();
50 public Scene Scene { get; private set; } 52 public Scene Scene { get; private set; }
51 public IUserManagement UserManager { get; private set; } 53 public IUserManagement UserManager { get; private set; }
52 54
@@ -59,8 +61,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
59 public event ChangeDelegate OnEstateInfoChange; 61 public event ChangeDelegate OnEstateInfoChange;
60 public event MessageDelegate OnEstateMessage; 62 public event MessageDelegate OnEstateMessage;
61 63
64 private int m_delayCount = 0;
65
62 #region Packet Data Responders 66 #region Packet Data Responders
63 67
68 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
69 {
70 sendDetailedEstateData(remote_client, invoice);
71 sendEstateLists(remote_client, invoice);
72 }
73
64 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice) 74 private void sendDetailedEstateData(IClientAPI remote_client, UUID invoice)
65 { 75 {
66 uint sun = 0; 76 uint sun = 0;
@@ -83,7 +93,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
83 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime, 93 (uint) Scene.RegionInfo.RegionSettings.CovenantChangedDateTime,
84 Scene.RegionInfo.EstateSettings.AbuseEmail, 94 Scene.RegionInfo.EstateSettings.AbuseEmail,
85 estateOwner); 95 estateOwner);
96 }
86 97
98 private void sendEstateLists(IClientAPI remote_client, UUID invoice)
99 {
87 remote_client.SendEstateList(invoice, 100 remote_client.SendEstateList(invoice,
88 (int)Constants.EstateAccessCodex.EstateManagers, 101 (int)Constants.EstateAccessCodex.EstateManagers,
89 Scene.RegionInfo.EstateSettings.EstateManagers, 102 Scene.RegionInfo.EstateSettings.EstateManagers,
@@ -257,6 +270,16 @@ namespace OpenSim.Region.CoreModules.World.Estate
257 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>(); 270 IRestartModule restartModule = Scene.RequestModuleInterface<IRestartModule>();
258 if (restartModule != null) 271 if (restartModule != null)
259 { 272 {
273 if (timeInSeconds == -1)
274 {
275 m_delayCount++;
276 if (m_delayCount > 3)
277 return;
278
279 restartModule.DelayRestart(3600, "Restart delayed by region manager");
280 return;
281 }
282
260 List<int> times = new List<int>(); 283 List<int> times = new List<int>();
261 while (timeInSeconds > 0) 284 while (timeInSeconds > 0)
262 { 285 {
@@ -269,7 +292,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
269 timeInSeconds -= 15; 292 timeInSeconds -= 15;
270 } 293 }
271 294
272 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), true); 295 restartModule.ScheduleRestart(UUID.Zero, "Region will restart in {0}", times.ToArray(), false);
273 } 296 }
274 } 297 }
275 298
@@ -477,7 +500,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
477 { 500 {
478 if (!s.IsChildAgent) 501 if (!s.IsChildAgent)
479 { 502 {
480 Scene.TeleportClientHome(user, s.ControllingClient); 503 if (!Scene.TeleportClientHome(user, s.ControllingClient))
504 {
505 s.ControllingClient.Kick("Your access to the region was revoked and TP home failed - you have been logged out.");
506 s.ControllingClient.Close();
507 }
481 } 508 }
482 } 509 }
483 510
@@ -486,7 +513,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
486 { 513 {
487 remote_client.SendAlertMessage("User is already on the region ban list"); 514 remote_client.SendAlertMessage("User is already on the region ban list");
488 } 515 }
489 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 516 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
490 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 517 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
491 } 518 }
492 else 519 else
@@ -541,7 +568,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
541 remote_client.SendAlertMessage("User is not on the region ban list"); 568 remote_client.SendAlertMessage("User is not on the region ban list");
542 } 569 }
543 570
544 //m_scene.RegionInfo.regionBanlist.Add(Manager(user); 571 //Scene.RegionInfo.regionBanlist.Add(Manager(user);
545 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID); 572 remote_client.SendBannedUserList(invoice, Scene.RegionInfo.EstateSettings.EstateBans, Scene.RegionInfo.EstateSettings.EstateID);
546 } 573 }
547 else 574 else
@@ -700,7 +727,11 @@ namespace OpenSim.Region.CoreModules.World.Estate
700 ScenePresence s = Scene.GetScenePresence(prey); 727 ScenePresence s = Scene.GetScenePresence(prey);
701 if (s != null) 728 if (s != null)
702 { 729 {
703 Scene.TeleportClientHome(prey, s.ControllingClient); 730 if (!Scene.TeleportClientHome(prey, s.ControllingClient))
731 {
732 s.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
733 s.ControllingClient.Close();
734 }
704 } 735 }
705 } 736 }
706 } 737 }
@@ -718,7 +749,13 @@ namespace OpenSim.Region.CoreModules.World.Estate
718 // Also make sure they are actually in the region 749 // Also make sure they are actually in the region
719 ScenePresence p; 750 ScenePresence p;
720 if(Scene.TryGetScenePresence(client.AgentId, out p)) 751 if(Scene.TryGetScenePresence(client.AgentId, out p))
721 Scene.TeleportClientHome(p.UUID, p.ControllingClient); 752 {
753 if (!Scene.TeleportClientHome(p.UUID, p.ControllingClient))
754 {
755 p.ControllingClient.Kick("You were teleported home by the region owner, but the TP failed - you have been logged out.");
756 p.ControllingClient.Close();
757 }
758 }
722 } 759 }
723 }); 760 });
724 } 761 }
@@ -1081,6 +1118,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1081 1118
1082 public void AddRegion(Scene scene) 1119 public void AddRegion(Scene scene)
1083 { 1120 {
1121 m_regionChangeTimer.AutoReset = false;
1122 m_regionChangeTimer.Interval = 2000;
1123 m_regionChangeTimer.Elapsed += RaiseRegionInfoChange;
1124
1084 Scene = scene; 1125 Scene = scene;
1085 Scene.RegisterModuleInterface<IEstateModule>(this); 1126 Scene.RegisterModuleInterface<IEstateModule>(this);
1086 Scene.EventManager.OnNewClient += EventManager_OnNewClient; 1127 Scene.EventManager.OnNewClient += EventManager_OnNewClient;
@@ -1131,7 +1172,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1131 1172
1132 private void EventManager_OnNewClient(IClientAPI client) 1173 private void EventManager_OnNewClient(IClientAPI client)
1133 { 1174 {
1134 client.OnDetailedEstateDataRequest += sendDetailedEstateData; 1175 client.OnDetailedEstateDataRequest += clientSendDetailedEstateData;
1135 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; 1176 client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
1136// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; 1177// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
1137 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; 1178 client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture;
@@ -1183,6 +1224,10 @@ namespace OpenSim.Region.CoreModules.World.Estate
1183 flags |= RegionFlags.AllowParcelChanges; 1224 flags |= RegionFlags.AllowParcelChanges;
1184 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch) 1225 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1185 flags |= RegionFlags.BlockParcelSearch; 1226 flags |= RegionFlags.BlockParcelSearch;
1227 if (Scene.RegionInfo.RegionSettings.GodBlockSearch)
1228 flags |= (RegionFlags)(1 << 11);
1229 if (Scene.RegionInfo.RegionSettings.Casino)
1230 flags |= (RegionFlags)(1 << 10);
1186 1231
1187 if (Scene.RegionInfo.RegionSettings.FixedSun) 1232 if (Scene.RegionInfo.RegionSettings.FixedSun)
1188 flags |= RegionFlags.SunFixed; 1233 flags |= RegionFlags.SunFixed;
@@ -1190,11 +1235,15 @@ namespace OpenSim.Region.CoreModules.World.Estate
1190 flags |= RegionFlags.Sandbox; 1235 flags |= RegionFlags.Sandbox;
1191 if (Scene.RegionInfo.EstateSettings.AllowVoice) 1236 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1192 flags |= RegionFlags.AllowVoice; 1237 flags |= RegionFlags.AllowVoice;
1238 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1239 flags |= RegionFlags.AllowLandmark;
1240 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1241 flags |= RegionFlags.AllowSetHome;
1242 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1243 flags |= RegionFlags.BlockDwell;
1244 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1245 flags |= RegionFlags.ResetHomeOnTeleport;
1193 1246
1194 // Fudge these to always on, so the menu options activate
1195 //
1196 flags |= RegionFlags.AllowLandmark;
1197 flags |= RegionFlags.AllowSetHome;
1198 1247
1199 // TODO: SkipUpdateInterestList 1248 // TODO: SkipUpdateInterestList
1200 1249
@@ -1235,6 +1284,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1235 flags |= RegionFlags.ResetHomeOnTeleport; 1284 flags |= RegionFlags.ResetHomeOnTeleport;
1236 if (Scene.RegionInfo.EstateSettings.TaxFree) 1285 if (Scene.RegionInfo.EstateSettings.TaxFree)
1237 flags |= RegionFlags.TaxFree; 1286 flags |= RegionFlags.TaxFree;
1287 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1288 flags |= RegionFlags.AllowLandmark;
1289 if (Scene.RegionInfo.EstateSettings.AllowParcelChanges)
1290 flags |= RegionFlags.AllowParcelChanges;
1291 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1292 flags |= RegionFlags.AllowSetHome;
1238 if (Scene.RegionInfo.EstateSettings.DenyMinors) 1293 if (Scene.RegionInfo.EstateSettings.DenyMinors)
1239 flags |= (RegionFlags)(1 << 30); 1294 flags |= (RegionFlags)(1 << 30);
1240 1295
@@ -1255,6 +1310,12 @@ namespace OpenSim.Region.CoreModules.World.Estate
1255 1310
1256 public void TriggerRegionInfoChange() 1311 public void TriggerRegionInfoChange()
1257 { 1312 {
1313 m_regionChangeTimer.Stop();
1314 m_regionChangeTimer.Start();
1315 }
1316
1317 protected void RaiseRegionInfoChange(object sender, ElapsedEventArgs e)
1318 {
1258 ChangeDelegate change = OnRegionInfoChange; 1319 ChangeDelegate change = OnRegionInfoChange;
1259 1320
1260 if (change != null) 1321 if (change != null)
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 8b7406d..51dcb67 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -91,14 +91,13 @@ namespace OpenSim.Region.CoreModules.World.Land
91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1; 91 private int m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
92 92
93 private bool m_allowedForcefulBans = true; 93 private bool m_allowedForcefulBans = true;
94 private UUID DefaultGodParcelGroup;
95 private string DefaultGodParcelName;
94 96
95 // caches ExtendedLandData 97 // caches ExtendedLandData
96 private Cache parcelInfoCache; 98 private Cache parcelInfoCache;
97 99 private Dictionary<UUID, Vector3> forcedPosition =
98 /// <summary> 100 new Dictionary<UUID, Vector3>();
99 /// Record positions that avatar's are currently being forced to move to due to parcel entry restrictions.
100 /// </summary>
101 private Dictionary<UUID, Vector3> forcedPosition = new Dictionary<UUID, Vector3>();
102 101
103 #region INonSharedRegionModule Members 102 #region INonSharedRegionModule Members
104 103
@@ -109,6 +108,12 @@ namespace OpenSim.Region.CoreModules.World.Land
109 108
110 public void Initialise(IConfigSource source) 109 public void Initialise(IConfigSource source)
111 { 110 {
111 IConfig cnf = source.Configs["LandManagement"];
112 if (cnf != null)
113 {
114 DefaultGodParcelGroup = new UUID(cnf.GetString("DefaultAdministratorGroupUUID", UUID.Zero.ToString()));
115 DefaultGodParcelName = cnf.GetString("DefaultAdministratorParcelName", "Default Parcel");
116 }
112 } 117 }
113 118
114 public void AddRegion(Scene scene) 119 public void AddRegion(Scene scene)
@@ -160,13 +165,6 @@ namespace OpenSim.Region.CoreModules.World.Land
160 m_scene.UnregisterModuleCommander(m_commander.Name); 165 m_scene.UnregisterModuleCommander(m_commander.Name);
161 } 166 }
162 167
163// private bool OnVerifyUserConnection(ScenePresence scenePresence, out string reason)
164// {
165// ILandObject nearestParcel = m_scene.GetNearestAllowedParcel(scenePresence.UUID, scenePresence.AbsolutePosition.X, scenePresence.AbsolutePosition.Y);
166// reason = "You are not allowed to enter this sim.";
167// return nearestParcel != null;
168// }
169
170 /// <summary> 168 /// <summary>
171 /// Processes commandline input. Do not call directly. 169 /// Processes commandline input. Do not call directly.
172 /// </summary> 170 /// </summary>
@@ -207,6 +205,8 @@ namespace OpenSim.Region.CoreModules.World.Land
207 client.OnParcelInfoRequest += ClientOnParcelInfoRequest; 205 client.OnParcelInfoRequest += ClientOnParcelInfoRequest;
208 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup; 206 client.OnParcelDeedToGroup += ClientOnParcelDeedToGroup;
209 client.OnPreAgentUpdate += ClientOnPreAgentUpdate; 207 client.OnPreAgentUpdate += ClientOnPreAgentUpdate;
208 client.OnParcelEjectUser += ClientOnParcelEjectUser;
209 client.OnParcelFreezeUser += ClientOnParcelFreezeUser;
210 210
211 EntityBase presenceEntity; 211 EntityBase presenceEntity;
212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence) 212 if (m_scene.Entities.TryGetValue(client.AgentId, out presenceEntity) && presenceEntity is ScenePresence)
@@ -218,48 +218,6 @@ namespace OpenSim.Region.CoreModules.World.Land
218 218
219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData) 219 void ClientOnPreAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
220 { 220 {
221 //If we are forcing a position for them to go
222 if (forcedPosition.ContainsKey(remoteClient.AgentId))
223 {
224 ScenePresence clientAvatar = m_scene.GetScenePresence(remoteClient.AgentId);
225
226 //Putting the user into flying, both keeps the avatar in fligth when it bumps into something and stopped from going another direction AND
227 //When the avatar walks into a ban line on the ground, it prevents getting stuck
228 agentData.ControlFlags = (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY;
229
230 //Make sure we stop if they get about to the right place to prevent yoyo and prevents getting stuck on banlines
231 if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) < .2)
232 {
233// m_log.DebugFormat(
234// "[LAND MANAGEMENT MODULE]: Stopping force position of {0} because {1} is close enough to {2}",
235// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
236
237 forcedPosition.Remove(remoteClient.AgentId);
238 }
239 //if we are far away, teleport
240 else if (Vector3.Distance(clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]) > 3)
241 {
242 Vector3 forcePosition = forcedPosition[remoteClient.AgentId];
243// m_log.DebugFormat(
244// "[LAND MANAGEMENT MODULE]: Teleporting out {0} because {1} is too far from avatar position {2}",
245// clientAvatar.Name, clientAvatar.AbsolutePosition, forcePosition);
246
247 m_scene.RequestTeleportLocation(remoteClient, m_scene.RegionInfo.RegionHandle,
248 forcePosition, clientAvatar.Lookat, (uint)Constants.TeleportFlags.ForceRedirect);
249
250 forcedPosition.Remove(remoteClient.AgentId);
251 }
252 else
253 {
254// m_log.DebugFormat(
255// "[LAND MANAGEMENT MODULE]: Forcing {0} from {1} to {2}",
256// clientAvatar.Name, clientAvatar.AbsolutePosition, forcedPosition[remoteClient.AgentId]);
257
258 //Forces them toward the forced position we want if they aren't there yet
259 agentData.UseClientAgentPosition = true;
260 agentData.ClientAgentPosition = forcedPosition[remoteClient.AgentId];
261 }
262 }
263 } 221 }
264 222
265 public void Close() 223 public void Close()
@@ -378,10 +336,16 @@ namespace OpenSim.Region.CoreModules.World.Land
378 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position) 336 private void ForceAvatarToPosition(ScenePresence avatar, Vector3? position)
379 { 337 {
380 if (m_scene.Permissions.IsGod(avatar.UUID)) return; 338 if (m_scene.Permissions.IsGod(avatar.UUID)) return;
381 if (position.HasValue) 339
382 { 340 if (!position.HasValue)
383 forcedPosition[avatar.ControllingClient.AgentId] = (Vector3)position; 341 return;
384 } 342
343 bool isFlying = avatar.PhysicsActor.Flying;
344 avatar.RemoveFromPhysicalScene();
345
346 avatar.AbsolutePosition = (Vector3)position;
347
348 avatar.AddToPhysicalScene(isFlying);
385 } 349 }
386 350
387 public void SendYouAreRestrictedNotice(ScenePresence avatar) 351 public void SendYouAreRestrictedNotice(ScenePresence avatar)
@@ -401,29 +365,7 @@ namespace OpenSim.Region.CoreModules.World.Land
401 } 365 }
402 366
403 if (parcelAvatarIsEntering != null) 367 if (parcelAvatarIsEntering != null)
404 { 368 EnforceBans(parcelAvatarIsEntering, avatar);
405 if (avatar.AbsolutePosition.Z < LandChannel.BAN_LINE_SAFETY_HIEGHT)
406 {
407 if (parcelAvatarIsEntering.IsBannedFromLand(avatar.UUID))
408 {
409 SendYouAreBannedNotice(avatar);
410 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
411 }
412 else if (parcelAvatarIsEntering.IsRestrictedFromLand(avatar.UUID))
413 {
414 SendYouAreRestrictedNotice(avatar);
415 ForceAvatarToPosition(avatar, m_scene.GetNearestAllowedPosition(avatar));
416 }
417 else
418 {
419 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
420 }
421 }
422 else
423 {
424 avatar.sentMessageAboutRestrictedParcelFlyingDown = true;
425 }
426 }
427 } 369 }
428 } 370 }
429 371
@@ -527,6 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
527 //when we are finally in a safe place, lets release the forced position lock 469 //when we are finally in a safe place, lets release the forced position lock
528 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId); 470 forcedPosition.Remove(clientAvatar.ControllingClient.AgentId);
529 } 471 }
472 EnforceBans(parcel, clientAvatar);
530 } 473 }
531 } 474 }
532 475
@@ -735,7 +678,7 @@ namespace OpenSim.Region.CoreModules.World.Land
735 int x; 678 int x;
736 int y; 679 int y;
737 680
738 if (x_float >= Constants.RegionSize || x_float < 0 || y_float >= Constants.RegionSize || y_float < 0) 681 if (x_float > Constants.RegionSize || x_float < 0 || y_float > Constants.RegionSize || y_float < 0)
739 return null; 682 return null;
740 683
741 try 684 try
@@ -785,14 +728,13 @@ namespace OpenSim.Region.CoreModules.World.Land
785 { 728 {
786 try 729 try
787 { 730 {
788 return m_landList[m_landIDList[x / 4, y / 4]]; 731 //if (m_landList.ContainsKey(m_landIDList[x / 4, y / 4]))
732 return m_landList[m_landIDList[x / 4, y / 4]];
733 //else
734 // return null;
789 } 735 }
790 catch (IndexOutOfRangeException) 736 catch (IndexOutOfRangeException)
791 { 737 {
792// m_log.WarnFormat(
793// "[LAND MANAGEMENT MODULE]: Tried to retrieve land object from out of bounds co-ordinate ({0},{1}) in {2}",
794// x, y, m_scene.RegionInfo.RegionName);
795
796 return null; 738 return null;
797 } 739 }
798 } 740 }
@@ -1075,6 +1017,10 @@ namespace OpenSim.Region.CoreModules.World.Land
1075 //Owner Flag 1017 //Owner Flag
1076 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER); 1018 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_REQUESTER);
1077 } 1019 }
1020 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1021 {
1022 tempByte = Convert.ToByte(tempByte | LandChannel.LAND_TYPE_OWNED_BY_GROUP);
1023 }
1078 else if (currentParcelBlock.LandData.SalePrice > 0 && 1024 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1079 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1025 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1080 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1026 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
@@ -1155,8 +1101,11 @@ namespace OpenSim.Region.CoreModules.World.Land
1155 { 1101 {
1156 if (!temp.Contains(currentParcel)) 1102 if (!temp.Contains(currentParcel))
1157 { 1103 {
1158 currentParcel.ForceUpdateLandInfo(); 1104 if (!currentParcel.IsEitherBannedOrRestricted(remote_client.AgentId))
1159 temp.Add(currentParcel); 1105 {
1106 currentParcel.ForceUpdateLandInfo();
1107 temp.Add(currentParcel);
1108 }
1160 } 1109 }
1161 } 1110 }
1162 } 1111 }
@@ -1375,18 +1324,31 @@ namespace OpenSim.Region.CoreModules.World.Land
1375 1324
1376 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data) 1325 public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data)
1377 { 1326 {
1378 for (int i = 0; i < data.Count; i++) 1327 lock (m_landList)
1379 { 1328 {
1380 IncomingLandObjectFromStorage(data[i]); 1329 //Remove all the land objects in the sim and then process our new data
1330 foreach (int n in m_landList.Keys)
1331 {
1332 m_scene.EventManager.TriggerLandObjectRemoved(m_landList[n].LandData.GlobalID);
1333 }
1334 m_landIDList.Initialize();
1335 m_landList.Clear();
1336
1337 for (int i = 0; i < data.Count; i++)
1338 {
1339 IncomingLandObjectFromStorage(data[i]);
1340 }
1381 } 1341 }
1382 } 1342 }
1383 1343
1384 public void IncomingLandObjectFromStorage(LandData data) 1344 public void IncomingLandObjectFromStorage(LandData data)
1385 { 1345 {
1346
1386 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); 1347 ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene);
1387 new_land.LandData = data.Copy(); 1348 new_land.LandData = data.Copy();
1388 new_land.SetLandBitmapFromByteArray(); 1349 new_land.SetLandBitmapFromByteArray();
1389 AddLandObject(new_land); 1350 AddLandObject(new_land);
1351 new_land.SendLandUpdateToAvatarsOverMe();
1390 } 1352 }
1391 1353
1392 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) 1354 public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
@@ -1669,6 +1631,168 @@ namespace OpenSim.Region.CoreModules.World.Land
1669 1631
1670 UpdateLandObject(localID, land.LandData); 1632 UpdateLandObject(localID, land.LandData);
1671 } 1633 }
1634
1635 public void ClientOnParcelGodMark(IClientAPI client, UUID god, int landID)
1636 {
1637 ILandObject land = null;
1638 List<ILandObject> Land = ((Scene)client.Scene).LandChannel.AllParcels();
1639 foreach (ILandObject landObject in Land)
1640 {
1641 if (landObject.LandData.LocalID == landID)
1642 {
1643 land = landObject;
1644 }
1645 }
1646 land.DeedToGroup(DefaultGodParcelGroup);
1647 land.LandData.Name = DefaultGodParcelName;
1648 land.SendLandUpdateToAvatarsOverMe();
1649 }
1650
1651 private void ClientOnSimWideDeletes(IClientAPI client, UUID agentID, int flags, UUID targetID)
1652 {
1653 ScenePresence SP;
1654 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out SP);
1655 List<SceneObjectGroup> returns = new List<SceneObjectGroup>();
1656 if (SP.UserLevel != 0)
1657 {
1658 if (flags == 0) //All parcels, scripted or not
1659 {
1660 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1661 {
1662 if (e.OwnerID == targetID)
1663 {
1664 returns.Add(e);
1665 }
1666 }
1667 );
1668 }
1669 if (flags == 4) //All parcels, scripted object
1670 {
1671 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1672 {
1673 if (e.OwnerID == targetID)
1674 {
1675 if (e.ContainsScripts())
1676 {
1677 returns.Add(e);
1678 }
1679 }
1680 }
1681 );
1682 }
1683 if (flags == 4) //not target parcel, scripted object
1684 {
1685 ((Scene)client.Scene).ForEachSOG(delegate(SceneObjectGroup e)
1686 {
1687 if (e.OwnerID == targetID)
1688 {
1689 ILandObject landobject = ((Scene)client.Scene).LandChannel.GetLandObject(e.AbsolutePosition.X, e.AbsolutePosition.Y);
1690 if (landobject.LandData.OwnerID != e.OwnerID)
1691 {
1692 if (e.ContainsScripts())
1693 {
1694 returns.Add(e);
1695 }
1696 }
1697 }
1698 }
1699 );
1700 }
1701 foreach (SceneObjectGroup ol in returns)
1702 {
1703 ReturnObject(ol, client);
1704 }
1705 }
1706 }
1707 public void ReturnObject(SceneObjectGroup obj, IClientAPI client)
1708 {
1709 SceneObjectGroup[] objs = new SceneObjectGroup[1];
1710 objs[0] = obj;
1711 ((Scene)client.Scene).returnObjects(objs, client.AgentId);
1712 }
1713
1714 Dictionary<UUID, System.Threading.Timer> Timers = new Dictionary<UUID, System.Threading.Timer>();
1715
1716 public void ClientOnParcelFreezeUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1717 {
1718 ScenePresence targetAvatar = null;
1719 ((Scene)client.Scene).TryGetScenePresence(target, out targetAvatar);
1720 ScenePresence parcelManager = null;
1721 ((Scene)client.Scene).TryGetScenePresence(client.AgentId, out parcelManager);
1722 System.Threading.Timer Timer;
1723
1724 if (targetAvatar.UserLevel == 0)
1725 {
1726 ILandObject land = ((Scene)client.Scene).LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1727 if (!((Scene)client.Scene).Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze))
1728 return;
1729 if (flags == 0)
1730 {
1731 targetAvatar.AllowMovement = false;
1732 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has frozen you for 30 seconds. You cannot move or interact with the world.");
1733 parcelManager.ControllingClient.SendAlertMessage("Avatar Frozen.");
1734 System.Threading.TimerCallback timeCB = new System.Threading.TimerCallback(OnEndParcelFrozen);
1735 Timer = new System.Threading.Timer(timeCB, targetAvatar, 30000, 0);
1736 Timers.Add(targetAvatar.UUID, Timer);
1737 }
1738 else
1739 {
1740 targetAvatar.AllowMovement = true;
1741 targetAvatar.ControllingClient.SendAlertMessage(parcelManager.Firstname + " " + parcelManager.Lastname + " has unfrozen you.");
1742 parcelManager.ControllingClient.SendAlertMessage("Avatar Unfrozen.");
1743 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1744 Timers.Remove(targetAvatar.UUID);
1745 Timer.Dispose();
1746 }
1747 }
1748 }
1749 private void OnEndParcelFrozen(object avatar)
1750 {
1751 ScenePresence targetAvatar = (ScenePresence)avatar;
1752 targetAvatar.AllowMovement = true;
1753 System.Threading.Timer Timer;
1754 Timers.TryGetValue(targetAvatar.UUID, out Timer);
1755 Timers.Remove(targetAvatar.UUID);
1756 targetAvatar.ControllingClient.SendAgentAlertMessage("The freeze has worn off; you may go about your business.", false);
1757 }
1758
1759
1760 public void ClientOnParcelEjectUser(IClientAPI client, UUID parcelowner, uint flags, UUID target)
1761 {
1762 ScenePresence targetAvatar = null;
1763 ScenePresence parcelManager = null;
1764
1765 // Must have presences
1766 if (!m_scene.TryGetScenePresence(target, out targetAvatar) ||
1767 !m_scene.TryGetScenePresence(client.AgentId, out parcelManager))
1768 return;
1769
1770 // Cannot eject estate managers or gods
1771 if (m_scene.Permissions.IsAdministrator(target))
1772 return;
1773
1774 // Check if you even have permission to do this
1775 ILandObject land = m_scene.LandChannel.GetLandObject(targetAvatar.AbsolutePosition.X, targetAvatar.AbsolutePosition.Y);
1776 if (!m_scene.Permissions.CanEditParcelProperties(client.AgentId, land, GroupPowers.LandEjectAndFreeze) &&
1777 !m_scene.Permissions.IsAdministrator(client.AgentId))
1778 return;
1779
1780 Vector3 pos = m_scene.GetNearestAllowedPosition(targetAvatar, land);
1781
1782 targetAvatar.TeleportWithMomentum(pos, null);
1783 targetAvatar.ControllingClient.SendAlertMessage("You have been ejected by " + parcelManager.Firstname + " " + parcelManager.Lastname);
1784 parcelManager.ControllingClient.SendAlertMessage("Avatar Ejected.");
1785
1786 if ((flags & 1) != 0) // Ban TODO: Remove magic number
1787 {
1788 LandAccessEntry entry = new LandAccessEntry();
1789 entry.AgentID = targetAvatar.UUID;
1790 entry.Flags = AccessList.Ban;
1791 entry.Expires = 0; // Perm
1792
1793 land.LandData.ParcelAccessList.Add(entry);
1794 }
1795 }
1672 1796
1673 protected void InstallInterfaces() 1797 protected void InstallInterfaces()
1674 { 1798 {
@@ -1731,5 +1855,27 @@ namespace OpenSim.Region.CoreModules.World.Land
1731 1855
1732 MainConsole.Instance.Output(report.ToString()); 1856 MainConsole.Instance.Output(report.ToString());
1733 } 1857 }
1858
1859 public void EnforceBans(ILandObject land, ScenePresence avatar)
1860 {
1861 if (avatar.AbsolutePosition.Z > LandChannel.BAN_LINE_SAFETY_HIEGHT)
1862 return;
1863
1864 if (land.IsEitherBannedOrRestricted(avatar.UUID))
1865 {
1866 if (land.ContainsPoint(Convert.ToInt32(avatar.lastKnownAllowedPosition.X), Convert.ToInt32(avatar.lastKnownAllowedPosition.Y)))
1867 {
1868 Vector3? pos = m_scene.GetNearestAllowedPosition(avatar);
1869 if (pos == null)
1870 m_scene.TeleportClientHome(avatar.UUID, avatar.ControllingClient);
1871 else
1872 ForceAvatarToPosition(avatar, (Vector3)pos);
1873 }
1874 else
1875 {
1876 ForceAvatarToPosition(avatar, avatar.lastKnownAllowedPosition);
1877 }
1878 }
1879 }
1734 } 1880 }
1735} 1881}
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
index 0536f6e..4f06737 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs
@@ -50,6 +50,7 @@ namespace OpenSim.Region.CoreModules.World.Land
50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax]; 50 private bool[,] m_landBitmap = new bool[landArrayMax,landArrayMax];
51 51
52 private int m_lastSeqId = 0; 52 private int m_lastSeqId = 0;
53 private int m_expiryCounter = 0;
53 54
54 protected LandData m_landData = new LandData(); 55 protected LandData m_landData = new LandData();
55 protected Scene m_scene; 56 protected Scene m_scene;
@@ -135,6 +136,8 @@ namespace OpenSim.Region.CoreModules.World.Land
135 else 136 else
136 LandData.GroupID = UUID.Zero; 137 LandData.GroupID = UUID.Zero;
137 LandData.IsGroupOwned = is_group_owned; 138 LandData.IsGroupOwned = is_group_owned;
139
140 m_scene.EventManager.OnFrame += OnFrame;
138 } 141 }
139 142
140 #endregion 143 #endregion
@@ -193,10 +196,27 @@ namespace OpenSim.Region.CoreModules.World.Land
193 else 196 else
194 { 197 {
195 // Normal Calculations 198 // Normal Calculations
196 int parcelMax = (int)(((float)LandData.Area / 65536.0f) 199 int parcelMax = (int)((long)LandData.Area
197 * (float)m_scene.RegionInfo.ObjectCapacity 200 * (long)m_scene.RegionInfo.ObjectCapacity
198 * (float)m_scene.RegionInfo.RegionSettings.ObjectBonus); 201 * (long)m_scene.RegionInfo.RegionSettings.ObjectBonus
199 // TODO: The calculation of ObjectBonus should be refactored. It does still not work in the same manner as SL! 202 / 65536L);
203 //m_log.DebugFormat("Area: {0}, Capacity {1}, Bonus {2}, Parcel {3}", LandData.Area, m_scene.RegionInfo.ObjectCapacity, m_scene.RegionInfo.RegionSettings.ObjectBonus, parcelMax);
204 return parcelMax;
205 }
206 }
207
208 private int GetParcelBasePrimCount()
209 {
210 if (overrideParcelMaxPrimCount != null)
211 {
212 return overrideParcelMaxPrimCount(this);
213 }
214 else
215 {
216 // Normal Calculations
217 int parcelMax = (int)((long)LandData.Area
218 * (long)m_scene.RegionInfo.ObjectCapacity
219 / 65536L);
200 return parcelMax; 220 return parcelMax;
201 } 221 }
202 } 222 }
@@ -210,8 +230,9 @@ namespace OpenSim.Region.CoreModules.World.Land
210 else 230 else
211 { 231 {
212 //Normal Calculations 232 //Normal Calculations
213 int simMax = (int)(((float)LandData.SimwideArea / 65536.0f) 233 int simMax = (int)((long)LandData.SimwideArea
214 * (float)m_scene.RegionInfo.ObjectCapacity); 234 * (long)m_scene.RegionInfo.ObjectCapacity / 65536L);
235 // m_log.DebugFormat("Simwide Area: {0}, Capacity {1}, SimMax {2}", LandData.SimwideArea, m_scene.RegionInfo.ObjectCapacity, simMax);
215 return simMax; 236 return simMax;
216 } 237 }
217 } 238 }
@@ -248,7 +269,7 @@ namespace OpenSim.Region.CoreModules.World.Land
248 remote_client.SendLandProperties(seq_id, 269 remote_client.SendLandProperties(seq_id,
249 snap_selection, request_result, this, 270 snap_selection, request_result, this,
250 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 271 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,
251 GetParcelMaxPrimCount(), 272 GetParcelBasePrimCount(),
252 GetSimulatorMaxPrimCount(), regionFlags); 273 GetSimulatorMaxPrimCount(), regionFlags);
253 } 274 }
254 275
@@ -308,7 +329,7 @@ namespace OpenSim.Region.CoreModules.World.Land
308 329
309 allowedDelta |= (uint)(ParcelFlags.ShowDirectory | 330 allowedDelta |= (uint)(ParcelFlags.ShowDirectory |
310 ParcelFlags.AllowPublish | 331 ParcelFlags.AllowPublish |
311 ParcelFlags.MaturePublish); 332 ParcelFlags.MaturePublish) | (uint)(1 << 23);
312 } 333 }
313 334
314 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity)) 335 if (m_scene.Permissions.CanEditParcelProperties(remote_client.AgentId,this, GroupPowers.LandChangeIdentity))
@@ -1181,6 +1202,17 @@ namespace OpenSim.Region.CoreModules.World.Land
1181 1202
1182 #endregion 1203 #endregion
1183 1204
1205 private void OnFrame()
1206 {
1207 m_expiryCounter++;
1208
1209 if (m_expiryCounter >= 50)
1210 {
1211 ExpireAccessList();
1212 m_expiryCounter = 0;
1213 }
1214 }
1215
1184 private void ExpireAccessList() 1216 private void ExpireAccessList()
1185 { 1217 {
1186 List<LandAccessEntry> delete = new List<LandAccessEntry>(); 1218 List<LandAccessEntry> delete = new List<LandAccessEntry>();
@@ -1191,7 +1223,22 @@ namespace OpenSim.Region.CoreModules.World.Land
1191 delete.Add(entry); 1223 delete.Add(entry);
1192 } 1224 }
1193 foreach (LandAccessEntry entry in delete) 1225 foreach (LandAccessEntry entry in delete)
1226 {
1194 LandData.ParcelAccessList.Remove(entry); 1227 LandData.ParcelAccessList.Remove(entry);
1228 ScenePresence presence;
1229
1230 if (m_scene.TryGetScenePresence(entry.AgentID, out presence) && (!presence.IsChildAgent))
1231 {
1232 ILandObject land = m_scene.LandChannel.GetLandObject(presence.AbsolutePosition.X, presence.AbsolutePosition.Y);
1233 if (land.LandData.LocalID == LandData.LocalID)
1234 {
1235 Vector3 pos = m_scene.GetNearestAllowedPosition(presence, land);
1236 presence.TeleportWithMomentum(pos, null);
1237 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
1238 }
1239 }
1240 m_log.DebugFormat("[LAND]: Removing entry {0} because it has expired", entry.AgentID);
1241 }
1195 1242
1196 if (delete.Count > 0) 1243 if (delete.Count > 0)
1197 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this); 1244 m_scene.EventManager.TriggerLandObjectUpdated((uint)LandData.LocalID, this);
diff --git a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
index b2f71d1..102b4d7 100644
--- a/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/PrimCountModule.cs
@@ -205,7 +205,7 @@ namespace OpenSim.Region.CoreModules.World.Land
205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts)) 205 if (m_ParcelCounts.TryGetValue(landData.GlobalID, out parcelCounts))
206 { 206 {
207 UUID landOwner = landData.OwnerID; 207 UUID landOwner = landData.OwnerID;
208 int partCount = obj.Parts.Length; 208 int partCount = obj.GetPartCount();
209 209
210 m_SimwideCounts[landOwner] += partCount; 210 m_SimwideCounts[landOwner] += partCount;
211 if (parcelCounts.Users.ContainsKey(obj.OwnerID)) 211 if (parcelCounts.Users.ContainsKey(obj.OwnerID))
@@ -592,4 +592,4 @@ namespace OpenSim.Region.CoreModules.World.Land
592 } 592 }
593 } 593 }
594 } 594 }
595} \ No newline at end of file 595}
diff --git a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
index 1e4f0a4..eb4731c 100644
--- a/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
+++ b/OpenSim/Region/CoreModules/World/Objects/BuySell/BuySellModule.cs
@@ -176,6 +176,13 @@ namespace OpenSim.Region.CoreModules.World.Objects.BuySell
176 return false; 176 return false;
177 } 177 }
178 178
179 if ((perms & (uint)PermissionMask.Copy) == 0)
180 {
181 if (m_dialogModule != null)
182 m_dialogModule.SendAlertToUser(remoteClient, "This sale has been blocked by the permissions system");
183 return false;
184 }
185
179 AssetBase asset = m_scene.CreateAsset( 186 AssetBase asset = m_scene.CreateAsset(
180 group.GetPartName(localID), 187 group.GetPartName(localID),
181 group.GetPartDescription(localID), 188 group.GetPartDescription(localID),
diff --git a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
index 7a8a57c..f3d38bc 100644
--- a/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/CoreModules/World/Permissions/PermissionsModule.cs
@@ -368,7 +368,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
368 368
369 public string Name 369 public string Name
370 { 370 {
371 get { return "PermissionsModule"; } 371 get { return "DefaultPermissionsModule"; }
372 } 372 }
373 373
374 public bool IsSharedModule 374 public bool IsSharedModule
diff --git a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
index fea4de0..287738a 100644
--- a/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
+++ b/OpenSim/Region/CoreModules/World/Region/RestartModule.cs
@@ -28,6 +28,8 @@
28using System; 28using System;
29using System.Reflection; 29using System.Reflection;
30using System.Timers; 30using System.Timers;
31using System.IO;
32using System.Diagnostics;
31using System.Threading; 33using System.Threading;
32using System.Collections.Generic; 34using System.Collections.Generic;
33using log4net; 35using log4net;
@@ -56,13 +58,24 @@ namespace OpenSim.Region.CoreModules.World.Region
56 protected UUID m_Initiator; 58 protected UUID m_Initiator;
57 protected bool m_Notice = false; 59 protected bool m_Notice = false;
58 protected IDialogModule m_DialogModule = null; 60 protected IDialogModule m_DialogModule = null;
61 protected string m_MarkerPath = String.Empty;
62 private int[] m_CurrentAlerts = null;
59 63
60 public void Initialise(IConfigSource config) 64 public void Initialise(IConfigSource config)
61 { 65 {
66 IConfig restartConfig = config.Configs["RestartModule"];
67 if (restartConfig != null)
68 {
69 m_MarkerPath = restartConfig.GetString("MarkerPath", String.Empty);
70 }
62 } 71 }
63 72
64 public void AddRegion(Scene scene) 73 public void AddRegion(Scene scene)
65 { 74 {
75 if (m_MarkerPath != String.Empty)
76 File.Delete(Path.Combine(m_MarkerPath,
77 scene.RegionInfo.RegionID.ToString()));
78
66 m_Scene = scene; 79 m_Scene = scene;
67 80
68 scene.RegisterModuleInterface<IRestartModule>(this); 81 scene.RegisterModuleInterface<IRestartModule>(this);
@@ -121,6 +134,7 @@ namespace OpenSim.Region.CoreModules.World.Region
121 134
122 if (alerts == null) 135 if (alerts == null)
123 { 136 {
137 CreateMarkerFile();
124 m_Scene.RestartNow(); 138 m_Scene.RestartNow();
125 return; 139 return;
126 } 140 }
@@ -128,25 +142,28 @@ namespace OpenSim.Region.CoreModules.World.Region
128 m_Message = message; 142 m_Message = message;
129 m_Initiator = initiator; 143 m_Initiator = initiator;
130 m_Notice = notice; 144 m_Notice = notice;
145 m_CurrentAlerts = alerts;
131 m_Alerts = new List<int>(alerts); 146 m_Alerts = new List<int>(alerts);
132 m_Alerts.Sort(); 147 m_Alerts.Sort();
133 m_Alerts.Reverse(); 148 m_Alerts.Reverse();
134 149
135 if (m_Alerts[0] == 0) 150 if (m_Alerts[0] == 0)
136 { 151 {
152 CreateMarkerFile();
137 m_Scene.RestartNow(); 153 m_Scene.RestartNow();
138 return; 154 return;
139 } 155 }
140 156
141 int nextInterval = DoOneNotice(); 157 int nextInterval = DoOneNotice(true);
142 158
143 SetTimer(nextInterval); 159 SetTimer(nextInterval);
144 } 160 }
145 161
146 public int DoOneNotice() 162 public int DoOneNotice(bool sendOut)
147 { 163 {
148 if (m_Alerts.Count == 0 || m_Alerts[0] == 0) 164 if (m_Alerts.Count == 0 || m_Alerts[0] == 0)
149 { 165 {
166 CreateMarkerFile();
150 m_Scene.RestartNow(); 167 m_Scene.RestartNow();
151 return 0; 168 return 0;
152 } 169 }
@@ -167,34 +184,37 @@ namespace OpenSim.Region.CoreModules.World.Region
167 184
168 m_Alerts.RemoveAt(0); 185 m_Alerts.RemoveAt(0);
169 186
170 int minutes = currentAlert / 60; 187 if (sendOut)
171 string currentAlertString = String.Empty;
172 if (minutes > 0)
173 { 188 {
174 if (minutes == 1) 189 int minutes = currentAlert / 60;
175 currentAlertString += "1 minute"; 190 string currentAlertString = String.Empty;
176 else 191 if (minutes > 0)
177 currentAlertString += String.Format("{0} minutes", minutes); 192 {
193 if (minutes == 1)
194 currentAlertString += "1 minute";
195 else
196 currentAlertString += String.Format("{0} minutes", minutes);
197 if ((currentAlert % 60) != 0)
198 currentAlertString += " and ";
199 }
178 if ((currentAlert % 60) != 0) 200 if ((currentAlert % 60) != 0)
179 currentAlertString += " and "; 201 {
180 } 202 int seconds = currentAlert % 60;
181 if ((currentAlert % 60) != 0) 203 if (seconds == 1)
182 { 204 currentAlertString += "1 second";
183 int seconds = currentAlert % 60; 205 else
184 if (seconds == 1) 206 currentAlertString += String.Format("{0} seconds", seconds);
185 currentAlertString += "1 second"; 207 }
186 else
187 currentAlertString += String.Format("{0} seconds", seconds);
188 }
189 208
190 string msg = String.Format(m_Message, currentAlertString); 209 string msg = String.Format(m_Message, currentAlertString);
191 210
192 if (m_DialogModule != null && msg != String.Empty) 211 if (m_DialogModule != null && msg != String.Empty)
193 { 212 {
194 if (m_Notice) 213 if (m_Notice)
195 m_DialogModule.SendGeneralAlert(msg); 214 m_DialogModule.SendGeneralAlert(msg);
196 else 215 else
197 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg); 216 m_DialogModule.SendNotificationToUsersInRegion(m_Initiator, "System", msg);
217 }
198 } 218 }
199 219
200 return currentAlert - nextAlert; 220 return currentAlert - nextAlert;
@@ -211,7 +231,25 @@ namespace OpenSim.Region.CoreModules.World.Region
211 231
212 private void OnTimer(object source, ElapsedEventArgs e) 232 private void OnTimer(object source, ElapsedEventArgs e)
213 { 233 {
214 int nextInterval = DoOneNotice(); 234 int nextInterval = DoOneNotice(true);
235
236 SetTimer(nextInterval);
237 }
238
239 public void DelayRestart(int seconds, string message)
240 {
241 if (m_CountdownTimer == null)
242 return;
243
244 m_CountdownTimer.Stop();
245 m_CountdownTimer = null;
246
247 m_Alerts = new List<int>(m_CurrentAlerts);
248 m_Alerts.Add(seconds);
249 m_Alerts.Sort();
250 m_Alerts.Reverse();
251
252 int nextInterval = DoOneNotice(false);
215 253
216 SetTimer(nextInterval); 254 SetTimer(nextInterval);
217 } 255 }
@@ -225,6 +263,9 @@ namespace OpenSim.Region.CoreModules.World.Region
225 if (m_DialogModule != null && message != String.Empty) 263 if (m_DialogModule != null && message != String.Empty)
226 m_DialogModule.SendGeneralAlert(message); 264 m_DialogModule.SendGeneralAlert(message);
227 } 265 }
266 if (m_MarkerPath != String.Empty)
267 File.Delete(Path.Combine(m_MarkerPath,
268 m_Scene.RegionInfo.RegionID.ToString()));
228 } 269 }
229 270
230 private void HandleRegionRestart(string module, string[] args) 271 private void HandleRegionRestart(string module, string[] args)
@@ -266,5 +307,25 @@ namespace OpenSim.Region.CoreModules.World.Region
266 307
267 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice); 308 ScheduleRestart(UUID.Zero, args[3], times.ToArray(), notice);
268 } 309 }
310
311 protected void CreateMarkerFile()
312 {
313 if (m_MarkerPath == String.Empty)
314 return;
315
316 string path = Path.Combine(m_MarkerPath, m_Scene.RegionInfo.RegionID.ToString());
317 try
318 {
319 string pidstring = System.Diagnostics.Process.GetCurrentProcess().Id.ToString();
320 FileStream fs = File.Create(path);
321 System.Text.ASCIIEncoding enc = new System.Text.ASCIIEncoding();
322 Byte[] buf = enc.GetBytes(pidstring);
323 fs.Write(buf, 0, buf.Length);
324 fs.Close();
325 }
326 catch (Exception)
327 {
328 }
329 }
269 } 330 }
270} 331}
diff --git a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
index 3f848ed..402b9fb 100644
--- a/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
+++ b/OpenSim/Region/CoreModules/World/Terrain/TerrainModule.cs
@@ -636,6 +636,8 @@ namespace OpenSim.Region.CoreModules.World.Terrain
636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised()); 636 m_scene.PhysicsScene.SetTerrain(m_channel.GetFloatsSerialised());
637 m_scene.SaveTerrain(); 637 m_scene.SaveTerrain();
638 638
639 m_scene.EventManager.TriggerTerrainUpdate();
640
639 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out. 641 // Clients who look at the map will never see changes after they looked at the map, so i've commented this out.
640 //m_scene.CreateTerrainTexture(true); 642 //m_scene.CreateTerrainTexture(true);
641 } 643 }
diff --git a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
index 9002a9f..3c48d07 100644
--- a/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
+++ b/OpenSim/Region/CoreModules/World/Warp3DMap/Warp3DImageModule.cs
@@ -63,6 +63,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
63 private bool m_useAntiAliasing = false; // TODO: Make this a config option 63 private bool m_useAntiAliasing = false; // TODO: Make this a config option
64 private bool m_Enabled = false; 64 private bool m_Enabled = false;
65 65
66 private Bitmap lastImage = null;
67 private DateTime lastImageTime = DateTime.MinValue;
68
66 #region IRegionModule Members 69 #region IRegionModule Members
67 70
68 public void Initialise(IConfigSource source) 71 public void Initialise(IConfigSource source)
@@ -85,14 +88,9 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
85 88
86 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory()); 89 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
87 if (renderers.Count > 0) 90 if (renderers.Count > 0)
88 { 91 m_log.Info("[MAPTILE]: Loaded prim mesher " + renderers[0]);
89 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
90 m_log.DebugFormat("[WARP 3D IMAGE MODULE]: Loaded prim mesher {0}", m_primMesher);
91 }
92 else 92 else
93 { 93 m_log.Info("[MAPTILE]: No prim mesher loaded, prim rendering will be disabled");
94 m_log.Debug("[WARP 3D IMAGE MODULE]: No prim mesher loaded, prim rendering will be disabled");
95 }
96 94
97 m_scene.RegisterModuleInterface<IMapImageGenerator>(this); 95 m_scene.RegisterModuleInterface<IMapImageGenerator>(this);
98 } 96 }
@@ -125,9 +123,25 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
125 123
126 public Bitmap CreateMapTile() 124 public Bitmap CreateMapTile()
127 { 125 {
126 if ((DateTime.Now - lastImageTime).TotalSeconds < 3600)
127 {
128 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
129 }
130
131 List<string> renderers = RenderingLoader.ListRenderers(Util.ExecutingDirectory());
132 if (renderers.Count > 0)
133 {
134 m_primMesher = RenderingLoader.LoadRenderer(renderers[0]);
135 }
136
128 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f); 137 Vector3 camPos = new Vector3(127.5f, 127.5f, 221.7025033688163f);
129 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize); 138 Viewport viewport = new Viewport(camPos, -Vector3.UnitZ, 1024f, 0.1f, (int)Constants.RegionSize, (int)Constants.RegionSize, (float)Constants.RegionSize, (float)Constants.RegionSize);
130 return CreateMapTile(viewport, false); 139 Bitmap tile = CreateMapTile(viewport, false);
140 m_primMesher = null;
141
142 lastImage = tile;
143 lastImageTime = DateTime.Now;
144 return lastImage.Clone(new Rectangle(0, 0, 256, 256), lastImage.PixelFormat);
131 } 145 }
132 146
133 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures) 147 public Bitmap CreateViewImage(Vector3 camPos, Vector3 camDir, float fov, int width, int height, bool useTextures)
@@ -673,4 +687,4 @@ namespace OpenSim.Region.CoreModules.World.Warp3DMap
673 return result; 687 return result;
674 } 688 }
675 } 689 }
676} \ No newline at end of file 690}
diff --git a/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs b/OpenSim/Region/CoreModules/World/WorldMap/MapSearchModule.cs
index f37dd94..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 724533b..00be5df 100644
--- a/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
+++ b/OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
@@ -1241,7 +1241,7 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1241 } 1241 }
1242 else 1242 else
1243 { 1243 {
1244 OSDArray responsearr = new OSDArray(m_scene.GetRootAgentCount()); 1244 OSDArray responsearr = new OSDArray(); // Don't preallocate. MT (m_scene.GetRootAgentCount());
1245 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp) 1245 m_scene.ForEachRootScenePresence(delegate(ScenePresence sp)
1246 { 1246 {
1247 OSDMap responsemapdata = new OSDMap(); 1247 OSDMap responsemapdata = new OSDMap();
@@ -1461,9 +1461,10 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1461 Color background = Color.FromArgb(0, 0, 0, 0); 1461 Color background = Color.FromArgb(0, 0, 0, 0);
1462 SolidBrush transparent = new SolidBrush(background); 1462 SolidBrush transparent = new SolidBrush(background);
1463 Graphics g = Graphics.FromImage(overlay); 1463 Graphics g = Graphics.FromImage(overlay);
1464 g.FillRectangle(transparent, 0, 0, 256, 256); 1464 g.FillRectangle(transparent, 0, 0, 255, 255);
1465 1465
1466 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9)); 1466 SolidBrush yellow = new SolidBrush(Color.FromArgb(255, 249, 223, 9));
1467 Pen grey = new Pen(Color.FromArgb(255, 92, 92, 92));
1467 1468
1468 foreach (ILandObject land in parcels) 1469 foreach (ILandObject land in parcels)
1469 { 1470 {
@@ -1471,8 +1472,42 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1471 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0) 1472 if ((land.LandData.Flags & (uint)ParcelFlags.ForSale) != 0)
1472 { 1473 {
1473 landForSale = true; 1474 landForSale = true;
1475
1476 bool[,] landBitmap = land.GetLandBitmap();
1477
1478 for (int x = 0 ; x < 64 ; x++)
1479 {
1480 for (int y = 0 ; y < 64 ; y++)
1481 {
1482 if (landBitmap[x, y])
1483 {
1484 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1485
1486 if (x > 0)
1487 {
1488 if ((saleBitmap[x - 1, y] || landBitmap[x - 1, y]) == false)
1489 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4, 255 - (y * 4));
1490 }
1491 if (y > 0)
1492 {
1493 if ((saleBitmap[x, y-1] || landBitmap[x, y-1]) == false)
1494 g.DrawLine(grey, x * 4, 255 - (y * 4), x * 4 + 3, 255 - (y * 4));
1495 }
1496 if (x < 63)
1497 {
1498 if ((saleBitmap[x + 1, y] || landBitmap[x + 1, y]) == false)
1499 g.DrawLine(grey, x * 4 + 3, 252 - (y * 4), x * 4 + 3, 255 - (y * 4));
1500 }
1501 if (y < 63)
1502 {
1503 if ((saleBitmap[x, y + 1] || landBitmap[x, y + 1]) == false)
1504 g.DrawLine(grey, x * 4, 252 - (y * 4), x * 4 + 3, 252 - (y * 4));
1505 }
1506 }
1507 }
1508 }
1474 1509
1475 saleBitmap = land.MergeLandBitmaps(saleBitmap, land.GetLandBitmap()); 1510 saleBitmap = land.MergeLandBitmaps(saleBitmap, landBitmap);
1476 } 1511 }
1477 } 1512 }
1478 1513
@@ -1484,15 +1519,6 @@ namespace OpenSim.Region.CoreModules.World.WorldMap
1484 1519
1485 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName); 1520 m_log.DebugFormat("[WORLD MAP]: Region {0} has parcels for sale, generating overlay", m_scene.RegionInfo.RegionName);
1486 1521
1487 for (int x = 0 ; x < 64 ; x++)
1488 {
1489 for (int y = 0 ; y < 64 ; y++)
1490 {
1491 if (saleBitmap[x, y])
1492 g.FillRectangle(yellow, x * 4, 252 - (y * 4), 4, 4);
1493 }
1494 }
1495
1496 try 1522 try
1497 { 1523 {
1498 return OpenJPEG.EncodeFromImage(overlay, true); 1524 return OpenJPEG.EncodeFromImage(overlay, true);
diff --git a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
index ba35a41..e7b9ba5 100644
--- a/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IAttachmentsModule.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Xml;
29using System.Collections.Generic; 30using System.Collections.Generic;
30using OpenMetaverse; 31using OpenMetaverse;
31using OpenSim.Framework; 32using OpenSim.Framework;
@@ -83,7 +84,7 @@ namespace OpenSim.Region.Framework.Interfaces
83 /// <param name="AttachmentPt"></param> 84 /// <param name="AttachmentPt"></param>
84 /// <param name="silent"></param> 85 /// <param name="silent"></param>
85 /// <returns>true if the object was successfully attached, false otherwise</returns> 86 /// <returns>true if the object was successfully attached, false otherwise</returns>
86 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent); 87 bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool useAttachmentInfo);
87 88
88 /// <summary> 89 /// <summary>
89 /// Rez an attachment from user inventory and change inventory status to match. 90 /// Rez an attachment from user inventory and change inventory status to match.
@@ -94,6 +95,10 @@ namespace OpenSim.Region.Framework.Interfaces
94 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns> 95 /// <returns>The scene object that was attached. Null if the scene object could not be found</returns>
95 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt); 96 ISceneEntity RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);
96 97
98 // Same as above, but also load script states from a separate doc
99 ISceneEntity RezSingleAttachmentFromInventory(
100 IScenePresence presence, UUID itemID, uint AttachmentPt, bool updateInventoryStatus, XmlDocument doc);
101
97 /// <summary> 102 /// <summary>
98 /// Rez multiple attachments from a user's inventory 103 /// Rez multiple attachments from a user's inventory
99 /// </summary> 104 /// </summary>
@@ -115,7 +120,6 @@ namespace OpenSim.Region.Framework.Interfaces
115 /// <param name="grp">The attachment to detach.</param> 120 /// <param name="grp">The attachment to detach.</param>
116 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp); 121 void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
117 122
118 /// <summary>
119 /// Update the position of an attachment. 123 /// Update the position of an attachment.
120 /// </summary> 124 /// </summary>
121 /// <param name="sog"></param> 125 /// <param name="sog"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 8d62847..4274cbe 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -133,6 +133,8 @@ namespace OpenSim.Region.Framework.Interfaces
133 /// </returns> 133 /// </returns>
134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource); 134 bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
135 135
136 ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource);
137
136 /// <summary> 138 /// <summary>
137 /// Stop and remove a script which is in this prim's inventory from the scene. 139 /// Stop and remove a script which is in this prim's inventory from the scene.
138 /// </summary> 140 /// </summary>
@@ -295,5 +297,6 @@ namespace OpenSim.Region.Framework.Interfaces
295 /// A <see cref="Dictionary`2"/> 297 /// A <see cref="Dictionary`2"/>
296 /// </returns> 298 /// </returns>
297 Dictionary<UUID, string> GetScriptStates(); 299 Dictionary<UUID, string> GetScriptStates();
300 Dictionary<UUID, string> GetScriptStates(bool oldIDs);
298 } 301 }
299} 302}
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
index 69be83e..5bc8e51 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
35 35
36namespace OpenSim.Region.Framework.Interfaces 36namespace OpenSim.Region.Framework.Interfaces
37{ 37{
38 public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
39
38 public interface IEntityTransferModule 40 public interface IEntityTransferModule
39 { 41 {
40 /// <summary> 42 /// <summary>
@@ -50,29 +52,10 @@ namespace OpenSim.Region.Framework.Interfaces
50 /// <param name='teleportFlags'></param> 52 /// <param name='teleportFlags'></param>
51 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags); 53 void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position, Vector3 lookAt, uint teleportFlags);
52 54
53 /// <summary> 55 bool TeleportHome(UUID id, IClientAPI client);
54 /// Teleport an agent directly to a given region without checking whether the region should be subsituted.
55 /// </summary>
56 /// <remarks>
57 /// Please use Teleport() instead unless you know exactly what you're doing.
58 /// Do not use for same region teleports.
59 /// </remarks>
60 /// <param name='sp'></param>
61 /// <param name='reg'></param>
62 /// <param name='finalDestination'>/param>
63 /// <param name='position'></param>
64 /// <param name='lookAt'></param>
65 /// <param name='teleportFlags'></param>
66 void DoTeleport(
67 ScenePresence sp, GridRegion reg, GridRegion finalDestination,
68 Vector3 position, Vector3 lookAt, uint teleportFlags);
69 56
70 /// <summary> 57 void DoTeleport(ScenePresence sp, GridRegion reg, GridRegion finalDestination,
71 /// Teleports the agent for the given client to their home destination. 58 Vector3 position, Vector3 lookAt, uint teleportFlags);
72 /// </summary>
73 /// <param name='id'></param>
74 /// <param name='client'></param>
75 void TeleportHome(UUID id, IClientAPI client);
76 59
77 /// <summary> 60 /// <summary>
78 /// Show whether the given agent is being teleported. 61 /// Show whether the given agent is being teleported.
@@ -89,7 +72,12 @@ namespace OpenSim.Region.Framework.Interfaces
89 72
90 void EnableChildAgent(ScenePresence agent, GridRegion region); 73 void EnableChildAgent(ScenePresence agent, GridRegion region);
91 74
75 GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
76
92 void Cross(SceneObjectGroup sog, Vector3 position, bool silent); 77 void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
78
79 ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
80
93 } 81 }
94 82
95 public interface IUserAgentVerificationModule 83 public interface IUserAgentVerificationModule
diff --git a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
index 15cd238..ca2ad94 100644
--- a/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEstateModule.cs
@@ -45,6 +45,8 @@ namespace OpenSim.Region.Framework.Interfaces
45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.). 45 /// Tell all clients about the current state of the region (terrain textures, water height, etc.).
46 /// </summary> 46 /// </summary>
47 void sendRegionHandshakeToAll(); 47 void sendRegionHandshakeToAll();
48 void TriggerEstateInfoChange();
49 void TriggerRegionInfoChange();
48 50
49 void setEstateTerrainBaseTexture(int level, UUID texture); 51 void setEstateTerrainBaseTexture(int level, UUID texture);
50 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue); 52 void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue);
diff --git a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
index bfa5d17..5512642 100644
--- a/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEventQueue.cs
@@ -59,5 +59,7 @@ namespace OpenSim.Region.Framework.Interfaces
59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID); 59 void GroupMembership(AgentGroupDataUpdatePacket groupUpdate, UUID avatarID);
60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono); 60 OSD ScriptRunningEvent(UUID objectID, UUID itemID, bool running, bool mono);
61 OSD BuildEvent(string eventName, OSD eventBody); 61 OSD BuildEvent(string eventName, OSD eventBody);
62 void partPhysicsProperties(uint localID, byte physhapetype, float density, float friction, float bounce, float gravmod, UUID avatarID);
63
62 } 64 }
63} 65}
diff --git a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
index 2d6287f..67a500f 100644
--- a/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
+++ b/OpenSim/Region/Framework/Interfaces/IInterregionComms.cs
@@ -68,6 +68,14 @@ namespace OpenSim.Region.Framework.Interfaces
68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri); 68 bool SendReleaseAgent(ulong regionHandle, UUID id, string uri);
69 69
70 /// <summary> 70 /// <summary>
71 /// Close chid agent.
72 /// </summary>
73 /// <param name="regionHandle"></param>
74 /// <param name="id"></param>
75 /// <returns></returns>
76 bool SendCloseChildAgent(ulong regionHandle, UUID id);
77
78 /// <summary>
71 /// Close agent. 79 /// Close agent.
72 /// </summary> 80 /// </summary>
73 /// <param name="regionHandle"></param> 81 /// <param name="regionHandle"></param>
diff --git a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
index c68550f..9b25beb 100644
--- a/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
+++ b/OpenSim/Region/Framework/Interfaces/IRestartModule.cs
@@ -35,5 +35,6 @@ namespace OpenSim.Region.Framework.Interfaces
35 TimeSpan TimeUntilRestart { get; } 35 TimeSpan TimeUntilRestart { get; }
36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice); 36 void ScheduleRestart(UUID initiator, string message, int[] alerts, bool notice);
37 void AbortRestart(string message); 37 void AbortRestart(string message);
38 void DelayRestart(int seconds, string message);
38 } 39 }
39} 40}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
index 0fcafcc..ccb583d 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataService.cs
@@ -116,5 +116,6 @@ namespace OpenSim.Region.Framework.Interfaces
116 /// <param name="regionUUID">the region UUID</param> 116 /// <param name="regionUUID">the region UUID</param>
117 void RemoveRegionEnvironmentSettings(UUID regionUUID); 117 void RemoveRegionEnvironmentSettings(UUID regionUUID);
118 118
119 UUID[] GetObjectIDs(UUID regionID);
119 } 120 }
120} 121}
diff --git a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
index e424976..d7c80f7 100644
--- a/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
+++ b/OpenSim/Region/Framework/Interfaces/ISimulationDataStore.cs
@@ -106,6 +106,7 @@ namespace OpenSim.Region.Framework.Interfaces
106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID); 106 RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
107 void StoreRegionWindlightSettings(RegionLightShareData wl); 107 void StoreRegionWindlightSettings(RegionLightShareData wl);
108 void RemoveRegionWindlightSettings(UUID regionID); 108 void RemoveRegionWindlightSettings(UUID regionID);
109 UUID[] GetObjectIDs(UUID regionID);
109 110
110 /// <summary> 111 /// <summary>
111 /// Load Environment settings from region storage 112 /// Load Environment settings from region storage
diff --git a/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
new file mode 100644
index 0000000..e01f649
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/ISnmpModule.cs
@@ -0,0 +1,27 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster LImited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6// Mod 2
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface ISnmpModule
11{
12 void Trap(int code, string Message, Scene scene);
13 void Critical(string Message, Scene scene);
14 void Warning(string Message, Scene scene);
15 void Major(string Message, Scene scene);
16 void ColdStart(int step , Scene scene);
17 void Shutdown(int step , Scene scene);
18 //
19 // Node Start/stop events
20 //
21 void LinkUp(Scene scene);
22 void LinkDown(Scene scene);
23 void BootInfo(string data, Scene scene);
24 void trapDebug(string Module,string data, Scene scene);
25 void trapXMRE(int data, string Message, Scene scene);
26
27}
diff --git a/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
new file mode 100644
index 0000000..d1a4d8e
--- /dev/null
+++ b/OpenSim/Region/Framework/Interfaces/IUserAccountCacheModule.cs
@@ -0,0 +1,13 @@
1///////////////////////////////////////////////////////////////////
2//
3// (c) Careminster Limited, Melanie Thielker and the Meta7 Team
4//
5// This file is not open source. All rights reserved
6//
7
8using OpenSim.Region.Framework.Scenes;
9
10public interface IUserAccountCacheModule
11{
12 void Remove(string name);
13}
diff --git a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
index 4e74781..e8e375e 100644
--- a/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
+++ b/OpenSim/Region/Framework/Interfaces/IWorldComm.cs
@@ -103,7 +103,7 @@ namespace OpenSim.Region.Framework.Interfaces
103 /// <param name='msg'> 103 /// <param name='msg'>
104 /// Message. 104 /// Message.
105 /// </param> 105 /// </param>
106 void DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg); 106 bool DeliverMessageTo(UUID target, int channel, Vector3 pos, string name, UUID id, string msg, out string error);
107 107
108 /// <summary> 108 /// <summary>
109 /// Are there any listen events ready to be dispatched? 109 /// Are there any listen events ready to be dispatched?
diff --git a/OpenSim/Region/Framework/ModuleLoader.cs b/OpenSim/Region/Framework/ModuleLoader.cs
index 14ecd44..32ee674 100644
--- a/OpenSim/Region/Framework/ModuleLoader.cs
+++ b/OpenSim/Region/Framework/ModuleLoader.cs
@@ -227,7 +227,8 @@ namespace OpenSim.Region.Framework
227 pluginAssembly.FullName, e.Message, e.StackTrace); 227 pluginAssembly.FullName, e.Message, e.StackTrace);
228 228
229 // justincc: Right now this is fatal to really get the user's attention 229 // justincc: Right now this is fatal to really get the user's attention
230 throw e; 230 // TomMeta: WTF? No, how about we /don't/ throw a fatal exception when there's no need to?
231 //throw e;
231 } 232 }
232 } 233 }
233 234
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 14ae287..9ddac19 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -79,13 +79,13 @@ namespace OpenSim.Region.Framework.Scenes.Animation
79 m_scenePresence = sp; 79 m_scenePresence = sp;
80 CurrentMovementAnimation = "CROUCH"; 80 CurrentMovementAnimation = "CROUCH";
81 } 81 }
82 82
83 public void AddAnimation(UUID animID, UUID objectID) 83 public void AddAnimation(UUID animID, UUID objectID)
84 { 84 {
85 if (m_scenePresence.IsChildAgent) 85 if (m_scenePresence.IsChildAgent)
86 return; 86 return;
87 87
88// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name); 88 // m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
89 89
90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) 90 if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
91 SendAnimPack(); 91 SendAnimPack();
@@ -117,6 +117,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation
117 SendAnimPack(); 117 SendAnimPack();
118 } 118 }
119 119
120 public void avnChangeAnim(UUID animID, bool addRemove, bool sendPack)
121 {
122 if (m_scenePresence.IsChildAgent)
123 return;
124
125 if (animID != UUID.Zero)
126 {
127 if (addRemove)
128 m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, UUID.Zero);
129 else
130 m_animations.Remove(animID);
131 }
132 if(sendPack)
133 SendAnimPack();
134 }
135
120 // Called from scripts 136 // Called from scripts
121 public void RemoveAnimation(string name) 137 public void RemoveAnimation(string name)
122 { 138 {
diff --git a/OpenSim/Region/Framework/Scenes/CollisionSounds.cs b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
new file mode 100644
index 0000000..075724e
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/CollisionSounds.cs
@@ -0,0 +1,304 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27// Ubit 2012
28
29using System;
30using System.Reflection;
31using System.Collections.Generic;
32using OpenMetaverse;
33using OpenSim.Framework;
34using log4net;
35
36namespace OpenSim.Region.Framework.Scenes
37{
38 public struct CollisionForSoundInfo
39 {
40 public uint colliderID;
41 public Vector3 position;
42 public float relativeVel;
43 }
44
45 public static class CollisionSounds
46 {
47 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
48
49 private const int MaxMaterials = 7;
50 // part part
51
52 private static UUID snd_StoneStone = new UUID("be7295c0-a158-11e1-b3dd-0800200c9a66");
53 private static UUID snd_StoneMetal = new UUID("be7295c0-a158-11e1-b3dd-0800201c9a66");
54 private static UUID snd_StoneGlass = new UUID("be7295c0-a158-11e1-b3dd-0800202c9a66");
55 private static UUID snd_StoneWood = new UUID("be7295c0-a158-11e1-b3dd-0800203c9a66");
56 private static UUID snd_StoneFlesh = new UUID("be7295c0-a158-11e1-b3dd-0800204c9a66");
57 private static UUID snd_StonePlastic = new UUID("be7295c0-a158-11e1-b3dd-0800205c9a66");
58 private static UUID snd_StoneRubber = new UUID("be7295c0-a158-11e1-b3dd-0800206c9a66");
59
60 private static UUID snd_MetalMetal = new UUID("be7295c0-a158-11e1-b3dd-0801201c9a66");
61 private static UUID snd_MetalGlass = new UUID("be7295c0-a158-11e1-b3dd-0801202c9a66");
62 private static UUID snd_MetalWood = new UUID("be7295c0-a158-11e1-b3dd-0801203c9a66");
63 private static UUID snd_MetalFlesh = new UUID("be7295c0-a158-11e1-b3dd-0801204c9a66");
64 private static UUID snd_MetalPlastic = new UUID("be7295c0-a158-11e1-b3dd-0801205c9a66");
65 private static UUID snd_MetalRubber = new UUID("be7295c0-a158-11e1-b3dd-0801206c9a66");
66
67 private static UUID snd_GlassGlass = new UUID("be7295c0-a158-11e1-b3dd-0802202c9a66");
68 private static UUID snd_GlassWood = new UUID("be7295c0-a158-11e1-b3dd-0802203c9a66");
69 private static UUID snd_GlassFlesh = new UUID("be7295c0-a158-11e1-b3dd-0802204c9a66");
70 private static UUID snd_GlassPlastic = new UUID("be7295c0-a158-11e1-b3dd-0802205c9a66");
71 private static UUID snd_GlassRubber = new UUID("be7295c0-a158-11e1-b3dd-0802206c9a66");
72
73 private static UUID snd_WoodWood = new UUID("be7295c0-a158-11e1-b3dd-0803203c9a66");
74 private static UUID snd_WoodFlesh = new UUID("be7295c0-a158-11e1-b3dd-0803204c9a66");
75 private static UUID snd_WoodPlastic = new UUID("be7295c0-a158-11e1-b3dd-0803205c9a66");
76 private static UUID snd_WoodRubber = new UUID("be7295c0-a158-11e1-b3dd-0803206c9a66");
77
78 private static UUID snd_FleshFlesh = new UUID("be7295c0-a158-11e1-b3dd-0804204c9a66");
79 private static UUID snd_FleshPlastic = new UUID("be7295c0-a158-11e1-b3dd-0804205c9a66");
80 private static UUID snd_FleshRubber = new UUID("be7295c0-a158-11e1-b3dd-0804206c9a66");
81
82 private static UUID snd_PlasticPlastic = new UUID("be7295c0-a158-11e1-b3dd-0805205c9a66");
83 private static UUID snd_PlasticRubber = new UUID("be7295c0-a158-11e1-b3dd-0805206c9a66");
84
85 private static UUID snd_RubberRubber = new UUID("be7295c0-a158-11e1-b3dd-0806206c9a66");
86
87 // terrain part
88 private static UUID snd_TerrainStone = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
89 private static UUID snd_TerrainMetal = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
90 private static UUID snd_TerrainGlass = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
91 private static UUID snd_TerrainWood = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
92 private static UUID snd_TerrainFlesh = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
93 private static UUID snd_TerrainPlastic = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
94 private static UUID snd_TerrainRubber = new UUID("be7295c0-a158-11e1-b3dd-0807200c9a66");
95
96 public static UUID[] m_TerrainPart = {
97 snd_TerrainStone,
98 snd_TerrainMetal,
99 snd_TerrainGlass,
100 snd_TerrainWood,
101 snd_TerrainFlesh,
102 snd_TerrainPlastic,
103 snd_TerrainRubber
104 };
105
106 // simetric sounds
107 public static UUID[] m_PartPart = {
108 snd_StoneStone, snd_StoneMetal, snd_StoneGlass, snd_StoneWood, snd_StoneFlesh, snd_StonePlastic, snd_StoneRubber,
109 snd_StoneMetal, snd_MetalMetal, snd_MetalGlass, snd_MetalWood, snd_MetalFlesh, snd_MetalPlastic, snd_MetalRubber,
110 snd_StoneGlass, snd_MetalGlass, snd_GlassGlass, snd_GlassWood, snd_GlassFlesh, snd_GlassPlastic, snd_GlassRubber,
111 snd_StoneWood, snd_MetalWood, snd_GlassWood, snd_WoodWood, snd_WoodFlesh, snd_WoodPlastic, snd_WoodRubber,
112 snd_StoneFlesh, snd_MetalFlesh, snd_GlassFlesh, snd_WoodFlesh, snd_FleshFlesh, snd_FleshPlastic, snd_FleshRubber,
113 snd_StonePlastic, snd_MetalPlastic, snd_GlassPlastic, snd_WoodPlastic, snd_FleshPlastic, snd_PlasticPlastic, snd_PlasticRubber,
114 snd_StoneRubber, snd_MetalRubber, snd_GlassRubber, snd_WoodRubber, snd_FleshRubber, snd_PlasticRubber, snd_RubberRubber
115 };
116
117 public static void PartCollisionSound(SceneObjectPart part, List<CollisionForSoundInfo> collidersinfolist)
118 {
119 if (collidersinfolist.Count == 0 || part == null)
120 return;
121
122 if (part.VolumeDetectActive || (part.Flags & PrimFlags.Physics) == 0)
123 return;
124
125 if (part.ParentGroup == null)
126 return;
127
128 if (part.CollisionSoundType < 0)
129 return;
130
131 float volume = 0.0f;
132 bool HaveSound = false;
133
134 UUID soundID = part.CollisionSound;
135
136 if (part.CollisionSoundType > 0)
137 {
138 // soundID = part.CollisionSound;
139 volume = part.CollisionSoundVolume;
140 if (volume == 0.0f)
141 return;
142 HaveSound = true;
143 }
144
145 bool doneownsound = false;
146
147 int thisMaterial = (int)part.Material;
148 if (thisMaterial >= MaxMaterials)
149 thisMaterial = 3;
150 int thisMatScaled = thisMaterial * MaxMaterials;
151
152 CollisionForSoundInfo colInfo;
153 uint id;
154
155 for(int i = 0; i< collidersinfolist.Count; i++)
156 {
157 colInfo = collidersinfolist[i];
158
159 id = colInfo.colliderID;
160 if (id == 0) // terrain collision
161 {
162 if (!doneownsound)
163 {
164 if (!HaveSound)
165 {
166 volume = Math.Abs(colInfo.relativeVel);
167 if (volume < 0.2f)
168 continue;
169
170 volume *= volume * .0625f; // 4m/s == full volume
171 if (volume > 1.0f)
172 volume = 1.0f;
173
174 soundID = m_TerrainPart[thisMaterial];
175 }
176 part.SendCollisionSound(soundID, volume, colInfo.position);
177 doneownsound = true;
178 }
179 continue;
180 }
181
182 SceneObjectPart otherPart = part.ParentGroup.Scene.GetSceneObjectPart(id);
183 if (otherPart != null)
184 {
185 if (otherPart.CollisionSoundType < 0 || otherPart.VolumeDetectActive)
186 continue;
187
188 if (!HaveSound)
189 {
190 if (otherPart.CollisionSoundType > 0)
191 {
192 soundID = otherPart.CollisionSound;
193 volume = otherPart.CollisionSoundVolume;
194 if (volume == 0.0f)
195 continue;
196 }
197 else
198 {
199 volume = Math.Abs(colInfo.relativeVel);
200 if (volume < 0.2f)
201 continue;
202
203 volume *= volume * .0625f; // 4m/s == full volume
204 if (volume > 1.0f)
205 volume = 1.0f;
206
207 int otherMaterial = (int)otherPart.Material;
208 if (otherMaterial >= MaxMaterials)
209 otherMaterial = 3;
210
211 soundID = m_PartPart[thisMatScaled + otherMaterial];
212 }
213 }
214
215 if (doneownsound)
216 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
217 else
218 {
219 part.SendCollisionSound(soundID, volume, colInfo.position);
220 doneownsound = true;
221 }
222 }
223 }
224 }
225
226 public static void AvatarCollisionSound(ScenePresence av, List<CollisionForSoundInfo> collidersinfolist)
227 {
228 if (collidersinfolist.Count == 0 || av == null)
229 return;
230
231 UUID soundID;
232 int otherMaterial;
233
234 int thisMaterial = 4; // flesh
235
236 int thisMatScaled = thisMaterial * MaxMaterials;
237
238 // bool doneownsound = false;
239
240 CollisionForSoundInfo colInfo;
241 uint id;
242 float volume;
243
244 for(int i = 0; i< collidersinfolist.Count; i++)
245 {
246 colInfo = collidersinfolist[i];
247
248 id = colInfo.colliderID;
249
250 if (id == 0) // no terrain collision sounds for now
251 {
252 continue;
253// volume = Math.Abs(colInfo.relativeVel);
254// if (volume < 0.2f)
255// continue;
256
257 }
258
259 SceneObjectPart otherPart = av.Scene.GetSceneObjectPart(id);
260 if (otherPart != null)
261 {
262 if (otherPart.CollisionSoundType < 0)
263 continue;
264 if (otherPart.CollisionSoundType > 0 && otherPart.CollisionSoundVolume > 0f)
265 otherPart.SendCollisionSound(otherPart.CollisionSound, otherPart.CollisionSoundVolume, colInfo.position);
266 else
267 {
268 volume = Math.Abs(colInfo.relativeVel);
269 // Most noral collisions (running into walls, stairs)
270 // should never be heard.
271 if (volume < 3.2f)
272 continue;
273// m_log.DebugFormat("Collision speed was {0}", volume);
274
275 // Cap to 0.2 times volume because climbing stairs should not be noisy
276 // Also changed scaling
277 volume *= volume * .0125f; // 4m/s == volume 0.2
278 if (volume > 0.2f)
279 volume = 0.2f;
280 otherMaterial = (int)otherPart.Material;
281 if (otherMaterial >= MaxMaterials)
282 otherMaterial = 3;
283
284 soundID = m_PartPart[thisMatScaled + otherMaterial];
285 otherPart.SendCollisionSound(soundID, volume, colInfo.position);
286 }
287 continue;
288 }
289/*
290 else if (!doneownsound)
291 {
292 ScenePresence otherav = av.Scene.GetScenePresence(Id);
293 if (otherav != null && (!otherav.IsChildAgent))
294 {
295 soundID = snd_FleshFlesh;
296 av.SendCollisionSound(soundID, 1.0);
297 doneownsound = true;
298 }
299 }
300 */
301 }
302 }
303 }
304}
diff --git a/OpenSim/Region/Framework/Scenes/EventManager.cs b/OpenSim/Region/Framework/Scenes/EventManager.cs
index f92ed8e..76a952b 100644
--- a/OpenSim/Region/Framework/Scenes/EventManager.cs
+++ b/OpenSim/Region/Framework/Scenes/EventManager.cs
@@ -59,8 +59,12 @@ namespace OpenSim.Region.Framework.Scenes
59 59
60 public delegate void OnTerrainTickDelegate(); 60 public delegate void OnTerrainTickDelegate();
61 61
62 public delegate void OnTerrainUpdateDelegate();
63
62 public event OnTerrainTickDelegate OnTerrainTick; 64 public event OnTerrainTickDelegate OnTerrainTick;
63 65
66 public event OnTerrainUpdateDelegate OnTerrainUpdate;
67
64 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup); 68 public delegate void OnBackupDelegate(ISimulationDataService datastore, bool forceBackup);
65 69
66 public event OnBackupDelegate OnBackup; 70 public event OnBackupDelegate OnBackup;
@@ -896,6 +900,26 @@ namespace OpenSim.Region.Framework.Scenes
896 } 900 }
897 } 901 }
898 } 902 }
903 public void TriggerTerrainUpdate()
904 {
905 OnTerrainUpdateDelegate handlerTerrainUpdate = OnTerrainUpdate;
906 if (handlerTerrainUpdate != null)
907 {
908 foreach (OnTerrainUpdateDelegate d in handlerTerrainUpdate.GetInvocationList())
909 {
910 try
911 {
912 d();
913 }
914 catch (Exception e)
915 {
916 m_log.ErrorFormat(
917 "[EVENT MANAGER]: Delegate for TriggerTerrainUpdate failed - continuing. {0} {1}",
918 e.Message, e.StackTrace);
919 }
920 }
921 }
922 }
899 923
900 public void TriggerTerrainTick() 924 public void TriggerTerrainTick()
901 { 925 {
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 9ff8467..9776a82 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -169,7 +169,7 @@ namespace OpenSim.Region.Framework.Scenes
169 return false; 169 return false;
170 } 170 }
171 } 171 }
172 172
173 if (InventoryService.AddItem(item)) 173 if (InventoryService.AddItem(item))
174 { 174 {
175 int userlevel = 0; 175 int userlevel = 0;
@@ -324,8 +324,7 @@ namespace OpenSim.Region.Framework.Scenes
324 324
325 // Update item with new asset 325 // Update item with new asset
326 item.AssetID = asset.FullID; 326 item.AssetID = asset.FullID;
327 if (group.UpdateInventoryItem(item)) 327 group.UpdateInventoryItem(item);
328 remoteClient.SendAgentAlertMessage("Script saved", false);
329 328
330 part.SendPropertiesToClient(remoteClient); 329 part.SendPropertiesToClient(remoteClient);
331 330
@@ -336,12 +335,7 @@ namespace OpenSim.Region.Framework.Scenes
336 { 335 {
337 // Needs to determine which engine was running it and use that 336 // Needs to determine which engine was running it and use that
338 // 337 //
339 part.Inventory.CreateScriptInstance(item.ItemID, 0, false, DefaultScriptEngine, 0); 338 errors = part.Inventory.CreateScriptInstanceEr(item.ItemID, 0, false, DefaultScriptEngine, 0);
340 errors = part.Inventory.GetScriptErrors(item.ItemID);
341 }
342 else
343 {
344 remoteClient.SendAgentAlertMessage("Script saved", false);
345 } 339 }
346 340
347 // Tell anyone managing scripts that a script has been reloaded/changed 341 // Tell anyone managing scripts that a script has been reloaded/changed
@@ -409,6 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
409 403
410 if (UUID.Zero == transactionID) 404 if (UUID.Zero == transactionID)
411 { 405 {
406 item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
412 item.Name = itemUpd.Name; 407 item.Name = itemUpd.Name;
413 item.Description = itemUpd.Description; 408 item.Description = itemUpd.Description;
414 409
@@ -795,6 +790,8 @@ namespace OpenSim.Region.Framework.Scenes
795 return; 790 return;
796 } 791 }
797 792
793 if (newName == null) newName = item.Name;
794
798 AssetBase asset = AssetService.Get(item.AssetID.ToString()); 795 AssetBase asset = AssetService.Get(item.AssetID.ToString());
799 796
800 if (asset != null) 797 if (asset != null)
@@ -851,6 +848,24 @@ namespace OpenSim.Region.Framework.Scenes
851 } 848 }
852 849
853 /// <summary> 850 /// <summary>
851 /// Move an item within the agent's inventory, and leave a copy (used in making a new outfit)
852 /// </summary>
853 public void MoveInventoryItemsLeaveCopy(IClientAPI remoteClient, List<InventoryItemBase> items, UUID destfolder)
854 {
855 List<InventoryItemBase> moveitems = new List<InventoryItemBase>();
856 foreach (InventoryItemBase b in items)
857 {
858 CopyInventoryItem(remoteClient, 0, remoteClient.AgentId, b.ID, b.Folder, null);
859 InventoryItemBase n = InventoryService.GetItem(b);
860 n.Folder = destfolder;
861 moveitems.Add(n);
862 remoteClient.SendInventoryItemCreateUpdate(n, 0);
863 }
864
865 MoveInventoryItem(remoteClient, moveitems);
866 }
867
868 /// <summary>
854 /// Move an item within the agent's inventory. 869 /// Move an item within the agent's inventory.
855 /// </summary> 870 /// </summary>
856 /// <param name="remoteClient"></param> 871 /// <param name="remoteClient"></param>
@@ -1193,6 +1208,10 @@ namespace OpenSim.Region.Framework.Scenes
1193 { 1208 {
1194 SceneObjectPart part = GetSceneObjectPart(primLocalId); 1209 SceneObjectPart part = GetSceneObjectPart(primLocalId);
1195 1210
1211 // Can't move a null item
1212 if (itemId == UUID.Zero)
1213 return;
1214
1196 if (null == part) 1215 if (null == part)
1197 { 1216 {
1198 m_log.WarnFormat( 1217 m_log.WarnFormat(
@@ -1297,21 +1316,28 @@ namespace OpenSim.Region.Framework.Scenes
1297 return; 1316 return;
1298 } 1317 }
1299 1318
1300 if (part.OwnerID != destPart.OwnerID) 1319 // Can't transfer this
1320 //
1321 if (part.OwnerID != destPart.OwnerID && (srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1322 return;
1323
1324 bool overrideNoMod = false;
1325 if ((part.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) != 0)
1326 overrideNoMod = true;
1327
1328 if (part.OwnerID != destPart.OwnerID && (destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1301 { 1329 {
1302 // Source must have transfer permissions 1330 // object cannot copy items to an object owned by a different owner
1303 if ((srcTaskItem.CurrentPermissions & (uint)PermissionMask.Transfer) == 0) 1331 // unless llAllowInventoryDrop has been called
1304 return;
1305 1332
1306 // Object cannot copy items to an object owned by a different owner 1333 return;
1307 // unless llAllowInventoryDrop has been called on the destination
1308 if ((destPart.GetEffectiveObjectFlags() & (uint)PrimFlags.AllowInventoryDrop) == 0)
1309 return;
1310 } 1334 }
1311 1335
1312 // must have both move and modify permission to put an item in an object 1336 // must have both move and modify permission to put an item in an object
1313 if ((part.OwnerMask & ((uint)PermissionMask.Move | (uint)PermissionMask.Modify)) == 0) 1337 if (((part.OwnerMask & (uint)PermissionMask.Modify) == 0) && (!overrideNoMod))
1338 {
1314 return; 1339 return;
1340 }
1315 1341
1316 TaskInventoryItem destTaskItem = new TaskInventoryItem(); 1342 TaskInventoryItem destTaskItem = new TaskInventoryItem();
1317 1343
@@ -1367,6 +1393,14 @@ namespace OpenSim.Region.Framework.Scenes
1367 1393
1368 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items) 1394 public UUID MoveTaskInventoryItems(UUID destID, string category, SceneObjectPart host, List<UUID> items)
1369 { 1395 {
1396 SceneObjectPart destPart = GetSceneObjectPart(destID);
1397 if (destPart != null) // Move into a prim
1398 {
1399 foreach(UUID itemID in items)
1400 MoveTaskInventoryItem(destID, host, itemID);
1401 return destID; // Prim folder ID == prim ID
1402 }
1403
1370 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID); 1404 InventoryFolderBase rootFolder = InventoryService.GetRootFolder(destID);
1371 1405
1372 UUID newFolderID = UUID.Random(); 1406 UUID newFolderID = UUID.Random();
@@ -1549,12 +1583,12 @@ namespace OpenSim.Region.Framework.Scenes
1549 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction( 1583 AgentTransactionsModule.HandleTaskItemUpdateFromTransaction(
1550 remoteClient, part, transactionID, currentItem); 1584 remoteClient, part, transactionID, currentItem);
1551 1585
1552 if ((InventoryType)itemInfo.InvType == InventoryType.Notecard) 1586// if ((InventoryType)itemInfo.InvType == InventoryType.Notecard)
1553 remoteClient.SendAgentAlertMessage("Notecard saved", false); 1587// remoteClient.SendAgentAlertMessage("Notecard saved", false);
1554 else if ((InventoryType)itemInfo.InvType == InventoryType.LSL) 1588// else if ((InventoryType)itemInfo.InvType == InventoryType.LSL)
1555 remoteClient.SendAgentAlertMessage("Script saved", false); 1589// remoteClient.SendAgentAlertMessage("Script saved", false);
1556 else 1590// else
1557 remoteClient.SendAgentAlertMessage("Item saved", false); 1591// remoteClient.SendAgentAlertMessage("Item saved", false);
1558 } 1592 }
1559 1593
1560 // Base ALWAYS has move 1594 // Base ALWAYS has move
@@ -1737,7 +1771,7 @@ namespace OpenSim.Region.Framework.Scenes
1737 } 1771 }
1738 1772
1739 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType, 1773 AssetBase asset = CreateAsset(itemBase.Name, itemBase.Description, (sbyte)itemBase.AssetType,
1740 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n}"), 1774 Encoding.ASCII.GetBytes("default\n{\n state_entry()\n {\n llSay(0, \"Script running\");\n }\n\n touch_start(integer num)\n {\n }\n}"),
1741 agentID); 1775 agentID);
1742 AssetService.Store(asset); 1776 AssetService.Store(asset);
1743 1777
@@ -1893,23 +1927,32 @@ namespace OpenSim.Region.Framework.Scenes
1893 // build a list of eligible objects 1927 // build a list of eligible objects
1894 List<uint> deleteIDs = new List<uint>(); 1928 List<uint> deleteIDs = new List<uint>();
1895 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>(); 1929 List<SceneObjectGroup> deleteGroups = new List<SceneObjectGroup>();
1896 1930 List<SceneObjectGroup> takeGroups = new List<SceneObjectGroup>();
1897 // Start with true for both, then remove the flags if objects
1898 // that we can't derez are part of the selection
1899 bool permissionToTake = true;
1900 bool permissionToTakeCopy = true;
1901 bool permissionToDelete = true;
1902 1931
1903 foreach (uint localID in localIDs) 1932 foreach (uint localID in localIDs)
1904 { 1933 {
1934 // Start with true for both, then remove the flags if objects
1935 // that we can't derez are part of the selection
1936 bool permissionToTake = true;
1937 bool permissionToTakeCopy = true;
1938 bool permissionToDelete = true;
1939
1905 // Invalid id 1940 // Invalid id
1906 SceneObjectPart part = GetSceneObjectPart(localID); 1941 SceneObjectPart part = GetSceneObjectPart(localID);
1907 if (part == null) 1942 if (part == null)
1943 {
1944 //Client still thinks the object exists, kill it
1945 deleteIDs.Add(localID);
1908 continue; 1946 continue;
1947 }
1909 1948
1910 // Already deleted by someone else 1949 // Already deleted by someone else
1911 if (part.ParentGroup.IsDeleted) 1950 if (part.ParentGroup.IsDeleted)
1951 {
1952 //Client still thinks the object exists, kill it
1953 deleteIDs.Add(localID);
1912 continue; 1954 continue;
1955 }
1913 1956
1914 // Can't delete child prims 1957 // Can't delete child prims
1915 if (part != part.ParentGroup.RootPart) 1958 if (part != part.ParentGroup.RootPart)
@@ -1917,9 +1960,6 @@ namespace OpenSim.Region.Framework.Scenes
1917 1960
1918 SceneObjectGroup grp = part.ParentGroup; 1961 SceneObjectGroup grp = part.ParentGroup;
1919 1962
1920 deleteIDs.Add(localID);
1921 deleteGroups.Add(grp);
1922
1923 if (remoteClient == null) 1963 if (remoteClient == null)
1924 { 1964 {
1925 // Autoreturn has a null client. Nothing else does. So 1965 // Autoreturn has a null client. Nothing else does. So
@@ -1936,81 +1976,193 @@ namespace OpenSim.Region.Framework.Scenes
1936 } 1976 }
1937 else 1977 else
1938 { 1978 {
1939 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId)) 1979 if (action == DeRezAction.TakeCopy)
1980 {
1981 if (!Permissions.CanTakeCopyObject(grp.UUID, remoteClient.AgentId))
1982 permissionToTakeCopy = false;
1983 }
1984 else
1985 {
1940 permissionToTakeCopy = false; 1986 permissionToTakeCopy = false;
1941 1987 }
1942 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId)) 1988 if (!Permissions.CanTakeObject(grp.UUID, remoteClient.AgentId))
1943 permissionToTake = false; 1989 permissionToTake = false;
1944 1990
1945 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId)) 1991 if (!Permissions.CanDeleteObject(grp.UUID, remoteClient.AgentId))
1946 permissionToDelete = false; 1992 permissionToDelete = false;
1947 } 1993 }
1948 }
1949 1994
1950 // Handle god perms 1995 // Handle god perms
1951 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId)) 1996 if ((remoteClient != null) && Permissions.IsGod(remoteClient.AgentId))
1952 { 1997 {
1953 permissionToTake = true; 1998 permissionToTake = true;
1954 permissionToTakeCopy = true; 1999 permissionToTakeCopy = true;
1955 permissionToDelete = true; 2000 permissionToDelete = true;
1956 } 2001 }
1957 2002
1958 // If we're re-saving, we don't even want to delete 2003 // If we're re-saving, we don't even want to delete
1959 if (action == DeRezAction.SaveToExistingUserInventoryItem) 2004 if (action == DeRezAction.SaveToExistingUserInventoryItem)
1960 permissionToDelete = false; 2005 permissionToDelete = false;
1961 2006
1962 // if we want to take a copy, we also don't want to delete 2007 // if we want to take a copy, we also don't want to delete
1963 // Note: after this point, the permissionToTakeCopy flag 2008 // Note: after this point, the permissionToTakeCopy flag
1964 // becomes irrelevant. It already includes the permissionToTake 2009 // becomes irrelevant. It already includes the permissionToTake
1965 // permission and after excluding no copy items here, we can 2010 // permission and after excluding no copy items here, we can
1966 // just use that. 2011 // just use that.
1967 if (action == DeRezAction.TakeCopy) 2012 if (action == DeRezAction.TakeCopy)
1968 { 2013 {
1969 // If we don't have permission, stop right here 2014 // If we don't have permission, stop right here
1970 if (!permissionToTakeCopy) 2015 if (!permissionToTakeCopy)
1971 return; 2016 return;
1972 2017
1973 permissionToTake = true; 2018 permissionToTake = true;
1974 // Don't delete 2019 // Don't delete
1975 permissionToDelete = false; 2020 permissionToDelete = false;
1976 } 2021 }
1977 2022
1978 if (action == DeRezAction.Return) 2023 if (action == DeRezAction.Return)
1979 {
1980 if (remoteClient != null)
1981 { 2024 {
1982 if (Permissions.CanReturnObjects( 2025 if (remoteClient != null)
1983 null,
1984 remoteClient.AgentId,
1985 deleteGroups))
1986 { 2026 {
1987 permissionToTake = true; 2027 if (Permissions.CanReturnObjects(
1988 permissionToDelete = true; 2028 null,
1989 2029 remoteClient.AgentId,
1990 foreach (SceneObjectGroup g in deleteGroups) 2030 deleteGroups))
1991 { 2031 {
1992 AddReturn(g.OwnerID == g.GroupID ? g.LastOwnerID : g.OwnerID, g.Name, g.AbsolutePosition, "parcel owner return"); 2032 permissionToTake = true;
2033 permissionToDelete = true;
2034
2035 AddReturn(grp.OwnerID == grp.GroupID ? grp.LastOwnerID : grp.OwnerID, grp.Name, grp.AbsolutePosition, "parcel owner return");
1993 } 2036 }
1994 } 2037 }
2038 else // Auto return passes through here with null agent
2039 {
2040 permissionToTake = true;
2041 permissionToDelete = true;
2042 }
1995 } 2043 }
1996 else // Auto return passes through here with null agent 2044
2045 if (permissionToTake && (!permissionToDelete))
2046 takeGroups.Add(grp);
2047
2048 if (permissionToDelete)
1997 { 2049 {
1998 permissionToTake = true; 2050 if (permissionToTake)
1999 permissionToDelete = true; 2051 deleteGroups.Add(grp);
2052 deleteIDs.Add(grp.LocalId);
2000 } 2053 }
2001 } 2054 }
2002 2055
2003 if (permissionToTake && (action != DeRezAction.Delete || this.m_useTrashOnDelete)) 2056 SendKillObject(deleteIDs);
2057
2058 if (deleteGroups.Count > 0)
2004 { 2059 {
2060 foreach (SceneObjectGroup g in deleteGroups)
2061 deleteIDs.Remove(g.LocalId);
2062
2005 m_asyncSceneObjectDeleter.DeleteToInventory( 2063 m_asyncSceneObjectDeleter.DeleteToInventory(
2006 action, destinationID, deleteGroups, remoteClient, 2064 action, destinationID, deleteGroups, remoteClient,
2007 permissionToDelete); 2065 true);
2008 } 2066 }
2009 else if (permissionToDelete) 2067 if (takeGroups.Count > 0)
2068 {
2069 m_asyncSceneObjectDeleter.DeleteToInventory(
2070 action, destinationID, takeGroups, remoteClient,
2071 false);
2072 }
2073 if (deleteIDs.Count > 0)
2010 { 2074 {
2011 foreach (SceneObjectGroup g in deleteGroups) 2075 foreach (SceneObjectGroup g in deleteGroups)
2012 DeleteSceneObject(g, false); 2076 DeleteSceneObject(g, true);
2077 }
2078 }
2079
2080 public UUID attachObjectAssetStore(IClientAPI remoteClient, SceneObjectGroup grp, UUID AgentId, out UUID itemID)
2081 {
2082 itemID = UUID.Zero;
2083 if (grp != null)
2084 {
2085 Vector3 inventoryStoredPosition = new Vector3
2086 (((grp.AbsolutePosition.X > (int)Constants.RegionSize)
2087 ? 250
2088 : grp.AbsolutePosition.X)
2089 ,
2090 (grp.AbsolutePosition.X > (int)Constants.RegionSize)
2091 ? 250
2092 : grp.AbsolutePosition.X,
2093 grp.AbsolutePosition.Z);
2094
2095 Vector3 originalPosition = grp.AbsolutePosition;
2096
2097 grp.AbsolutePosition = inventoryStoredPosition;
2098
2099 string sceneObjectXml = SceneObjectSerializer.ToOriginalXmlFormat(grp);
2100
2101 grp.AbsolutePosition = originalPosition;
2102
2103 AssetBase asset = CreateAsset(
2104 grp.GetPartName(grp.LocalId),
2105 grp.GetPartDescription(grp.LocalId),
2106 (sbyte)AssetType.Object,
2107 Utils.StringToBytes(sceneObjectXml),
2108 remoteClient.AgentId);
2109 AssetService.Store(asset);
2110
2111 InventoryItemBase item = new InventoryItemBase();
2112 item.CreatorId = grp.RootPart.CreatorID.ToString();
2113 item.CreatorData = grp.RootPart.CreatorData;
2114 item.Owner = remoteClient.AgentId;
2115 item.ID = UUID.Random();
2116 item.AssetID = asset.FullID;
2117 item.Description = asset.Description;
2118 item.Name = asset.Name;
2119 item.AssetType = asset.Type;
2120 item.InvType = (int)InventoryType.Object;
2121
2122 InventoryFolderBase folder = InventoryService.GetFolderForType(remoteClient.AgentId, AssetType.Object);
2123 if (folder != null)
2124 item.Folder = folder.ID;
2125 else // oopsies
2126 item.Folder = UUID.Zero;
2127
2128 // Set up base perms properly
2129 uint permsBase = (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Transfer | PermissionMask.Modify);
2130 permsBase &= grp.RootPart.BaseMask;
2131 permsBase |= (uint)PermissionMask.Move;
2132
2133 // Make sure we don't lock it
2134 grp.RootPart.NextOwnerMask |= (uint)PermissionMask.Move;
2135
2136 if ((remoteClient.AgentId != grp.RootPart.OwnerID) && Permissions.PropagatePermissions())
2137 {
2138 item.BasePermissions = permsBase & grp.RootPart.NextOwnerMask;
2139 item.CurrentPermissions = permsBase & grp.RootPart.NextOwnerMask;
2140 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2141 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask & grp.RootPart.NextOwnerMask;
2142 item.GroupPermissions = permsBase & grp.RootPart.GroupMask & grp.RootPart.NextOwnerMask;
2143 }
2144 else
2145 {
2146 item.BasePermissions = permsBase;
2147 item.CurrentPermissions = permsBase & grp.RootPart.OwnerMask;
2148 item.NextPermissions = permsBase & grp.RootPart.NextOwnerMask;
2149 item.EveryOnePermissions = permsBase & grp.RootPart.EveryoneMask;
2150 item.GroupPermissions = permsBase & grp.RootPart.GroupMask;
2151 }
2152 item.CreationDate = Util.UnixTimeSinceEpoch();
2153
2154 // sets itemID so client can show item as 'attached' in inventory
2155 grp.FromItemID = item.ID;
2156
2157 if (AddInventoryItem(item))
2158 remoteClient.SendInventoryItemCreateUpdate(item, 0);
2159 else
2160 m_dialogModule.SendAlertToUser(remoteClient, "Operation failed");
2161
2162 itemID = item.ID;
2163 return item.AssetID;
2013 } 2164 }
2165 return UUID.Zero;
2014 } 2166 }
2015 2167
2016 /// <summary> 2168 /// <summary>
@@ -2139,6 +2291,9 @@ namespace OpenSim.Region.Framework.Scenes
2139 2291
2140 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running) 2292 public void SetScriptRunning(IClientAPI controllingClient, UUID objectID, UUID itemID, bool running)
2141 { 2293 {
2294 if (!Permissions.CanEditScript(itemID, objectID, controllingClient.AgentId))
2295 return;
2296
2142 SceneObjectPart part = GetSceneObjectPart(objectID); 2297 SceneObjectPart part = GetSceneObjectPart(objectID);
2143 if (part == null) 2298 if (part == null)
2144 return; 2299 return;
@@ -2209,7 +2364,10 @@ namespace OpenSim.Region.Framework.Scenes
2209 } 2364 }
2210 else 2365 else
2211 { 2366 {
2212 if (!Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)) 2367 if (!Permissions.IsGod(remoteClient.AgentId) && sog.OwnerID != remoteClient.AgentId)
2368 continue;
2369
2370 if (!Permissions.CanTransferObject(sog.UUID, groupID))
2213 continue; 2371 continue;
2214 2372
2215 if (sog.GroupID != groupID) 2373 if (sog.GroupID != groupID)
diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
index 2701d6e..431b903 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
@@ -38,9 +38,8 @@ namespace OpenSim.Region.Framework.Scenes
38{ 38{
39 public partial class Scene 39 public partial class Scene
40 { 40 {
41 41 public void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
42 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 42 UUID fromID, bool fromAgent, bool broadcast, UUID destination)
43 UUID fromID, UUID targetID, bool fromAgent, bool broadcast)
44 { 43 {
45 OSChatMessage args = new OSChatMessage(); 44 OSChatMessage args = new OSChatMessage();
46 45
@@ -50,6 +49,7 @@ namespace OpenSim.Region.Framework.Scenes
50 args.Position = fromPos; 49 args.Position = fromPos;
51 args.SenderUUID = fromID; 50 args.SenderUUID = fromID;
52 args.Scene = this; 51 args.Scene = this;
52 args.Destination = destination;
53 53
54 if (fromAgent) 54 if (fromAgent)
55 { 55 {
@@ -64,18 +64,18 @@ namespace OpenSim.Region.Framework.Scenes
64 } 64 }
65 65
66 args.From = fromName; 66 args.From = fromName;
67 args.TargetUUID = targetID; 67 //args.
68 68
69 if (broadcast) 69 if (broadcast)
70 EventManager.TriggerOnChatBroadcast(this, args); 70 EventManager.TriggerOnChatBroadcast(this, args);
71 else 71 else
72 EventManager.TriggerOnChatFromWorld(this, args); 72 EventManager.TriggerOnChatFromWorld(this, args);
73 } 73 }
74 74
75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName, 75 protected void SimChat(byte[] message, ChatTypeEnum type, int channel, Vector3 fromPos, string fromName,
76 UUID fromID, bool fromAgent, bool broadcast) 76 UUID fromID, bool fromAgent, bool broadcast)
77 { 77 {
78 SimChat(message, type, channel, fromPos, fromName, fromID, UUID.Zero, fromAgent, broadcast); 78 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, broadcast, UUID.Zero);
79 } 79 }
80 80
81 /// <summary> 81 /// <summary>
@@ -115,19 +115,6 @@ namespace OpenSim.Region.Framework.Scenes
115 { 115 {
116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true); 116 SimChat(message, type, channel, fromPos, fromName, fromID, fromAgent, true);
117 } 117 }
118 /// <summary>
119 ///
120 /// </summary>
121 /// <param name="message"></param>
122 /// <param name="type"></param>
123 /// <param name="fromPos"></param>
124 /// <param name="fromName"></param>
125 /// <param name="fromAgentID"></param>
126 /// <param name="targetID"></param>
127 public void SimChatToAgent(UUID targetID, byte[] message, Vector3 fromPos, string fromName, UUID fromID, bool fromAgent)
128 {
129 SimChat(message, ChatTypeEnum.Say, 0, fromPos, fromName, fromID, targetID, fromAgent, false);
130 }
131 118
132 /// <summary> 119 /// <summary>
133 /// Invoked when the client requests a prim. 120 /// Invoked when the client requests a prim.
@@ -149,27 +136,47 @@ namespace OpenSim.Region.Framework.Scenes
149 /// <param name="remoteClient"></param> 136 /// <param name="remoteClient"></param>
150 public void SelectPrim(uint primLocalID, IClientAPI remoteClient) 137 public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
151 { 138 {
139 /*
140 SceneObjectPart part = GetSceneObjectPart(primLocalID);
141
142 if (null == part)
143 return;
144
145 if (part.IsRoot)
146 {
147 SceneObjectGroup sog = part.ParentGroup;
148 sog.SendPropertiesToClient(remoteClient);
149
150 // A prim is only tainted if it's allowed to be edited by the person clicking it.
151 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
152 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
153 {
154 sog.IsSelected = true;
155 EventManager.TriggerParcelPrimCountTainted();
156 }
157 }
158 else
159 {
160 part.SendPropertiesToClient(remoteClient);
161 }
162 */
152 SceneObjectPart part = GetSceneObjectPart(primLocalID); 163 SceneObjectPart part = GetSceneObjectPart(primLocalID);
153 164
154 if (null == part) 165 if (null == part)
155 return; 166 return;
156 167
157 if (part.IsRoot) 168 SceneObjectGroup sog = part.ParentGroup;
158 { 169 if (sog == null)
159 SceneObjectGroup sog = part.ParentGroup; 170 return;
160 sog.SendPropertiesToClient(remoteClient);
161 sog.IsSelected = true;
162 171
163 // A prim is only tainted if it's allowed to be edited by the person clicking it. 172 part.SendPropertiesToClient(remoteClient);
164 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId) 173
165 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId)) 174 // A prim is only tainted if it's allowed to be edited by the person clicking it.
166 { 175 if (Permissions.CanEditObject(sog.UUID, remoteClient.AgentId)
167 EventManager.TriggerParcelPrimCountTainted(); 176 || Permissions.CanMoveObject(sog.UUID, remoteClient.AgentId))
168 }
169 }
170 else
171 { 177 {
172 part.SendPropertiesToClient(remoteClient); 178 part.IsSelected = true;
179 EventManager.TriggerParcelPrimCountTainted();
173 } 180 }
174 } 181 }
175 182
@@ -222,7 +229,7 @@ namespace OpenSim.Region.Framework.Scenes
222 SceneObjectPart part = GetSceneObjectPart(primLocalID); 229 SceneObjectPart part = GetSceneObjectPart(primLocalID);
223 if (part == null) 230 if (part == null)
224 return; 231 return;
225 232 /*
226 // A deselect packet contains all the local prims being deselected. However, since selection is still 233 // A deselect packet contains all the local prims being deselected. However, since selection is still
227 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims 234 // group based we only want the root prim to trigger a full update - otherwise on objects with many prims
228 // we end up sending many duplicate ObjectUpdates 235 // we end up sending many duplicate ObjectUpdates
@@ -235,7 +242,9 @@ namespace OpenSim.Region.Framework.Scenes
235 // handled by group, but by prim. Legacy cruft. 242 // handled by group, but by prim. Legacy cruft.
236 // TODO: Make selection flagging per prim! 243 // TODO: Make selection flagging per prim!
237 // 244 //
238 part.ParentGroup.IsSelected = false; 245 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
246 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
247 part.ParentGroup.IsSelected = false;
239 248
240 if (part.ParentGroup.IsAttachment) 249 if (part.ParentGroup.IsAttachment)
241 isAttachment = true; 250 isAttachment = true;
@@ -255,6 +264,22 @@ namespace OpenSim.Region.Framework.Scenes
255 part.UUID, remoteClient.AgentId)) 264 part.UUID, remoteClient.AgentId))
256 EventManager.TriggerParcelPrimCountTainted(); 265 EventManager.TriggerParcelPrimCountTainted();
257 } 266 }
267 */
268
269 bool oldgprSelect = part.ParentGroup.IsSelected;
270
271 // This is wrong, wrong, wrong. Selection should not be
272 // handled by group, but by prim. Legacy cruft.
273 // TODO: Make selection flagging per prim!
274 //
275 if (Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)
276 || Permissions.CanMoveObject(part.ParentGroup.UUID, remoteClient.AgentId))
277 {
278 part.IsSelected = false;
279 if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
280 EventManager.TriggerParcelPrimCountTainted();
281 }
282
258 } 283 }
259 284
260 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount, 285 public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 25223b9..eae8b8e 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -127,6 +127,7 @@ namespace OpenSim.Region.Framework.Scenes
127 // TODO: need to figure out how allow client agents but deny 127 // TODO: need to figure out how allow client agents but deny
128 // root agents when ACL denies access to root agent 128 // root agents when ACL denies access to root agent
129 public bool m_strictAccessControl = true; 129 public bool m_strictAccessControl = true;
130 public bool m_seeIntoBannedRegion = false;
130 public int MaxUndoCount = 5; 131 public int MaxUndoCount = 5;
131 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet; 132 // Using this for RegionReady module to prevent LoginsDisabled from changing under our feet;
132 public bool LoginLock = false; 133 public bool LoginLock = false;
@@ -142,12 +143,14 @@ namespace OpenSim.Region.Framework.Scenes
142 143
143 protected int m_splitRegionID; 144 protected int m_splitRegionID;
144 protected Timer m_restartWaitTimer = new Timer(); 145 protected Timer m_restartWaitTimer = new Timer();
146 protected Timer m_timerWatchdog = new Timer();
145 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>(); 147 protected List<RegionInfo> m_regionRestartNotifyList = new List<RegionInfo>();
146 protected List<RegionInfo> m_neighbours = new List<RegionInfo>(); 148 protected List<RegionInfo> m_neighbours = new List<RegionInfo>();
147 protected string m_simulatorVersion = "OpenSimulator Server"; 149 protected string m_simulatorVersion = "OpenSimulator Server";
148 protected ModuleLoader m_moduleLoader; 150 protected ModuleLoader m_moduleLoader;
149 protected AgentCircuitManager m_authenticateHandler; 151 protected AgentCircuitManager m_authenticateHandler;
150 protected SceneCommunicationService m_sceneGridService; 152 protected SceneCommunicationService m_sceneGridService;
153 protected ISnmpModule m_snmpService = null;
151 154
152 protected ISimulationDataService m_SimulationDataService; 155 protected ISimulationDataService m_SimulationDataService;
153 protected IEstateDataService m_EstateDataService; 156 protected IEstateDataService m_EstateDataService;
@@ -209,7 +212,7 @@ namespace OpenSim.Region.Framework.Scenes
209 private int m_update_events = 1; 212 private int m_update_events = 1;
210 private int m_update_backup = 200; 213 private int m_update_backup = 200;
211 private int m_update_terrain = 50; 214 private int m_update_terrain = 50;
212// private int m_update_land = 1; 215 private int m_update_land = 10;
213 private int m_update_coarse_locations = 50; 216 private int m_update_coarse_locations = 50;
214 217
215 private int agentMS; 218 private int agentMS;
@@ -229,6 +232,7 @@ namespace OpenSim.Region.Framework.Scenes
229 /// </summary> 232 /// </summary>
230 private int m_lastFrameTick; 233 private int m_lastFrameTick;
231 234
235 public bool CombineRegions = false;
232 /// <summary> 236 /// <summary>
233 /// Tick at which the last maintenance run occurred. 237 /// Tick at which the last maintenance run occurred.
234 /// </summary> 238 /// </summary>
@@ -259,6 +263,11 @@ namespace OpenSim.Region.Framework.Scenes
259 /// </summary> 263 /// </summary>
260 private int m_LastLogin; 264 private int m_LastLogin;
261 265
266 private int m_lastIncoming;
267 private int m_lastOutgoing;
268 private int m_hbRestarts = 0;
269
270
262 /// <summary> 271 /// <summary>
263 /// Thread that runs the scene loop. 272 /// Thread that runs the scene loop.
264 /// </summary> 273 /// </summary>
@@ -274,7 +283,7 @@ namespace OpenSim.Region.Framework.Scenes
274 private volatile bool m_shuttingDown; 283 private volatile bool m_shuttingDown;
275 284
276// private int m_lastUpdate; 285// private int m_lastUpdate;
277// private bool m_firstHeartbeat = true; 286 private bool m_firstHeartbeat = true;
278 287
279 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time; 288 private UpdatePrioritizationSchemes m_priorityScheme = UpdatePrioritizationSchemes.Time;
280 private bool m_reprioritizationEnabled = true; 289 private bool m_reprioritizationEnabled = true;
@@ -319,6 +328,19 @@ namespace OpenSim.Region.Framework.Scenes
319 get { return m_sceneGridService; } 328 get { return m_sceneGridService; }
320 } 329 }
321 330
331 public ISnmpModule SnmpService
332 {
333 get
334 {
335 if (m_snmpService == null)
336 {
337 m_snmpService = RequestModuleInterface<ISnmpModule>();
338 }
339
340 return m_snmpService;
341 }
342 }
343
322 public ISimulationDataService SimulationDataService 344 public ISimulationDataService SimulationDataService
323 { 345 {
324 get 346 get
@@ -617,7 +639,9 @@ namespace OpenSim.Region.Framework.Scenes
617 m_sceneGridService = sceneGridService; 639 m_sceneGridService = sceneGridService;
618 m_SimulationDataService = simDataService; 640 m_SimulationDataService = simDataService;
619 m_EstateDataService = estateDataService; 641 m_EstateDataService = estateDataService;
620 m_regionHandle = RegionInfo.RegionHandle; 642 m_regionHandle = m_regInfo.RegionHandle;
643 m_lastIncoming = 0;
644 m_lastOutgoing = 0;
621 645
622 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this); 646 m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
623 m_asyncSceneObjectDeleter.Enabled = true; 647 m_asyncSceneObjectDeleter.Enabled = true;
@@ -698,120 +722,129 @@ namespace OpenSim.Region.Framework.Scenes
698 722
699 // Region config overrides global config 723 // Region config overrides global config
700 // 724 //
701 if (m_config.Configs["Startup"] != null) 725 try
702 { 726 {
703 IConfig startupConfig = m_config.Configs["Startup"]; 727 if (m_config.Configs["Startup"] != null)
704
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);
712
713 PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims);
714 CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims);
715
716 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
717 if (RegionInfo.NonphysPrimMax > 0)
718 {
719 m_maxNonphys = RegionInfo.NonphysPrimMax;
720 }
721
722 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
723
724 if (RegionInfo.PhysPrimMax > 0)
725 { 728 {
726 m_maxPhys = RegionInfo.PhysPrimMax; 729 IConfig startupConfig = m_config.Configs["Startup"];
727 }
728 730
729 // Here, if clamping is requested in either global or 731 m_defaultDrawDistance = startupConfig.GetFloat("DefaultDrawDistance",m_defaultDrawDistance);
730 // local config, it will be used 732 m_useBackup = startupConfig.GetBoolean("UseSceneBackup", m_useBackup);
731 // 733 if (!m_useBackup)
732 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize); 734 m_log.InfoFormat("[SCENE]: Backup has been disabled for {0}", RegionInfo.RegionName);
733 if (RegionInfo.ClampPrimSize) 735
734 { 736 //Animation states
735 m_clampPrimSize = true; 737 m_useFlySlow = startupConfig.GetBoolean("enableflyslow", false);
736 }
737 738
738 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete", m_useTrashOnDelete); 739 PhysicalPrims = startupConfig.GetBoolean("physical_prim", true);
739 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries); 740 CollidablePrims = startupConfig.GetBoolean("collidable_prim", true);
740 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
741 m_dontPersistBefore =
742 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
743 m_dontPersistBefore *= 10000000;
744 m_persistAfter =
745 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
746 m_persistAfter *= 10000000;
747 741
748 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine"); 742 m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys);
743 if (RegionInfo.NonphysPrimMax > 0)
744 {
745 m_maxNonphys = RegionInfo.NonphysPrimMax;
746 }
749 747
750 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest"); 748 m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys);
751 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
752 749
753 IConfig packetConfig = m_config.Configs["PacketPool"]; 750 if (RegionInfo.PhysPrimMax > 0)
754 if (packetConfig != null) 751 {
755 { 752 m_maxPhys = RegionInfo.PhysPrimMax;
756 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true); 753 }
757 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
758 }
759 754
760 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl); 755 SpawnPointRouting = startupConfig.GetString("SpawnPointRouting", "closest");
756 TelehubAllowLandmarks = startupConfig.GetBoolean("TelehubAllowLandmark", false);
761 757
762 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true); 758 // Here, if clamping is requested in either global or
763 if (m_generateMaptiles) 759 // local config, it will be used
764 { 760 //
765 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0); 761 m_clampPrimSize = startupConfig.GetBoolean("ClampPrimSize", m_clampPrimSize);
766 if (maptileRefresh != 0) 762 if (RegionInfo.ClampPrimSize)
767 { 763 {
768 m_mapGenerationTimer.Interval = maptileRefresh * 1000; 764 m_clampPrimSize = true;
769 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
770 m_mapGenerationTimer.AutoReset = true;
771 m_mapGenerationTimer.Start();
772 } 765 }
773 }
774 else
775 {
776 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
777 UUID tileID;
778 766
779 if (UUID.TryParse(tile, out tileID)) 767 m_useTrashOnDelete = startupConfig.GetBoolean("UseTrashOnDelete",m_useTrashOnDelete);
768 m_trustBinaries = startupConfig.GetBoolean("TrustBinaries", m_trustBinaries);
769 m_allowScriptCrossings = startupConfig.GetBoolean("AllowScriptCrossing", m_allowScriptCrossings);
770 m_dontPersistBefore =
771 startupConfig.GetLong("MinimumTimeBeforePersistenceConsidered", DEFAULT_MIN_TIME_FOR_PERSISTENCE);
772 m_dontPersistBefore *= 10000000;
773 m_persistAfter =
774 startupConfig.GetLong("MaximumTimeBeforePersistenceConsidered", DEFAULT_MAX_TIME_FOR_PERSISTENCE);
775 m_persistAfter *= 10000000;
776
777 m_defaultScriptEngine = startupConfig.GetString("DefaultScriptEngine", "XEngine");
778 m_log.InfoFormat("[SCENE]: Default script engine {0}", m_defaultScriptEngine);
779
780 IConfig packetConfig = m_config.Configs["PacketPool"];
781 if (packetConfig != null)
780 { 782 {
781 RegionInfo.RegionSettings.TerrainImageID = tileID; 783 PacketPool.Instance.RecyclePackets = packetConfig.GetBoolean("RecyclePackets", true);
784 PacketPool.Instance.RecycleDataBlocks = packetConfig.GetBoolean("RecycleDataBlocks", true);
782 } 785 }
783 }
784 786
785 string grant = startupConfig.GetString("AllowedViewerList", String.Empty); 787 m_strictAccessControl = startupConfig.GetBoolean("StrictAccessControl", m_strictAccessControl);
786 if (grant.Length > 0) 788 m_seeIntoBannedRegion = startupConfig.GetBoolean("SeeIntoBannedRegion", m_seeIntoBannedRegion);
787 { 789 CombineRegions = startupConfig.GetBoolean("CombineContiguousRegions", false);
788 foreach (string viewer in grant.Split(',')) 790
791 m_generateMaptiles = startupConfig.GetBoolean("GenerateMaptiles", true);
792 if (m_generateMaptiles)
789 { 793 {
790 m_AllowedViewers.Add(viewer.Trim().ToLower()); 794 int maptileRefresh = startupConfig.GetInt("MaptileRefresh", 0);
795 if (maptileRefresh != 0)
796 {
797 m_mapGenerationTimer.Interval = maptileRefresh * 1000;
798 m_mapGenerationTimer.Elapsed += RegenerateMaptileAndReregister;
799 m_mapGenerationTimer.AutoReset = true;
800 m_mapGenerationTimer.Start();
801 }
791 } 802 }
792 } 803 else
804 {
805 string tile = startupConfig.GetString("MaptileStaticUUID", UUID.Zero.ToString());
806 UUID tileID;
793 807
794 grant = startupConfig.GetString("BannedViewerList", String.Empty); 808 if (UUID.TryParse(tile, out tileID))
795 if (grant.Length > 0) 809 {
796 { 810 RegionInfo.RegionSettings.TerrainImageID = tileID;
797 foreach (string viewer in grant.Split(',')) 811 }
812 }
813
814 string grant = startupConfig.GetString("AllowedViewerList", String.Empty);
815 if (grant.Length > 0)
798 { 816 {
799 m_BannedViewers.Add(viewer.Trim().ToLower()); 817 foreach (string viewer in grant.Split(','))
818 {
819 m_AllowedViewers.Add(viewer.Trim().ToLower());
820 }
800 } 821 }
801 }
802 822
803 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime); 823 grant = startupConfig.GetString("BannedViewerList", String.Empty);
804 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup); 824 if (grant.Length > 0)
805 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations); 825 {
806 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement); 826 foreach (string viewer in grant.Split(','))
807 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events); 827 {
808 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects); 828 m_BannedViewers.Add(viewer.Trim().ToLower());
809 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics); 829 }
810 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences); 830 }
811 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
812 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
813 831
814 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates); 832 MinFrameTime = startupConfig.GetFloat( "MinFrameTime", MinFrameTime);
833 m_update_backup = startupConfig.GetInt( "UpdateStorageEveryNFrames", m_update_backup);
834 m_update_coarse_locations = startupConfig.GetInt( "UpdateCoarseLocationsEveryNFrames", m_update_coarse_locations);
835 m_update_entitymovement = startupConfig.GetInt( "UpdateEntityMovementEveryNFrames", m_update_entitymovement);
836 m_update_events = startupConfig.GetInt( "UpdateEventsEveryNFrames", m_update_events);
837 m_update_objects = startupConfig.GetInt( "UpdateObjectsEveryNFrames", m_update_objects);
838 m_update_physics = startupConfig.GetInt( "UpdatePhysicsEveryNFrames", m_update_physics);
839 m_update_presences = startupConfig.GetInt( "UpdateAgentsEveryNFrames", m_update_presences);
840 m_update_terrain = startupConfig.GetInt( "UpdateTerrainEveryNFrames", m_update_terrain);
841 m_update_temp_cleaning = startupConfig.GetInt( "UpdateTempCleaningEveryNFrames", m_update_temp_cleaning);
842 SendPeriodicAppearanceUpdates = startupConfig.GetBoolean("SendPeriodicAppearanceUpdates", SendPeriodicAppearanceUpdates);
843 }
844 }
845 catch (Exception e)
846 {
847 m_log.Error("[SCENE]: Failed to load StartupConfig: " + e.ToString());
815 } 848 }
816 849
817 #endregion Region Config 850 #endregion Region Config
@@ -1237,7 +1270,22 @@ namespace OpenSim.Region.Framework.Scenes
1237 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat); 1270 //m_heartbeatTimer.Elapsed += new ElapsedEventHandler(Heartbeat);
1238 if (m_heartbeatThread != null) 1271 if (m_heartbeatThread != null)
1239 { 1272 {
1273 m_hbRestarts++;
1274 if(m_hbRestarts > 10)
1275 Environment.Exit(1);
1276 m_log.ErrorFormat("[SCENE]: Restarting heartbeat thread because it hasn't reported in in region {0}", RegionInfo.RegionName);
1277
1278//int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
1279//System.Diagnostics.Process proc = new System.Diagnostics.Process();
1280//proc.EnableRaisingEvents=false;
1281//proc.StartInfo.FileName = "/bin/kill";
1282//proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
1283//proc.Start();
1284//proc.WaitForExit();
1285//Thread.Sleep(1000);
1286//Environment.Exit(1);
1240 m_heartbeatThread.Abort(); 1287 m_heartbeatThread.Abort();
1288 Watchdog.AbortThread(m_heartbeatThread.ManagedThreadId);
1241 m_heartbeatThread = null; 1289 m_heartbeatThread = null;
1242 } 1290 }
1243// m_lastUpdate = Util.EnvironmentTickCount(); 1291// m_lastUpdate = Util.EnvironmentTickCount();
@@ -1528,6 +1576,8 @@ namespace OpenSim.Region.Framework.Scenes
1528 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc); 1576 tmpMS = Util.EnvironmentTickCountSubtract(m_lastFrameTick, maintc);
1529 tmpMS = (int)(MinFrameTime * 1000) - tmpMS; 1577 tmpMS = (int)(MinFrameTime * 1000) - tmpMS;
1530 1578
1579 m_firstHeartbeat = false;
1580
1531 if (tmpMS > 0) 1581 if (tmpMS > 0)
1532 { 1582 {
1533 Thread.Sleep(tmpMS); 1583 Thread.Sleep(tmpMS);
@@ -1578,9 +1628,9 @@ namespace OpenSim.Region.Framework.Scenes
1578 1628
1579 private void CheckAtTargets() 1629 private void CheckAtTargets()
1580 { 1630 {
1581 Dictionary<UUID, SceneObjectGroup>.ValueCollection objs; 1631 List<SceneObjectGroup> objs = new List<SceneObjectGroup>();
1582 lock (m_groupsWithTargets) 1632 lock (m_groupsWithTargets)
1583 objs = m_groupsWithTargets.Values; 1633 objs = new List<SceneObjectGroup>(m_groupsWithTargets.Values);
1584 1634
1585 foreach (SceneObjectGroup entry in objs) 1635 foreach (SceneObjectGroup entry in objs)
1586 entry.checkAtTargets(); 1636 entry.checkAtTargets();
@@ -1661,7 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1661 msg.fromAgentName = "Server"; 1711 msg.fromAgentName = "Server";
1662 msg.dialog = (byte)19; // Object msg 1712 msg.dialog = (byte)19; // Object msg
1663 msg.fromGroup = false; 1713 msg.fromGroup = false;
1664 msg.offline = (byte)0; 1714 msg.offline = (byte)1;
1665 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID; 1715 msg.ParentEstateID = RegionInfo.EstateSettings.ParentEstateID;
1666 msg.Position = Vector3.Zero; 1716 msg.Position = Vector3.Zero;
1667 msg.RegionID = RegionInfo.RegionID.Guid; 1717 msg.RegionID = RegionInfo.RegionID.Guid;
@@ -1883,6 +1933,19 @@ namespace OpenSim.Region.Framework.Scenes
1883 EventManager.TriggerPrimsLoaded(this); 1933 EventManager.TriggerPrimsLoaded(this);
1884 } 1934 }
1885 1935
1936 public bool SuportsRayCastFiltered()
1937 {
1938 if (PhysicsScene == null)
1939 return false;
1940 return PhysicsScene.SuportsRaycastWorldFiltered();
1941 }
1942
1943 public object RayCastFiltered(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
1944 {
1945 if (PhysicsScene == null)
1946 return null;
1947 return PhysicsScene.RaycastWorld(position, direction, length, Count,filter);
1948 }
1886 1949
1887 /// <summary> 1950 /// <summary>
1888 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed. 1951 /// Gets a new rez location based on the raycast and the size of the object that is being rezzed.
@@ -1899,14 +1962,24 @@ namespace OpenSim.Region.Framework.Scenes
1899 /// <returns></returns> 1962 /// <returns></returns>
1900 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter) 1963 public Vector3 GetNewRezLocation(Vector3 RayStart, Vector3 RayEnd, UUID RayTargetID, Quaternion rot, byte bypassRayCast, byte RayEndIsIntersection, bool frontFacesOnly, Vector3 scale, bool FaceCenter)
1901 { 1964 {
1965
1966 float wheight = (float)RegionInfo.RegionSettings.WaterHeight;
1967 Vector3 wpos = Vector3.Zero;
1968 // Check for water surface intersection from above
1969 if ( (RayStart.Z > wheight) && (RayEnd.Z < wheight) )
1970 {
1971 float ratio = (RayStart.Z - wheight) / (RayStart.Z - RayEnd.Z);
1972 wpos.X = RayStart.X - (ratio * (RayStart.X - RayEnd.X));
1973 wpos.Y = RayStart.Y - (ratio * (RayStart.Y - RayEnd.Y));
1974 wpos.Z = wheight;
1975 }
1976
1902 Vector3 pos = Vector3.Zero; 1977 Vector3 pos = Vector3.Zero;
1903 if (RayEndIsIntersection == (byte)1) 1978 if (RayEndIsIntersection == (byte)1)
1904 { 1979 {
1905 pos = RayEnd; 1980 pos = RayEnd;
1906 return pos;
1907 } 1981 }
1908 1982 else if (RayTargetID != UUID.Zero)
1909 if (RayTargetID != UUID.Zero)
1910 { 1983 {
1911 SceneObjectPart target = GetSceneObjectPart(RayTargetID); 1984 SceneObjectPart target = GetSceneObjectPart(RayTargetID);
1912 1985
@@ -1928,7 +2001,7 @@ namespace OpenSim.Region.Framework.Scenes
1928 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter); 2001 EntityIntersection ei = target.TestIntersectionOBB(NewRay, Quaternion.Identity, frontFacesOnly, FaceCenter);
1929 2002
1930 // Un-comment out the following line to Get Raytrace results printed to the console. 2003 // Un-comment out the following line to Get Raytrace results printed to the console.
1931 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString()); 2004 // m_log.Info("[RAYTRACERESULTS]: Hit:" + ei.HitTF.ToString() + " Point: " + ei.ipoint.ToString() + " Normal: " + ei.normal.ToString());
1932 float ScaleOffset = 0.5f; 2005 float ScaleOffset = 0.5f;
1933 2006
1934 // If we hit something 2007 // If we hit something
@@ -1951,13 +2024,10 @@ namespace OpenSim.Region.Framework.Scenes
1951 //pos.Z -= 0.25F; 2024 //pos.Z -= 0.25F;
1952 2025
1953 } 2026 }
1954
1955 return pos;
1956 } 2027 }
1957 else 2028 else
1958 { 2029 {
1959 // We don't have a target here, so we're going to raytrace all the objects in the scene. 2030 // We don't have a target here, so we're going to raytrace all the objects in the scene.
1960
1961 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false); 2031 EntityIntersection ei = m_sceneGraph.GetClosestIntersectingPrim(new Ray(AXOrigin, AXdirection), true, false);
1962 2032
1963 // Un-comment the following line to print the raytrace results to the console. 2033 // Un-comment the following line to print the raytrace results to the console.
@@ -1966,13 +2036,12 @@ namespace OpenSim.Region.Framework.Scenes
1966 if (ei.HitTF) 2036 if (ei.HitTF)
1967 { 2037 {
1968 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z); 2038 pos = new Vector3(ei.ipoint.X, ei.ipoint.Y, ei.ipoint.Z);
1969 } else 2039 }
2040 else
1970 { 2041 {
1971 // fall back to our stupid functionality 2042 // fall back to our stupid functionality
1972 pos = RayEnd; 2043 pos = RayEnd;
1973 } 2044 }
1974
1975 return pos;
1976 } 2045 }
1977 } 2046 }
1978 else 2047 else
@@ -1983,8 +2052,12 @@ namespace OpenSim.Region.Framework.Scenes
1983 //increase height so its above the ground. 2052 //increase height so its above the ground.
1984 //should be getting the normal of the ground at the rez point and using that? 2053 //should be getting the normal of the ground at the rez point and using that?
1985 pos.Z += scale.Z / 2f; 2054 pos.Z += scale.Z / 2f;
1986 return pos; 2055// return pos;
1987 } 2056 }
2057
2058 // check against posible water intercept
2059 if (wpos.Z > pos.Z) pos = wpos;
2060 return pos;
1988 } 2061 }
1989 2062
1990 2063
@@ -2073,7 +2146,10 @@ namespace OpenSim.Region.Framework.Scenes
2073 public bool AddRestoredSceneObject( 2146 public bool AddRestoredSceneObject(
2074 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 2147 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
2075 { 2148 {
2076 return m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates); 2149 bool result = m_sceneGraph.AddRestoredSceneObject(sceneObject, attachToBackup, alreadyPersisted, sendClientUpdates);
2150 if (result)
2151 sceneObject.IsDeleted = false;
2152 return result;
2077 } 2153 }
2078 2154
2079 /// <summary> 2155 /// <summary>
@@ -2165,6 +2241,15 @@ namespace OpenSim.Region.Framework.Scenes
2165 /// </summary> 2241 /// </summary>
2166 public void DeleteAllSceneObjects() 2242 public void DeleteAllSceneObjects()
2167 { 2243 {
2244 DeleteAllSceneObjects(false);
2245 }
2246
2247 /// <summary>
2248 /// Delete every object from the scene. This does not include attachments worn by avatars.
2249 /// </summary>
2250 public void DeleteAllSceneObjects(bool exceptNoCopy)
2251 {
2252 List<SceneObjectGroup> toReturn = new List<SceneObjectGroup>();
2168 lock (Entities) 2253 lock (Entities)
2169 { 2254 {
2170 EntityBase[] entities = Entities.GetEntities(); 2255 EntityBase[] entities = Entities.GetEntities();
@@ -2173,11 +2258,24 @@ namespace OpenSim.Region.Framework.Scenes
2173 if (e is SceneObjectGroup) 2258 if (e is SceneObjectGroup)
2174 { 2259 {
2175 SceneObjectGroup sog = (SceneObjectGroup)e; 2260 SceneObjectGroup sog = (SceneObjectGroup)e;
2176 if (!sog.IsAttachment) 2261 if (sog != null && !sog.IsAttachment)
2177 DeleteSceneObject((SceneObjectGroup)e, false); 2262 {
2263 if (!exceptNoCopy || ((sog.GetEffectivePermissions() & (uint)PermissionMask.Copy) != 0))
2264 {
2265 DeleteSceneObject((SceneObjectGroup)e, false);
2266 }
2267 else
2268 {
2269 toReturn.Add((SceneObjectGroup)e);
2270 }
2271 }
2178 } 2272 }
2179 } 2273 }
2180 } 2274 }
2275 if (toReturn.Count > 0)
2276 {
2277 returnObjects(toReturn.ToArray(), UUID.Zero);
2278 }
2181 } 2279 }
2182 2280
2183 /// <summary> 2281 /// <summary>
@@ -2229,6 +2327,8 @@ namespace OpenSim.Region.Framework.Scenes
2229 } 2327 }
2230 2328
2231 group.DeleteGroupFromScene(silent); 2329 group.DeleteGroupFromScene(silent);
2330 if (!silent)
2331 SendKillObject(new List<uint>() { group.LocalId });
2232 2332
2233// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID); 2333// m_log.DebugFormat("[SCENE]: Exit DeleteSceneObject() for {0} {1}", group.Name, group.UUID);
2234 } 2334 }
@@ -2519,7 +2619,7 @@ namespace OpenSim.Region.Framework.Scenes
2519 // If the user is banned, we won't let any of their objects 2619 // If the user is banned, we won't let any of their objects
2520 // enter. Period. 2620 // enter. Period.
2521 // 2621 //
2522 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID)) 2622 if (RegionInfo.EstateSettings.IsBanned(newObject.OwnerID, 36))
2523 { 2623 {
2524 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID); 2624 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", newObject.OwnerID);
2525 return false; 2625 return false;
@@ -2527,6 +2627,8 @@ namespace OpenSim.Region.Framework.Scenes
2527 2627
2528 if (newPosition != Vector3.Zero) 2628 if (newPosition != Vector3.Zero)
2529 newObject.RootPart.GroupPosition = newPosition; 2629 newObject.RootPart.GroupPosition = newPosition;
2630 if (newObject.RootPart.KeyframeMotion != null)
2631 newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
2530 2632
2531 if (!AddSceneObject(newObject)) 2633 if (!AddSceneObject(newObject))
2532 { 2634 {
@@ -2571,6 +2673,23 @@ namespace OpenSim.Region.Framework.Scenes
2571 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns> 2673 /// <returns>True if the SceneObjectGroup was added, False if it was not</returns>
2572 public bool AddSceneObject(SceneObjectGroup sceneObject) 2674 public bool AddSceneObject(SceneObjectGroup sceneObject)
2573 { 2675 {
2676 if (sceneObject.OwnerID == UUID.Zero)
2677 {
2678 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero", sceneObject.UUID);
2679 return false;
2680 }
2681
2682 // If the user is banned, we won't let any of their objects
2683 // enter. Period.
2684 //
2685 int flags = GetUserFlags(sceneObject.OwnerID);
2686 if (RegionInfo.EstateSettings.IsBanned(sceneObject.OwnerID, flags))
2687 {
2688 m_log.InfoFormat("[INTERREGION]: Denied prim crossing for banned avatar {0}", sceneObject.OwnerID);
2689
2690 return false;
2691 }
2692
2574 // Force allocation of new LocalId 2693 // Force allocation of new LocalId
2575 // 2694 //
2576 SceneObjectPart[] parts = sceneObject.Parts; 2695 SceneObjectPart[] parts = sceneObject.Parts;
@@ -2604,16 +2723,27 @@ namespace OpenSim.Region.Framework.Scenes
2604 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2723 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2605 2724
2606 if (AttachmentsModule != null) 2725 if (AttachmentsModule != null)
2607 AttachmentsModule.AttachObject(sp, grp, 0, false); 2726 AttachmentsModule.AttachObject(sp, grp, 0, false, false);
2608 } 2727 }
2609 else 2728 else
2610 { 2729 {
2730 m_log.DebugFormat("[SCENE]: Attachment {0} arrived and scene presence was not found, setting to temp", sceneObject.UUID);
2611 RootPrim.RemFlag(PrimFlags.TemporaryOnRez); 2731 RootPrim.RemFlag(PrimFlags.TemporaryOnRez);
2612 RootPrim.AddFlag(PrimFlags.TemporaryOnRez); 2732 RootPrim.AddFlag(PrimFlags.TemporaryOnRez);
2613 } 2733 }
2734 if (sceneObject.OwnerID == UUID.Zero)
2735 {
2736 m_log.ErrorFormat("[SCENE]: Owner ID for {0} was zero after attachment processing. BUG!", sceneObject.UUID);
2737 return false;
2738 }
2614 } 2739 }
2615 else 2740 else
2616 { 2741 {
2742 if (sceneObject.OwnerID == UUID.Zero)
2743 {
2744 m_log.ErrorFormat("[SCENE]: Owner ID for non-attachment {0} was zero", sceneObject.UUID);
2745 return false;
2746 }
2617 AddRestoredSceneObject(sceneObject, true, false); 2747 AddRestoredSceneObject(sceneObject, true, false);
2618 } 2748 }
2619 2749
@@ -2630,6 +2760,24 @@ namespace OpenSim.Region.Framework.Scenes
2630 return 2; // StateSource.PrimCrossing 2760 return 2; // StateSource.PrimCrossing
2631 } 2761 }
2632 2762
2763 public int GetUserFlags(UUID user)
2764 {
2765 //Unfortunately the SP approach means that the value is cached until region is restarted
2766 /*
2767 ScenePresence sp;
2768 if (TryGetScenePresence(user, out sp))
2769 {
2770 return sp.UserFlags;
2771 }
2772 else
2773 {
2774 */
2775 UserAccount uac = UserAccountService.GetUserAccount(RegionInfo.ScopeID, user);
2776 if (uac == null)
2777 return 0;
2778 return uac.UserFlags;
2779 //}
2780 }
2633 #endregion 2781 #endregion
2634 2782
2635 #region Add/Remove Avatar Methods 2783 #region Add/Remove Avatar Methods
@@ -2643,7 +2791,7 @@ namespace OpenSim.Region.Framework.Scenes
2643 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0 2791 = (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaHGLogin) != 0
2644 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0; 2792 || (aCircuit.teleportFlags & (uint)Constants.TeleportFlags.ViaLogin) != 0;
2645 2793
2646// CheckHeartbeat(); 2794 CheckHeartbeat();
2647 2795
2648 ScenePresence sp = GetScenePresence(client.AgentId); 2796 ScenePresence sp = GetScenePresence(client.AgentId);
2649 2797
@@ -2697,7 +2845,13 @@ namespace OpenSim.Region.Framework.Scenes
2697 2845
2698 EventManager.TriggerOnNewClient(client); 2846 EventManager.TriggerOnNewClient(client);
2699 if (vialogin) 2847 if (vialogin)
2848 {
2700 EventManager.TriggerOnClientLogin(client); 2849 EventManager.TriggerOnClientLogin(client);
2850 // Send initial parcel data
2851 Vector3 pos = sp.AbsolutePosition;
2852 ILandObject land = LandChannel.GetLandObject(pos.X, pos.Y);
2853 land.SendLandUpdateToClient(client);
2854 }
2701 2855
2702 return sp; 2856 return sp;
2703 } 2857 }
@@ -2786,19 +2940,12 @@ namespace OpenSim.Region.Framework.Scenes
2786 // and the scene presence and the client, if they exist 2940 // and the scene presence and the client, if they exist
2787 try 2941 try
2788 { 2942 {
2789 // We need to wait for the client to make UDP contact first. 2943 ScenePresence sp = GetScenePresence(agentID);
2790 // It's the UDP contact that creates the scene presence 2944 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2791 ScenePresence sp = WaitGetScenePresence(agentID); 2945
2792 if (sp != null) 2946 if (sp != null)
2793 {
2794 PresenceService.LogoutAgent(sp.ControllingClient.SessionId);
2795
2796 sp.ControllingClient.Close(); 2947 sp.ControllingClient.Close();
2797 } 2948
2798 else
2799 {
2800 m_log.WarnFormat("[SCENE]: Could not find scene presence for {0}", agentID);
2801 }
2802 // BANG! SLASH! 2949 // BANG! SLASH!
2803 m_authenticateHandler.RemoveCircuit(agentID); 2950 m_authenticateHandler.RemoveCircuit(agentID);
2804 2951
@@ -2843,6 +2990,8 @@ namespace OpenSim.Region.Framework.Scenes
2843 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition; 2990 client.OnUpdatePrimGroupPosition += m_sceneGraph.UpdatePrimGroupPosition;
2844 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition; 2991 client.OnUpdatePrimSinglePosition += m_sceneGraph.UpdatePrimSinglePosition;
2845 2992
2993 client.onClientChangeObject += m_sceneGraph.ClientChangeObject;
2994
2846 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation; 2995 client.OnUpdatePrimGroupRotation += m_sceneGraph.UpdatePrimGroupRotation;
2847 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation; 2996 client.OnUpdatePrimGroupMouseRotation += m_sceneGraph.UpdatePrimGroupRotation;
2848 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation; 2997 client.OnUpdatePrimSingleRotation += m_sceneGraph.UpdatePrimSingleRotation;
@@ -2899,6 +3048,7 @@ namespace OpenSim.Region.Framework.Scenes
2899 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory; 3048 client.OnFetchInventory += m_asyncInventorySender.HandleFetchInventory;
2900 client.OnUpdateInventoryItem += UpdateInventoryItemAsset; 3049 client.OnUpdateInventoryItem += UpdateInventoryItemAsset;
2901 client.OnCopyInventoryItem += CopyInventoryItem; 3050 client.OnCopyInventoryItem += CopyInventoryItem;
3051 client.OnMoveItemsAndLeaveCopy += MoveInventoryItemsLeaveCopy;
2902 client.OnMoveInventoryItem += MoveInventoryItem; 3052 client.OnMoveInventoryItem += MoveInventoryItem;
2903 client.OnRemoveInventoryItem += RemoveInventoryItem; 3053 client.OnRemoveInventoryItem += RemoveInventoryItem;
2904 client.OnRemoveInventoryFolder += RemoveInventoryFolder; 3054 client.OnRemoveInventoryFolder += RemoveInventoryFolder;
@@ -2970,6 +3120,8 @@ namespace OpenSim.Region.Framework.Scenes
2970 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition; 3120 client.OnUpdatePrimGroupPosition -= m_sceneGraph.UpdatePrimGroupPosition;
2971 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition; 3121 client.OnUpdatePrimSinglePosition -= m_sceneGraph.UpdatePrimSinglePosition;
2972 3122
3123 client.onClientChangeObject -= m_sceneGraph.ClientChangeObject;
3124
2973 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3125 client.OnUpdatePrimGroupRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2974 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation; 3126 client.OnUpdatePrimGroupMouseRotation -= m_sceneGraph.UpdatePrimGroupRotation;
2975 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation; 3127 client.OnUpdatePrimSingleRotation -= m_sceneGraph.UpdatePrimSingleRotation;
@@ -3072,7 +3224,7 @@ namespace OpenSim.Region.Framework.Scenes
3072 /// </summary> 3224 /// </summary>
3073 /// <param name="agentId">The avatar's Unique ID</param> 3225 /// <param name="agentId">The avatar's Unique ID</param>
3074 /// <param name="client">The IClientAPI for the client</param> 3226 /// <param name="client">The IClientAPI for the client</param>
3075 public virtual void TeleportClientHome(UUID agentId, IClientAPI client) 3227 public virtual bool TeleportClientHome(UUID agentId, IClientAPI client)
3076 { 3228 {
3077 if (EntityTransferModule != null) 3229 if (EntityTransferModule != null)
3078 { 3230 {
@@ -3083,6 +3235,7 @@ namespace OpenSim.Region.Framework.Scenes
3083 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active"); 3235 m_log.DebugFormat("[SCENE]: Unable to teleport user home: no AgentTransferModule is active");
3084 client.SendTeleportFailed("Unable to perform teleports on this simulator."); 3236 client.SendTeleportFailed("Unable to perform teleports on this simulator.");
3085 } 3237 }
3238 return false;
3086 } 3239 }
3087 3240
3088 /// <summary> 3241 /// <summary>
@@ -3192,6 +3345,16 @@ namespace OpenSim.Region.Framework.Scenes
3192 /// <param name="flags"></param> 3345 /// <param name="flags"></param>
3193 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags) 3346 public virtual void SetHomeRezPoint(IClientAPI remoteClient, ulong regionHandle, Vector3 position, Vector3 lookAt, uint flags)
3194 { 3347 {
3348 //Add half the avatar's height so that the user doesn't fall through prims
3349 ScenePresence presence;
3350 if (TryGetScenePresence(remoteClient.AgentId, out presence))
3351 {
3352 if (presence.Appearance != null)
3353 {
3354 position.Z = position.Z + (presence.Appearance.AvatarHeight / 2);
3355 }
3356 }
3357
3195 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt)) 3358 if (GridUserService != null && GridUserService.SetHome(remoteClient.AgentId.ToString(), RegionInfo.RegionID, position, lookAt))
3196 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot. 3359 // FUBAR ALERT: this needs to be "Home position set." so the viewer saves a home-screenshot.
3197 m_dialogModule.SendAlertToUser(remoteClient, "Home position set."); 3360 m_dialogModule.SendAlertToUser(remoteClient, "Home position set.");
@@ -3320,6 +3483,7 @@ namespace OpenSim.Region.Framework.Scenes
3320 avatar.Close(); 3483 avatar.Close();
3321 3484
3322 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode); 3485 m_authenticateHandler.RemoveCircuit(avatar.ControllingClient.CircuitCode);
3486 m_log.Debug("[Scene] The avatar has left the building");
3323 } 3487 }
3324 catch (Exception e) 3488 catch (Exception e)
3325 { 3489 {
@@ -3513,13 +3677,16 @@ namespace OpenSim.Region.Framework.Scenes
3513 sp = null; 3677 sp = null;
3514 } 3678 }
3515 3679
3516 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3517 3680
3518 //On login test land permisions 3681 //On login test land permisions
3519 if (vialogin) 3682 if (vialogin)
3520 { 3683 {
3521 if (land != null && !TestLandRestrictions(agent, land, out reason)) 3684 IUserAccountCacheModule cache = RequestModuleInterface<IUserAccountCacheModule>();
3685 if (cache != null)
3686 cache.Remove(agent.firstname + " " + agent.lastname);
3687 if (!TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y))
3522 { 3688 {
3689 m_log.DebugFormat("[CONNECTION BEGIN]: Denying access to {0} due to no land access", agent.AgentID.ToString());
3523 return false; 3690 return false;
3524 } 3691 }
3525 } 3692 }
@@ -3542,9 +3709,15 @@ namespace OpenSim.Region.Framework.Scenes
3542 3709
3543 try 3710 try
3544 { 3711 {
3545 if (!AuthorizeUser(agent, out reason)) 3712 // Always check estate if this is a login. Always
3546 return false; 3713 // check if banned regions are to be blacked out.
3547 } catch (Exception e) 3714 if (vialogin || (!m_seeIntoBannedRegion))
3715 {
3716 if (!AuthorizeUser(agent, out reason))
3717 return false;
3718 }
3719 }
3720 catch (Exception e)
3548 { 3721 {
3549 m_log.ErrorFormat( 3722 m_log.ErrorFormat(
3550 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace); 3723 "[SCENE]: Exception authorizing user {0}{1}", e.Message, e.StackTrace);
@@ -3675,6 +3848,8 @@ namespace OpenSim.Region.Framework.Scenes
3675 } 3848 }
3676 3849
3677 // Honor parcel landing type and position. 3850 // Honor parcel landing type and position.
3851 /*
3852 ILandObject land = LandChannel.GetLandObject(agent.startpos.X, agent.startpos.Y);
3678 if (land != null) 3853 if (land != null)
3679 { 3854 {
3680 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero) 3855 if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero)
@@ -3682,25 +3857,34 @@ namespace OpenSim.Region.Framework.Scenes
3682 agent.startpos = land.LandData.UserLocation; 3857 agent.startpos = land.LandData.UserLocation;
3683 } 3858 }
3684 } 3859 }
3860 */// This is now handled properly in ScenePresence.MakeRootAgent
3685 } 3861 }
3686 3862
3687 return true; 3863 return true;
3688 } 3864 }
3689 3865
3690 private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) 3866 public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY)
3691 { 3867 {
3692 bool banned = land.IsBannedFromLand(agent.AgentID); 3868 reason = String.Empty;
3693 bool restricted = land.IsRestrictedFromLand(agent.AgentID); 3869 if (Permissions.IsGod(agentID))
3870 return true;
3871
3872 ILandObject land = LandChannel.GetLandObject(posX, posY);
3873 if (land == null)
3874 return false;
3875
3876 bool banned = land.IsBannedFromLand(agentID);
3877 bool restricted = land.IsRestrictedFromLand(agentID);
3694 3878
3695 if (banned || restricted) 3879 if (banned || restricted)
3696 { 3880 {
3697 ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); 3881 ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY);
3698 if (nearestParcel != null) 3882 if (nearestParcel != null)
3699 { 3883 {
3700 //Move agent to nearest allowed 3884 //Move agent to nearest allowed
3701 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); 3885 Vector3 newPosition = GetParcelCenterAtGround(nearestParcel);
3702 agent.startpos.X = newPosition.X; 3886 posX = newPosition.X;
3703 agent.startpos.Y = newPosition.Y; 3887 posY = newPosition.Y;
3704 } 3888 }
3705 else 3889 else
3706 { 3890 {
@@ -3762,7 +3946,7 @@ namespace OpenSim.Region.Framework.Scenes
3762 3946
3763 if (!m_strictAccessControl) return true; 3947 if (!m_strictAccessControl) return true;
3764 if (Permissions.IsGod(agent.AgentID)) return true; 3948 if (Permissions.IsGod(agent.AgentID)) return true;
3765 3949
3766 if (AuthorizationService != null) 3950 if (AuthorizationService != null)
3767 { 3951 {
3768 if (!AuthorizationService.IsAuthorizedForRegion( 3952 if (!AuthorizationService.IsAuthorizedForRegion(
@@ -3777,7 +3961,7 @@ namespace OpenSim.Region.Framework.Scenes
3777 3961
3778 if (RegionInfo.EstateSettings != null) 3962 if (RegionInfo.EstateSettings != null)
3779 { 3963 {
3780 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID)) 3964 if (RegionInfo.EstateSettings.IsBanned(agent.AgentID, 0))
3781 { 3965 {
3782 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist", 3966 m_log.WarnFormat("[CONNECTION BEGIN]: Denied access to: {0} ({1} {2}) at {3} because the user is on the banlist",
3783 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName); 3967 agent.AgentID, agent.firstname, agent.lastname, RegionInfo.RegionName);
@@ -3967,6 +4151,15 @@ namespace OpenSim.Region.Framework.Scenes
3967 4151
3968 // XPTO: if this agent is not allowed here as root, always return false 4152 // XPTO: if this agent is not allowed here as root, always return false
3969 4153
4154 // We have to wait until the viewer contacts this region after receiving EAC.
4155 // That calls AddNewClient, which finally creates the ScenePresence
4156 int flags = GetUserFlags(cAgentData.AgentID);
4157 if (m_regInfo.EstateSettings.IsBanned(cAgentData.AgentID, flags))
4158 {
4159 m_log.DebugFormat("[SCENE]: Denying root agent entry to {0}: banned", cAgentData.AgentID);
4160 return false;
4161 }
4162
3970 // TODO: This check should probably be in QueryAccess(). 4163 // TODO: This check should probably be in QueryAccess().
3971 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2); 4164 ILandObject nearestParcel = GetNearestAllowedParcel(cAgentData.AgentID, Constants.RegionSize / 2, Constants.RegionSize / 2);
3972 if (nearestParcel == null) 4165 if (nearestParcel == null)
@@ -4060,12 +4253,22 @@ namespace OpenSim.Region.Framework.Scenes
4060 return false; 4253 return false;
4061 } 4254 }
4062 4255
4256 public bool IncomingCloseAgent(UUID agentID)
4257 {
4258 return IncomingCloseAgent(agentID, false);
4259 }
4260
4261 public bool IncomingCloseChildAgent(UUID agentID)
4262 {
4263 return IncomingCloseAgent(agentID, true);
4264 }
4265
4063 /// <summary> 4266 /// <summary>
4064 /// Tell a single agent to disconnect from the region. 4267 /// Tell a single agent to disconnect from the region.
4065 /// </summary> 4268 /// </summary>
4066 /// <param name="regionHandle"></param>
4067 /// <param name="agentID"></param> 4269 /// <param name="agentID"></param>
4068 public bool IncomingCloseAgent(UUID agentID) 4270 /// <param name="childOnly"></param>
4271 public bool IncomingCloseAgent(UUID agentID, bool childOnly)
4069 { 4272 {
4070 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID); 4273 //m_log.DebugFormat("[SCENE]: Processing incoming close agent for {0}", agentID);
4071 4274
@@ -4669,35 +4872,81 @@ namespace OpenSim.Region.Framework.Scenes
4669 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID); 4872 SimulationDataService.RemoveObject(uuid, RegionInfo.RegionID);
4670 } 4873 }
4671 4874
4672 public int GetHealth() 4875 public int GetHealth(out int flags, out string message)
4673 { 4876 {
4674 // Returns: 4877 // Returns:
4675 // 1 = sim is up and accepting http requests. The heartbeat has 4878 // 1 = sim is up and accepting http requests. The heartbeat has
4676 // stopped and the sim is probably locked up, but a remote 4879 // stopped and the sim is probably locked up, but a remote
4677 // admin restart may succeed 4880 // admin restart may succeed
4678 // 4881 //
4679 // 2 = Sim is up and the heartbeat is running. The sim is likely 4882 // 2 = Sim is up and the heartbeat is running. The sim is likely
4680 // usable for people within and logins _may_ work 4883 // usable for people within
4884 //
4885 // 3 = Sim is up and one packet thread is running. Sim is
4886 // unstable and will not accept new logins
4681 // 4887 //
4682 // 3 = We have seen a new user enter within the past 4 minutes 4888 // 4 = Sim is up and both packet threads are running. Sim is
4889 // likely usable
4890 //
4891 // 5 = We have seen a new user enter within the past 4 minutes
4683 // which can be seen as positive confirmation of sim health 4892 // which can be seen as positive confirmation of sim health
4684 // 4893 //
4894
4895 flags = 0;
4896 message = String.Empty;
4897
4898 CheckHeartbeat();
4899
4900 if (m_firstHeartbeat || (m_lastIncoming == 0 && m_lastOutgoing == 0))
4901 {
4902 // We're still starting
4903 // 0 means "in startup", it can't happen another way, since
4904 // to get here, we must be able to accept http connections
4905 return 0;
4906 }
4907
4685 int health=1; // Start at 1, means we're up 4908 int health=1; // Start at 1, means we're up
4686 4909
4687 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000) 4910 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) < 1000)
4688 health += 1; 4911 {
4912 health+=1;
4913 flags |= 1;
4914 }
4915
4916 if (Util.EnvironmentTickCountSubtract(m_lastIncoming) < 1000)
4917 {
4918 health+=1;
4919 flags |= 2;
4920 }
4921
4922 if (Util.EnvironmentTickCountSubtract(m_lastOutgoing) < 1000)
4923 {
4924 health+=1;
4925 flags |= 4;
4926 }
4689 else 4927 else
4928 {
4929int pid = System.Diagnostics.Process.GetCurrentProcess().Id;
4930System.Diagnostics.Process proc = new System.Diagnostics.Process();
4931proc.EnableRaisingEvents=false;
4932proc.StartInfo.FileName = "/bin/kill";
4933proc.StartInfo.Arguments = "-QUIT " + pid.ToString();
4934proc.Start();
4935proc.WaitForExit();
4936Thread.Sleep(1000);
4937Environment.Exit(1);
4938 }
4939
4940 if (flags != 7)
4690 return health; 4941 return health;
4691 4942
4692 // A login in the last 4 mins? We can't be doing too badly 4943 // A login in the last 4 mins? We can't be doing too badly
4693 // 4944 //
4694 if ((Util.EnvironmentTickCountSubtract(m_LastLogin)) < 240000) 4945 if (Util.EnvironmentTickCountSubtract(m_LastLogin) < 240000)
4695 health++; 4946 health++;
4696 else 4947 else
4697 return health; 4948 return health;
4698 4949
4699// CheckHeartbeat();
4700
4701 return health; 4950 return health;
4702 } 4951 }
4703 4952
@@ -4785,7 +5034,7 @@ namespace OpenSim.Region.Framework.Scenes
4785 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0); 5034 bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
4786 if (wasUsingPhysics) 5035 if (wasUsingPhysics)
4787 { 5036 {
4788 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 5037 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
4789 } 5038 }
4790 } 5039 }
4791 5040
@@ -4884,14 +5133,14 @@ namespace OpenSim.Region.Framework.Scenes
4884 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z; 5133 return (((vsn.X * xdiff) + (vsn.Y * ydiff)) / (-1 * vsn.Z)) + p0.Z;
4885 } 5134 }
4886 5135
4887// private void CheckHeartbeat() 5136 private void CheckHeartbeat()
4888// { 5137 {
4889// if (m_firstHeartbeat) 5138 if (m_firstHeartbeat)
4890// return; 5139 return;
4891// 5140
4892// if (Util.EnvironmentTickCountSubtract(m_lastFrameTick) > 2000) 5141 if ((Util.EnvironmentTickCountSubtract(m_lastFrameTick)) > 5000)
4893// StartTimer(); 5142 Start();
4894// } 5143 }
4895 5144
4896 public override ISceneObject DeserializeObject(string representation) 5145 public override ISceneObject DeserializeObject(string representation)
4897 { 5146 {
@@ -4903,9 +5152,14 @@ namespace OpenSim.Region.Framework.Scenes
4903 get { return m_allowScriptCrossings; } 5152 get { return m_allowScriptCrossings; }
4904 } 5153 }
4905 5154
4906 public Vector3? GetNearestAllowedPosition(ScenePresence avatar) 5155 public Vector3 GetNearestAllowedPosition(ScenePresence avatar)
4907 { 5156 {
4908 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y); 5157 return GetNearestAllowedPosition(avatar, null);
5158 }
5159
5160 public Vector3 GetNearestAllowedPosition(ScenePresence avatar, ILandObject excludeParcel)
5161 {
5162 ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y, excludeParcel);
4909 5163
4910 if (nearestParcel != null) 5164 if (nearestParcel != null)
4911 { 5165 {
@@ -4914,10 +5168,7 @@ namespace OpenSim.Region.Framework.Scenes
4914 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5168 Vector3? nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4915 if (nearestPoint != null) 5169 if (nearestPoint != null)
4916 { 5170 {
4917// m_log.DebugFormat( 5171 Debug.WriteLine("Found a sane previous position based on velocity, sending them to: " + nearestPoint.ToString());
4918// "[SCENE]: Found a sane previous position based on velocity for {0}, sending them to {1} in {2}",
4919// avatar.Name, nearestPoint, nearestParcel.LandData.Name);
4920
4921 return nearestPoint.Value; 5172 return nearestPoint.Value;
4922 } 5173 }
4923 5174
@@ -4927,17 +5178,20 @@ namespace OpenSim.Region.Framework.Scenes
4927 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel); 5178 nearestPoint = GetNearestPointInParcelAlongDirectionFromPoint(avatar.AbsolutePosition, dir, nearestParcel);
4928 if (nearestPoint != null) 5179 if (nearestPoint != null)
4929 { 5180 {
4930// m_log.DebugFormat( 5181 Debug.WriteLine("They had a zero velocity, sending them to: " + nearestPoint.ToString());
4931// "[SCENE]: {0} had a zero velocity, sending them to {1}", avatar.Name, nearestPoint);
4932
4933 return nearestPoint.Value; 5182 return nearestPoint.Value;
4934 } 5183 }
4935 5184
4936 //Ultimate backup if we have no idea where they are 5185 ILandObject dest = LandChannel.GetLandObject(avatar.lastKnownAllowedPosition.X, avatar.lastKnownAllowedPosition.Y);
4937// m_log.DebugFormat( 5186 if (dest != excludeParcel)
4938// "[SCENE]: No idea where {0} is, sending them to {1}", avatar.Name, avatar.lastKnownAllowedPosition); 5187 {
5188 // Ultimate backup if we have no idea where they are and
5189 // the last allowed position was in another parcel
5190 Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
5191 return avatar.lastKnownAllowedPosition;
5192 }
4939 5193
4940 return avatar.lastKnownAllowedPosition; 5194 // else fall through to region edge
4941 } 5195 }
4942 5196
4943 //Go to the edge, this happens in teleporting to a region with no available parcels 5197 //Go to the edge, this happens in teleporting to a region with no available parcels
@@ -4971,13 +5225,18 @@ namespace OpenSim.Region.Framework.Scenes
4971 5225
4972 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y) 5226 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y)
4973 { 5227 {
5228 return GetNearestAllowedParcel(avatarId, x, y, null);
5229 }
5230
5231 public ILandObject GetNearestAllowedParcel(UUID avatarId, float x, float y, ILandObject excludeParcel)
5232 {
4974 List<ILandObject> all = AllParcels(); 5233 List<ILandObject> all = AllParcels();
4975 float minParcelDistance = float.MaxValue; 5234 float minParcelDistance = float.MaxValue;
4976 ILandObject nearestParcel = null; 5235 ILandObject nearestParcel = null;
4977 5236
4978 foreach (var parcel in all) 5237 foreach (var parcel in all)
4979 { 5238 {
4980 if (!parcel.IsEitherBannedOrRestricted(avatarId)) 5239 if (!parcel.IsEitherBannedOrRestricted(avatarId) && parcel != excludeParcel)
4981 { 5240 {
4982 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y); 5241 float parcelDistance = GetParcelDistancefromPoint(parcel, x, y);
4983 if (parcelDistance < minParcelDistance) 5242 if (parcelDistance < minParcelDistance)
@@ -5219,7 +5478,55 @@ namespace OpenSim.Region.Framework.Scenes
5219 mapModule.GenerateMaptile(); 5478 mapModule.GenerateMaptile();
5220 } 5479 }
5221 5480
5222 private void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e) 5481// public void CleanDroppedAttachments()
5482// {
5483// List<SceneObjectGroup> objectsToDelete =
5484// new List<SceneObjectGroup>();
5485//
5486// lock (m_cleaningAttachments)
5487// {
5488// ForEachSOG(delegate (SceneObjectGroup grp)
5489// {
5490// if (grp.RootPart.Shape.PCode == 0 && grp.RootPart.Shape.State != 0 && (!objectsToDelete.Contains(grp)))
5491// {
5492// UUID agentID = grp.OwnerID;
5493// if (agentID == UUID.Zero)
5494// {
5495// objectsToDelete.Add(grp);
5496// return;
5497// }
5498//
5499// ScenePresence sp = GetScenePresence(agentID);
5500// if (sp == null)
5501// {
5502// objectsToDelete.Add(grp);
5503// return;
5504// }
5505// }
5506// });
5507// }
5508//
5509// foreach (SceneObjectGroup grp in objectsToDelete)
5510// {
5511// m_log.InfoFormat("[SCENE]: Deleting dropped attachment {0} of user {1}", grp.UUID, grp.OwnerID);
5512// DeleteSceneObject(grp, true);
5513// }
5514// }
5515
5516 public void ThreadAlive(int threadCode)
5517 {
5518 switch(threadCode)
5519 {
5520 case 1: // Incoming
5521 m_lastIncoming = Util.EnvironmentTickCount();
5522 break;
5523 case 2: // Incoming
5524 m_lastOutgoing = Util.EnvironmentTickCount();
5525 break;
5526 }
5527 }
5528
5529 public void RegenerateMaptileAndReregister(object sender, ElapsedEventArgs e)
5223 { 5530 {
5224 RegenerateMaptile(); 5531 RegenerateMaptile();
5225 5532
@@ -5247,6 +5554,8 @@ namespace OpenSim.Region.Framework.Scenes
5247 /// <returns></returns> 5554 /// <returns></returns>
5248 public bool QueryAccess(UUID agentID, Vector3 position, out string reason) 5555 public bool QueryAccess(UUID agentID, Vector3 position, out string reason)
5249 { 5556 {
5557 reason = "You are banned from the region";
5558
5250 if (EntityTransferModule.IsInTransit(agentID)) 5559 if (EntityTransferModule.IsInTransit(agentID))
5251 { 5560 {
5252 reason = "Agent is still in transit from this region"; 5561 reason = "Agent is still in transit from this region";
@@ -5258,6 +5567,12 @@ namespace OpenSim.Region.Framework.Scenes
5258 return false; 5567 return false;
5259 } 5568 }
5260 5569
5570 if (Permissions.IsGod(agentID))
5571 {
5572 reason = String.Empty;
5573 return true;
5574 }
5575
5261 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. 5576 // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check.
5262 // However, the long term fix is to make sure root agent count is always accurate. 5577 // However, the long term fix is to make sure root agent count is always accurate.
5263 m_sceneGraph.RecalculateStats(); 5578 m_sceneGraph.RecalculateStats();
@@ -5278,6 +5593,41 @@ namespace OpenSim.Region.Framework.Scenes
5278 } 5593 }
5279 } 5594 }
5280 5595
5596 ScenePresence presence = GetScenePresence(agentID);
5597 IClientAPI client = null;
5598 AgentCircuitData aCircuit = null;
5599
5600 if (presence != null)
5601 {
5602 client = presence.ControllingClient;
5603 if (client != null)
5604 aCircuit = client.RequestClientInfo();
5605 }
5606
5607 // We may be called before there is a presence or a client.
5608 // Fake AgentCircuitData to keep IAuthorizationModule smiling
5609 if (client == null)
5610 {
5611 aCircuit = new AgentCircuitData();
5612 aCircuit.AgentID = agentID;
5613 aCircuit.firstname = String.Empty;
5614 aCircuit.lastname = String.Empty;
5615 }
5616
5617 try
5618 {
5619 if (!AuthorizeUser(aCircuit, out reason))
5620 {
5621 // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID);
5622 return false;
5623 }
5624 }
5625 catch (Exception e)
5626 {
5627 m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message);
5628 return false;
5629 }
5630
5281 if (position == Vector3.Zero) // Teleport 5631 if (position == Vector3.Zero) // Teleport
5282 { 5632 {
5283 if (!RegionInfo.EstateSettings.AllowDirectTeleport) 5633 if (!RegionInfo.EstateSettings.AllowDirectTeleport)
@@ -5306,13 +5656,46 @@ namespace OpenSim.Region.Framework.Scenes
5306 } 5656 }
5307 } 5657 }
5308 } 5658 }
5659
5660 float posX = 128.0f;
5661 float posY = 128.0f;
5662
5663 if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY))
5664 {
5665 // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID);
5666 return false;
5667 }
5668 }
5669 else // Walking
5670 {
5671 ILandObject land = LandChannel.GetLandObject(position.X, position.Y);
5672 if (land == null)
5673 return false;
5674
5675 bool banned = land.IsBannedFromLand(agentID);
5676 bool restricted = land.IsRestrictedFromLand(agentID);
5677
5678 if (banned || restricted)
5679 return false;
5309 } 5680 }
5310 5681
5311 reason = String.Empty; 5682 reason = String.Empty;
5312 return true; 5683 return true;
5313 } 5684 }
5314 5685
5315 /// <summary> 5686 public void StartTimerWatchdog()
5687 {
5688 m_timerWatchdog.Interval = 1000;
5689 m_timerWatchdog.Elapsed += TimerWatchdog;
5690 m_timerWatchdog.AutoReset = true;
5691 m_timerWatchdog.Start();
5692 }
5693
5694 public void TimerWatchdog(object sender, ElapsedEventArgs e)
5695 {
5696 CheckHeartbeat();
5697 }
5698
5316 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the 5699 /// This method deals with movement when an avatar is automatically moving (but this is distinct from the
5317 /// autopilot that moves an avatar to a sit target!. 5700 /// autopilot that moves an avatar to a sit target!.
5318 /// </summary> 5701 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs
index f50fbfc..e8134cd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneBase.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs
@@ -138,6 +138,8 @@ namespace OpenSim.Region.Framework.Scenes
138 get { return m_permissions; } 138 get { return m_permissions; }
139 } 139 }
140 140
141 protected string m_datastore;
142
141 /* Used by the loadbalancer plugin on GForge */ 143 /* Used by the loadbalancer plugin on GForge */
142 protected RegionStatus m_regStatus; 144 protected RegionStatus m_regStatus;
143 public RegionStatus RegionStatus 145 public RegionStatus RegionStatus
diff --git a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
index eff635b..c1414ee 100644
--- a/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
@@ -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
@@ -194,30 +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 "[SCENE COMMUNICATION SERVICE]: Sending close agent ID {0} to {1}", agentID, destination.RegionName); 204 {
200 205 SendCloseChildAgentDelegate icon = (SendCloseChildAgentDelegate)iar.AsyncState;
201 m_scene.SimulationService.CloseAgent(destination, agentID); 206 icon.EndInvoke(iar);
202 } 207 }
203 208
204 /// <summary>
205 /// Closes a child agents in a collection of regions. Does so asynchronously
206 /// so that the caller doesn't wait.
207 /// </summary>
208 /// <param name="agentID"></param>
209 /// <param name="regionslst"></param>
210 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst) 209 public void SendCloseChildAgentConnections(UUID agentID, List<ulong> regionslst)
211 { 210 {
212 foreach (ulong handle in regionslst) 211 foreach (ulong handle in regionslst)
213 { 212 {
214 SendCloseChildAgent(agentID, handle); 213 SendCloseChildAgentDelegate d = SendCloseChildAgentAsync;
214 d.BeginInvoke(agentID, handle,
215 SendCloseChildAgentCompleted,
216 d);
215 } 217 }
216 } 218 }
217 219
218 public List<GridRegion> RequestNamedRegions(string name, int maxNumber) 220 public List<GridRegion> RequestNamedRegions(string name, int maxNumber)
219 { 221 {
220 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber); 222 return m_scene.GridService.GetRegionsByName(UUID.Zero, name, maxNumber);
221 } 223 }
222 } 224 }
223} \ No newline at end of file 225}
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index 2be5364..b23d2e5 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -41,6 +41,12 @@ namespace OpenSim.Region.Framework.Scenes
41{ 41{
42 public delegate void PhysicsCrash(); 42 public delegate void PhysicsCrash();
43 43
44 public delegate void AttachToBackupDelegate(SceneObjectGroup sog);
45
46 public delegate void DetachFromBackupDelegate(SceneObjectGroup sog);
47
48 public delegate void ChangedBackupDelegate(SceneObjectGroup sog);
49
44 /// <summary> 50 /// <summary>
45 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components 51 /// This class used to be called InnerScene and may not yet truly be a SceneGraph. The non scene graph components
46 /// should be migrated out over time. 52 /// should be migrated out over time.
@@ -54,11 +60,15 @@ namespace OpenSim.Region.Framework.Scenes
54 protected internal event PhysicsCrash UnRecoverableError; 60 protected internal event PhysicsCrash UnRecoverableError;
55 private PhysicsCrash handlerPhysicsCrash = null; 61 private PhysicsCrash handlerPhysicsCrash = null;
56 62
63 public event AttachToBackupDelegate OnAttachToBackup;
64 public event DetachFromBackupDelegate OnDetachFromBackup;
65 public event ChangedBackupDelegate OnChangeBackup;
66
57 #endregion 67 #endregion
58 68
59 #region Fields 69 #region Fields
60 70
61 protected object m_presenceLock = new object(); 71 protected OpenMetaverse.ReaderWriterLockSlim m_scenePresencesLock = new OpenMetaverse.ReaderWriterLockSlim();
62 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>(); 72 protected Dictionary<UUID, ScenePresence> m_scenePresenceMap = new Dictionary<UUID, ScenePresence>();
63 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>(); 73 protected List<ScenePresence> m_scenePresenceArray = new List<ScenePresence>();
64 74
@@ -127,13 +137,18 @@ namespace OpenSim.Region.Framework.Scenes
127 137
128 protected internal void Close() 138 protected internal void Close()
129 { 139 {
130 lock (m_presenceLock) 140 m_scenePresencesLock.EnterWriteLock();
141 try
131 { 142 {
132 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(); 143 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>();
133 List<ScenePresence> newlist = new List<ScenePresence>(); 144 List<ScenePresence> newlist = new List<ScenePresence>();
134 m_scenePresenceMap = newmap; 145 m_scenePresenceMap = newmap;
135 m_scenePresenceArray = newlist; 146 m_scenePresenceArray = newlist;
136 } 147 }
148 finally
149 {
150 m_scenePresencesLock.ExitWriteLock();
151 }
137 152
138 lock (SceneObjectGroupsByFullID) 153 lock (SceneObjectGroupsByFullID)
139 SceneObjectGroupsByFullID.Clear(); 154 SceneObjectGroupsByFullID.Clear();
@@ -254,6 +269,33 @@ namespace OpenSim.Region.Framework.Scenes
254 protected internal bool AddRestoredSceneObject( 269 protected internal bool AddRestoredSceneObject(
255 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates) 270 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted, bool sendClientUpdates)
256 { 271 {
272 if (!m_parentScene.CombineRegions)
273 {
274 // KF: Check for out-of-region, move inside and make static.
275 Vector3 npos = new Vector3(sceneObject.RootPart.GroupPosition.X,
276 sceneObject.RootPart.GroupPosition.Y,
277 sceneObject.RootPart.GroupPosition.Z);
278 if (!(((sceneObject.RootPart.Shape.PCode == (byte)PCode.Prim) && (sceneObject.RootPart.Shape.State != 0))) && (npos.X < 0.0 || npos.Y < 0.0 || npos.Z < 0.0 ||
279 npos.X > Constants.RegionSize ||
280 npos.Y > Constants.RegionSize))
281 {
282 if (npos.X < 0.0) npos.X = 1.0f;
283 if (npos.Y < 0.0) npos.Y = 1.0f;
284 if (npos.Z < 0.0) npos.Z = 0.0f;
285 if (npos.X > Constants.RegionSize) npos.X = Constants.RegionSize - 1.0f;
286 if (npos.Y > Constants.RegionSize) npos.Y = Constants.RegionSize - 1.0f;
287
288 foreach (SceneObjectPart part in sceneObject.Parts)
289 {
290 part.GroupPosition = npos;
291 }
292 sceneObject.RootPart.Velocity = Vector3.Zero;
293 sceneObject.RootPart.AngularVelocity = Vector3.Zero;
294 sceneObject.RootPart.Acceleration = Vector3.Zero;
295 sceneObject.RootPart.Velocity = Vector3.Zero;
296 }
297 }
298
257 if (attachToBackup && (!alreadyPersisted)) 299 if (attachToBackup && (!alreadyPersisted))
258 { 300 {
259 sceneObject.ForceInventoryPersistence(); 301 sceneObject.ForceInventoryPersistence();
@@ -317,9 +359,8 @@ namespace OpenSim.Region.Framework.Scenes
317 if (pa != null && pa.IsPhysical && vel != Vector3.Zero) 359 if (pa != null && pa.IsPhysical && vel != Vector3.Zero)
318 { 360 {
319 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false); 361 sceneObject.RootPart.ApplyImpulse((vel * sceneObject.GetMass()), false);
320 sceneObject.Velocity = vel;
321 } 362 }
322 363
323 return true; 364 return true;
324 } 365 }
325 366
@@ -344,6 +385,11 @@ namespace OpenSim.Region.Framework.Scenes
344 /// </returns> 385 /// </returns>
345 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates) 386 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, bool sendClientUpdates)
346 { 387 {
388 if (sceneObject == null)
389 {
390 m_log.ErrorFormat("[SCENEGRAPH]: Tried to add null scene object");
391 return false;
392 }
347 if (sceneObject.UUID == UUID.Zero) 393 if (sceneObject.UUID == UUID.Zero)
348 { 394 {
349 m_log.ErrorFormat( 395 m_log.ErrorFormat(
@@ -478,6 +524,30 @@ namespace OpenSim.Region.Framework.Scenes
478 m_updateList[obj.UUID] = obj; 524 m_updateList[obj.UUID] = obj;
479 } 525 }
480 526
527 public void FireAttachToBackup(SceneObjectGroup obj)
528 {
529 if (OnAttachToBackup != null)
530 {
531 OnAttachToBackup(obj);
532 }
533 }
534
535 public void FireDetachFromBackup(SceneObjectGroup obj)
536 {
537 if (OnDetachFromBackup != null)
538 {
539 OnDetachFromBackup(obj);
540 }
541 }
542
543 public void FireChangeBackup(SceneObjectGroup obj)
544 {
545 if (OnChangeBackup != null)
546 {
547 OnChangeBackup(obj);
548 }
549 }
550
481 /// <summary> 551 /// <summary>
482 /// Process all pending updates 552 /// Process all pending updates
483 /// </summary> 553 /// </summary>
@@ -522,12 +592,12 @@ namespace OpenSim.Region.Framework.Scenes
522 592
523 protected internal void AddPhysicalPrim(int number) 593 protected internal void AddPhysicalPrim(int number)
524 { 594 {
525 m_physicalPrim++; 595 m_physicalPrim += number;
526 } 596 }
527 597
528 protected internal void RemovePhysicalPrim(int number) 598 protected internal void RemovePhysicalPrim(int number)
529 { 599 {
530 m_physicalPrim--; 600 m_physicalPrim -= number;
531 } 601 }
532 602
533 protected internal void AddToScriptLPS(int number) 603 protected internal void AddToScriptLPS(int number)
@@ -595,7 +665,8 @@ namespace OpenSim.Region.Framework.Scenes
595 665
596 Entities[presence.UUID] = presence; 666 Entities[presence.UUID] = presence;
597 667
598 lock (m_presenceLock) 668 m_scenePresencesLock.EnterWriteLock();
669 try
599 { 670 {
600 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 671 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
601 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 672 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -619,6 +690,10 @@ namespace OpenSim.Region.Framework.Scenes
619 m_scenePresenceMap = newmap; 690 m_scenePresenceMap = newmap;
620 m_scenePresenceArray = newlist; 691 m_scenePresenceArray = newlist;
621 } 692 }
693 finally
694 {
695 m_scenePresencesLock.ExitWriteLock();
696 }
622 } 697 }
623 698
624 /// <summary> 699 /// <summary>
@@ -633,7 +708,8 @@ namespace OpenSim.Region.Framework.Scenes
633 agentID); 708 agentID);
634 } 709 }
635 710
636 lock (m_presenceLock) 711 m_scenePresencesLock.EnterWriteLock();
712 try
637 { 713 {
638 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap); 714 Dictionary<UUID, ScenePresence> newmap = new Dictionary<UUID, ScenePresence>(m_scenePresenceMap);
639 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray); 715 List<ScenePresence> newlist = new List<ScenePresence>(m_scenePresenceArray);
@@ -655,6 +731,10 @@ namespace OpenSim.Region.Framework.Scenes
655 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID); 731 m_log.WarnFormat("[SCENE GRAPH]: Tried to remove non-existent scene presence with agent ID {0} from scene ScenePresences list", agentID);
656 } 732 }
657 } 733 }
734 finally
735 {
736 m_scenePresencesLock.ExitWriteLock();
737 }
658 } 738 }
659 739
660 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F) 740 protected internal void SwapRootChildAgent(bool direction_RC_CR_T_F)
@@ -1184,6 +1264,52 @@ namespace OpenSim.Region.Framework.Scenes
1184 1264
1185 #region Client Event handlers 1265 #region Client Event handlers
1186 1266
1267 protected internal void ClientChangeObject(uint localID, object odata, IClientAPI remoteClient)
1268 {
1269 SceneObjectPart part = GetSceneObjectPart(localID);
1270 ObjectChangeData data = (ObjectChangeData)odata;
1271
1272 if (part != null)
1273 {
1274 SceneObjectGroup grp = part.ParentGroup;
1275 if (grp != null)
1276 {
1277 if (m_parentScene.Permissions.CanEditObject(grp.UUID, remoteClient.AgentId))
1278 {
1279 // These two are exceptions SL makes in the interpretation
1280 // of the change flags. Must check them here because otherwise
1281 // the group flag (see below) would be lost
1282 if (data.change == ObjectChangeType.groupS)
1283 data.change = ObjectChangeType.primS;
1284 if (data.change == ObjectChangeType.groupPS)
1285 data.change = ObjectChangeType.primPS;
1286 part.StoreUndoState(data.change); // lets test only saving what we changed
1287 grp.doChangeObject(part, (ObjectChangeData)data);
1288 }
1289 else
1290 {
1291 // Is this any kind of group operation?
1292 if ((data.change & ObjectChangeType.Group) != 0)
1293 {
1294 // Is a move and/or rotation requested?
1295 if ((data.change & (ObjectChangeType.Position | ObjectChangeType.Rotation)) != 0)
1296 {
1297 // Are we allowed to move it?
1298 if (m_parentScene.Permissions.CanMoveObject(grp.UUID, remoteClient.AgentId))
1299 {
1300 // Strip all but move and rotation from request
1301 data.change &= (ObjectChangeType.Group | ObjectChangeType.Position | ObjectChangeType.Rotation);
1302
1303 part.StoreUndoState(data.change);
1304 grp.doChangeObject(part, (ObjectChangeData)data);
1305 }
1306 }
1307 }
1308 }
1309 }
1310 }
1311 }
1312
1187 /// <summary> 1313 /// <summary>
1188 /// Update the scale of an individual prim. 1314 /// Update the scale of an individual prim.
1189 /// </summary> 1315 /// </summary>
@@ -1198,7 +1324,17 @@ namespace OpenSim.Region.Framework.Scenes
1198 { 1324 {
1199 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId)) 1325 if (m_parentScene.Permissions.CanEditObject(part.ParentGroup.UUID, remoteClient.AgentId))
1200 { 1326 {
1327 bool physbuild = false;
1328 if (part.ParentGroup.RootPart.PhysActor != null)
1329 {
1330 part.ParentGroup.RootPart.PhysActor.Building = true;
1331 physbuild = true;
1332 }
1333
1201 part.Resize(scale); 1334 part.Resize(scale);
1335
1336 if (physbuild)
1337 part.ParentGroup.RootPart.PhysActor.Building = false;
1202 } 1338 }
1203 } 1339 }
1204 } 1340 }
@@ -1210,7 +1346,17 @@ namespace OpenSim.Region.Framework.Scenes
1210 { 1346 {
1211 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1347 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1212 { 1348 {
1349 bool physbuild = false;
1350 if (group.RootPart.PhysActor != null)
1351 {
1352 group.RootPart.PhysActor.Building = true;
1353 physbuild = true;
1354 }
1355
1213 group.GroupResize(scale); 1356 group.GroupResize(scale);
1357
1358 if (physbuild)
1359 group.RootPart.PhysActor.Building = false;
1214 } 1360 }
1215 } 1361 }
1216 } 1362 }
@@ -1338,8 +1484,13 @@ namespace OpenSim.Region.Framework.Scenes
1338 { 1484 {
1339 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0)) 1485 if (group.IsAttachment || (group.RootPart.Shape.PCode == 9 && group.RootPart.Shape.State != 0))
1340 { 1486 {
1341 if (m_parentScene.AttachmentsModule != null) 1487 // Set the new attachment point data in the object
1342 m_parentScene.AttachmentsModule.UpdateAttachmentPosition(group, pos); 1488 byte attachmentPoint = group.GetAttachmentPoint();
1489 group.UpdateGroupPosition(pos);
1490 group.IsAttachment = false;
1491 group.AbsolutePosition = group.RootPart.AttachedPos;
1492 group.AttachmentPoint = attachmentPoint;
1493 group.HasGroupChanged = true;
1343 } 1494 }
1344 else 1495 else
1345 { 1496 {
@@ -1387,7 +1538,7 @@ namespace OpenSim.Region.Framework.Scenes
1387 /// <param name="SetPhantom"></param> 1538 /// <param name="SetPhantom"></param>
1388 /// <param name="remoteClient"></param> 1539 /// <param name="remoteClient"></param>
1389 protected internal void UpdatePrimFlags( 1540 protected internal void UpdatePrimFlags(
1390 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, IClientAPI remoteClient) 1541 uint localID, bool UsePhysics, bool SetTemporary, bool SetPhantom, ExtraPhysicsData PhysData, IClientAPI remoteClient)
1391 { 1542 {
1392 SceneObjectGroup group = GetGroupByPrim(localID); 1543 SceneObjectGroup group = GetGroupByPrim(localID);
1393 if (group != null) 1544 if (group != null)
@@ -1395,7 +1546,28 @@ namespace OpenSim.Region.Framework.Scenes
1395 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId)) 1546 if (m_parentScene.Permissions.CanEditObject(group.UUID, remoteClient.AgentId))
1396 { 1547 {
1397 // VolumeDetect can't be set via UI and will always be off when a change is made there 1548 // VolumeDetect can't be set via UI and will always be off when a change is made there
1398 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, false); 1549 // now only change volume dtc if phantom off
1550
1551 if (PhysData.PhysShapeType == PhysShapeType.invalid) // check for extraPhysics data
1552 {
1553 bool vdtc;
1554 if (SetPhantom) // if phantom keep volumedtc
1555 vdtc = group.RootPart.VolumeDetectActive;
1556 else // else turn it off
1557 vdtc = false;
1558
1559 group.UpdatePrimFlags(localID, UsePhysics, SetTemporary, SetPhantom, vdtc);
1560 }
1561 else
1562 {
1563 SceneObjectPart part = GetSceneObjectPart(localID);
1564 if (part != null)
1565 {
1566 part.UpdateExtraPhysics(PhysData);
1567 if (part.UpdatePhysRequired)
1568 remoteClient.SendPartPhysicsProprieties(part);
1569 }
1570 }
1399 } 1571 }
1400 } 1572 }
1401 } 1573 }
@@ -1539,6 +1711,7 @@ namespace OpenSim.Region.Framework.Scenes
1539 { 1711 {
1540 part.Material = Convert.ToByte(material); 1712 part.Material = Convert.ToByte(material);
1541 group.HasGroupChanged = true; 1713 group.HasGroupChanged = true;
1714 remoteClient.SendPartPhysicsProprieties(part);
1542 } 1715 }
1543 } 1716 }
1544 } 1717 }
@@ -1603,6 +1776,12 @@ namespace OpenSim.Region.Framework.Scenes
1603 /// <param name="childPrims"></param> 1776 /// <param name="childPrims"></param>
1604 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1777 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1605 { 1778 {
1779 if (root.KeyframeMotion != null)
1780 {
1781 root.KeyframeMotion.Stop();
1782 root.KeyframeMotion = null;
1783 }
1784
1606 SceneObjectGroup parentGroup = root.ParentGroup; 1785 SceneObjectGroup parentGroup = root.ParentGroup;
1607 if (parentGroup == null) return; 1786 if (parentGroup == null) return;
1608 1787
@@ -1611,8 +1790,11 @@ namespace OpenSim.Region.Framework.Scenes
1611 return; 1790 return;
1612 1791
1613 Monitor.Enter(m_updateLock); 1792 Monitor.Enter(m_updateLock);
1793
1614 try 1794 try
1615 { 1795 {
1796 parentGroup.areUpdatesSuspended = true;
1797
1616 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>(); 1798 List<SceneObjectGroup> childGroups = new List<SceneObjectGroup>();
1617 1799
1618 // We do this in reverse to get the link order of the prims correct 1800 // We do this in reverse to get the link order of the prims correct
@@ -1627,9 +1809,13 @@ namespace OpenSim.Region.Framework.Scenes
1627 // Make sure no child prim is set for sale 1809 // Make sure no child prim is set for sale
1628 // So that, on delink, no prims are unwittingly 1810 // So that, on delink, no prims are unwittingly
1629 // left for sale and sold off 1811 // left for sale and sold off
1630 child.RootPart.ObjectSaleType = 0; 1812
1631 child.RootPart.SalePrice = 10; 1813 if (child != null)
1632 childGroups.Add(child); 1814 {
1815 child.RootPart.ObjectSaleType = 0;
1816 child.RootPart.SalePrice = 10;
1817 childGroups.Add(child);
1818 }
1633 } 1819 }
1634 1820
1635 foreach (SceneObjectGroup child in childGroups) 1821 foreach (SceneObjectGroup child in childGroups)
@@ -1656,6 +1842,16 @@ namespace OpenSim.Region.Framework.Scenes
1656 } 1842 }
1657 finally 1843 finally
1658 { 1844 {
1845 lock (SceneObjectGroupsByLocalPartID)
1846 {
1847 foreach (SceneObjectPart part in parentGroup.Parts)
1848 SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
1849 }
1850
1851 parentGroup.areUpdatesSuspended = false;
1852 parentGroup.HasGroupChanged = true;
1853 parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
1854 parentGroup.ScheduleGroupForFullUpdate();
1659 Monitor.Exit(m_updateLock); 1855 Monitor.Exit(m_updateLock);
1660 } 1856 }
1661 } 1857 }
@@ -1678,6 +1874,11 @@ namespace OpenSim.Region.Framework.Scenes
1678 { 1874 {
1679 if (part != null) 1875 if (part != null)
1680 { 1876 {
1877 if (part.KeyframeMotion != null)
1878 {
1879 part.KeyframeMotion.Stop();
1880 part.KeyframeMotion = null;
1881 }
1681 if (part.ParentGroup.PrimCount != 1) // Skip single 1882 if (part.ParentGroup.PrimCount != 1) // Skip single
1682 { 1883 {
1683 if (part.LinkNum < 2) // Root 1884 if (part.LinkNum < 2) // Root
@@ -1692,21 +1893,24 @@ namespace OpenSim.Region.Framework.Scenes
1692 1893
1693 SceneObjectGroup group = part.ParentGroup; 1894 SceneObjectGroup group = part.ParentGroup;
1694 if (!affectedGroups.Contains(group)) 1895 if (!affectedGroups.Contains(group))
1896 {
1897 group.areUpdatesSuspended = true;
1695 affectedGroups.Add(group); 1898 affectedGroups.Add(group);
1899 }
1696 } 1900 }
1697 } 1901 }
1698 } 1902 }
1699 1903
1700 foreach (SceneObjectPart child in childParts) 1904 if (childParts.Count > 0)
1701 { 1905 {
1702 // Unlink all child parts from their groups 1906 foreach (SceneObjectPart child in childParts)
1703 // 1907 {
1704 child.ParentGroup.DelinkFromGroup(child, true); 1908 // Unlink all child parts from their groups
1705 1909 //
1706 // These are not in affected groups and will not be 1910 child.ParentGroup.DelinkFromGroup(child, true);
1707 // handled further. Do the honors here. 1911 child.ParentGroup.HasGroupChanged = true;
1708 child.ParentGroup.HasGroupChanged = true; 1912 child.ParentGroup.ScheduleGroupForFullUpdate();
1709 child.ParentGroup.ScheduleGroupForFullUpdate(); 1913 }
1710 } 1914 }
1711 1915
1712 foreach (SceneObjectPart root in rootParts) 1916 foreach (SceneObjectPart root in rootParts)
@@ -1716,56 +1920,68 @@ namespace OpenSim.Region.Framework.Scenes
1716 // However, editing linked parts and unlinking may be different 1920 // However, editing linked parts and unlinking may be different
1717 // 1921 //
1718 SceneObjectGroup group = root.ParentGroup; 1922 SceneObjectGroup group = root.ParentGroup;
1923 group.areUpdatesSuspended = true;
1719 1924
1720 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts); 1925 List<SceneObjectPart> newSet = new List<SceneObjectPart>(group.Parts);
1721 int numChildren = newSet.Count; 1926 int numChildren = newSet.Count;
1722 1927
1928 if (numChildren == 1)
1929 break;
1930
1723 // If there are prims left in a link set, but the root is 1931 // If there are prims left in a link set, but the root is
1724 // slated for unlink, we need to do this 1932 // slated for unlink, we need to do this
1933 // Unlink the remaining set
1725 // 1934 //
1726 if (numChildren != 1) 1935 bool sendEventsToRemainder = true;
1727 { 1936 if (numChildren > 1)
1728 // Unlink the remaining set 1937 sendEventsToRemainder = false;
1729 //
1730 bool sendEventsToRemainder = true;
1731 if (numChildren > 1)
1732 sendEventsToRemainder = false;
1733 1938
1734 foreach (SceneObjectPart p in newSet) 1939 foreach (SceneObjectPart p in newSet)
1940 {
1941 if (p != group.RootPart)
1735 { 1942 {
1736 if (p != group.RootPart) 1943 group.DelinkFromGroup(p, sendEventsToRemainder);
1737 group.DelinkFromGroup(p, sendEventsToRemainder); 1944 if (numChildren > 2)
1945 {
1946 p.ParentGroup.areUpdatesSuspended = true;
1947 }
1948 else
1949 {
1950 p.ParentGroup.HasGroupChanged = true;
1951 p.ParentGroup.ScheduleGroupForFullUpdate();
1952 }
1738 } 1953 }
1954 }
1955
1956 // If there is more than one prim remaining, we
1957 // need to re-link
1958 //
1959 if (numChildren > 2)
1960 {
1961 // Remove old root
1962 //
1963 if (newSet.Contains(root))
1964 newSet.Remove(root);
1739 1965
1740 // If there is more than one prim remaining, we 1966 // Preserve link ordering
1741 // need to re-link
1742 // 1967 //
1743 if (numChildren > 2) 1968 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1744 { 1969 {
1745 // Remove old root 1970 return a.LinkNum.CompareTo(b.LinkNum);
1746 // 1971 });
1747 if (newSet.Contains(root))
1748 newSet.Remove(root);
1749
1750 // Preserve link ordering
1751 //
1752 newSet.Sort(delegate (SceneObjectPart a, SceneObjectPart b)
1753 {
1754 return a.LinkNum.CompareTo(b.LinkNum);
1755 });
1756 1972
1757 // Determine new root 1973 // Determine new root
1758 // 1974 //
1759 SceneObjectPart newRoot = newSet[0]; 1975 SceneObjectPart newRoot = newSet[0];
1760 newSet.RemoveAt(0); 1976 newSet.RemoveAt(0);
1761 1977
1762 foreach (SceneObjectPart newChild in newSet) 1978 foreach (SceneObjectPart newChild in newSet)
1763 newChild.ClearUpdateSchedule(); 1979 newChild.ClearUpdateSchedule();
1764 1980
1765 LinkObjects(newRoot, newSet); 1981 newRoot.ParentGroup.areUpdatesSuspended = true;
1766 if (!affectedGroups.Contains(newRoot.ParentGroup)) 1982 LinkObjects(newRoot, newSet);
1767 affectedGroups.Add(newRoot.ParentGroup); 1983 if (!affectedGroups.Contains(newRoot.ParentGroup))
1768 } 1984 affectedGroups.Add(newRoot.ParentGroup);
1769 } 1985 }
1770 } 1986 }
1771 1987
@@ -1773,8 +1989,14 @@ namespace OpenSim.Region.Framework.Scenes
1773 // 1989 //
1774 foreach (SceneObjectGroup g in affectedGroups) 1990 foreach (SceneObjectGroup g in affectedGroups)
1775 { 1991 {
1992 // Child prims that have been unlinked and deleted will
1993 // return unless the root is deleted. This will remove them
1994 // from the database. They will be rewritten immediately,
1995 // minus the rows for the unlinked child prims.
1996 m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
1776 g.TriggerScriptChangedEvent(Changed.LINK); 1997 g.TriggerScriptChangedEvent(Changed.LINK);
1777 g.HasGroupChanged = true; // Persist 1998 g.HasGroupChanged = true; // Persist
1999 g.areUpdatesSuspended = false;
1778 g.ScheduleGroupForFullUpdate(); 2000 g.ScheduleGroupForFullUpdate();
1779 } 2001 }
1780 } 2002 }
@@ -1846,108 +2068,96 @@ namespace OpenSim.Region.Framework.Scenes
1846 /// <param name="GroupID"></param> 2068 /// <param name="GroupID"></param>
1847 /// <param name="rot"></param> 2069 /// <param name="rot"></param>
1848 /// <returns>null if duplication fails, otherwise the duplicated object</returns> 2070 /// <returns>null if duplication fails, otherwise the duplicated object</returns>
1849 public SceneObjectGroup DuplicateObject( 2071 /// <summary>
1850 uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot) 2072 public SceneObjectGroup DuplicateObject(uint originalPrimID, Vector3 offset, uint flags, UUID AgentID, UUID GroupID, Quaternion rot)
1851 { 2073 {
1852 Monitor.Enter(m_updateLock); 2074// m_log.DebugFormat(
2075// "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}",
2076// originalPrimID, offset, AgentID);
1853 2077
1854 try 2078 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
2079 if (original != null)
1855 { 2080 {
1856 // m_log.DebugFormat( 2081 if (m_parentScene.Permissions.CanDuplicateObject(
1857 // "[SCENE]: Duplication of object {0} at offset {1} requested by agent {2}", 2082 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1858 // originalPrimID, offset, AgentID);
1859
1860 SceneObjectGroup original = GetGroupByPrim(originalPrimID);
1861 if (original == null)
1862 { 2083 {
1863 m_log.WarnFormat( 2084 SceneObjectGroup copy = original.Copy(true);
1864 "[SCENEGRAPH]: Attempt to duplicate nonexistant prim id {0} by {1}", originalPrimID, AgentID); 2085 copy.AbsolutePosition = copy.AbsolutePosition + offset;
1865 2086
1866 return null; 2087 if (original.OwnerID != AgentID)
1867 } 2088 {
2089 copy.SetOwnerId(AgentID);
2090 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1868 2091
1869 if (!m_parentScene.Permissions.CanDuplicateObject( 2092 SceneObjectPart[] partList = copy.Parts;
1870 original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
1871 return null;
1872 2093
1873 SceneObjectGroup copy = original.Copy(true); 2094 if (m_parentScene.Permissions.PropagatePermissions())
1874 copy.AbsolutePosition = copy.AbsolutePosition + offset; 2095 {
2096 foreach (SceneObjectPart child in partList)
2097 {
2098 child.Inventory.ChangeInventoryOwner(AgentID);
2099 child.TriggerScriptChangedEvent(Changed.OWNER);
2100 child.ApplyNextOwnerPermissions();
2101 }
2102 }
2103 }
1875 2104
1876 if (original.OwnerID != AgentID) 2105 // FIXME: This section needs to be refactored so that it just calls AddSceneObject()
1877 { 2106 Entities.Add(copy);
1878 copy.SetOwnerId(AgentID);
1879 copy.SetRootPartOwner(copy.RootPart, AgentID, GroupID);
1880 2107
1881 SceneObjectPart[] partList = copy.Parts; 2108 lock (SceneObjectGroupsByFullID)
2109 SceneObjectGroupsByFullID[copy.UUID] = copy;
1882 2110
1883 if (m_parentScene.Permissions.PropagatePermissions()) 2111 SceneObjectPart[] children = copy.Parts;
2112
2113 lock (SceneObjectGroupsByFullPartID)
1884 { 2114 {
1885 foreach (SceneObjectPart child in partList) 2115 SceneObjectGroupsByFullPartID[copy.UUID] = copy;
1886 { 2116 foreach (SceneObjectPart part in children)
1887 child.Inventory.ChangeInventoryOwner(AgentID); 2117 SceneObjectGroupsByFullPartID[part.UUID] = copy;
1888 child.TriggerScriptChangedEvent(Changed.OWNER);
1889 child.ApplyNextOwnerPermissions();
1890 }
1891 } 2118 }
1892 2119
1893 copy.RootPart.ObjectSaleType = 0; 2120 lock (SceneObjectGroupsByLocalPartID)
1894 copy.RootPart.SalePrice = 10; 2121 {
1895 } 2122 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
2123 foreach (SceneObjectPart part in children)
2124 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
2125 }
2126 // PROBABLE END OF FIXME
1896 2127
1897 // FIXME: This section needs to be refactored so that it just calls AddSceneObject() 2128 // Since we copy from a source group that is in selected
1898 Entities.Add(copy); 2129 // state, but the copy is shown deselected in the viewer,
1899 2130 // We need to clear the selection flag here, else that
1900 lock (SceneObjectGroupsByFullID) 2131 // prim never gets persisted at all. The client doesn't
1901 SceneObjectGroupsByFullID[copy.UUID] = copy; 2132 // think it's selected, so it will never send a deselect...
1902 2133 copy.IsSelected = false;
1903 SceneObjectPart[] children = copy.Parts; 2134
1904 2135 m_numPrim += copy.Parts.Length;
1905 lock (SceneObjectGroupsByFullPartID) 2136
1906 { 2137 if (rot != Quaternion.Identity)
1907 SceneObjectGroupsByFullPartID[copy.UUID] = copy; 2138 {
1908 foreach (SceneObjectPart part in children) 2139 copy.UpdateGroupRotationR(rot);
1909 SceneObjectGroupsByFullPartID[part.UUID] = copy; 2140 }
1910 }
1911
1912 lock (SceneObjectGroupsByLocalPartID)
1913 {
1914 SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
1915 foreach (SceneObjectPart part in children)
1916 SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
1917 }
1918 // PROBABLE END OF FIXME
1919
1920 // Since we copy from a source group that is in selected
1921 // state, but the copy is shown deselected in the viewer,
1922 // We need to clear the selection flag here, else that
1923 // prim never gets persisted at all. The client doesn't
1924 // think it's selected, so it will never send a deselect...
1925 copy.IsSelected = false;
1926
1927 m_numPrim += copy.Parts.Length;
1928
1929 if (rot != Quaternion.Identity)
1930 {
1931 copy.UpdateGroupRotationR(rot);
1932 }
1933 2141
1934 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1); 2142 copy.CreateScriptInstances(0, false, m_parentScene.DefaultScriptEngine, 1);
1935 copy.HasGroupChanged = true; 2143 copy.HasGroupChanged = true;
1936 copy.ScheduleGroupForFullUpdate(); 2144 copy.ScheduleGroupForFullUpdate();
1937 copy.ResumeScripts(); 2145 copy.ResumeScripts();
1938 2146
1939 // required for physics to update it's position 2147 // required for physics to update it's position
1940 copy.AbsolutePosition = copy.AbsolutePosition; 2148 copy.AbsolutePosition = copy.AbsolutePosition;
1941 2149
1942 return copy; 2150 return copy;
2151 }
1943 } 2152 }
1944 finally 2153 else
1945 { 2154 {
1946 Monitor.Exit(m_updateLock); 2155 m_log.WarnFormat("[SCENE]: Attempted to duplicate nonexistant prim id {0}", GroupID);
1947 } 2156 }
2157
2158 return null;
1948 } 2159 }
1949 2160
1950 /// <summary>
1951 /// Calculates the distance between two Vector3s 2161 /// Calculates the distance between two Vector3s
1952 /// </summary> 2162 /// </summary>
1953 /// <param name="v1"></param> 2163 /// <param name="v1"></param>
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index d73a959..e3fed49 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -53,12 +53,12 @@ namespace OpenSim.Region.Framework.Scenes
53 get { return m_instance; } 53 get { return m_instance; }
54 } 54 }
55 55
56 private readonly List<Scene> m_localScenes = new List<Scene>(); 56 private readonly DoubleDictionary<UUID, string, Scene> m_localScenes = new DoubleDictionary<UUID, string, Scene>();
57 private Scene m_currentScene = null; 57 private Scene m_currentScene = null;
58 58
59 public List<Scene> Scenes 59 public List<Scene> Scenes
60 { 60 {
61 get { return new List<Scene>(m_localScenes); } 61 get { return new List<Scene>(m_localScenes.FindAll(delegate(Scene s) { return true; })); }
62 } 62 }
63 63
64 public Scene CurrentScene 64 public Scene CurrentScene
@@ -72,13 +72,10 @@ namespace OpenSim.Region.Framework.Scenes
72 { 72 {
73 if (m_currentScene == null) 73 if (m_currentScene == null)
74 { 74 {
75 lock (m_localScenes) 75 List<Scene> sceneList = Scenes;
76 { 76 if (sceneList.Count == 0)
77 if (m_localScenes.Count > 0) 77 return null;
78 return m_localScenes[0]; 78 return sceneList[0];
79 else
80 return null;
81 }
82 } 79 }
83 else 80 else
84 { 81 {
@@ -90,7 +87,7 @@ namespace OpenSim.Region.Framework.Scenes
90 public SceneManager() 87 public SceneManager()
91 { 88 {
92 m_instance = this; 89 m_instance = this;
93 m_localScenes = new List<Scene>(); 90 m_localScenes = new DoubleDictionary<UUID, string, Scene>();
94 } 91 }
95 92
96 public void Close() 93 public void Close()
@@ -98,20 +95,18 @@ namespace OpenSim.Region.Framework.Scenes
98 // collect known shared modules in sharedModules 95 // collect known shared modules in sharedModules
99 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>(); 96 Dictionary<string, IRegionModule> sharedModules = new Dictionary<string, IRegionModule>();
100 97
101 lock (m_localScenes) 98 List<Scene> sceneList = Scenes;
99 for (int i = 0; i < sceneList.Count; i++)
102 { 100 {
103 for (int i = 0; i < m_localScenes.Count; i++) 101 // extract known shared modules from scene
102 foreach (string k in sceneList[i].Modules.Keys)
104 { 103 {
105 // extract known shared modules from scene 104 if (sceneList[i].Modules[k].IsSharedModule &&
106 foreach (string k in m_localScenes[i].Modules.Keys) 105 !sharedModules.ContainsKey(k))
107 { 106 sharedModules[k] = sceneList[i].Modules[k];
108 if (m_localScenes[i].Modules[k].IsSharedModule &&
109 !sharedModules.ContainsKey(k))
110 sharedModules[k] = m_localScenes[i].Modules[k];
111 }
112 // close scene/region
113 m_localScenes[i].Close();
114 } 107 }
108 // close scene/region
109 sceneList[i].Close();
115 } 110 }
116 111
117 // all regions/scenes are now closed, we can now safely 112 // all regions/scenes are now closed, we can now safely
@@ -120,31 +115,22 @@ namespace OpenSim.Region.Framework.Scenes
120 { 115 {
121 mod.Close(); 116 mod.Close();
122 } 117 }
118
119 m_localScenes.Clear();
123 } 120 }
124 121
125 public void Close(Scene cscene) 122 public void Close(Scene cscene)
126 { 123 {
127 lock (m_localScenes) 124 if (!m_localScenes.ContainsKey(cscene.RegionInfo.RegionID))
128 { 125 return;
129 if (m_localScenes.Contains(cscene)) 126 cscene.Close();
130 {
131 for (int i = 0; i < m_localScenes.Count; i++)
132 {
133 if (m_localScenes[i].Equals(cscene))
134 {
135 m_localScenes[i].Close();
136 }
137 }
138 }
139 }
140 } 127 }
141 128
142 public void Add(Scene scene) 129 public void Add(Scene scene)
143 { 130 {
144 scene.OnRestart += HandleRestart; 131 scene.OnRestart += HandleRestart;
145 132
146 lock (m_localScenes) 133 m_localScenes.Add(scene.RegionInfo.RegionID, scene.RegionInfo.RegionName, scene);
147 m_localScenes.Add(scene);
148 } 134 }
149 135
150 public void HandleRestart(RegionInfo rdata) 136 public void HandleRestart(RegionInfo rdata)
@@ -152,24 +138,7 @@ namespace OpenSim.Region.Framework.Scenes
152 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main"); 138 m_log.Error("[SCENEMANAGER]: Got Restart message for region:" + rdata.RegionName + " Sending up to main");
153 int RegionSceneElement = -1; 139 int RegionSceneElement = -1;
154 140
155 lock (m_localScenes) 141 m_localScenes.Remove(rdata.RegionID);
156 {
157 for (int i = 0; i < m_localScenes.Count; i++)
158 {
159 if (rdata.RegionName == m_localScenes[i].RegionInfo.RegionName)
160 {
161 RegionSceneElement = i;
162 }
163 }
164
165 // Now we make sure the region is no longer known about by the SceneManager
166 // Prevents duplicates.
167
168 if (RegionSceneElement >= 0)
169 {
170 m_localScenes.RemoveAt(RegionSceneElement);
171 }
172 }
173 142
174 // Send signal to main that we're restarting this sim. 143 // Send signal to main that we're restarting this sim.
175 OnRestartSim(rdata); 144 OnRestartSim(rdata);
@@ -179,32 +148,29 @@ namespace OpenSim.Region.Framework.Scenes
179 { 148 {
180 RegionInfo Result = null; 149 RegionInfo Result = null;
181 150
182 lock (m_localScenes) 151 Scene s = m_localScenes.FindValue(delegate(Scene x)
183 {
184 for (int i = 0; i < m_localScenes.Count; i++)
185 {
186 if (m_localScenes[i].RegionInfo.RegionHandle == regionHandle)
187 { 152 {
188 // Inform other regions to tell their avatar about me 153 if (x.RegionInfo.RegionHandle == regionHandle)
189 Result = m_localScenes[i].RegionInfo; 154 return true;
190 } 155 return false;
191 } 156 });
192 157
193 if (Result != null) 158 if (s != null)
159 {
160 List<Scene> sceneList = Scenes;
161
162 for (int i = 0; i < sceneList.Count; i++)
194 { 163 {
195 for (int i = 0; i < m_localScenes.Count; i++) 164 if (sceneList[i]!= s)
196 { 165 {
197 if (m_localScenes[i].RegionInfo.RegionHandle != regionHandle) 166 // Inform other regions to tell their avatar about me
198 { 167 //sceneList[i].OtherRegionUp(Result);
199 // Inform other regions to tell their avatar about me
200 //m_localScenes[i].OtherRegionUp(Result);
201 }
202 } 168 }
203 } 169 }
204 else 170 }
205 { 171 else
206 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up"); 172 {
207 } 173 m_log.Error("[REGION]: Unable to notify Other regions of this Region coming up");
208 } 174 }
209 } 175 }
210 176
@@ -308,8 +274,8 @@ namespace OpenSim.Region.Framework.Scenes
308 { 274 {
309 if (m_currentScene == null) 275 if (m_currentScene == null)
310 { 276 {
311 lock (m_localScenes) 277 List<Scene> sceneList = Scenes;
312 m_localScenes.ForEach(func); 278 sceneList.ForEach(func);
313 } 279 }
314 else 280 else
315 { 281 {
@@ -338,16 +304,12 @@ namespace OpenSim.Region.Framework.Scenes
338 } 304 }
339 else 305 else
340 { 306 {
341 lock (m_localScenes) 307 Scene s;
308
309 if (m_localScenes.TryGetValue(regionName, out s))
342 { 310 {
343 foreach (Scene scene in m_localScenes) 311 m_currentScene = s;
344 { 312 return true;
345 if (String.Compare(scene.RegionInfo.RegionName, regionName, true) == 0)
346 {
347 m_currentScene = scene;
348 return true;
349 }
350 }
351 } 313 }
352 314
353 return false; 315 return false;
@@ -356,18 +318,14 @@ namespace OpenSim.Region.Framework.Scenes
356 318
357 public bool TrySetCurrentScene(UUID regionID) 319 public bool TrySetCurrentScene(UUID regionID)
358 { 320 {
359 m_log.Debug("Searching for Region: '" + regionID + "'"); 321// m_log.Debug("Searching for Region: '" + regionID + "'");
360 322
361 lock (m_localScenes) 323 Scene s;
324
325 if (m_localScenes.TryGetValue(regionID, out s))
362 { 326 {
363 foreach (Scene scene in m_localScenes) 327 m_currentScene = s;
364 { 328 return true;
365 if (scene.RegionInfo.RegionID == regionID)
366 {
367 m_currentScene = scene;
368 return true;
369 }
370 }
371 } 329 }
372 330
373 return false; 331 return false;
@@ -375,52 +333,24 @@ namespace OpenSim.Region.Framework.Scenes
375 333
376 public bool TryGetScene(string regionName, out Scene scene) 334 public bool TryGetScene(string regionName, out Scene scene)
377 { 335 {
378 lock (m_localScenes) 336 return m_localScenes.TryGetValue(regionName, out scene);
379 {
380 foreach (Scene mscene in m_localScenes)
381 {
382 if (String.Compare(mscene.RegionInfo.RegionName, regionName, true) == 0)
383 {
384 scene = mscene;
385 return true;
386 }
387 }
388 }
389
390 scene = null;
391 return false;
392 } 337 }
393 338
394 public bool TryGetScene(UUID regionID, out Scene scene) 339 public bool TryGetScene(UUID regionID, out Scene scene)
395 { 340 {
396 lock (m_localScenes) 341 return m_localScenes.TryGetValue(regionID, out scene);
397 {
398 foreach (Scene mscene in m_localScenes)
399 {
400 if (mscene.RegionInfo.RegionID == regionID)
401 {
402 scene = mscene;
403 return true;
404 }
405 }
406 }
407
408 scene = null;
409 return false;
410 } 342 }
411 343
412 public bool TryGetScene(uint locX, uint locY, out Scene scene) 344 public bool TryGetScene(uint locX, uint locY, out Scene scene)
413 { 345 {
414 lock (m_localScenes) 346 List<Scene> sceneList = Scenes;
347 foreach (Scene mscene in sceneList)
415 { 348 {
416 foreach (Scene mscene in m_localScenes) 349 if (mscene.RegionInfo.RegionLocX == locX &&
350 mscene.RegionInfo.RegionLocY == locY)
417 { 351 {
418 if (mscene.RegionInfo.RegionLocX == locX && 352 scene = mscene;
419 mscene.RegionInfo.RegionLocY == locY) 353 return true;
420 {
421 scene = mscene;
422 return true;
423 }
424 } 354 }
425 } 355 }
426 356
@@ -430,16 +360,14 @@ namespace OpenSim.Region.Framework.Scenes
430 360
431 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene) 361 public bool TryGetScene(IPEndPoint ipEndPoint, out Scene scene)
432 { 362 {
433 lock (m_localScenes) 363 List<Scene> sceneList = Scenes;
364 foreach (Scene mscene in sceneList)
434 { 365 {
435 foreach (Scene mscene in m_localScenes) 366 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) &&
367 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port))
436 { 368 {
437 if ((mscene.RegionInfo.InternalEndPoint.Equals(ipEndPoint.Address)) && 369 scene = mscene;
438 (mscene.RegionInfo.InternalEndPoint.Port == ipEndPoint.Port)) 370 return true;
439 {
440 scene = mscene;
441 return true;
442 }
443 } 371 }
444 } 372 }
445 373
@@ -504,15 +432,10 @@ namespace OpenSim.Region.Framework.Scenes
504 432
505 public RegionInfo GetRegionInfo(UUID regionID) 433 public RegionInfo GetRegionInfo(UUID regionID)
506 { 434 {
507 lock (m_localScenes) 435 Scene s;
436 if (m_localScenes.TryGetValue(regionID, out s))
508 { 437 {
509 foreach (Scene scene in m_localScenes) 438 return s.RegionInfo;
510 {
511 if (scene.RegionInfo.RegionID == regionID)
512 {
513 return scene.RegionInfo;
514 }
515 }
516 } 439 }
517 440
518 return null; 441 return null;
@@ -530,14 +453,12 @@ namespace OpenSim.Region.Framework.Scenes
530 453
531 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar) 454 public bool TryGetScenePresence(UUID avatarId, out ScenePresence avatar)
532 { 455 {
533 lock (m_localScenes) 456 List<Scene> sceneList = Scenes;
457 foreach (Scene scene in sceneList)
534 { 458 {
535 foreach (Scene scene in m_localScenes) 459 if (scene.TryGetScenePresence(avatarId, out avatar))
536 { 460 {
537 if (scene.TryGetScenePresence(avatarId, out avatar)) 461 return true;
538 {
539 return true;
540 }
541 } 462 }
542 } 463 }
543 464
@@ -547,15 +468,13 @@ namespace OpenSim.Region.Framework.Scenes
547 468
548 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar) 469 public bool TryGetRootScenePresence(UUID avatarId, out ScenePresence avatar)
549 { 470 {
550 lock (m_localScenes) 471 List<Scene> sceneList = Scenes;
472 foreach (Scene scene in sceneList)
551 { 473 {
552 foreach (Scene scene in m_localScenes) 474 avatar = scene.GetScenePresence(avatarId);
553 {
554 avatar = scene.GetScenePresence(avatarId);
555 475
556 if (avatar != null && !avatar.IsChildAgent) 476 if (avatar != null && !avatar.IsChildAgent)
557 return true; 477 return true;
558 }
559 } 478 }
560 479
561 avatar = null; 480 avatar = null;
@@ -564,22 +483,19 @@ namespace OpenSim.Region.Framework.Scenes
564 483
565 public void CloseScene(Scene scene) 484 public void CloseScene(Scene scene)
566 { 485 {
567 lock (m_localScenes) 486 m_localScenes.Remove(scene.RegionInfo.RegionID);
568 m_localScenes.Remove(scene);
569 487
570 scene.Close(); 488 scene.Close();
571 } 489 }
572 490
573 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar) 491 public bool TryGetAvatarByName(string avatarName, out ScenePresence avatar)
574 { 492 {
575 lock (m_localScenes) 493 List<Scene> sceneList = Scenes;
494 foreach (Scene scene in sceneList)
576 { 495 {
577 foreach (Scene scene in m_localScenes) 496 if (scene.TryGetAvatarByName(avatarName, out avatar))
578 { 497 {
579 if (scene.TryGetAvatarByName(avatarName, out avatar)) 498 return true;
580 {
581 return true;
582 }
583 } 499 }
584 } 500 }
585 501
@@ -589,14 +505,12 @@ namespace OpenSim.Region.Framework.Scenes
589 505
590 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp) 506 public bool TryGetRootScenePresenceByName(string firstName, string lastName, out ScenePresence sp)
591 { 507 {
592 lock (m_localScenes) 508 List<Scene> sceneList = Scenes;
509 foreach (Scene scene in sceneList)
593 { 510 {
594 foreach (Scene scene in m_localScenes) 511 sp = scene.GetScenePresence(firstName, lastName);
595 { 512 if (sp != null && !sp.IsChildAgent)
596 sp = scene.GetScenePresence(firstName, lastName); 513 return true;
597 if (sp != null && !sp.IsChildAgent)
598 return true;
599 }
600 } 514 }
601 515
602 sp = null; 516 sp = null;
@@ -605,8 +519,8 @@ namespace OpenSim.Region.Framework.Scenes
605 519
606 public void ForEachScene(Action<Scene> action) 520 public void ForEachScene(Action<Scene> action)
607 { 521 {
608 lock (m_localScenes) 522 List<Scene> sceneList = Scenes;
609 m_localScenes.ForEach(action); 523 sceneList.ForEach(action);
610 } 524 }
611 } 525 }
612} 526}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index ddf5da0..26524fb 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -81,10 +81,6 @@ namespace OpenSim.Region.Framework.Scenes
81 /// <summary> 81 /// <summary>
82 /// Stop and remove the scripts contained in all the prims in this group 82 /// Stop and remove the scripts contained in all the prims in this group
83 /// </summary> 83 /// </summary>
84 /// <param name="sceneObjectBeingDeleted">
85 /// Should be true if these scripts are being removed because the scene
86 /// object is being deleted. This will prevent spurious updates to the client.
87 /// </param>
88 public void RemoveScriptInstances(bool sceneObjectBeingDeleted) 84 public void RemoveScriptInstances(bool sceneObjectBeingDeleted)
89 { 85 {
90 SceneObjectPart[] parts = m_parts.GetArray(); 86 SceneObjectPart[] parts = m_parts.GetArray();
@@ -247,6 +243,11 @@ namespace OpenSim.Region.Framework.Scenes
247 243
248 public uint GetEffectivePermissions() 244 public uint GetEffectivePermissions()
249 { 245 {
246 return GetEffectivePermissions(false);
247 }
248
249 public uint GetEffectivePermissions(bool useBase)
250 {
250 uint perms=(uint)(PermissionMask.Modify | 251 uint perms=(uint)(PermissionMask.Modify |
251 PermissionMask.Copy | 252 PermissionMask.Copy |
252 PermissionMask.Move | 253 PermissionMask.Move |
@@ -258,7 +259,10 @@ namespace OpenSim.Region.Framework.Scenes
258 for (int i = 0; i < parts.Length; i++) 259 for (int i = 0; i < parts.Length; i++)
259 { 260 {
260 SceneObjectPart part = parts[i]; 261 SceneObjectPart part = parts[i];
261 ownerMask &= part.OwnerMask; 262 if (useBase)
263 ownerMask &= part.BaseMask;
264 else
265 ownerMask &= part.OwnerMask;
262 perms &= part.Inventory.MaskEffectivePermissions(); 266 perms &= part.Inventory.MaskEffectivePermissions();
263 } 267 }
264 268
@@ -400,6 +404,9 @@ namespace OpenSim.Region.Framework.Scenes
400 404
401 public void ResumeScripts() 405 public void ResumeScripts()
402 { 406 {
407 if (m_scene.RegionInfo.RegionSettings.DisableScripts)
408 return;
409
403 SceneObjectPart[] parts = m_parts.GetArray(); 410 SceneObjectPart[] parts = m_parts.GetArray();
404 for (int i = 0; i < parts.Length; i++) 411 for (int i = 0; i < parts.Length; i++)
405 parts[i].Inventory.ResumeScripts(); 412 parts[i].Inventory.ResumeScripts();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fc04761..cc7d0fb 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 /// <summary> 134 /// <summary>
112 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage 135 /// This indicates whether the object has changed such that it needs to be repersisted to permenant storage
@@ -123,9 +146,39 @@ namespace OpenSim.Region.Framework.Scenes
123 { 146 {
124 if (value) 147 if (value)
125 { 148 {
149 if (m_isBackedUp)
150 {
151 m_scene.SceneGraph.FireChangeBackup(this);
152 }
126 timeLastChanged = DateTime.Now.Ticks; 153 timeLastChanged = DateTime.Now.Ticks;
127 if (!m_hasGroupChanged) 154 if (!m_hasGroupChanged)
128 timeFirstChanged = DateTime.Now.Ticks; 155 timeFirstChanged = DateTime.Now.Ticks;
156 if (m_rootPart != null && m_rootPart.UUID != null && m_scene != null)
157 {
158 if (m_rand == null)
159 {
160 byte[] val = new byte[16];
161 m_rootPart.UUID.ToBytes(val, 0);
162 m_rand = new Random(BitConverter.ToInt32(val, 0));
163 }
164
165 if (m_scene.GetRootAgentCount() == 0)
166 {
167 //If the region is empty, this change has been made by an automated process
168 //and thus we delay the persist time by a random amount between 1.5 and 2.5.
169
170 float factor = 1.5f + (float)(m_rand.NextDouble());
171 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * factor);
172 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * factor);
173 }
174 else
175 {
176 //If the region is not empty, we want to obey the minimum and maximum persist times
177 //but add a random factor so we stagger the object persistance a little
178 m_maxPersistTime = (long)((float)m_scene.m_persistAfter * (1.0d - (m_rand.NextDouble() / 5.0d))); //Multiply by 1.0-1.5
179 m_minPersistTime = (long)((float)m_scene.m_dontPersistBefore * (1.0d + (m_rand.NextDouble() / 2.0d))); //Multiply by 0.8-1.0
180 }
181 }
129 } 182 }
130 m_hasGroupChanged = value; 183 m_hasGroupChanged = value;
131 184
@@ -140,7 +193,7 @@ namespace OpenSim.Region.Framework.Scenes
140 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since 193 /// Has the group changed due to an unlink operation? We record this in order to optimize deletion, since
141 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation. 194 /// an unlinked group currently has to be persisted to the database before we can perform an unlink operation.
142 /// </summary> 195 /// </summary>
143 public bool HasGroupChangedDueToDelink { get; private set; } 196 public bool HasGroupChangedDueToDelink { get; set; }
144 197
145 private bool isTimeToPersist() 198 private bool isTimeToPersist()
146 { 199 {
@@ -150,8 +203,19 @@ namespace OpenSim.Region.Framework.Scenes
150 return false; 203 return false;
151 if (m_scene.ShuttingDown) 204 if (m_scene.ShuttingDown)
152 return true; 205 return true;
206
207 if (m_minPersistTime == 0 || m_maxPersistTime == 0)
208 {
209 m_maxPersistTime = m_scene.m_persistAfter;
210 m_minPersistTime = m_scene.m_dontPersistBefore;
211 }
212
153 long currentTime = DateTime.Now.Ticks; 213 long currentTime = DateTime.Now.Ticks;
154 if (currentTime - timeLastChanged > m_scene.m_dontPersistBefore || currentTime - timeFirstChanged > m_scene.m_persistAfter) 214
215 if (timeLastChanged == 0) timeLastChanged = currentTime;
216 if (timeFirstChanged == 0) timeFirstChanged = currentTime;
217
218 if (currentTime - timeLastChanged > m_minPersistTime || currentTime - timeFirstChanged > m_maxPersistTime)
155 return true; 219 return true;
156 return false; 220 return false;
157 } 221 }
@@ -270,10 +334,10 @@ namespace OpenSim.Region.Framework.Scenes
270 334
271 private bool m_scriptListens_atTarget; 335 private bool m_scriptListens_atTarget;
272 private bool m_scriptListens_notAtTarget; 336 private bool m_scriptListens_notAtTarget;
273
274 private bool m_scriptListens_atRotTarget; 337 private bool m_scriptListens_atRotTarget;
275 private bool m_scriptListens_notAtRotTarget; 338 private bool m_scriptListens_notAtRotTarget;
276 339
340 public bool m_dupeInProgress = false;
277 internal Dictionary<UUID, string> m_savedScriptState; 341 internal Dictionary<UUID, string> m_savedScriptState;
278 342
279 #region Properties 343 #region Properties
@@ -310,6 +374,16 @@ namespace OpenSim.Region.Framework.Scenes
310 get { return m_parts.Count; } 374 get { return m_parts.Count; }
311 } 375 }
312 376
377// protected Quaternion m_rotation = Quaternion.Identity;
378//
379// public virtual Quaternion Rotation
380// {
381// get { return m_rotation; }
382// set {
383// m_rotation = value;
384// }
385// }
386
313 public Quaternion GroupRotation 387 public Quaternion GroupRotation
314 { 388 {
315 get { return m_rootPart.RotationOffset; } 389 get { return m_rootPart.RotationOffset; }
@@ -416,7 +490,15 @@ namespace OpenSim.Region.Framework.Scenes
416 { 490 {
417 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0)); 491 return (IsAttachment || (m_rootPart.Shape.PCode == 9 && m_rootPart.Shape.State != 0));
418 } 492 }
419 493
494
495
496 private struct avtocrossInfo
497 {
498 public ScenePresence av;
499 public uint ParentID;
500 }
501
420 /// <summary> 502 /// <summary>
421 /// The absolute position of this scene object in the scene 503 /// The absolute position of this scene object in the scene
422 /// </summary> 504 /// </summary>
@@ -429,14 +511,128 @@ namespace OpenSim.Region.Framework.Scenes
429 511
430 if (Scene != null) 512 if (Scene != null)
431 { 513 {
432 if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W) 514 // if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
433 || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S)) 515 // || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
516 // && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
517 if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
518 || Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
434 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims)) 519 && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
435 { 520 {
436 m_scene.CrossPrimGroupIntoNewRegion(val, this, true); 521 IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
522 uint x = 0;
523 uint y = 0;
524 string version = String.Empty;
525 Vector3 newpos = Vector3.Zero;
526 OpenSim.Services.Interfaces.GridRegion destination = null;
527
528 bool canCross = true;
529 foreach (ScenePresence av in m_linkedAvatars)
530 {
531 // We need to cross these agents. First, let's find
532 // out if any of them can't cross for some reason.
533 // We have to deny the crossing entirely if any
534 // of them are banned. Alternatively, we could
535 // unsit banned agents....
536
537
538 // We set the avatar position as being the object
539 // position to get the region to send to
540 if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
541 {
542 canCross = false;
543 break;
544 }
545
546 m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
547 }
548
549 if (canCross)
550 {
551 // We unparent the SP quietly so that it won't
552 // be made to stand up
553
554 List<avtocrossInfo> avsToCross = new List<avtocrossInfo>();
555
556 foreach (ScenePresence av in m_linkedAvatars)
557 {
558 avtocrossInfo avinfo = new avtocrossInfo();
559 SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
560 if (parentPart != null)
561 av.ParentUUID = parentPart.UUID;
562
563 avinfo.av = av;
564 avinfo.ParentID = av.ParentID;
565 avsToCross.Add(avinfo);
566
567 av.ParentID = 0;
568 }
569
570// m_linkedAvatars.Clear();
571 m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
572
573 // Normalize
574 if (val.X >= Constants.RegionSize)
575 val.X -= Constants.RegionSize;
576 if (val.Y >= Constants.RegionSize)
577 val.Y -= Constants.RegionSize;
578 if (val.X < 0)
579 val.X += Constants.RegionSize;
580 if (val.Y < 0)
581 val.Y += Constants.RegionSize;
582
583 // If it's deleted, crossing was successful
584 if (IsDeleted)
585 {
586 // foreach (ScenePresence av in m_linkedAvatars)
587 foreach (avtocrossInfo avinfo in avsToCross)
588 {
589 ScenePresence av = avinfo.av;
590 if (!av.IsInTransit) // just in case...
591 {
592 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
593
594 av.IsInTransit = true;
595
596 CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
597 d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
598 }
599 else
600 m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar alreasy in transit {0} to {1}", av.Name, val);
601 }
602 avsToCross.Clear();
603 return;
604 }
605 else // cross failed, put avas back ??
606 {
607 foreach (avtocrossInfo avinfo in avsToCross)
608 {
609 ScenePresence av = avinfo.av;
610 av.ParentUUID = UUID.Zero;
611 av.ParentID = avinfo.ParentID;
612// m_linkedAvatars.Add(av);
613 }
614 }
615 avsToCross.Clear();
616
617 }
618 else if (RootPart.PhysActor != null)
619 {
620 RootPart.PhysActor.CrossingFailure();
621 }
622
623 Vector3 oldp = AbsolutePosition;
624 val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
625 val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
626 val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
437 } 627 }
438 } 628 }
439 629
630/* don't see the need but worse don't see where is restored to false if things stay in
631 foreach (SceneObjectPart part in m_parts.GetArray())
632 {
633 part.IgnoreUndoUpdate = true;
634 }
635 */
440 if (RootPart.GetStatusSandbox()) 636 if (RootPart.GetStatusSandbox())
441 { 637 {
442 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10) 638 if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
@@ -450,11 +646,39 @@ namespace OpenSim.Region.Framework.Scenes
450 return; 646 return;
451 } 647 }
452 } 648 }
453
454 SceneObjectPart[] parts = m_parts.GetArray(); 649 SceneObjectPart[] parts = m_parts.GetArray();
455 for (int i = 0; i < parts.Length; i++) 650 bool triggerScriptEvent = m_rootPart.GroupPosition != val;
456 parts[i].GroupPosition = val; 651 if (m_dupeInProgress)
652 triggerScriptEvent = false;
653 foreach (SceneObjectPart part in parts)
654 {
655 part.GroupPosition = val;
656 if (triggerScriptEvent)
657 part.TriggerScriptChangedEvent(Changed.POSITION);
658 }
457 659
660/*
661 This seems not needed and should not be needed:
662 sp absolute position depends on sit part absolute position fixed above.
663 sp ParentPosition is not used anywhere.
664 Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
665 Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
666
667 if (!m_dupeInProgress)
668 {
669 foreach (ScenePresence av in m_linkedAvatars)
670 {
671 SceneObjectPart p = m_scene.GetSceneObjectPart(av.ParentID);
672 if (p != null && m_parts.TryGetValue(p.UUID, out p))
673 {
674 Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
675 av.AbsolutePosition += offset;
676// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
677 av.SendAvatarDataToAllAgents();
678 }
679 }
680 }
681*/
458 //if (m_rootPart.PhysActor != null) 682 //if (m_rootPart.PhysActor != null)
459 //{ 683 //{
460 //m_rootPart.PhysActor.Position = 684 //m_rootPart.PhysActor.Position =
@@ -468,6 +692,40 @@ namespace OpenSim.Region.Framework.Scenes
468 } 692 }
469 } 693 }
470 694
695 public override Vector3 Velocity
696 {
697 get { return RootPart.Velocity; }
698 set { RootPart.Velocity = value; }
699 }
700
701 private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
702 {
703 CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
704 ScenePresence agent = icon.EndInvoke(iar);
705
706 //// If the cross was successful, this agent is a child agent
707 if (agent.IsChildAgent)
708 {
709 if (agent.ParentUUID != UUID.Zero)
710 {
711 agent.ParentPart = null;
712// agent.ParentPosition = Vector3.Zero;
713// agent.ParentUUID = UUID.Zero;
714 }
715 }
716
717 agent.ParentUUID = UUID.Zero;
718
719// agent.Reset();
720// else // Not successful
721// agent.RestoreInCurrentScene();
722
723 // In any case
724 agent.IsInTransit = false;
725
726 m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
727 }
728
471 public override uint LocalId 729 public override uint LocalId
472 { 730 {
473 get { return m_rootPart.LocalId; } 731 get { return m_rootPart.LocalId; }
@@ -538,6 +796,11 @@ namespace OpenSim.Region.Framework.Scenes
538 m_isSelected = value; 796 m_isSelected = value;
539 // Tell physics engine that group is selected 797 // Tell physics engine that group is selected
540 798
799 // this is not right
800 // but ode engines should only really need to know about root part
801 // so they can put entire object simulation on hold and not colliding
802 // keep as was for now
803
541 PhysicsActor pa = m_rootPart.PhysActor; 804 PhysicsActor pa = m_rootPart.PhysActor;
542 if (pa != null) 805 if (pa != null)
543 { 806 {
@@ -554,6 +817,42 @@ namespace OpenSim.Region.Framework.Scenes
554 childPa.Selected = value; 817 childPa.Selected = value;
555 } 818 }
556 } 819 }
820 if (RootPart.KeyframeMotion != null)
821 RootPart.KeyframeMotion.Selected = value;
822 }
823 }
824
825 public void PartSelectChanged(bool partSelect)
826 {
827 // any part selected makes group selected
828 if (m_isSelected == partSelect)
829 return;
830
831 if (partSelect)
832 {
833 IsSelected = partSelect;
834// if (!IsAttachment)
835// ScheduleGroupForFullUpdate();
836 }
837 else
838 {
839 // bad bad bad 2 heavy for large linksets
840 // since viewer does send lot of (un)selects
841 // this needs to be replaced by a specific list or count ?
842 // but that will require extra code in several places
843
844 SceneObjectPart[] parts = m_parts.GetArray();
845 for (int i = 0; i < parts.Length; i++)
846 {
847 SceneObjectPart part = parts[i];
848 if (part.IsSelected)
849 return;
850 }
851 IsSelected = partSelect;
852 if (!IsAttachment)
853 {
854 ScheduleGroupForFullUpdate();
855 }
557 } 856 }
558 } 857 }
559 858
@@ -631,6 +930,7 @@ namespace OpenSim.Region.Framework.Scenes
631 /// </summary> 930 /// </summary>
632 public SceneObjectGroup() 931 public SceneObjectGroup()
633 { 932 {
933
634 } 934 }
635 935
636 /// <summary> 936 /// <summary>
@@ -647,7 +947,7 @@ namespace OpenSim.Region.Framework.Scenes
647 /// Constructor. This object is added to the scene later via AttachToScene() 947 /// Constructor. This object is added to the scene later via AttachToScene()
648 /// </summary> 948 /// </summary>
649 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape) 949 public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
650 { 950 {
651 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero)); 951 SetRootPart(new SceneObjectPart(ownerID, shape, pos, rot, Vector3.Zero));
652 } 952 }
653 953
@@ -683,6 +983,9 @@ namespace OpenSim.Region.Framework.Scenes
683 /// </summary> 983 /// </summary>
684 public virtual void AttachToBackup() 984 public virtual void AttachToBackup()
685 { 985 {
986 if (IsAttachment) return;
987 m_scene.SceneGraph.FireAttachToBackup(this);
988
686 if (InSceneBackup) 989 if (InSceneBackup)
687 { 990 {
688 //m_log.DebugFormat( 991 //m_log.DebugFormat(
@@ -725,6 +1028,13 @@ namespace OpenSim.Region.Framework.Scenes
725 1028
726 ApplyPhysics(); 1029 ApplyPhysics();
727 1030
1031 if (RootPart.PhysActor != null)
1032 RootPart.Force = RootPart.Force;
1033 if (RootPart.PhysActor != null)
1034 RootPart.Torque = RootPart.Torque;
1035 if (RootPart.PhysActor != null)
1036 RootPart.Buoyancy = RootPart.Buoyancy;
1037
728 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled 1038 // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
729 // for the same object with very different properties. The caller must schedule the update. 1039 // for the same object with very different properties. The caller must schedule the update.
730 //ScheduleGroupForFullUpdate(); 1040 //ScheduleGroupForFullUpdate();
@@ -740,6 +1050,10 @@ namespace OpenSim.Region.Framework.Scenes
740 EntityIntersection result = new EntityIntersection(); 1050 EntityIntersection result = new EntityIntersection();
741 1051
742 SceneObjectPart[] parts = m_parts.GetArray(); 1052 SceneObjectPart[] parts = m_parts.GetArray();
1053
1054 // Find closest hit here
1055 float idist = float.MaxValue;
1056
743 for (int i = 0; i < parts.Length; i++) 1057 for (int i = 0; i < parts.Length; i++)
744 { 1058 {
745 SceneObjectPart part = parts[i]; 1059 SceneObjectPart part = parts[i];
@@ -754,11 +1068,6 @@ namespace OpenSim.Region.Framework.Scenes
754 1068
755 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters); 1069 EntityIntersection inter = part.TestIntersectionOBB(hRay, parentrotation, frontFacesOnly, faceCenters);
756 1070
757 // This may need to be updated to the maximum draw distance possible..
758 // We might (and probably will) be checking for prim creation from other sims
759 // when the camera crosses the border.
760 float idist = Constants.RegionSize;
761
762 if (inter.HitTF) 1071 if (inter.HitTF)
763 { 1072 {
764 // We need to find the closest prim to return to the testcaller along the ray 1073 // We need to find the closest prim to return to the testcaller along the ray
@@ -769,10 +1078,11 @@ namespace OpenSim.Region.Framework.Scenes
769 result.obj = part; 1078 result.obj = part;
770 result.normal = inter.normal; 1079 result.normal = inter.normal;
771 result.distance = inter.distance; 1080 result.distance = inter.distance;
1081
1082 idist = inter.distance;
772 } 1083 }
773 } 1084 }
774 } 1085 }
775
776 return result; 1086 return result;
777 } 1087 }
778 1088
@@ -784,25 +1094,27 @@ namespace OpenSim.Region.Framework.Scenes
784 /// <returns></returns> 1094 /// <returns></returns>
785 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ) 1095 public void GetAxisAlignedBoundingBoxRaw(out float minX, out float maxX, out float minY, out float maxY, out float minZ, out float maxZ)
786 { 1096 {
787 maxX = -256f; 1097 maxX = float.MinValue;
788 maxY = -256f; 1098 maxY = float.MinValue;
789 maxZ = -256f; 1099 maxZ = float.MinValue;
790 minX = 256f; 1100 minX = float.MaxValue;
791 minY = 256f; 1101 minY = float.MaxValue;
792 minZ = 8192f; 1102 minZ = float.MaxValue;
793 1103
794 SceneObjectPart[] parts = m_parts.GetArray(); 1104 SceneObjectPart[] parts = m_parts.GetArray();
795 for (int i = 0; i < parts.Length; i++) 1105 foreach (SceneObjectPart part in parts)
796 { 1106 {
797 SceneObjectPart part = parts[i];
798
799 Vector3 worldPos = part.GetWorldPosition(); 1107 Vector3 worldPos = part.GetWorldPosition();
800 Vector3 offset = worldPos - AbsolutePosition; 1108 Vector3 offset = worldPos - AbsolutePosition;
801 Quaternion worldRot; 1109 Quaternion worldRot;
802 if (part.ParentID == 0) 1110 if (part.ParentID == 0)
1111 {
803 worldRot = part.RotationOffset; 1112 worldRot = part.RotationOffset;
1113 }
804 else 1114 else
1115 {
805 worldRot = part.GetWorldRotation(); 1116 worldRot = part.GetWorldRotation();
1117 }
806 1118
807 Vector3 frontTopLeft; 1119 Vector3 frontTopLeft;
808 Vector3 frontTopRight; 1120 Vector3 frontTopRight;
@@ -814,6 +1126,8 @@ namespace OpenSim.Region.Framework.Scenes
814 Vector3 backBottomLeft; 1126 Vector3 backBottomLeft;
815 Vector3 backBottomRight; 1127 Vector3 backBottomRight;
816 1128
1129 // Vector3[] corners = new Vector3[8];
1130
817 Vector3 orig = Vector3.Zero; 1131 Vector3 orig = Vector3.Zero;
818 1132
819 frontTopLeft.X = orig.X - (part.Scale.X / 2); 1133 frontTopLeft.X = orig.X - (part.Scale.X / 2);
@@ -848,6 +1162,38 @@ namespace OpenSim.Region.Framework.Scenes
848 backBottomRight.Y = orig.Y + (part.Scale.Y / 2); 1162 backBottomRight.Y = orig.Y + (part.Scale.Y / 2);
849 backBottomRight.Z = orig.Z - (part.Scale.Z / 2); 1163 backBottomRight.Z = orig.Z - (part.Scale.Z / 2);
850 1164
1165
1166
1167 //m_log.InfoFormat("pre corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1168 //m_log.InfoFormat("pre corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1169 //m_log.InfoFormat("pre corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1170 //m_log.InfoFormat("pre corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1171 //m_log.InfoFormat("pre corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1172 //m_log.InfoFormat("pre corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1173 //m_log.InfoFormat("pre corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1174 //m_log.InfoFormat("pre corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1175
1176 //for (int i = 0; i < 8; i++)
1177 //{
1178 // corners[i] = corners[i] * worldRot;
1179 // corners[i] += offset;
1180
1181 // if (corners[i].X > maxX)
1182 // maxX = corners[i].X;
1183 // if (corners[i].X < minX)
1184 // minX = corners[i].X;
1185
1186 // if (corners[i].Y > maxY)
1187 // maxY = corners[i].Y;
1188 // if (corners[i].Y < minY)
1189 // minY = corners[i].Y;
1190
1191 // if (corners[i].Z > maxZ)
1192 // maxZ = corners[i].Y;
1193 // if (corners[i].Z < minZ)
1194 // minZ = corners[i].Z;
1195 //}
1196
851 frontTopLeft = frontTopLeft * worldRot; 1197 frontTopLeft = frontTopLeft * worldRot;
852 frontTopRight = frontTopRight * worldRot; 1198 frontTopRight = frontTopRight * worldRot;
853 frontBottomLeft = frontBottomLeft * worldRot; 1199 frontBottomLeft = frontBottomLeft * worldRot;
@@ -869,6 +1215,15 @@ namespace OpenSim.Region.Framework.Scenes
869 backTopLeft += offset; 1215 backTopLeft += offset;
870 backTopRight += offset; 1216 backTopRight += offset;
871 1217
1218 //m_log.InfoFormat("corner 1 is {0} {1} {2}", frontTopLeft.X, frontTopLeft.Y, frontTopLeft.Z);
1219 //m_log.InfoFormat("corner 2 is {0} {1} {2}", frontTopRight.X, frontTopRight.Y, frontTopRight.Z);
1220 //m_log.InfoFormat("corner 3 is {0} {1} {2}", frontBottomRight.X, frontBottomRight.Y, frontBottomRight.Z);
1221 //m_log.InfoFormat("corner 4 is {0} {1} {2}", frontBottomLeft.X, frontBottomLeft.Y, frontBottomLeft.Z);
1222 //m_log.InfoFormat("corner 5 is {0} {1} {2}", backTopLeft.X, backTopLeft.Y, backTopLeft.Z);
1223 //m_log.InfoFormat("corner 6 is {0} {1} {2}", backTopRight.X, backTopRight.Y, backTopRight.Z);
1224 //m_log.InfoFormat("corner 7 is {0} {1} {2}", backBottomRight.X, backBottomRight.Y, backBottomRight.Z);
1225 //m_log.InfoFormat("corner 8 is {0} {1} {2}", backBottomLeft.X, backBottomLeft.Y, backBottomLeft.Z);
1226
872 if (frontTopRight.X > maxX) 1227 if (frontTopRight.X > maxX)
873 maxX = frontTopRight.X; 1228 maxX = frontTopRight.X;
874 if (frontTopLeft.X > maxX) 1229 if (frontTopLeft.X > maxX)
@@ -1012,17 +1367,118 @@ namespace OpenSim.Region.Framework.Scenes
1012 1367
1013 #endregion 1368 #endregion
1014 1369
1370 public void GetResourcesCosts(SceneObjectPart apart,
1371 out float linksetResCost, out float linksetPhysCost, out float partCost, out float partPhysCost)
1372 {
1373 // this information may need to be cached
1374
1375 float cost;
1376 float tmpcost;
1377
1378 bool ComplexCost = false;
1379
1380 SceneObjectPart p;
1381 SceneObjectPart[] parts;
1382
1383 lock (m_parts)
1384 {
1385 parts = m_parts.GetArray();
1386 }
1387
1388 int nparts = parts.Length;
1389
1390
1391 for (int i = 0; i < nparts; i++)
1392 {
1393 p = parts[i];
1394
1395 if (p.UsesComplexCost)
1396 {
1397 ComplexCost = true;
1398 break;
1399 }
1400 }
1401
1402 if (ComplexCost)
1403 {
1404 linksetResCost = 0;
1405 linksetPhysCost = 0;
1406 partCost = 0;
1407 partPhysCost = 0;
1408
1409 for (int i = 0; i < nparts; i++)
1410 {
1411 p = parts[i];
1412
1413 cost = p.StreamingCost;
1414 tmpcost = p.SimulationCost;
1415 if (tmpcost > cost)
1416 cost = tmpcost;
1417 tmpcost = p.PhysicsCost;
1418 if (tmpcost > cost)
1419 cost = tmpcost;
1420
1421 linksetPhysCost += tmpcost;
1422 linksetResCost += cost;
1423
1424 if (p == apart)
1425 {
1426 partCost = cost;
1427 partPhysCost = tmpcost;
1428 }
1429 }
1430 }
1431 else
1432 {
1433 partPhysCost = 1.0f;
1434 partCost = 1.0f;
1435 linksetResCost = (float)nparts;
1436 linksetPhysCost = linksetResCost;
1437 }
1438 }
1439
1440 public void GetSelectedCosts(out float PhysCost, out float StreamCost, out float SimulCost)
1441 {
1442 SceneObjectPart p;
1443 SceneObjectPart[] parts;
1444
1445 lock (m_parts)
1446 {
1447 parts = m_parts.GetArray();
1448 }
1449
1450 int nparts = parts.Length;
1451
1452 PhysCost = 0;
1453 StreamCost = 0;
1454 SimulCost = 0;
1455
1456 for (int i = 0; i < nparts; i++)
1457 {
1458 p = parts[i];
1459
1460 StreamCost += p.StreamingCost;
1461 SimulCost += p.SimulationCost;
1462 PhysCost += p.PhysicsCost;
1463 }
1464 }
1465
1015 public void SaveScriptedState(XmlTextWriter writer) 1466 public void SaveScriptedState(XmlTextWriter writer)
1016 { 1467 {
1468 SaveScriptedState(writer, false);
1469 }
1470
1471 public void SaveScriptedState(XmlTextWriter writer, bool oldIDs)
1472 {
1017 XmlDocument doc = new XmlDocument(); 1473 XmlDocument doc = new XmlDocument();
1018 Dictionary<UUID,string> states = new Dictionary<UUID,string>(); 1474 Dictionary<UUID,string> states = new Dictionary<UUID,string>();
1019 1475
1020 SceneObjectPart[] parts = m_parts.GetArray(); 1476 SceneObjectPart[] parts = m_parts.GetArray();
1021 for (int i = 0; i < parts.Length; i++) 1477 for (int i = 0; i < parts.Length; i++)
1022 { 1478 {
1023 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(); 1479 Dictionary<UUID, string> pstates = parts[i].Inventory.GetScriptStates(oldIDs);
1024 foreach (KeyValuePair<UUID, string> kvp in pstates) 1480 foreach (KeyValuePair<UUID, string> kvp in pstates)
1025 states.Add(kvp.Key, kvp.Value); 1481 states[kvp.Key] = kvp.Value;
1026 } 1482 }
1027 1483
1028 if (states.Count > 0) 1484 if (states.Count > 0)
@@ -1042,6 +1498,169 @@ namespace OpenSim.Region.Framework.Scenes
1042 } 1498 }
1043 1499
1044 /// <summary> 1500 /// <summary>
1501 /// Add the avatar to this linkset (avatar is sat).
1502 /// </summary>
1503 /// <param name="agentID"></param>
1504 public void AddAvatar(UUID agentID)
1505 {
1506 ScenePresence presence;
1507 if (m_scene.TryGetScenePresence(agentID, out presence))
1508 {
1509 if (!m_linkedAvatars.Contains(presence))
1510 {
1511 m_linkedAvatars.Add(presence);
1512 }
1513 }
1514 }
1515
1516 /// <summary>
1517 /// Delete the avatar from this linkset (avatar is unsat).
1518 /// </summary>
1519 /// <param name="agentID"></param>
1520 public void DeleteAvatar(UUID agentID)
1521 {
1522 ScenePresence presence;
1523 if (m_scene.TryGetScenePresence(agentID, out presence))
1524 {
1525 if (m_linkedAvatars.Contains(presence))
1526 {
1527 m_linkedAvatars.Remove(presence);
1528 }
1529 }
1530 }
1531
1532 /// <summary>
1533 /// Returns the list of linked presences (avatars sat on this group)
1534 /// </summary>
1535 /// <param name="agentID"></param>
1536 public List<ScenePresence> GetLinkedAvatars()
1537 {
1538 return m_linkedAvatars;
1539 }
1540
1541 /// <summary>
1542 /// Attach this scene object to the given avatar.
1543 /// </summary>
1544 /// <param name="agentID"></param>
1545 /// <param name="attachmentpoint"></param>
1546 /// <param name="AttachOffset"></param>
1547 private void AttachToAgent(
1548 ScenePresence avatar, SceneObjectGroup so, uint attachmentpoint, Vector3 attachOffset, bool silent)
1549 {
1550 if (avatar != null)
1551 {
1552 // don't attach attachments to child agents
1553 if (avatar.IsChildAgent) return;
1554
1555 // Remove from database and parcel prim count
1556 m_scene.DeleteFromStorage(so.UUID);
1557 m_scene.EventManager.TriggerParcelPrimCountTainted();
1558
1559 so.AttachedAvatar = avatar.UUID;
1560
1561 if (so.RootPart.PhysActor != null)
1562 {
1563 m_scene.PhysicsScene.RemovePrim(so.RootPart.PhysActor);
1564 so.RootPart.PhysActor = null;
1565 }
1566
1567 so.AbsolutePosition = attachOffset;
1568 so.RootPart.AttachedPos = attachOffset;
1569 so.IsAttachment = true;
1570 so.RootPart.SetParentLocalId(avatar.LocalId);
1571 so.AttachmentPoint = attachmentpoint;
1572
1573 avatar.AddAttachment(this);
1574
1575 if (!silent)
1576 {
1577 // Killing it here will cause the client to deselect it
1578 // It then reappears on the avatar, deselected
1579 // through the full update below
1580 //
1581 if (IsSelected)
1582 {
1583 m_scene.SendKillObject(new List<uint> { m_rootPart.LocalId });
1584 }
1585
1586 IsSelected = false; // fudge....
1587 ScheduleGroupForFullUpdate();
1588 }
1589 }
1590 else
1591 {
1592 m_log.WarnFormat(
1593 "[SOG]: Tried to add attachment {0} to avatar with UUID {1} in region {2} but the avatar is not present",
1594 UUID, avatar.ControllingClient.AgentId, Scene.RegionInfo.RegionName);
1595 }
1596 }
1597
1598 public byte GetAttachmentPoint()
1599 {
1600 return m_rootPart.Shape.State;
1601 }
1602
1603 public void DetachToGround()
1604 {
1605 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1606 if (avatar == null)
1607 return;
1608
1609 avatar.RemoveAttachment(this);
1610
1611 Vector3 detachedpos = new Vector3(127f,127f,127f);
1612 if (avatar == null)
1613 return;
1614
1615 detachedpos = avatar.AbsolutePosition;
1616 FromItemID = UUID.Zero;
1617
1618 AbsolutePosition = detachedpos;
1619 AttachedAvatar = UUID.Zero;
1620
1621 //SceneObjectPart[] parts = m_parts.GetArray();
1622 //for (int i = 0; i < parts.Length; i++)
1623 // parts[i].AttachedAvatar = UUID.Zero;
1624
1625 m_rootPart.SetParentLocalId(0);
1626 AttachmentPoint = (byte)0;
1627 // must check if buildind should be true or false here
1628 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
1629 HasGroupChanged = true;
1630 RootPart.Rezzed = DateTime.Now;
1631 RootPart.RemFlag(PrimFlags.TemporaryOnRez);
1632 AttachToBackup();
1633 m_scene.EventManager.TriggerParcelPrimCountTainted();
1634 m_rootPart.ScheduleFullUpdate();
1635 m_rootPart.ClearUndoState();
1636 }
1637
1638 public void DetachToInventoryPrep()
1639 {
1640 ScenePresence avatar = m_scene.GetScenePresence(AttachedAvatar);
1641 //Vector3 detachedpos = new Vector3(127f, 127f, 127f);
1642 if (avatar != null)
1643 {
1644 //detachedpos = avatar.AbsolutePosition;
1645 avatar.RemoveAttachment(this);
1646 }
1647
1648 AttachedAvatar = UUID.Zero;
1649
1650 /*SceneObjectPart[] parts = m_parts.GetArray();
1651 for (int i = 0; i < parts.Length; i++)
1652 parts[i].AttachedAvatar = UUID.Zero;*/
1653
1654 m_rootPart.SetParentLocalId(0);
1655 //m_rootPart.SetAttachmentPoint((byte)0);
1656 IsAttachment = false;
1657 AbsolutePosition = m_rootPart.AttachedPos;
1658 //m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_scene.m_physicalPrim);
1659 //AttachToBackup();
1660 //m_rootPart.ScheduleFullUpdate();
1661 }
1662
1663 /// <summary>
1045 /// 1664 ///
1046 /// </summary> 1665 /// </summary>
1047 /// <param name="part"></param> 1666 /// <param name="part"></param>
@@ -1081,7 +1700,10 @@ namespace OpenSim.Region.Framework.Scenes
1081 public void AddPart(SceneObjectPart part) 1700 public void AddPart(SceneObjectPart part)
1082 { 1701 {
1083 part.SetParent(this); 1702 part.SetParent(this);
1084 part.LinkNum = m_parts.Add(part.UUID, part); 1703 m_parts.Add(part.UUID, part);
1704
1705 part.LinkNum = m_parts.Count;
1706
1085 if (part.LinkNum == 2) 1707 if (part.LinkNum == 2)
1086 RootPart.LinkNum = 1; 1708 RootPart.LinkNum = 1;
1087 } 1709 }
@@ -1169,7 +1791,7 @@ namespace OpenSim.Region.Framework.Scenes
1169// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1791// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1170// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1792// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1171 1793
1172 part.StoreUndoState(); 1794// part.StoreUndoState();
1173 part.OnGrab(offsetPos, remoteClient); 1795 part.OnGrab(offsetPos, remoteClient);
1174 } 1796 }
1175 1797
@@ -1189,6 +1811,11 @@ namespace OpenSim.Region.Framework.Scenes
1189 /// <param name="silent">If true then deletion is not broadcast to clients</param> 1811 /// <param name="silent">If true then deletion is not broadcast to clients</param>
1190 public void DeleteGroupFromScene(bool silent) 1812 public void DeleteGroupFromScene(bool silent)
1191 { 1813 {
1814 // We need to keep track of this state in case this group is still queued for backup.
1815 IsDeleted = true;
1816
1817 DetachFromBackup();
1818
1192 SceneObjectPart[] parts = m_parts.GetArray(); 1819 SceneObjectPart[] parts = m_parts.GetArray();
1193 for (int i = 0; i < parts.Length; i++) 1820 for (int i = 0; i < parts.Length; i++)
1194 { 1821 {
@@ -1212,6 +1839,7 @@ namespace OpenSim.Region.Framework.Scenes
1212 } 1839 }
1213 }); 1840 });
1214 } 1841 }
1842
1215 } 1843 }
1216 1844
1217 public void AddScriptLPS(int count) 1845 public void AddScriptLPS(int count)
@@ -1281,28 +1909,43 @@ namespace OpenSim.Region.Framework.Scenes
1281 /// </summary> 1909 /// </summary>
1282 public void ApplyPhysics() 1910 public void ApplyPhysics()
1283 { 1911 {
1284 // Apply physics to the root prim
1285 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
1286
1287 // Apply physics to child prims
1288 SceneObjectPart[] parts = m_parts.GetArray(); 1912 SceneObjectPart[] parts = m_parts.GetArray();
1289 if (parts.Length > 1) 1913 if (parts.Length > 1)
1290 { 1914 {
1915 ResetChildPrimPhysicsPositions();
1916
1917 // Apply physics to the root prim
1918 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
1919
1920
1291 for (int i = 0; i < parts.Length; i++) 1921 for (int i = 0; i < parts.Length; i++)
1292 { 1922 {
1293 SceneObjectPart part = parts[i]; 1923 SceneObjectPart part = parts[i];
1294 if (part.LocalId != m_rootPart.LocalId) 1924 if (part.LocalId != m_rootPart.LocalId)
1295 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); 1925 part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
1296 } 1926 }
1297
1298 // Hack to get the physics scene geometries in the right spot 1927 // Hack to get the physics scene geometries in the right spot
1299 ResetChildPrimPhysicsPositions(); 1928// ResetChildPrimPhysicsPositions();
1929 if (m_rootPart.PhysActor != null)
1930 {
1931 m_rootPart.PhysActor.Building = false;
1932 }
1933 }
1934 else
1935 {
1936 // Apply physics to the root prim
1937 m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
1300 } 1938 }
1301 } 1939 }
1302 1940
1303 public void SetOwnerId(UUID userId) 1941 public void SetOwnerId(UUID userId)
1304 { 1942 {
1305 ForEachPart(delegate(SceneObjectPart part) { part.OwnerID = userId; }); 1943 ForEachPart(delegate(SceneObjectPart part)
1944 {
1945
1946 part.OwnerID = userId;
1947
1948 });
1306 } 1949 }
1307 1950
1308 public void ForEachPart(Action<SceneObjectPart> whatToDo) 1951 public void ForEachPart(Action<SceneObjectPart> whatToDo)
@@ -1334,11 +1977,17 @@ namespace OpenSim.Region.Framework.Scenes
1334 return; 1977 return;
1335 } 1978 }
1336 1979
1980 if ((RootPart.Flags & PrimFlags.TemporaryOnRez) != 0)
1981 return;
1982
1337 // Since this is the top of the section of call stack for backing up a particular scene object, don't let 1983 // Since this is the top of the section of call stack for backing up a particular scene object, don't let
1338 // any exception propogate upwards. 1984 // any exception propogate upwards.
1339 try 1985 try
1340 { 1986 {
1341 if (!m_scene.ShuttingDown) // if shutting down then there will be nothing to handle the return so leave till next restart 1987 if (!m_scene.ShuttingDown || // if shutting down then there will be nothing to handle the return so leave till next restart
1988 m_scene.LoginsDisabled || // We're starting up or doing maintenance, don't mess with things
1989 m_scene.LoadingPrims) // Land may not be valid yet
1990
1342 { 1991 {
1343 ILandObject parcel = m_scene.LandChannel.GetLandObject( 1992 ILandObject parcel = m_scene.LandChannel.GetLandObject(
1344 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y); 1993 m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y);
@@ -1365,6 +2014,7 @@ namespace OpenSim.Region.Framework.Scenes
1365 } 2014 }
1366 } 2015 }
1367 } 2016 }
2017
1368 } 2018 }
1369 2019
1370 if (m_scene.UseBackup && HasGroupChanged) 2020 if (m_scene.UseBackup && HasGroupChanged)
@@ -1372,10 +2022,30 @@ namespace OpenSim.Region.Framework.Scenes
1372 // don't backup while it's selected or you're asking for changes mid stream. 2022 // don't backup while it's selected or you're asking for changes mid stream.
1373 if (isTimeToPersist() || forcedBackup) 2023 if (isTimeToPersist() || forcedBackup)
1374 { 2024 {
2025 if (m_rootPart.PhysActor != null &&
2026 (!m_rootPart.PhysActor.IsPhysical))
2027 {
2028 // Possible ghost prim
2029 if (m_rootPart.PhysActor.Position != m_rootPart.GroupPosition)
2030 {
2031 foreach (SceneObjectPart part in m_parts.GetArray())
2032 {
2033 // Re-set physics actor positions and
2034 // orientations
2035 part.GroupPosition = m_rootPart.GroupPosition;
2036 }
2037 }
2038 }
1375// m_log.DebugFormat( 2039// m_log.DebugFormat(
1376// "[SCENE]: Storing {0}, {1} in {2}", 2040// "[SCENE]: Storing {0}, {1} in {2}",
1377// Name, UUID, m_scene.RegionInfo.RegionName); 2041// Name, UUID, m_scene.RegionInfo.RegionName);
1378 2042
2043 if (RootPart.Shape.PCode == 9 && RootPart.Shape.State != 0)
2044 {
2045 RootPart.Shape.State = 0;
2046 ScheduleGroupForFullUpdate();
2047 }
2048
1379 SceneObjectGroup backup_group = Copy(false); 2049 SceneObjectGroup backup_group = Copy(false);
1380 backup_group.RootPart.Velocity = RootPart.Velocity; 2050 backup_group.RootPart.Velocity = RootPart.Velocity;
1381 backup_group.RootPart.Acceleration = RootPart.Acceleration; 2051 backup_group.RootPart.Acceleration = RootPart.Acceleration;
@@ -1389,6 +2059,11 @@ namespace OpenSim.Region.Framework.Scenes
1389 2059
1390 backup_group.ForEachPart(delegate(SceneObjectPart part) 2060 backup_group.ForEachPart(delegate(SceneObjectPart part)
1391 { 2061 {
2062 if (part.KeyframeMotion != null)
2063 {
2064 part.KeyframeMotion = KeyframeMotion.FromData(backup_group, part.KeyframeMotion.Serialize());
2065 part.KeyframeMotion.UpdateSceneObject(this);
2066 }
1392 part.Inventory.ProcessInventoryBackup(datastore); 2067 part.Inventory.ProcessInventoryBackup(datastore);
1393 }); 2068 });
1394 2069
@@ -1441,10 +2116,14 @@ namespace OpenSim.Region.Framework.Scenes
1441 /// <returns></returns> 2116 /// <returns></returns>
1442 public SceneObjectGroup Copy(bool userExposed) 2117 public SceneObjectGroup Copy(bool userExposed)
1443 { 2118 {
2119 m_dupeInProgress = true;
1444 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone(); 2120 SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
1445 dupe.m_isBackedUp = false; 2121 dupe.m_isBackedUp = false;
1446 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>(); 2122 dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
1447 2123
2124 // new group as no sitting avatars
2125 dupe.m_linkedAvatars = new List<ScenePresence>();
2126
1448 // Warning, The following code related to previousAttachmentStatus is needed so that clones of 2127 // Warning, The following code related to previousAttachmentStatus is needed so that clones of
1449 // attachments do not bordercross while they're being duplicated. This is hacktastic! 2128 // attachments do not bordercross while they're being duplicated. This is hacktastic!
1450 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region! 2129 // Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
@@ -1455,7 +2134,7 @@ namespace OpenSim.Region.Framework.Scenes
1455 // This is only necessary when userExposed is false! 2134 // This is only necessary when userExposed is false!
1456 2135
1457 bool previousAttachmentStatus = dupe.IsAttachment; 2136 bool previousAttachmentStatus = dupe.IsAttachment;
1458 2137
1459 if (!userExposed) 2138 if (!userExposed)
1460 dupe.IsAttachment = true; 2139 dupe.IsAttachment = true;
1461 2140
@@ -1473,11 +2152,11 @@ namespace OpenSim.Region.Framework.Scenes
1473 dupe.m_rootPart.TrimPermissions(); 2152 dupe.m_rootPart.TrimPermissions();
1474 2153
1475 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 2154 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1476 2155
1477 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 2156 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)
1478 { 2157 {
1479 return p1.LinkNum.CompareTo(p2.LinkNum); 2158 return p1.LinkNum.CompareTo(p2.LinkNum);
1480 } 2159 }
1481 ); 2160 );
1482 2161
1483 foreach (SceneObjectPart part in partList) 2162 foreach (SceneObjectPart part in partList)
@@ -1487,41 +2166,53 @@ namespace OpenSim.Region.Framework.Scenes
1487 { 2166 {
1488 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed); 2167 newPart = dupe.CopyPart(part, OwnerID, GroupID, userExposed);
1489 newPart.LinkNum = part.LinkNum; 2168 newPart.LinkNum = part.LinkNum;
1490 } 2169 if (userExposed)
2170 newPart.ParentID = dupe.m_rootPart.LocalId;
2171 }
1491 else 2172 else
1492 { 2173 {
1493 newPart = dupe.m_rootPart; 2174 newPart = dupe.m_rootPart;
1494 } 2175 }
2176/*
2177 bool isphys = ((newPart.Flags & PrimFlags.Physics) != 0);
2178 bool isphan = ((newPart.Flags & PrimFlags.Phantom) != 0);
1495 2179
1496 // Need to duplicate the physics actor as well 2180 // Need to duplicate the physics actor as well
1497 PhysicsActor originalPartPa = part.PhysActor; 2181 if (userExposed && (isphys || !isphan || newPart.VolumeDetectActive))
1498 if (originalPartPa != null && userExposed)
1499 { 2182 {
1500 PrimitiveBaseShape pbs = newPart.Shape; 2183 PrimitiveBaseShape pbs = newPart.Shape;
1501
1502 newPart.PhysActor 2184 newPart.PhysActor
1503 = m_scene.PhysicsScene.AddPrimShape( 2185 = m_scene.PhysicsScene.AddPrimShape(
1504 string.Format("{0}/{1}", newPart.Name, newPart.UUID), 2186 string.Format("{0}/{1}", newPart.Name, newPart.UUID),
1505 pbs, 2187 pbs,
1506 newPart.AbsolutePosition, 2188 newPart.AbsolutePosition,
1507 newPart.Scale, 2189 newPart.Scale,
1508 newPart.RotationOffset, 2190 newPart.GetWorldRotation(),
1509 originalPartPa.IsPhysical, 2191 isphys,
2192 isphan,
1510 newPart.LocalId); 2193 newPart.LocalId);
1511 2194
1512 newPart.DoPhysicsPropertyUpdate(originalPartPa.IsPhysical, true); 2195 newPart.DoPhysicsPropertyUpdate(isphys, true);
1513 } 2196 */
2197 if (userExposed)
2198 newPart.ApplyPhysics((uint)newPart.Flags,newPart.VolumeDetectActive,true);
2199// }
1514 } 2200 }
1515 2201
1516 if (userExposed) 2202 if (userExposed)
1517 { 2203 {
1518 dupe.UpdateParentIDs(); 2204// done above dupe.UpdateParentIDs();
2205
2206 if (dupe.m_rootPart.PhysActor != null)
2207 dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
2208
1519 dupe.HasGroupChanged = true; 2209 dupe.HasGroupChanged = true;
1520 dupe.AttachToBackup(); 2210 dupe.AttachToBackup();
1521 2211
1522 ScheduleGroupForFullUpdate(); 2212 ScheduleGroupForFullUpdate();
1523 } 2213 }
1524 2214
2215 m_dupeInProgress = false;
1525 return dupe; 2216 return dupe;
1526 } 2217 }
1527 2218
@@ -1533,11 +2224,24 @@ namespace OpenSim.Region.Framework.Scenes
1533 /// <param name="cGroupID"></param> 2224 /// <param name="cGroupID"></param>
1534 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2225 public void CopyRootPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1535 { 2226 {
1536 SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed)); 2227 // SetRootPart(part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, 0, userExposed));
2228 // give newpart a new local ID lettng old part keep same
2229 SceneObjectPart newpart = part.Copy(part.LocalId, OwnerID, GroupID, 0, userExposed);
2230 newpart.LocalId = m_scene.AllocateLocalId();
2231
2232 SetRootPart(newpart);
2233 if (userExposed)
2234 RootPart.Velocity = Vector3.Zero; // In case source is moving
1537 } 2235 }
1538 2236
1539 public void ScriptSetPhysicsStatus(bool usePhysics) 2237 public void ScriptSetPhysicsStatus(bool usePhysics)
1540 { 2238 {
2239 if (usePhysics)
2240 {
2241 if (RootPart.KeyframeMotion != null)
2242 RootPart.KeyframeMotion.Stop();
2243 RootPart.KeyframeMotion = null;
2244 }
1541 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect); 2245 UpdatePrimFlags(RootPart.LocalId, usePhysics, IsTemporary, IsPhantom, IsVolumeDetect);
1542 } 2246 }
1543 2247
@@ -1585,13 +2289,14 @@ namespace OpenSim.Region.Framework.Scenes
1585 2289
1586 if (pa != null) 2290 if (pa != null)
1587 { 2291 {
1588 pa.AddForce(impulse, true); 2292 // false to be applied as a impulse
2293 pa.AddForce(impulse, false);
1589 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2294 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1590 } 2295 }
1591 } 2296 }
1592 } 2297 }
1593 2298
1594 public void applyAngularImpulse(Vector3 impulse) 2299 public void ApplyAngularImpulse(Vector3 impulse)
1595 { 2300 {
1596 PhysicsActor pa = RootPart.PhysActor; 2301 PhysicsActor pa = RootPart.PhysActor;
1597 2302
@@ -1599,21 +2304,8 @@ namespace OpenSim.Region.Framework.Scenes
1599 { 2304 {
1600 if (!IsAttachment) 2305 if (!IsAttachment)
1601 { 2306 {
1602 pa.AddAngularForce(impulse, true); 2307 // false to be applied as a impulse
1603 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2308 pa.AddAngularForce(impulse, false);
1604 }
1605 }
1606 }
1607
1608 public void setAngularImpulse(Vector3 impulse)
1609 {
1610 PhysicsActor pa = RootPart.PhysActor;
1611
1612 if (pa != null)
1613 {
1614 if (!IsAttachment)
1615 {
1616 pa.Torque = impulse;
1617 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 2309 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
1618 } 2310 }
1619 } 2311 }
@@ -1621,20 +2313,10 @@ namespace OpenSim.Region.Framework.Scenes
1621 2313
1622 public Vector3 GetTorque() 2314 public Vector3 GetTorque()
1623 { 2315 {
1624 PhysicsActor pa = RootPart.PhysActor; 2316 return RootPart.Torque;
1625
1626 if (pa != null)
1627 {
1628 if (!IsAttachment)
1629 {
1630 Vector3 torque = pa.Torque;
1631 return torque;
1632 }
1633 }
1634
1635 return Vector3.Zero;
1636 } 2317 }
1637 2318
2319 // This is used by both Double-Click Auto-Pilot and llMoveToTarget() in an attached object
1638 public void moveToTarget(Vector3 target, float tau) 2320 public void moveToTarget(Vector3 target, float tau)
1639 { 2321 {
1640 if (IsAttachment) 2322 if (IsAttachment)
@@ -1666,6 +2348,46 @@ namespace OpenSim.Region.Framework.Scenes
1666 pa.PIDActive = false; 2348 pa.PIDActive = false;
1667 } 2349 }
1668 2350
2351 public void rotLookAt(Quaternion target, float strength, float damping)
2352 {
2353 SceneObjectPart rootpart = m_rootPart;
2354 if (rootpart != null)
2355 {
2356 if (IsAttachment)
2357 {
2358 /*
2359 ScenePresence avatar = m_scene.GetScenePresence(rootpart.AttachedAvatar);
2360 if (avatar != null)
2361 {
2362 Rotate the Av?
2363 } */
2364 }
2365 else
2366 {
2367 if (rootpart.PhysActor != null)
2368 { // APID must be implemented in your physics system for this to function.
2369 rootpart.PhysActor.APIDTarget = new Quaternion(target.X, target.Y, target.Z, target.W);
2370 rootpart.PhysActor.APIDStrength = strength;
2371 rootpart.PhysActor.APIDDamping = damping;
2372 rootpart.PhysActor.APIDActive = true;
2373 }
2374 }
2375 }
2376 }
2377
2378 public void stopLookAt()
2379 {
2380 SceneObjectPart rootpart = m_rootPart;
2381 if (rootpart != null)
2382 {
2383 if (rootpart.PhysActor != null)
2384 { // APID must be implemented in your physics system for this to function.
2385 rootpart.PhysActor.APIDActive = false;
2386 }
2387 }
2388
2389 }
2390
1669 /// <summary> 2391 /// <summary>
1670 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds. 2392 /// Uses a PID to attempt to clamp the object on the Z axis at the given height over tau seconds.
1671 /// </summary> 2393 /// </summary>
@@ -1682,7 +2404,7 @@ namespace OpenSim.Region.Framework.Scenes
1682 { 2404 {
1683 pa.PIDHoverHeight = height; 2405 pa.PIDHoverHeight = height;
1684 pa.PIDHoverType = hoverType; 2406 pa.PIDHoverType = hoverType;
1685 pa.PIDTau = tau; 2407 pa.PIDHoverTau = tau;
1686 pa.PIDHoverActive = true; 2408 pa.PIDHoverActive = true;
1687 } 2409 }
1688 else 2410 else
@@ -1722,7 +2444,12 @@ namespace OpenSim.Region.Framework.Scenes
1722 /// <param name="cGroupID"></param> 2444 /// <param name="cGroupID"></param>
1723 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed) 2445 public SceneObjectPart CopyPart(SceneObjectPart part, UUID cAgentID, UUID cGroupID, bool userExposed)
1724 { 2446 {
1725 SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed); 2447 // give new ID to the new part, letting old keep original
2448 // SceneObjectPart newPart = part.Copy(m_scene.AllocateLocalId(), OwnerID, GroupID, m_parts.Count, userExposed);
2449 SceneObjectPart newPart = part.Copy(part.LocalId, OwnerID, GroupID, m_parts.Count, userExposed);
2450 newPart.LocalId = m_scene.AllocateLocalId();
2451 newPart.SetParent(this);
2452
1726 AddPart(newPart); 2453 AddPart(newPart);
1727 2454
1728 SetPartAsNonRoot(newPart); 2455 SetPartAsNonRoot(newPart);
@@ -1861,11 +2588,11 @@ namespace OpenSim.Region.Framework.Scenes
1861 /// Immediately send a full update for this scene object. 2588 /// Immediately send a full update for this scene object.
1862 /// </summary> 2589 /// </summary>
1863 public void SendGroupFullUpdate() 2590 public void SendGroupFullUpdate()
1864 { 2591 {
1865 if (IsDeleted) 2592 if (IsDeleted)
1866 return; 2593 return;
1867 2594
1868// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID); 2595// m_log.DebugFormat("[SOG]: Sending immediate full group update for {0} {1}", Name, UUID);
1869 2596
1870 RootPart.SendFullUpdateToAllClients(); 2597 RootPart.SendFullUpdateToAllClients();
1871 2598
@@ -1999,6 +2726,11 @@ namespace OpenSim.Region.Framework.Scenes
1999 2726
2000 SceneObjectPart linkPart = objectGroup.m_rootPart; 2727 SceneObjectPart linkPart = objectGroup.m_rootPart;
2001 2728
2729 if (m_rootPart.PhysActor != null)
2730 m_rootPart.PhysActor.Building = true;
2731 if (linkPart.PhysActor != null)
2732 linkPart.PhysActor.Building = true;
2733
2002 // physics flags from group to be applied to linked parts 2734 // physics flags from group to be applied to linked parts
2003 bool grpusephys = UsesPhysics; 2735 bool grpusephys = UsesPhysics;
2004 bool grptemporary = IsTemporary; 2736 bool grptemporary = IsTemporary;
@@ -2007,19 +2739,21 @@ namespace OpenSim.Region.Framework.Scenes
2007 Quaternion oldRootRotation = linkPart.RotationOffset; 2739 Quaternion oldRootRotation = linkPart.RotationOffset;
2008 2740
2009 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition; 2741 linkPart.OffsetPosition = linkPart.GroupPosition - AbsolutePosition;
2742
2010 linkPart.ParentID = m_rootPart.LocalId; 2743 linkPart.ParentID = m_rootPart.LocalId;
2011 linkPart.GroupPosition = AbsolutePosition; 2744
2012 Vector3 axPos = linkPart.OffsetPosition; 2745 linkPart.GroupPosition = AbsolutePosition;
2013 2746
2747 Vector3 axPos = linkPart.OffsetPosition;
2014 Quaternion parentRot = m_rootPart.RotationOffset; 2748 Quaternion parentRot = m_rootPart.RotationOffset;
2015 axPos *= Quaternion.Inverse(parentRot); 2749 axPos *= Quaternion.Conjugate(parentRot);
2016
2017 linkPart.OffsetPosition = axPos; 2750 linkPart.OffsetPosition = axPos;
2751
2018 Quaternion oldRot = linkPart.RotationOffset; 2752 Quaternion oldRot = linkPart.RotationOffset;
2019 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 2753 Quaternion newRot = Quaternion.Conjugate(parentRot) * oldRot;
2020 linkPart.RotationOffset = newRot; 2754 linkPart.RotationOffset = newRot;
2021 2755
2022 linkPart.ParentID = m_rootPart.LocalId; 2756// linkPart.ParentID = m_rootPart.LocalId; done above
2023 2757
2024 if (m_rootPart.LinkNum == 0) 2758 if (m_rootPart.LinkNum == 0)
2025 m_rootPart.LinkNum = 1; 2759 m_rootPart.LinkNum = 1;
@@ -2047,7 +2781,7 @@ namespace OpenSim.Region.Framework.Scenes
2047 linkPart.CreateSelected = true; 2781 linkPart.CreateSelected = true;
2048 2782
2049 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now 2783 // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now
2050 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive); 2784 linkPart.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (linkPart.Flags & PrimFlags.Phantom) != 0), linkPart.VolumeDetectActive, true);
2051 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2785 if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2052 { 2786 {
2053 linkPart.PhysActor.link(m_rootPart.PhysActor); 2787 linkPart.PhysActor.link(m_rootPart.PhysActor);
@@ -2055,6 +2789,7 @@ namespace OpenSim.Region.Framework.Scenes
2055 } 2789 }
2056 2790
2057 linkPart.LinkNum = linkNum++; 2791 linkPart.LinkNum = linkNum++;
2792 linkPart.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2058 2793
2059 SceneObjectPart[] ogParts = objectGroup.Parts; 2794 SceneObjectPart[] ogParts = objectGroup.Parts;
2060 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b) 2795 Array.Sort(ogParts, delegate(SceneObjectPart a, SceneObjectPart b)
@@ -2069,7 +2804,7 @@ namespace OpenSim.Region.Framework.Scenes
2069 { 2804 {
2070 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); 2805 LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++);
2071 // let physics know 2806 // let physics know
2072 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive); 2807 part.UpdatePrimFlags(grpusephys, grptemporary, (IsPhantom || (part.Flags & PrimFlags.Phantom) != 0), part.VolumeDetectActive, true);
2073 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) 2808 if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical)
2074 { 2809 {
2075 part.PhysActor.link(m_rootPart.PhysActor); 2810 part.PhysActor.link(m_rootPart.PhysActor);
@@ -2084,7 +2819,7 @@ namespace OpenSim.Region.Framework.Scenes
2084 objectGroup.IsDeleted = true; 2819 objectGroup.IsDeleted = true;
2085 2820
2086 objectGroup.m_parts.Clear(); 2821 objectGroup.m_parts.Clear();
2087 2822
2088 // Can't do this yet since backup still makes use of the root part without any synchronization 2823 // Can't do this yet since backup still makes use of the root part without any synchronization
2089// objectGroup.m_rootPart = null; 2824// objectGroup.m_rootPart = null;
2090 2825
@@ -2095,6 +2830,9 @@ namespace OpenSim.Region.Framework.Scenes
2095 // unmoved prims! 2830 // unmoved prims!
2096 ResetChildPrimPhysicsPositions(); 2831 ResetChildPrimPhysicsPositions();
2097 2832
2833 if (m_rootPart.PhysActor != null)
2834 m_rootPart.PhysActor.Building = false;
2835
2098 //HasGroupChanged = true; 2836 //HasGroupChanged = true;
2099 //ScheduleGroupForFullUpdate(); 2837 //ScheduleGroupForFullUpdate();
2100 } 2838 }
@@ -2162,7 +2900,10 @@ namespace OpenSim.Region.Framework.Scenes
2162// m_log.DebugFormat( 2900// m_log.DebugFormat(
2163// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}", 2901// "[SCENE OBJECT GROUP]: Delinking part {0}, {1} from group with root part {2}, {3}",
2164// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID); 2902// linkPart.Name, linkPart.UUID, RootPart.Name, RootPart.UUID);
2165 2903
2904 if (m_rootPart.PhysActor != null)
2905 m_rootPart.PhysActor.Building = true;
2906
2166 linkPart.ClearUndoState(); 2907 linkPart.ClearUndoState();
2167 2908
2168 Quaternion worldRot = linkPart.GetWorldRotation(); 2909 Quaternion worldRot = linkPart.GetWorldRotation();
@@ -2222,6 +2963,14 @@ namespace OpenSim.Region.Framework.Scenes
2222 2963
2223 // When we delete a group, we currently have to force persist to the database if the object id has changed 2964 // When we delete a group, we currently have to force persist to the database if the object id has changed
2224 // (since delete works by deleting all rows which have a given object id) 2965 // (since delete works by deleting all rows which have a given object id)
2966
2967 // this is as it seems to be in sl now
2968 if(linkPart.PhysicsShapeType == (byte)PhysShapeType.none)
2969 linkPart.PhysicsShapeType = linkPart.DefaultPhysicsShapeType(); // root prims can't have type none for now
2970
2971 if (m_rootPart.PhysActor != null)
2972 m_rootPart.PhysActor.Building = false;
2973
2225 objectGroup.HasGroupChangedDueToDelink = true; 2974 objectGroup.HasGroupChangedDueToDelink = true;
2226 2975
2227 return objectGroup; 2976 return objectGroup;
@@ -2233,6 +2982,7 @@ namespace OpenSim.Region.Framework.Scenes
2233 /// <param name="objectGroup"></param> 2982 /// <param name="objectGroup"></param>
2234 public virtual void DetachFromBackup() 2983 public virtual void DetachFromBackup()
2235 { 2984 {
2985 m_scene.SceneGraph.FireDetachFromBackup(this);
2236 if (m_isBackedUp && Scene != null) 2986 if (m_isBackedUp && Scene != null)
2237 m_scene.EventManager.OnBackup -= ProcessBackup; 2987 m_scene.EventManager.OnBackup -= ProcessBackup;
2238 2988
@@ -2251,7 +3001,8 @@ namespace OpenSim.Region.Framework.Scenes
2251 3001
2252 axPos *= parentRot; 3002 axPos *= parentRot;
2253 part.OffsetPosition = axPos; 3003 part.OffsetPosition = axPos;
2254 part.GroupPosition = oldGroupPosition + part.OffsetPosition; 3004 Vector3 newPos = oldGroupPosition + part.OffsetPosition;
3005 part.GroupPosition = newPos;
2255 part.OffsetPosition = Vector3.Zero; 3006 part.OffsetPosition = Vector3.Zero;
2256 part.RotationOffset = worldRot; 3007 part.RotationOffset = worldRot;
2257 3008
@@ -2262,20 +3013,20 @@ namespace OpenSim.Region.Framework.Scenes
2262 3013
2263 part.LinkNum = linkNum; 3014 part.LinkNum = linkNum;
2264 3015
2265 part.OffsetPosition = part.GroupPosition - AbsolutePosition; 3016 part.OffsetPosition = newPos - AbsolutePosition;
2266 3017
2267 Quaternion rootRotation = m_rootPart.RotationOffset; 3018 Quaternion rootRotation = m_rootPart.RotationOffset;
2268 3019
2269 Vector3 pos = part.OffsetPosition; 3020 Vector3 pos = part.OffsetPosition;
2270 pos *= Quaternion.Inverse(rootRotation); 3021 pos *= Quaternion.Conjugate(rootRotation);
2271 part.OffsetPosition = pos; 3022 part.OffsetPosition = pos;
2272 3023
2273 parentRot = m_rootPart.RotationOffset; 3024 parentRot = m_rootPart.RotationOffset;
2274 oldRot = part.RotationOffset; 3025 oldRot = part.RotationOffset;
2275 Quaternion newRot = Quaternion.Inverse(parentRot) * oldRot; 3026 Quaternion newRot = Quaternion.Conjugate(parentRot) * worldRot;
2276 part.RotationOffset = newRot; 3027 part.RotationOffset = newRot;
2277 3028
2278 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect); 3029 part.UpdatePrimFlags(UsesPhysics, IsTemporary, IsPhantom, IsVolumeDetect, false);
2279 } 3030 }
2280 3031
2281 /// <summary> 3032 /// <summary>
@@ -2297,10 +3048,14 @@ namespace OpenSim.Region.Framework.Scenes
2297 { 3048 {
2298 if (!m_rootPart.BlockGrab) 3049 if (!m_rootPart.BlockGrab)
2299 { 3050 {
2300 Vector3 llmoveforce = pos - AbsolutePosition; 3051/* Vector3 llmoveforce = pos - AbsolutePosition;
2301 Vector3 grabforce = llmoveforce; 3052 Vector3 grabforce = llmoveforce;
2302 grabforce = (grabforce / 10) * pa.Mass; 3053 grabforce = (grabforce / 10) * pa.Mass;
2303 pa.AddForce(grabforce, true); 3054 */
3055 // empirically convert distance diference to a impulse
3056 Vector3 grabforce = pos - AbsolutePosition;
3057 grabforce = grabforce * (pa.Mass/ 10.0f);
3058 pa.AddForce(grabforce, false);
2304 m_scene.PhysicsScene.AddPhysicsActorTaint(pa); 3059 m_scene.PhysicsScene.AddPhysicsActorTaint(pa);
2305 } 3060 }
2306 } 3061 }
@@ -2526,8 +3281,22 @@ namespace OpenSim.Region.Framework.Scenes
2526 } 3281 }
2527 } 3282 }
2528 3283
2529 for (int i = 0; i < parts.Length; i++) 3284 if (parts.Length > 1)
2530 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect); 3285 {
3286 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3287
3288 for (int i = 0; i < parts.Length; i++)
3289 {
3290
3291 if (parts[i].UUID != m_rootPart.UUID)
3292 parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
3293 }
3294
3295 if (m_rootPart.PhysActor != null)
3296 m_rootPart.PhysActor.Building = false;
3297 }
3298 else
3299 m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
2531 } 3300 }
2532 } 3301 }
2533 3302
@@ -2540,6 +3309,17 @@ namespace OpenSim.Region.Framework.Scenes
2540 } 3309 }
2541 } 3310 }
2542 3311
3312
3313
3314 /// <summary>
3315 /// Gets the number of parts
3316 /// </summary>
3317 /// <returns></returns>
3318 public int GetPartCount()
3319 {
3320 return Parts.Count();
3321 }
3322
2543 /// <summary> 3323 /// <summary>
2544 /// Update the texture entry for this part 3324 /// Update the texture entry for this part
2545 /// </summary> 3325 /// </summary>
@@ -2601,11 +3381,6 @@ namespace OpenSim.Region.Framework.Scenes
2601 /// <param name="scale"></param> 3381 /// <param name="scale"></param>
2602 public void GroupResize(Vector3 scale) 3382 public void GroupResize(Vector3 scale)
2603 { 3383 {
2604// m_log.DebugFormat(
2605// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
2606
2607 RootPart.StoreUndoState(true);
2608
2609 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3384 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
2610 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3385 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
2611 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); 3386 scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys);
@@ -2632,7 +3407,6 @@ namespace OpenSim.Region.Framework.Scenes
2632 SceneObjectPart obPart = parts[i]; 3407 SceneObjectPart obPart = parts[i];
2633 if (obPart.UUID != m_rootPart.UUID) 3408 if (obPart.UUID != m_rootPart.UUID)
2634 { 3409 {
2635// obPart.IgnoreUndoUpdate = true;
2636 Vector3 oldSize = new Vector3(obPart.Scale); 3410 Vector3 oldSize = new Vector3(obPart.Scale);
2637 3411
2638 float f = 1.0f; 3412 float f = 1.0f;
@@ -2696,8 +3470,6 @@ namespace OpenSim.Region.Framework.Scenes
2696 z *= a; 3470 z *= a;
2697 } 3471 }
2698 } 3472 }
2699
2700// obPart.IgnoreUndoUpdate = false;
2701 } 3473 }
2702 } 3474 }
2703 } 3475 }
@@ -2707,9 +3479,7 @@ namespace OpenSim.Region.Framework.Scenes
2707 prevScale.Y *= y; 3479 prevScale.Y *= y;
2708 prevScale.Z *= z; 3480 prevScale.Z *= z;
2709 3481
2710// RootPart.IgnoreUndoUpdate = true;
2711 RootPart.Resize(prevScale); 3482 RootPart.Resize(prevScale);
2712// RootPart.IgnoreUndoUpdate = false;
2713 3483
2714 parts = m_parts.GetArray(); 3484 parts = m_parts.GetArray();
2715 for (int i = 0; i < parts.Length; i++) 3485 for (int i = 0; i < parts.Length; i++)
@@ -2718,8 +3488,6 @@ namespace OpenSim.Region.Framework.Scenes
2718 3488
2719 if (obPart.UUID != m_rootPart.UUID) 3489 if (obPart.UUID != m_rootPart.UUID)
2720 { 3490 {
2721 obPart.IgnoreUndoUpdate = true;
2722
2723 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3491 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
2724 currentpos.X *= x; 3492 currentpos.X *= x;
2725 currentpos.Y *= y; 3493 currentpos.Y *= y;
@@ -2732,16 +3500,12 @@ namespace OpenSim.Region.Framework.Scenes
2732 3500
2733 obPart.Resize(newSize); 3501 obPart.Resize(newSize);
2734 obPart.UpdateOffSet(currentpos); 3502 obPart.UpdateOffSet(currentpos);
2735
2736 obPart.IgnoreUndoUpdate = false;
2737 } 3503 }
2738 3504
2739// obPart.IgnoreUndoUpdate = false; 3505 HasGroupChanged = true;
2740// obPart.StoreUndoState(); 3506 m_rootPart.TriggerScriptChangedEvent(Changed.SCALE);
3507 ScheduleGroupForTerseUpdate();
2741 } 3508 }
2742
2743// m_log.DebugFormat(
2744// "[SCENE OBJECT GROUP]: Finished group resizing {0} {1} to {2}", Name, LocalId, RootPart.Scale);
2745 } 3509 }
2746 3510
2747 #endregion 3511 #endregion
@@ -2754,14 +3518,6 @@ namespace OpenSim.Region.Framework.Scenes
2754 /// <param name="pos"></param> 3518 /// <param name="pos"></param>
2755 public void UpdateGroupPosition(Vector3 pos) 3519 public void UpdateGroupPosition(Vector3 pos)
2756 { 3520 {
2757// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
2758
2759 RootPart.StoreUndoState(true);
2760
2761// SceneObjectPart[] parts = m_parts.GetArray();
2762// for (int i = 0; i < parts.Length; i++)
2763// parts[i].StoreUndoState();
2764
2765 if (m_scene.EventManager.TriggerGroupMove(UUID, pos)) 3521 if (m_scene.EventManager.TriggerGroupMove(UUID, pos))
2766 { 3522 {
2767 if (IsAttachment) 3523 if (IsAttachment)
@@ -2794,21 +3550,17 @@ namespace OpenSim.Region.Framework.Scenes
2794 /// </summary> 3550 /// </summary>
2795 /// <param name="pos"></param> 3551 /// <param name="pos"></param>
2796 /// <param name="localID"></param> 3552 /// <param name="localID"></param>
3553 ///
3554
2797 public void UpdateSinglePosition(Vector3 pos, uint localID) 3555 public void UpdateSinglePosition(Vector3 pos, uint localID)
2798 { 3556 {
2799 SceneObjectPart part = GetPart(localID); 3557 SceneObjectPart part = GetPart(localID);
2800 3558
2801// SceneObjectPart[] parts = m_parts.GetArray();
2802// for (int i = 0; i < parts.Length; i++)
2803// parts[i].StoreUndoState();
2804
2805 if (part != null) 3559 if (part != null)
2806 { 3560 {
2807// m_log.DebugFormat( 3561// unlock parts position change
2808// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3562 if (m_rootPart.PhysActor != null)
2809 3563 m_rootPart.PhysActor.Building = true;
2810 part.StoreUndoState(false);
2811 part.IgnoreUndoUpdate = true;
2812 3564
2813 if (part.UUID == m_rootPart.UUID) 3565 if (part.UUID == m_rootPart.UUID)
2814 { 3566 {
@@ -2819,8 +3571,10 @@ namespace OpenSim.Region.Framework.Scenes
2819 part.UpdateOffSet(pos); 3571 part.UpdateOffSet(pos);
2820 } 3572 }
2821 3573
3574 if (m_rootPart.PhysActor != null)
3575 m_rootPart.PhysActor.Building = false;
3576
2822 HasGroupChanged = true; 3577 HasGroupChanged = true;
2823 part.IgnoreUndoUpdate = false;
2824 } 3578 }
2825 } 3579 }
2826 3580
@@ -2830,13 +3584,7 @@ namespace OpenSim.Region.Framework.Scenes
2830 /// <param name="pos"></param> 3584 /// <param name="pos"></param>
2831 public void UpdateRootPosition(Vector3 pos) 3585 public void UpdateRootPosition(Vector3 pos)
2832 { 3586 {
2833// m_log.DebugFormat( 3587 // needs to be called with phys building true
2834// "[SCENE OBJECT GROUP]: Updating root position of {0} {1} to {2}", Name, LocalId, pos);
2835
2836// SceneObjectPart[] parts = m_parts.GetArray();
2837// for (int i = 0; i < parts.Length; i++)
2838// parts[i].StoreUndoState();
2839
2840 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z); 3588 Vector3 newPos = new Vector3(pos.X, pos.Y, pos.Z);
2841 Vector3 oldPos = 3589 Vector3 oldPos =
2842 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X, 3590 new Vector3(AbsolutePosition.X + m_rootPart.OffsetPosition.X,
@@ -2859,7 +3607,14 @@ namespace OpenSim.Region.Framework.Scenes
2859 AbsolutePosition = newPos; 3607 AbsolutePosition = newPos;
2860 3608
2861 HasGroupChanged = true; 3609 HasGroupChanged = true;
2862 ScheduleGroupForTerseUpdate(); 3610 if (m_rootPart.Undoing)
3611 {
3612 ScheduleGroupForFullUpdate();
3613 }
3614 else
3615 {
3616 ScheduleGroupForTerseUpdate();
3617 }
2863 } 3618 }
2864 3619
2865 #endregion 3620 #endregion
@@ -2872,24 +3627,16 @@ namespace OpenSim.Region.Framework.Scenes
2872 /// <param name="rot"></param> 3627 /// <param name="rot"></param>
2873 public void UpdateGroupRotationR(Quaternion rot) 3628 public void UpdateGroupRotationR(Quaternion rot)
2874 { 3629 {
2875// m_log.DebugFormat(
2876// "[SCENE OBJECT GROUP]: Updating group rotation R of {0} {1} to {2}", Name, LocalId, rot);
2877
2878// SceneObjectPart[] parts = m_parts.GetArray();
2879// for (int i = 0; i < parts.Length; i++)
2880// parts[i].StoreUndoState();
2881
2882 m_rootPart.StoreUndoState(true);
2883
2884 m_rootPart.UpdateRotation(rot); 3630 m_rootPart.UpdateRotation(rot);
2885 3631
3632/* this is done by rootpart RotationOffset set called by UpdateRotation
2886 PhysicsActor actor = m_rootPart.PhysActor; 3633 PhysicsActor actor = m_rootPart.PhysActor;
2887 if (actor != null) 3634 if (actor != null)
2888 { 3635 {
2889 actor.Orientation = m_rootPart.RotationOffset; 3636 actor.Orientation = m_rootPart.RotationOffset;
2890 m_scene.PhysicsScene.AddPhysicsActorTaint(actor); 3637 m_scene.PhysicsScene.AddPhysicsActorTaint(actor);
2891 } 3638 }
2892 3639*/
2893 HasGroupChanged = true; 3640 HasGroupChanged = true;
2894 ScheduleGroupForTerseUpdate(); 3641 ScheduleGroupForTerseUpdate();
2895 } 3642 }
@@ -2901,16 +3648,6 @@ namespace OpenSim.Region.Framework.Scenes
2901 /// <param name="rot"></param> 3648 /// <param name="rot"></param>
2902 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot) 3649 public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
2903 { 3650 {
2904// m_log.DebugFormat(
2905// "[SCENE OBJECT GROUP]: Updating group rotation PR of {0} {1} to {2}", Name, LocalId, rot);
2906
2907// SceneObjectPart[] parts = m_parts.GetArray();
2908// for (int i = 0; i < parts.Length; i++)
2909// parts[i].StoreUndoState();
2910
2911 RootPart.StoreUndoState(true);
2912 RootPart.IgnoreUndoUpdate = true;
2913
2914 m_rootPart.UpdateRotation(rot); 3651 m_rootPart.UpdateRotation(rot);
2915 3652
2916 PhysicsActor actor = m_rootPart.PhysActor; 3653 PhysicsActor actor = m_rootPart.PhysActor;
@@ -2929,8 +3666,6 @@ namespace OpenSim.Region.Framework.Scenes
2929 3666
2930 HasGroupChanged = true; 3667 HasGroupChanged = true;
2931 ScheduleGroupForTerseUpdate(); 3668 ScheduleGroupForTerseUpdate();
2932
2933 RootPart.IgnoreUndoUpdate = false;
2934 } 3669 }
2935 3670
2936 /// <summary> 3671 /// <summary>
@@ -2943,13 +3678,11 @@ namespace OpenSim.Region.Framework.Scenes
2943 SceneObjectPart part = GetPart(localID); 3678 SceneObjectPart part = GetPart(localID);
2944 3679
2945 SceneObjectPart[] parts = m_parts.GetArray(); 3680 SceneObjectPart[] parts = m_parts.GetArray();
2946 for (int i = 0; i < parts.Length; i++)
2947 parts[i].StoreUndoState();
2948 3681
2949 if (part != null) 3682 if (part != null)
2950 { 3683 {
2951// m_log.DebugFormat( 3684 if (m_rootPart.PhysActor != null)
2952// "[SCENE OBJECT GROUP]: Updating single rotation of {0} {1} to {2}", part.Name, part.LocalId, rot); 3685 m_rootPart.PhysActor.Building = true;
2953 3686
2954 if (part.UUID == m_rootPart.UUID) 3687 if (part.UUID == m_rootPart.UUID)
2955 { 3688 {
@@ -2959,6 +3692,9 @@ namespace OpenSim.Region.Framework.Scenes
2959 { 3692 {
2960 part.UpdateRotation(rot); 3693 part.UpdateRotation(rot);
2961 } 3694 }
3695
3696 if (m_rootPart.PhysActor != null)
3697 m_rootPart.PhysActor.Building = false;
2962 } 3698 }
2963 } 3699 }
2964 3700
@@ -2972,12 +3708,8 @@ namespace OpenSim.Region.Framework.Scenes
2972 SceneObjectPart part = GetPart(localID); 3708 SceneObjectPart part = GetPart(localID);
2973 if (part != null) 3709 if (part != null)
2974 { 3710 {
2975// m_log.DebugFormat( 3711 if (m_rootPart.PhysActor != null)
2976// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3712 m_rootPart.PhysActor.Building = true;
2977// part.Name, part.LocalId, rot);
2978
2979 part.StoreUndoState();
2980 part.IgnoreUndoUpdate = true;
2981 3713
2982 if (part.UUID == m_rootPart.UUID) 3714 if (part.UUID == m_rootPart.UUID)
2983 { 3715 {
@@ -2990,7 +3722,8 @@ namespace OpenSim.Region.Framework.Scenes
2990 part.OffsetPosition = pos; 3722 part.OffsetPosition = pos;
2991 } 3723 }
2992 3724
2993 part.IgnoreUndoUpdate = false; 3725 if (m_rootPart.PhysActor != null)
3726 m_rootPart.PhysActor.Building = false;
2994 } 3727 }
2995 } 3728 }
2996 3729
@@ -3000,15 +3733,12 @@ namespace OpenSim.Region.Framework.Scenes
3000 /// <param name="rot"></param> 3733 /// <param name="rot"></param>
3001 public void UpdateRootRotation(Quaternion rot) 3734 public void UpdateRootRotation(Quaternion rot)
3002 { 3735 {
3003// m_log.DebugFormat( 3736 // needs to be called with phys building true
3004// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
3005// Name, LocalId, rot);
3006
3007 Quaternion axRot = rot; 3737 Quaternion axRot = rot;
3008 Quaternion oldParentRot = m_rootPart.RotationOffset; 3738 Quaternion oldParentRot = m_rootPart.RotationOffset;
3009 3739
3010 m_rootPart.StoreUndoState(); 3740 //Don't use UpdateRotation because it schedules an update prematurely
3011 m_rootPart.UpdateRotation(rot); 3741 m_rootPart.RotationOffset = rot;
3012 3742
3013 PhysicsActor pa = m_rootPart.PhysActor; 3743 PhysicsActor pa = m_rootPart.PhysActor;
3014 3744
@@ -3024,35 +3754,145 @@ namespace OpenSim.Region.Framework.Scenes
3024 SceneObjectPart prim = parts[i]; 3754 SceneObjectPart prim = parts[i];
3025 if (prim.UUID != m_rootPart.UUID) 3755 if (prim.UUID != m_rootPart.UUID)
3026 { 3756 {
3027 prim.IgnoreUndoUpdate = true; 3757 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3758 NewRot = Quaternion.Inverse(axRot) * NewRot;
3759 prim.RotationOffset = NewRot;
3760
3028 Vector3 axPos = prim.OffsetPosition; 3761 Vector3 axPos = prim.OffsetPosition;
3762
3029 axPos *= oldParentRot; 3763 axPos *= oldParentRot;
3030 axPos *= Quaternion.Inverse(axRot); 3764 axPos *= Quaternion.Inverse(axRot);
3031 prim.OffsetPosition = axPos; 3765 prim.OffsetPosition = axPos;
3032 Quaternion primsRot = prim.RotationOffset; 3766 }
3033 Quaternion newRot = oldParentRot * primsRot; 3767 }
3034 newRot = Quaternion.Inverse(axRot) * newRot; 3768
3035 prim.RotationOffset = newRot; 3769 HasGroupChanged = true;
3036 prim.ScheduleTerseUpdate(); 3770 ScheduleGroupForFullUpdate();
3037 prim.IgnoreUndoUpdate = false; 3771 }
3038 }
3039 }
3040
3041// for (int i = 0; i < parts.Length; i++)
3042// {
3043// SceneObjectPart childpart = parts[i];
3044// if (childpart != m_rootPart)
3045// {
3046//// childpart.IgnoreUndoUpdate = false;
3047//// childpart.StoreUndoState();
3048// }
3049// }
3050 3772
3051 m_rootPart.ScheduleTerseUpdate(); 3773 private enum updatetype :int
3774 {
3775 none = 0,
3776 partterse = 1,
3777 partfull = 2,
3778 groupterse = 3,
3779 groupfull = 4
3780 }
3052 3781
3053// m_log.DebugFormat( 3782 public void doChangeObject(SceneObjectPart part, ObjectChangeData data)
3054// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}", 3783 {
3055// Name, LocalId, rot); 3784 // TODO this still as excessive *.Schedule*Update()s
3785
3786 if (part != null && part.ParentGroup != null)
3787 {
3788 ObjectChangeType change = data.change;
3789 bool togroup = ((change & ObjectChangeType.Group) != 0);
3790 // bool uniform = ((what & ObjectChangeType.UniformScale) != 0); not in use
3791
3792 SceneObjectGroup group = part.ParentGroup;
3793 PhysicsActor pha = group.RootPart.PhysActor;
3794
3795 updatetype updateType = updatetype.none;
3796
3797 if (togroup)
3798 {
3799 // related to group
3800 if ((change & (ObjectChangeType.Rotation | ObjectChangeType.Position)) != 0)
3801 {
3802 if ((change & ObjectChangeType.Rotation) != 0)
3803 {
3804 group.RootPart.UpdateRotation(data.rotation);
3805 updateType = updatetype.none;
3806 }
3807 if ((change & ObjectChangeType.Position) != 0)
3808 {
3809 if (IsAttachment || m_scene.Permissions.CanObjectEntry(group.UUID, false, data.position))
3810 UpdateGroupPosition(data.position);
3811 updateType = updatetype.groupterse;
3812 }
3813 else
3814 // ugly rotation update of all parts
3815 {
3816 group.ResetChildPrimPhysicsPositions();
3817 }
3818
3819 }
3820 if ((change & ObjectChangeType.Scale) != 0)
3821 {
3822 if (pha != null)
3823 pha.Building = true;
3824
3825 group.GroupResize(data.scale);
3826 updateType = updatetype.none;
3827
3828 if (pha != null)
3829 pha.Building = false;
3830 }
3831 }
3832 else
3833 {
3834 // related to single prim in a link-set ( ie group)
3835 if (pha != null)
3836 pha.Building = true;
3837
3838 // root part is special
3839 // parts offset positions or rotations need to change also
3840
3841 if (part == group.RootPart)
3842 {
3843 if ((change & ObjectChangeType.Rotation) != 0)
3844 group.UpdateRootRotation(data.rotation);
3845 if ((change & ObjectChangeType.Position) != 0)
3846 group.UpdateRootPosition(data.position);
3847 if ((change & ObjectChangeType.Scale) != 0)
3848 part.Resize(data.scale);
3849 }
3850 else
3851 {
3852 if ((change & ObjectChangeType.Position) != 0)
3853 {
3854 part.OffsetPosition = data.position;
3855 updateType = updatetype.partterse;
3856 }
3857 if ((change & ObjectChangeType.Rotation) != 0)
3858 {
3859 part.UpdateRotation(data.rotation);
3860 updateType = updatetype.none;
3861 }
3862 if ((change & ObjectChangeType.Scale) != 0)
3863 {
3864 part.Resize(data.scale);
3865 updateType = updatetype.none;
3866 }
3867 }
3868
3869 if (pha != null)
3870 pha.Building = false;
3871 }
3872
3873 if (updateType != updatetype.none)
3874 {
3875 group.HasGroupChanged = true;
3876
3877 switch (updateType)
3878 {
3879 case updatetype.partterse:
3880 part.ScheduleTerseUpdate();
3881 break;
3882 case updatetype.partfull:
3883 part.ScheduleFullUpdate();
3884 break;
3885 case updatetype.groupterse:
3886 group.ScheduleGroupForTerseUpdate();
3887 break;
3888 case updatetype.groupfull:
3889 group.ScheduleGroupForFullUpdate();
3890 break;
3891 default:
3892 break;
3893 }
3894 }
3895 }
3056 } 3896 }
3057 3897
3058 #endregion 3898 #endregion
@@ -3151,10 +3991,11 @@ namespace OpenSim.Region.Framework.Scenes
3151 scriptPosTarget target = m_targets[idx]; 3991 scriptPosTarget target = m_targets[idx];
3152 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance) 3992 if (Util.GetDistanceTo(target.targetPos, m_rootPart.GroupPosition) <= target.tolerance)
3153 { 3993 {
3994 at_target = true;
3995
3154 // trigger at_target 3996 // trigger at_target
3155 if (m_scriptListens_atTarget) 3997 if (m_scriptListens_atTarget)
3156 { 3998 {
3157 at_target = true;
3158 scriptPosTarget att = new scriptPosTarget(); 3999 scriptPosTarget att = new scriptPosTarget();
3159 att.targetPos = target.targetPos; 4000 att.targetPos = target.targetPos;
3160 att.tolerance = target.tolerance; 4001 att.tolerance = target.tolerance;
@@ -3272,11 +4113,50 @@ namespace OpenSim.Region.Framework.Scenes
3272 } 4113 }
3273 } 4114 }
3274 } 4115 }
3275 4116
4117 public Vector3 GetGeometricCenter()
4118 {
4119 // this is not real geometric center but a average of positions relative to root prim acording to
4120 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
4121 // ignoring tortured prims details since sl also seems to ignore
4122 // so no real use in doing it on physics
4123
4124 Vector3 gc = Vector3.Zero;
4125
4126 int nparts = m_parts.Count;
4127 if (nparts <= 1)
4128 return gc;
4129
4130 SceneObjectPart[] parts = m_parts.GetArray();
4131 nparts = parts.Length; // just in case it changed
4132 if (nparts <= 1)
4133 return gc;
4134
4135 Quaternion parentRot = RootPart.RotationOffset;
4136 Vector3 pPos;
4137
4138 // average all parts positions
4139 for (int i = 0; i < nparts; i++)
4140 {
4141 // do it directly
4142 // gc += parts[i].GetWorldPosition();
4143 if (parts[i] != RootPart)
4144 {
4145 pPos = parts[i].OffsetPosition;
4146 gc += pPos;
4147 }
4148
4149 }
4150 gc /= nparts;
4151
4152 // relative to root:
4153// gc -= AbsolutePosition;
4154 return gc;
4155 }
4156
3276 public float GetMass() 4157 public float GetMass()
3277 { 4158 {
3278 float retmass = 0f; 4159 float retmass = 0f;
3279
3280 SceneObjectPart[] parts = m_parts.GetArray(); 4160 SceneObjectPart[] parts = m_parts.GetArray();
3281 for (int i = 0; i < parts.Length; i++) 4161 for (int i = 0; i < parts.Length; i++)
3282 retmass += parts[i].GetMass(); 4162 retmass += parts[i].GetMass();
@@ -3284,6 +4164,39 @@ namespace OpenSim.Region.Framework.Scenes
3284 return retmass; 4164 return retmass;
3285 } 4165 }
3286 4166
4167 // center of mass of full object
4168 public Vector3 GetCenterOfMass()
4169 {
4170 PhysicsActor pa = RootPart.PhysActor;
4171
4172 if(((RootPart.Flags & PrimFlags.Physics) !=0) && pa !=null)
4173 {
4174 // physics knows better about center of mass of physical prims
4175 Vector3 tmp = pa.CenterOfMass;
4176 return tmp;
4177 }
4178
4179 Vector3 Ptot = Vector3.Zero;
4180 float totmass = 0f;
4181 float m;
4182
4183 SceneObjectPart[] parts = m_parts.GetArray();
4184 for (int i = 0; i < parts.Length; i++)
4185 {
4186 m = parts[i].GetMass();
4187 Ptot += parts[i].GetPartCenterOfMass() * m;
4188 totmass += m;
4189 }
4190
4191 if (totmass == 0)
4192 totmass = 0;
4193 else
4194 totmass = 1 / totmass;
4195 Ptot *= totmass;
4196
4197 return Ptot;
4198 }
4199
3287 /// <summary> 4200 /// <summary>
3288 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that 4201 /// If the object is a sculpt/mesh, retrieve the mesh data for each part and reinsert it into each shape so that
3289 /// the physics engine can use it. 4202 /// the physics engine can use it.
@@ -3451,6 +4364,14 @@ namespace OpenSim.Region.Framework.Scenes
3451 FromItemID = uuid; 4364 FromItemID = uuid;
3452 } 4365 }
3453 4366
4367 public void ResetOwnerChangeFlag()
4368 {
4369 ForEachPart(delegate(SceneObjectPart part)
4370 {
4371 part.ResetOwnerChangeFlag();
4372 });
4373 }
4374
3454 #endregion 4375 #endregion
3455 } 4376 }
3456} 4377}
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index b3f11a7..1f1caca 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes
62 TELEPORT = 512, 62 TELEPORT = 512,
63 REGION_RESTART = 1024, 63 REGION_RESTART = 1024,
64 MEDIA = 2048, 64 MEDIA = 2048,
65 ANIMATION = 16384 65 ANIMATION = 16384,
66 POSITION = 32768
66 } 67 }
67 68
68 // I don't really know where to put this except here. 69 // I don't really know where to put this except here.
@@ -121,7 +122,18 @@ namespace OpenSim.Region.Framework.Scenes
121 /// Denote all sides of the prim 122 /// Denote all sides of the prim
122 /// </value> 123 /// </value>
123 public const int ALL_SIDES = -1; 124 public const int ALL_SIDES = -1;
124 125
126 private const scriptEvents PhysicsNeededSubsEvents = (
127 scriptEvents.collision | scriptEvents.collision_start | scriptEvents.collision_end |
128 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
129 );
130 private const scriptEvents PhyscicsPhantonSubsEvents = (
131 scriptEvents.land_collision | scriptEvents.land_collision_start | scriptEvents.land_collision_end
132 );
133 private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
134 scriptEvents.collision_start | scriptEvents.collision_end
135 );
136
125 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 137 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
126 138
127 /// <value> 139 /// <value>
@@ -191,12 +203,25 @@ namespace OpenSim.Region.Framework.Scenes
191 203
192 public double SoundRadius; 204 public double SoundRadius;
193 205
206
194 public uint TimeStampFull; 207 public uint TimeStampFull;
195 208
196 public uint TimeStampLastActivity; // Will be used for AutoReturn 209 public uint TimeStampLastActivity; // Will be used for AutoReturn
197 210
198 public uint TimeStampTerse; 211 public uint TimeStampTerse;
199 212
213 // The following two are to hold the attachment data
214 // while an object is inworld
215 [XmlIgnore]
216 public byte AttachPoint = 0;
217
218 [XmlIgnore]
219 public Vector3 AttachOffset = Vector3.Zero;
220
221 [XmlIgnore]
222 public Quaternion AttachRotation = Quaternion.Identity;
223
224 [XmlIgnore]
200 public int STATUS_ROTATE_X; 225 public int STATUS_ROTATE_X;
201 226
202 public int STATUS_ROTATE_Y; 227 public int STATUS_ROTATE_Y;
@@ -223,8 +248,7 @@ namespace OpenSim.Region.Framework.Scenes
223 248
224 public Vector3 RotationAxis = Vector3.One; 249 public Vector3 RotationAxis = Vector3.One;
225 250
226 public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this 251 public bool VolumeDetectActive;
227 // Certainly this must be a persistant setting finally
228 252
229 public bool IsWaitingForFirstSpinUpdatePacket; 253 public bool IsWaitingForFirstSpinUpdatePacket;
230 254
@@ -264,10 +288,10 @@ namespace OpenSim.Region.Framework.Scenes
264 private Quaternion m_sitTargetOrientation = Quaternion.Identity; 288 private Quaternion m_sitTargetOrientation = Quaternion.Identity;
265 private Vector3 m_sitTargetPosition; 289 private Vector3 m_sitTargetPosition;
266 private string m_sitAnimation = "SIT"; 290 private string m_sitAnimation = "SIT";
291 private bool m_occupied; // KF if any av is sitting on this prim
267 private string m_text = String.Empty; 292 private string m_text = String.Empty;
268 private string m_touchName = String.Empty; 293 private string m_touchName = String.Empty;
269 private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); 294 private UndoRedoState m_UndoRedo = null;
270 private readonly Stack<UndoState> m_redo = new Stack<UndoState>(5);
271 295
272 private bool m_passTouches = false; 296 private bool m_passTouches = false;
273 private bool m_passCollisions = false; 297 private bool m_passCollisions = false;
@@ -296,7 +320,19 @@ namespace OpenSim.Region.Framework.Scenes
296 protected Vector3 m_lastAcceleration; 320 protected Vector3 m_lastAcceleration;
297 protected Vector3 m_lastAngularVelocity; 321 protected Vector3 m_lastAngularVelocity;
298 protected int m_lastTerseSent; 322 protected int m_lastTerseSent;
299 323 protected float m_buoyancy = 0.0f;
324 protected Vector3 m_force;
325 protected Vector3 m_torque;
326
327 protected byte m_physicsShapeType = (byte)PhysShapeType.prim;
328 protected float m_density = 1000.0f; // in kg/m^3
329 protected float m_gravitymod = 1.0f;
330 protected float m_friction = 0.6f; // wood
331 protected float m_bounce = 0.5f; // wood
332
333
334 protected bool m_isSelected = false;
335
300 /// <summary> 336 /// <summary>
301 /// Stores media texture data 337 /// Stores media texture data
302 /// </summary> 338 /// </summary>
@@ -308,10 +344,25 @@ namespace OpenSim.Region.Framework.Scenes
308 private Vector3 m_cameraAtOffset; 344 private Vector3 m_cameraAtOffset;
309 private bool m_forceMouselook; 345 private bool m_forceMouselook;
310 346
311 // TODO: Collision sound should have default. 347
348 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
349 private sbyte m_collisionSoundType;
312 private UUID m_collisionSound; 350 private UUID m_collisionSound;
313 private float m_collisionSoundVolume; 351 private float m_collisionSoundVolume;
314 352
353 private int LastColSoundSentTime;
354
355
356 private SOPVehicle m_vehicle = null;
357
358 private KeyframeMotion m_keyframeMotion = null;
359
360 public KeyframeMotion KeyframeMotion
361 {
362 get; set;
363 }
364
365
315 #endregion Fields 366 #endregion Fields
316 367
317// ~SceneObjectPart() 368// ~SceneObjectPart()
@@ -340,6 +391,7 @@ namespace OpenSim.Region.Framework.Scenes
340 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from 391 // this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
341 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log 392 // the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
342 m_inventory = new SceneObjectPartInventory(this); 393 m_inventory = new SceneObjectPartInventory(this);
394 LastColSoundSentTime = Util.EnvironmentTickCount();
343 } 395 }
344 396
345 /// <summary> 397 /// <summary>
@@ -354,7 +406,7 @@ namespace OpenSim.Region.Framework.Scenes
354 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, 406 UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
355 Quaternion rotationOffset, Vector3 offsetPosition) : this() 407 Quaternion rotationOffset, Vector3 offsetPosition) : this()
356 { 408 {
357 m_name = "Primitive"; 409 m_name = "Object";
358 410
359 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); 411 CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
360 LastOwnerID = CreatorID = OwnerID = ownerID; 412 LastOwnerID = CreatorID = OwnerID = ownerID;
@@ -393,7 +445,7 @@ namespace OpenSim.Region.Framework.Scenes
393 private uint _ownerMask = (uint)PermissionMask.All; 445 private uint _ownerMask = (uint)PermissionMask.All;
394 private uint _groupMask = (uint)PermissionMask.None; 446 private uint _groupMask = (uint)PermissionMask.None;
395 private uint _everyoneMask = (uint)PermissionMask.None; 447 private uint _everyoneMask = (uint)PermissionMask.None;
396 private uint _nextOwnerMask = (uint)PermissionMask.All; 448 private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer);
397 private PrimFlags _flags = PrimFlags.None; 449 private PrimFlags _flags = PrimFlags.None;
398 private DateTime m_expires; 450 private DateTime m_expires;
399 private DateTime m_rezzed; 451 private DateTime m_rezzed;
@@ -487,12 +539,16 @@ namespace OpenSim.Region.Framework.Scenes
487 } 539 }
488 540
489 /// <value> 541 /// <value>
490 /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes 542 /// Get the inventory list
491 /// </value> 543 /// </value>
492 public TaskInventoryDictionary TaskInventory 544 public TaskInventoryDictionary TaskInventory
493 { 545 {
494 get { return m_inventory.Items; } 546 get {
495 set { m_inventory.Items = value; } 547 return m_inventory.Items;
548 }
549 set {
550 m_inventory.Items = value;
551 }
496 } 552 }
497 553
498 /// <summary> 554 /// <summary>
@@ -542,20 +598,6 @@ namespace OpenSim.Region.Framework.Scenes
542 } 598 }
543 } 599 }
544 600
545 public byte Material
546 {
547 get { return (byte) m_material; }
548 set
549 {
550 m_material = (Material)value;
551
552 PhysicsActor pa = PhysActor;
553
554 if (pa != null)
555 pa.SetMaterial((int)value);
556 }
557 }
558
559 [XmlIgnore] 601 [XmlIgnore]
560 public bool PassTouches 602 public bool PassTouches
561 { 603 {
@@ -581,6 +623,18 @@ namespace OpenSim.Region.Framework.Scenes
581 } 623 }
582 } 624 }
583 625
626 public bool IsSelected
627 {
628 get { return m_isSelected; }
629 set
630 {
631 m_isSelected = value;
632 if (ParentGroup != null)
633 ParentGroup.PartSelectChanged(value);
634 }
635 }
636
637
584 public Dictionary<int, string> CollisionFilter 638 public Dictionary<int, string> CollisionFilter
585 { 639 {
586 get { return m_CollisionFilter; } 640 get { return m_CollisionFilter; }
@@ -649,14 +703,12 @@ namespace OpenSim.Region.Framework.Scenes
649 set { m_LoopSoundSlavePrims = value; } 703 set { m_LoopSoundSlavePrims = value; }
650 } 704 }
651 705
652
653 public Byte[] TextureAnimation 706 public Byte[] TextureAnimation
654 { 707 {
655 get { return m_TextureAnimation; } 708 get { return m_TextureAnimation; }
656 set { m_TextureAnimation = value; } 709 set { m_TextureAnimation = value; }
657 } 710 }
658 711
659
660 public Byte[] ParticleSystem 712 public Byte[] ParticleSystem
661 { 713 {
662 get { return m_particleSystem; } 714 get { return m_particleSystem; }
@@ -693,8 +745,12 @@ namespace OpenSim.Region.Framework.Scenes
693 { 745 {
694 // If this is a linkset, we don't want the physics engine mucking up our group position here. 746 // If this is a linkset, we don't want the physics engine mucking up our group position here.
695 PhysicsActor actor = PhysActor; 747 PhysicsActor actor = PhysActor;
696 if (actor != null && ParentID == 0) 748 if (ParentID == 0)
697 m_groupPosition = actor.Position; 749 {
750 if (actor != null)
751 m_groupPosition = actor.Position;
752 return m_groupPosition;
753 }
698 754
699 if (ParentGroup.IsAttachment) 755 if (ParentGroup.IsAttachment)
700 { 756 {
@@ -703,12 +759,14 @@ namespace OpenSim.Region.Framework.Scenes
703 return sp.AbsolutePosition; 759 return sp.AbsolutePosition;
704 } 760 }
705 761
762 // use root prim's group position. Physics may have updated it
763 if (ParentGroup.RootPart != this)
764 m_groupPosition = ParentGroup.RootPart.GroupPosition;
706 return m_groupPosition; 765 return m_groupPosition;
707 } 766 }
708 set 767 set
709 { 768 {
710 m_groupPosition = value; 769 m_groupPosition = value;
711
712 PhysicsActor actor = PhysActor; 770 PhysicsActor actor = PhysActor;
713 if (actor != null) 771 if (actor != null)
714 { 772 {
@@ -734,16 +792,6 @@ namespace OpenSim.Region.Framework.Scenes
734 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); 792 m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message);
735 } 793 }
736 } 794 }
737
738 // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too
739 if (SitTargetAvatar != UUID.Zero)
740 {
741 ScenePresence avatar;
742 if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar))
743 {
744 avatar.ParentPosition = GetWorldPosition();
745 }
746 }
747 } 795 }
748 } 796 }
749 797
@@ -752,7 +800,7 @@ namespace OpenSim.Region.Framework.Scenes
752 get { return m_offsetPosition; } 800 get { return m_offsetPosition; }
753 set 801 set
754 { 802 {
755// StoreUndoState(); 803 Vector3 oldpos = m_offsetPosition;
756 m_offsetPosition = value; 804 m_offsetPosition = value;
757 805
758 if (ParentGroup != null && !ParentGroup.IsDeleted) 806 if (ParentGroup != null && !ParentGroup.IsDeleted)
@@ -767,7 +815,22 @@ namespace OpenSim.Region.Framework.Scenes
767 if (ParentGroup.Scene != null) 815 if (ParentGroup.Scene != null)
768 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); 816 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor);
769 } 817 }
818
819 if (!m_parentGroup.m_dupeInProgress)
820 {
821 List<ScenePresence> avs = ParentGroup.GetLinkedAvatars();
822 foreach (ScenePresence av in avs)
823 {
824 if (av.ParentID == m_localId)
825 {
826 Vector3 offset = (m_offsetPosition - oldpos);
827 av.AbsolutePosition += offset;
828 av.SendAvatarDataToAllAgents();
829 }
830 }
831 }
770 } 832 }
833 TriggerScriptChangedEvent(Changed.POSITION);
771 } 834 }
772 } 835 }
773 836
@@ -816,7 +879,7 @@ namespace OpenSim.Region.Framework.Scenes
816 879
817 set 880 set
818 { 881 {
819 StoreUndoState(); 882// StoreUndoState();
820 m_rotationOffset = value; 883 m_rotationOffset = value;
821 884
822 PhysicsActor actor = PhysActor; 885 PhysicsActor actor = PhysActor;
@@ -904,7 +967,7 @@ namespace OpenSim.Region.Framework.Scenes
904 get 967 get
905 { 968 {
906 PhysicsActor actor = PhysActor; 969 PhysicsActor actor = PhysActor;
907 if ((actor != null) && actor.IsPhysical) 970 if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this)
908 { 971 {
909 m_angularVelocity = actor.RotationalVelocity; 972 m_angularVelocity = actor.RotationalVelocity;
910 } 973 }
@@ -916,7 +979,16 @@ namespace OpenSim.Region.Framework.Scenes
916 /// <summary></summary> 979 /// <summary></summary>
917 public Vector3 Acceleration 980 public Vector3 Acceleration
918 { 981 {
919 get { return m_acceleration; } 982 get
983 {
984 PhysicsActor actor = PhysActor;
985 if (actor != null)
986 {
987 m_acceleration = actor.Acceleration;
988 }
989 return m_acceleration;
990 }
991
920 set { m_acceleration = value; } 992 set { m_acceleration = value; }
921 } 993 }
922 994
@@ -984,7 +1056,10 @@ namespace OpenSim.Region.Framework.Scenes
984 public PrimitiveBaseShape Shape 1056 public PrimitiveBaseShape Shape
985 { 1057 {
986 get { return m_shape; } 1058 get { return m_shape; }
987 set { m_shape = value;} 1059 set
1060 {
1061 m_shape = value;
1062 }
988 } 1063 }
989 1064
990 /// <summary> 1065 /// <summary>
@@ -997,7 +1072,6 @@ namespace OpenSim.Region.Framework.Scenes
997 { 1072 {
998 if (m_shape != null) 1073 if (m_shape != null)
999 { 1074 {
1000 StoreUndoState();
1001 1075
1002 m_shape.Scale = value; 1076 m_shape.Scale = value;
1003 1077
@@ -1024,6 +1098,7 @@ namespace OpenSim.Region.Framework.Scenes
1024 } 1098 }
1025 1099
1026 public UpdateRequired UpdateFlag { get; set; } 1100 public UpdateRequired UpdateFlag { get; set; }
1101 public bool UpdatePhysRequired { get; set; }
1027 1102
1028 /// <summary> 1103 /// <summary>
1029 /// Used for media on a prim. 1104 /// Used for media on a prim.
@@ -1064,10 +1139,7 @@ namespace OpenSim.Region.Framework.Scenes
1064 { 1139 {
1065 get 1140 get
1066 { 1141 {
1067 if (ParentGroup.IsAttachment) 1142 return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset);
1068 return GroupPosition;
1069
1070 return m_offsetPosition + m_groupPosition;
1071 } 1143 }
1072 } 1144 }
1073 1145
@@ -1245,6 +1317,13 @@ namespace OpenSim.Region.Framework.Scenes
1245 _flags = value; 1317 _flags = value;
1246 } 1318 }
1247 } 1319 }
1320
1321 [XmlIgnore]
1322 public bool IsOccupied // KF If an av is sittingon this prim
1323 {
1324 get { return m_occupied; }
1325 set { m_occupied = value; }
1326 }
1248 1327
1249 /// <summary> 1328 /// <summary>
1250 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero 1329 /// ID of the avatar that is sat on us if we have a sit target. If there is no such avatar then is UUID.Zero
@@ -1295,12 +1374,41 @@ namespace OpenSim.Region.Framework.Scenes
1295 set { m_sitAnimation = value; } 1374 set { m_sitAnimation = value; }
1296 } 1375 }
1297 1376
1377 public UUID invalidCollisionSoundUUID = new UUID("ffffffff-ffff-ffff-ffff-ffffffffffff");
1378
1379 // 0 for default collision sounds, -1 for script disabled sound 1 for script defined sound
1380 // runtime thing.. do not persist
1381 [XmlIgnore]
1382 public sbyte CollisionSoundType
1383 {
1384 get
1385 {
1386 return m_collisionSoundType;
1387 }
1388 set
1389 {
1390 m_collisionSoundType = value;
1391 if (value == -1)
1392 m_collisionSound = invalidCollisionSoundUUID;
1393 else if (value == 0)
1394 m_collisionSound = UUID.Zero;
1395 }
1396 }
1397
1298 public UUID CollisionSound 1398 public UUID CollisionSound
1299 { 1399 {
1300 get { return m_collisionSound; } 1400 get { return m_collisionSound; }
1301 set 1401 set
1302 { 1402 {
1303 m_collisionSound = value; 1403 m_collisionSound = value;
1404
1405 if (value == invalidCollisionSoundUUID)
1406 m_collisionSoundType = -1;
1407 else if (value == UUID.Zero)
1408 m_collisionSoundType = 0;
1409 else
1410 m_collisionSoundType = 1;
1411
1304 aggregateScriptEvents(); 1412 aggregateScriptEvents();
1305 } 1413 }
1306 } 1414 }
@@ -1311,6 +1419,319 @@ namespace OpenSim.Region.Framework.Scenes
1311 set { m_collisionSoundVolume = value; } 1419 set { m_collisionSoundVolume = value; }
1312 } 1420 }
1313 1421
1422 public float Buoyancy
1423 {
1424 get
1425 {
1426 if (ParentGroup.RootPart == this)
1427 return m_buoyancy;
1428
1429 return ParentGroup.RootPart.Buoyancy;
1430 }
1431 set
1432 {
1433 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1434 {
1435 ParentGroup.RootPart.Buoyancy = value;
1436 return;
1437 }
1438 m_buoyancy = value;
1439 if (PhysActor != null)
1440 PhysActor.Buoyancy = value;
1441 }
1442 }
1443
1444 public Vector3 Force
1445 {
1446 get
1447 {
1448 if (ParentGroup.RootPart == this)
1449 return m_force;
1450
1451 return ParentGroup.RootPart.Force;
1452 }
1453
1454 set
1455 {
1456 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1457 {
1458 ParentGroup.RootPart.Force = value;
1459 return;
1460 }
1461 m_force = value;
1462 if (PhysActor != null)
1463 PhysActor.Force = value;
1464 }
1465 }
1466
1467 public Vector3 Torque
1468 {
1469 get
1470 {
1471 if (ParentGroup.RootPart == this)
1472 return m_torque;
1473
1474 return ParentGroup.RootPart.Torque;
1475 }
1476
1477 set
1478 {
1479 if (ParentGroup != null && ParentGroup.RootPart != null && ParentGroup.RootPart != this)
1480 {
1481 ParentGroup.RootPart.Torque = value;
1482 return;
1483 }
1484 m_torque = value;
1485 if (PhysActor != null)
1486 PhysActor.Torque = value;
1487 }
1488 }
1489
1490 public byte Material
1491 {
1492 get { return (byte)m_material; }
1493 set
1494 {
1495 if (value >= 0 && value <= (byte)SOPMaterialData.MaxMaterial)
1496 {
1497 bool update = false;
1498
1499 if (m_material != (Material)value)
1500 {
1501 update = true;
1502 m_material = (Material)value;
1503 }
1504
1505 if (m_friction != SOPMaterialData.friction(m_material))
1506 {
1507 update = true;
1508 m_friction = SOPMaterialData.friction(m_material);
1509 }
1510
1511 if (m_bounce != SOPMaterialData.bounce(m_material))
1512 {
1513 update = true;
1514 m_bounce = SOPMaterialData.bounce(m_material);
1515 }
1516
1517 if (update)
1518 {
1519 if (PhysActor != null)
1520 {
1521 PhysActor.SetMaterial((int)value);
1522 }
1523 if(ParentGroup != null)
1524 ParentGroup.HasGroupChanged = true;
1525 ScheduleFullUpdateIfNone();
1526 UpdatePhysRequired = true;
1527 }
1528 }
1529 }
1530 }
1531
1532 // not a propriety to move to methods place later
1533 private bool HasMesh()
1534 {
1535 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1536 return true;
1537 return false;
1538 }
1539
1540 // not a propriety to move to methods place later
1541 public byte DefaultPhysicsShapeType()
1542 {
1543 byte type;
1544
1545 if (Shape != null && (Shape.SculptType == (byte)SculptType.Mesh))
1546 type = (byte)PhysShapeType.convex;
1547 else
1548 type = (byte)PhysShapeType.prim;
1549
1550 return type;
1551 }
1552
1553 [XmlIgnore]
1554 public bool UsesComplexCost
1555 {
1556 get
1557 {
1558 byte pst = PhysicsShapeType;
1559 if(pst == (byte) PhysShapeType.none || pst == (byte) PhysShapeType.convex || HasMesh())
1560 return true;
1561 return false;
1562 }
1563 }
1564
1565 [XmlIgnore]
1566 public float PhysicsCost
1567 {
1568 get
1569 {
1570 if(PhysicsShapeType == (byte)PhysShapeType.none)
1571 return 0;
1572
1573 float cost = 0.1f;
1574 if (PhysActor != null)
1575// cost += PhysActor.Cost;
1576
1577 if ((Flags & PrimFlags.Physics) != 0)
1578 cost *= (1.0f + 0.01333f * Scale.LengthSquared()); // 0.01333 == 0.04/3
1579 return cost;
1580 }
1581 }
1582
1583 [XmlIgnore]
1584 public float StreamingCost
1585 {
1586 get
1587 {
1588
1589
1590 return 0.1f;
1591 }
1592 }
1593
1594 [XmlIgnore]
1595 public float SimulationCost
1596 {
1597 get
1598 {
1599 // ignoring scripts. Don't like considering them for this
1600 if((Flags & PrimFlags.Physics) != 0)
1601 return 1.0f;
1602
1603 return 0.5f;
1604 }
1605 }
1606
1607 public byte PhysicsShapeType
1608 {
1609 get { return m_physicsShapeType; }
1610 set
1611 {
1612 byte oldv = m_physicsShapeType;
1613
1614 if (value >= 0 && value <= (byte)PhysShapeType.convex)
1615 {
1616 if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
1617 m_physicsShapeType = DefaultPhysicsShapeType();
1618 else
1619 m_physicsShapeType = value;
1620 }
1621 else
1622 m_physicsShapeType = DefaultPhysicsShapeType();
1623
1624 if (m_physicsShapeType != oldv && ParentGroup != null)
1625 {
1626 if (m_physicsShapeType == (byte)PhysShapeType.none)
1627 {
1628 if (PhysActor != null)
1629 {
1630 Velocity = new Vector3(0, 0, 0);
1631 Acceleration = new Vector3(0, 0, 0);
1632 if (ParentGroup.RootPart == this)
1633 AngularVelocity = new Vector3(0, 0, 0);
1634 ParentGroup.Scene.RemovePhysicalPrim(1);
1635 RemoveFromPhysics();
1636 }
1637 }
1638 else if (PhysActor == null)
1639 {
1640 ApplyPhysics((uint)Flags, VolumeDetectActive, false);
1641 UpdatePhysicsSubscribedEvents();
1642 }
1643 else
1644 {
1645 PhysActor.PhysicsShapeType = m_physicsShapeType;
1646 if (Shape.SculptEntry)
1647 CheckSculptAndLoad();
1648 }
1649
1650 if (ParentGroup != null)
1651 ParentGroup.HasGroupChanged = true;
1652 }
1653
1654 if (m_physicsShapeType != value)
1655 {
1656 UpdatePhysRequired = true;
1657 }
1658 }
1659 }
1660
1661 public float Density // in kg/m^3
1662 {
1663 get { return m_density; }
1664 set
1665 {
1666 if (value >=1 && value <= 22587.0)
1667 {
1668 m_density = value;
1669 UpdatePhysRequired = true;
1670 }
1671
1672 ScheduleFullUpdateIfNone();
1673
1674 if (ParentGroup != null)
1675 ParentGroup.HasGroupChanged = true;
1676 }
1677 }
1678
1679 public float GravityModifier
1680 {
1681 get { return m_gravitymod; }
1682 set
1683 {
1684 if( value >= -1 && value <=28.0f)
1685 {
1686 m_gravitymod = value;
1687 UpdatePhysRequired = true;
1688 }
1689
1690 ScheduleFullUpdateIfNone();
1691
1692 if (ParentGroup != null)
1693 ParentGroup.HasGroupChanged = true;
1694
1695 }
1696 }
1697
1698 public float Friction
1699 {
1700 get { return m_friction; }
1701 set
1702 {
1703 if (value >= 0 && value <= 255.0f)
1704 {
1705 m_friction = value;
1706 UpdatePhysRequired = true;
1707 }
1708
1709 ScheduleFullUpdateIfNone();
1710
1711 if (ParentGroup != null)
1712 ParentGroup.HasGroupChanged = true;
1713 }
1714 }
1715
1716 public float Bounciness
1717 {
1718 get { return m_bounce; }
1719 set
1720 {
1721 if (value >= 0 && value <= 1.0f)
1722 {
1723 m_bounce = value;
1724 UpdatePhysRequired = true;
1725 }
1726
1727 ScheduleFullUpdateIfNone();
1728
1729 if (ParentGroup != null)
1730 ParentGroup.HasGroupChanged = true;
1731 }
1732 }
1733
1734
1314 #endregion Public Properties with only Get 1735 #endregion Public Properties with only Get
1315 1736
1316 private uint ApplyMask(uint val, bool set, uint mask) 1737 private uint ApplyMask(uint val, bool set, uint mask)
@@ -1456,6 +1877,34 @@ namespace OpenSim.Region.Framework.Scenes
1456 } 1877 }
1457 } 1878 }
1458 1879
1880// SetVelocity for LSL llSetVelocity.. may need revision if having other uses in future
1881 public void SetVelocity(Vector3 pVel, bool localGlobalTF)
1882 {
1883 if (ParentGroup == null || ParentGroup.IsDeleted)
1884 return;
1885
1886 if (ParentGroup.IsAttachment)
1887 return; // don't work on attachments (for now ??)
1888
1889 SceneObjectPart root = ParentGroup.RootPart;
1890
1891 if (root.VehicleType != (int)Vehicle.TYPE_NONE) // don't mess with vehicles
1892 return;
1893
1894 PhysicsActor pa = root.PhysActor;
1895
1896 if (pa == null || !pa.IsPhysical)
1897 return;
1898
1899 if (localGlobalTF)
1900 {
1901 pVel = pVel * GetWorldRotation();
1902 }
1903
1904 ParentGroup.Velocity = pVel;
1905 }
1906
1907
1459 /// <summary> 1908 /// <summary>
1460 /// hook to the physics scene to apply angular impulse 1909 /// hook to the physics scene to apply angular impulse
1461 /// This is sent up to the group, which then finds the root prim 1910 /// This is sent up to the group, which then finds the root prim
@@ -1476,7 +1925,7 @@ namespace OpenSim.Region.Framework.Scenes
1476 impulse = newimpulse; 1925 impulse = newimpulse;
1477 } 1926 }
1478 1927
1479 ParentGroup.applyAngularImpulse(impulse); 1928 ParentGroup.ApplyAngularImpulse(impulse);
1480 } 1929 }
1481 1930
1482 /// <summary> 1931 /// <summary>
@@ -1486,20 +1935,24 @@ namespace OpenSim.Region.Framework.Scenes
1486 /// </summary> 1935 /// </summary>
1487 /// <param name="impulsei">Vector force</param> 1936 /// <param name="impulsei">Vector force</param>
1488 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param> 1937 /// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
1489 public void SetAngularImpulse(Vector3 impulsei, bool localGlobalTF) 1938
1939 // this is actualy Set Torque.. keeping naming so not to edit lslapi also
1940 public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
1490 { 1941 {
1491 Vector3 impulse = impulsei; 1942 Vector3 torque = torquei;
1492 1943
1493 if (localGlobalTF) 1944 if (localGlobalTF)
1494 { 1945 {
1946/*
1495 Quaternion grot = GetWorldRotation(); 1947 Quaternion grot = GetWorldRotation();
1496 Quaternion AXgrot = grot; 1948 Quaternion AXgrot = grot;
1497 Vector3 AXimpulsei = impulsei; 1949 Vector3 AXimpulsei = impulsei;
1498 Vector3 newimpulse = AXimpulsei * AXgrot; 1950 Vector3 newimpulse = AXimpulsei * AXgrot;
1499 impulse = newimpulse; 1951 */
1952 torque *= GetWorldRotation();
1500 } 1953 }
1501 1954
1502 ParentGroup.setAngularImpulse(impulse); 1955 Torque = torque;
1503 } 1956 }
1504 1957
1505 /// <summary> 1958 /// <summary>
@@ -1507,17 +1960,23 @@ namespace OpenSim.Region.Framework.Scenes
1507 /// </summary> 1960 /// </summary>
1508 /// <param name="rootObjectFlags"></param> 1961 /// <param name="rootObjectFlags"></param>
1509 /// <param name="VolumeDetectActive"></param> 1962 /// <param name="VolumeDetectActive"></param>
1510 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1963 /// <param name="building"></param>
1964
1965 public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
1511 { 1966 {
1967 VolumeDetectActive = _VolumeDetectActive;
1968
1512 if (!ParentGroup.Scene.CollidablePrims) 1969 if (!ParentGroup.Scene.CollidablePrims)
1513 return; 1970 return;
1514 1971
1515// m_log.DebugFormat( 1972 if (PhysicsShapeType == (byte)PhysShapeType.none)
1516// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1973 return;
1517// Name, LocalId, UUID, m_physicalPrim); 1974
1975 bool isPhysical = (_ObjectFlags & (uint) PrimFlags.Physics) != 0;
1976 bool isPhantom = (_ObjectFlags & (uint)PrimFlags.Phantom) != 0;
1518 1977
1519 bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; 1978 if (_VolumeDetectActive)
1520 bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; 1979 isPhantom = true;
1521 1980
1522 if (IsJoint()) 1981 if (IsJoint())
1523 { 1982 {
@@ -1525,22 +1984,14 @@ namespace OpenSim.Region.Framework.Scenes
1525 } 1984 }
1526 else 1985 else
1527 { 1986 {
1528 // Special case for VolumeDetection: If VolumeDetection is set, the phantom flag is locally ignored 1987 if ((!isPhantom || isPhysical || _VolumeDetectActive) && !ParentGroup.IsAttachment
1529 if (VolumeDetectActive) 1988 && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1530 isPhantom = false;
1531
1532 // 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
1533 // or flexible
1534 if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
1535 { 1989 {
1536 // Added clarification.. since A rigid body is an object that you can kick around, etc. 1990 AddToPhysics(isPhysical, isPhantom, building, isPhysical);
1537 bool rigidBody = isPhysical && !isPhantom; 1991 UpdatePhysicsSubscribedEvents(); // not sure if appliable here
1538
1539 PhysicsActor pa = AddToPhysics(rigidBody);
1540
1541 if (pa != null)
1542 pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1543 } 1992 }
1993 else
1994 PhysActor = null; // just to be sure
1544 } 1995 }
1545 } 1996 }
1546 1997
@@ -1592,6 +2043,12 @@ namespace OpenSim.Region.Framework.Scenes
1592 dupe.Category = Category; 2043 dupe.Category = Category;
1593 dupe.m_rezzed = m_rezzed; 2044 dupe.m_rezzed = m_rezzed;
1594 2045
2046 dupe.m_UndoRedo = null;
2047 dupe.m_isSelected = false;
2048
2049 dupe.IgnoreUndoUpdate = false;
2050 dupe.Undoing = false;
2051
1595 dupe.m_inventory = new SceneObjectPartInventory(dupe); 2052 dupe.m_inventory = new SceneObjectPartInventory(dupe);
1596 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone(); 2053 dupe.m_inventory.Items = (TaskInventoryDictionary)m_inventory.Items.Clone();
1597 2054
@@ -1607,6 +2064,7 @@ namespace OpenSim.Region.Framework.Scenes
1607 2064
1608 // Move afterwards ResetIDs as it clears the localID 2065 // Move afterwards ResetIDs as it clears the localID
1609 dupe.LocalId = localID; 2066 dupe.LocalId = localID;
2067
1610 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 2068 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1611 dupe.LastOwnerID = OwnerID; 2069 dupe.LastOwnerID = OwnerID;
1612 2070
@@ -1624,8 +2082,12 @@ namespace OpenSim.Region.Framework.Scenes
1624 2082
1625 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0); 2083 bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
1626 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 2084 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
2085// dupe.UpdatePhysicsSubscribedEvents(); // not sure...
1627 } 2086 }
1628 2087
2088 if (dupe.PhysActor != null)
2089 dupe.PhysActor.LocalID = localID;
2090
1629 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 2091 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1630 2092
1631// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 2093// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
@@ -1745,6 +2207,7 @@ namespace OpenSim.Region.Framework.Scenes
1745 2207
1746 /// <summary> 2208 /// <summary>
1747 /// Do a physics propery update for this part. 2209 /// Do a physics propery update for this part.
2210 /// now also updates phantom and volume detector
1748 /// </summary> 2211 /// </summary>
1749 /// <param name="UsePhysics"></param> 2212 /// <param name="UsePhysics"></param>
1750 /// <param name="isNew"></param> 2213 /// <param name="isNew"></param>
@@ -1770,61 +2233,69 @@ namespace OpenSim.Region.Framework.Scenes
1770 { 2233 {
1771 if (pa.IsPhysical) // implies UsePhysics==false for this block 2234 if (pa.IsPhysical) // implies UsePhysics==false for this block
1772 { 2235 {
1773 if (!isNew) 2236 if (!isNew) // implies UsePhysics==false for this block
2237 {
1774 ParentGroup.Scene.RemovePhysicalPrim(1); 2238 ParentGroup.Scene.RemovePhysicalPrim(1);
1775 2239
1776 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate; 2240 Velocity = new Vector3(0, 0, 0);
1777 pa.OnOutOfBounds -= PhysicsOutOfBounds; 2241 Acceleration = new Vector3(0, 0, 0);
1778 pa.delink(); 2242 if (ParentGroup.RootPart == this)
2243 AngularVelocity = new Vector3(0, 0, 0);
1779 2244
1780 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints && (!isNew)) 2245 if (pa.Phantom && !VolumeDetectActive)
1781 { 2246 {
1782 // destroy all joints connected to this now deactivated body 2247 RemoveFromPhysics();
1783 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa); 2248 return;
1784 } 2249 }
1785 2250
1786 // stop client-side interpolation of all joint proxy objects that have just been deleted 2251 pa.IsPhysical = UsePhysics;
1787 // this is done because RemoveAllJointsConnectedToActor invokes the OnJointDeactivated callback, 2252 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
1788 // which stops client-side interpolation of deactivated joint proxy objects. 2253 pa.OnOutOfBounds -= PhysicsOutOfBounds;
2254 pa.delink();
2255 if (ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
2256 {
2257 // destroy all joints connected to this now deactivated body
2258 ParentGroup.Scene.PhysicsScene.RemoveAllJointsConnectedToActorThreadLocked(pa);
2259 }
2260 }
1789 } 2261 }
1790 2262
1791 if (!UsePhysics && !isNew) 2263 if (pa.IsPhysical != UsePhysics)
1792 { 2264 pa.IsPhysical = UsePhysics;
1793 // reset velocity to 0 on physics switch-off. Without that, the client thinks the
1794 // prim still has velocity and continues to interpolate its position along the old
1795 // velocity-vector.
1796 Velocity = new Vector3(0, 0, 0);
1797 Acceleration = new Vector3(0, 0, 0);
1798 AngularVelocity = new Vector3(0, 0, 0);
1799 //RotationalVelocity = new Vector3(0, 0, 0);
1800 }
1801 2265
1802 pa.IsPhysical = UsePhysics; 2266 if (UsePhysics)
2267 {
2268 if (ParentGroup.RootPart.KeyframeMotion != null)
2269 ParentGroup.RootPart.KeyframeMotion.Stop();
2270 ParentGroup.RootPart.KeyframeMotion = null;
2271 ParentGroup.Scene.AddPhysicalPrim(1);
1803 2272
1804 // If we're not what we're supposed to be in the physics scene, recreate ourselves. 2273 PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
1805 //m_parentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 2274 PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
1806 /// that's not wholesome. Had to make Scene public
1807 //PhysActor = null;
1808 2275
1809 if ((Flags & PrimFlags.Phantom) == 0) 2276 if (ParentID != 0 && ParentID != LocalId)
1810 {
1811 if (UsePhysics)
1812 { 2277 {
1813 ParentGroup.Scene.AddPhysicalPrim(1); 2278 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
1814 2279
1815 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate; 2280 if (parentPa != null)
1816 pa.OnOutOfBounds += PhysicsOutOfBounds;
1817 if (ParentID != 0 && ParentID != LocalId)
1818 { 2281 {
1819 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor; 2282 pa.link(parentPa);
1820
1821 if (parentPa != null)
1822 {
1823 pa.link(parentPa);
1824 }
1825 } 2283 }
1826 } 2284 }
1827 } 2285 }
2286 }
2287
2288 bool phan = ((Flags & PrimFlags.Phantom) != 0);
2289 if (pa.Phantom != phan)
2290 pa.Phantom = phan;
2291
2292// some engines dont' have this check still
2293// if (VolumeDetectActive != pa.IsVolumeDtc)
2294 {
2295 if (VolumeDetectActive)
2296 pa.SetVolumeDetect(1);
2297 else
2298 pa.SetVolumeDetect(0);
1828 } 2299 }
1829 2300
1830 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 2301 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
@@ -1943,12 +2414,26 @@ namespace OpenSim.Region.Framework.Scenes
1943 2414
1944 public Vector3 GetGeometricCenter() 2415 public Vector3 GetGeometricCenter()
1945 { 2416 {
1946 PhysicsActor pa = PhysActor; 2417 // this is not real geometric center but a average of positions relative to root prim acording to
1947 2418 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
1948 if (pa != null) 2419 // ignoring tortured prims details since sl also seems to ignore
1949 return new Vector3(pa.CenterOfMass.X, pa.CenterOfMass.Y, pa.CenterOfMass.Z); 2420 // so no real use in doing it on physics
1950 else 2421 if (ParentGroup.IsDeleted)
1951 return new Vector3(0, 0, 0); 2422 return new Vector3(0, 0, 0);
2423
2424 return ParentGroup.GetGeometricCenter();
2425
2426 /*
2427 PhysicsActor pa = PhysActor;
2428
2429 if (pa != null)
2430 {
2431 Vector3 vtmp = pa.CenterOfMass;
2432 return vtmp;
2433 }
2434 else
2435 return new Vector3(0, 0, 0);
2436 */
1952 } 2437 }
1953 2438
1954 public float GetMass() 2439 public float GetMass()
@@ -1961,14 +2446,43 @@ namespace OpenSim.Region.Framework.Scenes
1961 return 0; 2446 return 0;
1962 } 2447 }
1963 2448
1964 public Vector3 GetForce() 2449 public Vector3 GetCenterOfMass()
1965 { 2450 {
2451 if (ParentGroup.RootPart == this)
2452 {
2453 if (ParentGroup.IsDeleted)
2454 return AbsolutePosition;
2455 return ParentGroup.GetCenterOfMass();
2456 }
2457
1966 PhysicsActor pa = PhysActor; 2458 PhysicsActor pa = PhysActor;
1967 2459
1968 if (pa != null) 2460 if (pa != null)
1969 return pa.Force; 2461 {
2462 Vector3 tmp = pa.CenterOfMass;
2463 return tmp;
2464 }
1970 else 2465 else
1971 return Vector3.Zero; 2466 return AbsolutePosition;
2467 }
2468
2469 public Vector3 GetPartCenterOfMass()
2470 {
2471 PhysicsActor pa = PhysActor;
2472
2473 if (pa != null)
2474 {
2475 Vector3 tmp = pa.CenterOfMass;
2476 return tmp;
2477 }
2478 else
2479 return AbsolutePosition;
2480 }
2481
2482
2483 public Vector3 GetForce()
2484 {
2485 return Force;
1972 } 2486 }
1973 2487
1974 /// <summary> 2488 /// <summary>
@@ -2175,15 +2689,25 @@ namespace OpenSim.Region.Framework.Scenes
2175 2689
2176 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify) 2690 private void SendLandCollisionEvent(scriptEvents ev, ScriptCollidingNotification notify)
2177 { 2691 {
2178 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0) 2692 bool sendToRoot = true;
2179 {
2180 ColliderArgs LandCollidingMessage = new ColliderArgs();
2181 List<DetectedObject> colliding = new List<DetectedObject>();
2182
2183 colliding.Add(CreateDetObjectForGround());
2184 LandCollidingMessage.Colliders = colliding;
2185 2693
2694 ColliderArgs LandCollidingMessage = new ColliderArgs();
2695 List<DetectedObject> colliding = new List<DetectedObject>();
2696
2697 colliding.Add(CreateDetObjectForGround());
2698 LandCollidingMessage.Colliders = colliding;
2699
2700 if (Inventory.ContainsScripts())
2701 {
2702 if (!PassCollisions)
2703 sendToRoot = false;
2704 }
2705 if ((ScriptEvents & ev) != 0)
2186 notify(LocalId, LandCollidingMessage); 2706 notify(LocalId, LandCollidingMessage);
2707
2708 if ((ParentGroup.RootPart.ScriptEvents & ev) != 0 && sendToRoot)
2709 {
2710 notify(ParentGroup.RootPart.LocalId, LandCollidingMessage);
2187 } 2711 }
2188 } 2712 }
2189 2713
@@ -2199,45 +2723,87 @@ namespace OpenSim.Region.Framework.Scenes
2199 List<uint> endedColliders = new List<uint>(); 2723 List<uint> endedColliders = new List<uint>();
2200 List<uint> startedColliders = new List<uint>(); 2724 List<uint> startedColliders = new List<uint>();
2201 2725
2202 // calculate things that started colliding this time 2726 if (collissionswith.Count == 0)
2203 // and build up list of colliders this time
2204 foreach (uint localid in collissionswith.Keys)
2205 { 2727 {
2206 thisHitColliders.Add(localid); 2728 if (m_lastColliders.Count == 0)
2207 if (!m_lastColliders.Contains(localid)) 2729 return; // nothing to do
2208 startedColliders.Add(localid);
2209 }
2210 2730
2211 // calculate things that ended colliding 2731 foreach (uint localID in m_lastColliders)
2212 foreach (uint localID in m_lastColliders) 2732 {
2213 {
2214 if (!thisHitColliders.Contains(localID))
2215 endedColliders.Add(localID); 2733 endedColliders.Add(localID);
2734 }
2735 m_lastColliders.Clear();
2216 } 2736 }
2217 2737
2218 //add the items that started colliding this time to the last colliders list. 2738 else
2219 foreach (uint localID in startedColliders) 2739 {
2220 m_lastColliders.Add(localID); 2740 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
2221 2741
2222 // remove things that ended colliding from the last colliders list 2742 // calculate things that started colliding this time
2223 foreach (uint localID in endedColliders) 2743 // and build up list of colliders this time
2224 m_lastColliders.Remove(localID); 2744 if (!VolumeDetectActive && CollisionSoundType >= 0)
2745 {
2746 CollisionForSoundInfo soundinfo;
2747 ContactPoint curcontact;
2225 2748
2226 // play the sound. 2749 foreach (uint id in collissionswith.Keys)
2227 if (startedColliders.Count > 0 && CollisionSound != UUID.Zero && CollisionSoundVolume > 0.0f) 2750 {
2228 SendSound(CollisionSound.ToString(), CollisionSoundVolume, true, (byte)0, 0, false, false); 2751 thisHitColliders.Add(id);
2752 if (!m_lastColliders.Contains(id))
2753 {
2754 startedColliders.Add(id);
2755
2756 curcontact = collissionswith[id];
2757 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
2758 {
2759 soundinfo = new CollisionForSoundInfo();
2760 soundinfo.colliderID = id;
2761 soundinfo.position = curcontact.Position;
2762 soundinfo.relativeVel = curcontact.RelativeSpeed;
2763 soundinfolist.Add(soundinfo);
2764 }
2765 }
2766 }
2767 }
2768 else
2769 {
2770 foreach (uint id in collissionswith.Keys)
2771 {
2772 thisHitColliders.Add(id);
2773 if (!m_lastColliders.Contains(id))
2774 startedColliders.Add(id);
2775 }
2776 }
2777
2778 // calculate things that ended colliding
2779 foreach (uint localID in m_lastColliders)
2780 {
2781 if (!thisHitColliders.Contains(localID))
2782 endedColliders.Add(localID);
2783 }
2784
2785 //add the items that started colliding this time to the last colliders list.
2786 foreach (uint localID in startedColliders)
2787 m_lastColliders.Add(localID);
2788
2789 // remove things that ended colliding from the last colliders list
2790 foreach (uint localID in endedColliders)
2791 m_lastColliders.Remove(localID);
2792
2793 // play sounds.
2794 if (soundinfolist.Count > 0)
2795 CollisionSounds.PartCollisionSound(this, soundinfolist);
2796 }
2229 2797
2230 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart); 2798 SendCollisionEvent(scriptEvents.collision_start, startedColliders, ParentGroup.Scene.EventManager.TriggerScriptCollidingStart);
2231 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding); 2799 if (!VolumeDetectActive)
2800 SendCollisionEvent(scriptEvents.collision , m_lastColliders , ParentGroup.Scene.EventManager.TriggerScriptColliding);
2232 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd); 2801 SendCollisionEvent(scriptEvents.collision_end , endedColliders , ParentGroup.Scene.EventManager.TriggerScriptCollidingEnd);
2233 2802
2234 if (startedColliders.Contains(0)) 2803 if (startedColliders.Contains(0))
2235 { 2804 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2236 if (m_lastColliders.Contains(0)) 2805 if (m_lastColliders.Contains(0))
2237 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding); 2806 SendLandCollisionEvent(scriptEvents.land_collision, ParentGroup.Scene.EventManager.TriggerScriptLandColliding);
2238 else
2239 SendLandCollisionEvent(scriptEvents.land_collision_start, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingStart);
2240 }
2241 if (endedColliders.Contains(0)) 2807 if (endedColliders.Contains(0))
2242 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd); 2808 SendLandCollisionEvent(scriptEvents.land_collision_end, ParentGroup.Scene.EventManager.TriggerScriptLandCollidingEnd);
2243 } 2809 }
@@ -2260,9 +2826,9 @@ namespace OpenSim.Region.Framework.Scenes
2260 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0); 2826 Vector3 newpos = new Vector3(pa.Position.GetBytes(), 0);
2261 2827
2262 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N) 2828 if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
2263 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S) 2829 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
2264 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E) 2830 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
2265 | ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W)) 2831 || ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
2266 { 2832 {
2267 ParentGroup.AbsolutePosition = newpos; 2833 ParentGroup.AbsolutePosition = newpos;
2268 return; 2834 return;
@@ -2284,17 +2850,18 @@ namespace OpenSim.Region.Framework.Scenes
2284 //Trys to fetch sound id from prim's inventory. 2850 //Trys to fetch sound id from prim's inventory.
2285 //Prim's inventory doesn't support non script items yet 2851 //Prim's inventory doesn't support non script items yet
2286 2852
2287 lock (TaskInventory) 2853 TaskInventory.LockItemsForRead(true);
2854
2855 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2288 { 2856 {
2289 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 2857 if (item.Value.Name == sound)
2290 { 2858 {
2291 if (item.Value.Name == sound) 2859 soundID = item.Value.ItemID;
2292 { 2860 break;
2293 soundID = item.Value.ItemID;
2294 break;
2295 }
2296 } 2861 }
2297 } 2862 }
2863
2864 TaskInventory.LockItemsForRead(false);
2298 } 2865 }
2299 2866
2300 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) 2867 ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp)
@@ -2417,6 +2984,19 @@ namespace OpenSim.Region.Framework.Scenes
2417 APIDTarget = Quaternion.Identity; 2984 APIDTarget = Quaternion.Identity;
2418 } 2985 }
2419 2986
2987
2988
2989 public void ScheduleFullUpdateIfNone()
2990 {
2991 if (ParentGroup == null)
2992 return;
2993
2994// ??? ParentGroup.HasGroupChanged = true;
2995
2996 if (UpdateFlag != UpdateRequired.FULL)
2997 ScheduleFullUpdate();
2998 }
2999
2420 /// <summary> 3000 /// <summary>
2421 /// Schedules this prim for a full update 3001 /// Schedules this prim for a full update
2422 /// </summary> 3002 /// </summary>
@@ -2619,8 +3199,8 @@ namespace OpenSim.Region.Framework.Scenes
2619 { 3199 {
2620 const float ROTATION_TOLERANCE = 0.01f; 3200 const float ROTATION_TOLERANCE = 0.01f;
2621 const float VELOCITY_TOLERANCE = 0.001f; 3201 const float VELOCITY_TOLERANCE = 0.001f;
2622 const float POSITION_TOLERANCE = 0.05f; 3202 const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary
2623 const int TIME_MS_TOLERANCE = 3000; 3203 const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds.
2624 3204
2625 switch (UpdateFlag) 3205 switch (UpdateFlag)
2626 { 3206 {
@@ -2682,17 +3262,16 @@ namespace OpenSim.Region.Framework.Scenes
2682 if (!UUID.TryParse(sound, out soundID)) 3262 if (!UUID.TryParse(sound, out soundID))
2683 { 3263 {
2684 // search sound file from inventory 3264 // search sound file from inventory
2685 lock (TaskInventory) 3265 TaskInventory.LockItemsForRead(true);
3266 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory)
2686 { 3267 {
2687 foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) 3268 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound)
2688 { 3269 {
2689 if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) 3270 soundID = item.Value.ItemID;
2690 { 3271 break;
2691 soundID = item.Value.ItemID;
2692 break;
2693 }
2694 } 3272 }
2695 } 3273 }
3274 TaskInventory.LockItemsForRead(false);
2696 } 3275 }
2697 3276
2698 if (soundID == UUID.Zero) 3277 if (soundID == UUID.Zero)
@@ -2749,6 +3328,35 @@ namespace OpenSim.Region.Framework.Scenes
2749 } 3328 }
2750 } 3329 }
2751 3330
3331 public void SendCollisionSound(UUID soundID, double volume, Vector3 position)
3332 {
3333 if (soundID == UUID.Zero)
3334 return;
3335
3336 ISoundModule soundModule = ParentGroup.Scene.RequestModuleInterface<ISoundModule>();
3337 if (soundModule == null)
3338 return;
3339
3340 if (volume > 1)
3341 volume = 1;
3342 if (volume < 0)
3343 volume = 0;
3344
3345 int now = Util.EnvironmentTickCount();
3346 if(Util.EnvironmentTickCountSubtract(now,LastColSoundSentTime) <200)
3347 return;
3348
3349 LastColSoundSentTime = now;
3350
3351 UUID ownerID = OwnerID;
3352 UUID objectID = ParentGroup.RootPart.UUID;
3353 UUID parentID = ParentGroup.UUID;
3354 ulong regionHandle = ParentGroup.Scene.RegionInfo.RegionHandle;
3355
3356 soundModule.TriggerSound(soundID, ownerID, objectID, parentID, volume, position, regionHandle, 0 );
3357 }
3358
3359
2752 /// <summary> 3360 /// <summary>
2753 /// Send a terse update to all clients 3361 /// Send a terse update to all clients
2754 /// </summary> 3362 /// </summary>
@@ -2777,10 +3385,13 @@ namespace OpenSim.Region.Framework.Scenes
2777 3385
2778 public void SetBuoyancy(float fvalue) 3386 public void SetBuoyancy(float fvalue)
2779 { 3387 {
2780 PhysicsActor pa = PhysActor; 3388 Buoyancy = fvalue;
2781 3389/*
2782 if (pa != null) 3390 if (PhysActor != null)
2783 pa.Buoyancy = fvalue; 3391 {
3392 PhysActor.Buoyancy = fvalue;
3393 }
3394 */
2784 } 3395 }
2785 3396
2786 public void SetDieAtEdge(bool p) 3397 public void SetDieAtEdge(bool p)
@@ -2796,47 +3407,111 @@ namespace OpenSim.Region.Framework.Scenes
2796 PhysicsActor pa = PhysActor; 3407 PhysicsActor pa = PhysActor;
2797 3408
2798 if (pa != null) 3409 if (pa != null)
2799 pa.FloatOnWater = floatYN == 1; 3410 pa.FloatOnWater = (floatYN == 1);
2800 } 3411 }
2801 3412
2802 public void SetForce(Vector3 force) 3413 public void SetForce(Vector3 force)
2803 { 3414 {
2804 PhysicsActor pa = PhysActor; 3415 Force = force;
3416 }
2805 3417
2806 if (pa != null) 3418 public SOPVehicle sopVehicle
2807 pa.Force = force; 3419 {
3420 get
3421 {
3422 return m_vehicle;
3423 }
3424 set
3425 {
3426 m_vehicle = value;
3427 }
3428 }
3429
3430
3431 public int VehicleType
3432 {
3433 get
3434 {
3435 if (m_vehicle == null)
3436 return (int)Vehicle.TYPE_NONE;
3437 else
3438 return (int)m_vehicle.Type;
3439 }
3440 set
3441 {
3442 SetVehicleType(value);
3443 }
2808 } 3444 }
2809 3445
2810 public void SetVehicleType(int type) 3446 public void SetVehicleType(int type)
2811 { 3447 {
2812 PhysicsActor pa = PhysActor; 3448 m_vehicle = null;
3449
3450 if (type == (int)Vehicle.TYPE_NONE)
3451 {
3452 if (_parentID ==0 && PhysActor != null)
3453 PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
3454 return;
3455 }
3456 m_vehicle = new SOPVehicle();
3457 m_vehicle.ProcessTypeChange((Vehicle)type);
3458 {
3459 if (_parentID ==0 && PhysActor != null)
3460 PhysActor.VehicleType = type;
3461 return;
3462 }
3463 }
2813 3464
2814 if (pa != null) 3465 public void SetVehicleFlags(int param, bool remove)
2815 pa.VehicleType = type; 3466 {
3467 if (m_vehicle == null)
3468 return;
3469
3470 m_vehicle.ProcessVehicleFlags(param, remove);
3471
3472 if (_parentID ==0 && PhysActor != null)
3473 {
3474 PhysActor.VehicleFlags(param, remove);
3475 }
2816 } 3476 }
2817 3477
2818 public void SetVehicleFloatParam(int param, float value) 3478 public void SetVehicleFloatParam(int param, float value)
2819 { 3479 {
2820 PhysicsActor pa = PhysActor; 3480 if (m_vehicle == null)
3481 return;
2821 3482
2822 if (pa != null) 3483 m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
2823 pa.VehicleFloatParam(param, value); 3484
3485 if (_parentID == 0 && PhysActor != null)
3486 {
3487 PhysActor.VehicleFloatParam(param, value);
3488 }
2824 } 3489 }
2825 3490
2826 public void SetVehicleVectorParam(int param, Vector3 value) 3491 public void SetVehicleVectorParam(int param, Vector3 value)
2827 { 3492 {
2828 PhysicsActor pa = PhysActor; 3493 if (m_vehicle == null)
3494 return;
2829 3495
2830 if (pa != null) 3496 m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
2831 pa.VehicleVectorParam(param, value); 3497
3498 if (_parentID == 0 && PhysActor != null)
3499 {
3500 PhysActor.VehicleVectorParam(param, value);
3501 }
2832 } 3502 }
2833 3503
2834 public void SetVehicleRotationParam(int param, Quaternion rotation) 3504 public void SetVehicleRotationParam(int param, Quaternion rotation)
2835 { 3505 {
2836 PhysicsActor pa = PhysActor; 3506 if (m_vehicle == null)
3507 return;
2837 3508
2838 if (pa != null) 3509 m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
2839 pa.VehicleRotationParam(param, rotation); 3510
3511 if (_parentID == 0 && PhysActor != null)
3512 {
3513 PhysActor.VehicleRotationParam(param, rotation);
3514 }
2840 } 3515 }
2841 3516
2842 /// <summary> 3517 /// <summary>
@@ -3020,14 +3695,6 @@ namespace OpenSim.Region.Framework.Scenes
3020 hasProfileCut = hasDimple; // is it the same thing? 3695 hasProfileCut = hasDimple; // is it the same thing?
3021 } 3696 }
3022 3697
3023 public void SetVehicleFlags(int param, bool remove)
3024 {
3025 PhysicsActor pa = PhysActor;
3026
3027 if (pa != null)
3028 pa.VehicleFlags(param, remove);
3029 }
3030
3031 public void SetGroup(UUID groupID, IClientAPI client) 3698 public void SetGroup(UUID groupID, IClientAPI client)
3032 { 3699 {
3033 // Scene.AddNewPrims() calls with client == null so can't use this. 3700 // Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3131,68 +3798,18 @@ namespace OpenSim.Region.Framework.Scenes
3131 //ParentGroup.ScheduleGroupForFullUpdate(); 3798 //ParentGroup.ScheduleGroupForFullUpdate();
3132 } 3799 }
3133 3800
3134 public void StoreUndoState() 3801 public void StoreUndoState(ObjectChangeType change)
3135 { 3802 {
3136 StoreUndoState(false); 3803 if (m_UndoRedo == null)
3137 } 3804 m_UndoRedo = new UndoRedoState(5);
3138 3805
3139 public void StoreUndoState(bool forGroup) 3806 lock (m_UndoRedo)
3140 {
3141 if (!Undoing)
3142 { 3807 {
3143 if (!IgnoreUndoUpdate) 3808 if (!Undoing && !IgnoreUndoUpdate && ParentGroup != null) // just to read better - undo is in progress, or suspended
3144 { 3809 {
3145 if (ParentGroup != null) 3810 m_UndoRedo.StoreUndo(this, change);
3146 {
3147 lock (m_undo)
3148 {
3149 if (m_undo.Count > 0)
3150 {
3151 UndoState last = m_undo.Peek();
3152 if (last != null)
3153 {
3154 // TODO: May need to fix for group comparison
3155 if (last.Compare(this))
3156 {
3157 // m_log.DebugFormat(
3158 // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
3159 // Name, LocalId, m_undo.Count);
3160
3161 return;
3162 }
3163 }
3164 }
3165
3166 // m_log.DebugFormat(
3167 // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
3168 // Name, LocalId, forGroup, m_undo.Count);
3169
3170 if (ParentGroup.GetSceneMaxUndo() > 0)
3171 {
3172 UndoState nUndo = new UndoState(this, forGroup);
3173
3174 m_undo.Push(nUndo);
3175
3176 if (m_redo.Count > 0)
3177 m_redo.Clear();
3178
3179 // m_log.DebugFormat(
3180 // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
3181 // Name, LocalId, forGroup, m_undo.Count);
3182 }
3183 }
3184 }
3185 } 3811 }
3186// else
3187// {
3188// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
3189// }
3190 } 3812 }
3191// else
3192// {
3193// m_log.DebugFormat(
3194// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
3195// }
3196 } 3813 }
3197 3814
3198 /// <summary> 3815 /// <summary>
@@ -3202,84 +3819,46 @@ namespace OpenSim.Region.Framework.Scenes
3202 { 3819 {
3203 get 3820 get
3204 { 3821 {
3205 lock (m_undo) 3822 if (m_UndoRedo == null)
3206 return m_undo.Count; 3823 return 0;
3824 return m_UndoRedo.Count;
3207 } 3825 }
3208 } 3826 }
3209 3827
3210 public void Undo() 3828 public void Undo()
3211 { 3829 {
3212 lock (m_undo) 3830 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3213 { 3831 return;
3214// m_log.DebugFormat(
3215// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
3216// Name, LocalId, m_undo.Count);
3217
3218 if (m_undo.Count > 0)
3219 {
3220 UndoState goback = m_undo.Pop();
3221
3222 if (goback != null)
3223 {
3224 UndoState nUndo = null;
3225
3226 if (ParentGroup.GetSceneMaxUndo() > 0)
3227 {
3228 nUndo = new UndoState(this, goback.ForGroup);
3229 }
3230
3231 goback.PlaybackState(this);
3232
3233 if (nUndo != null)
3234 m_redo.Push(nUndo);
3235 }
3236 }
3237 3832
3238// m_log.DebugFormat( 3833 lock (m_UndoRedo)
3239// "[SCENE OBJECT PART]: Handled undo request for {0} {1}, stack size now {2}", 3834 {
3240// Name, LocalId, m_undo.Count); 3835 Undoing = true;
3836 m_UndoRedo.Undo(this);
3837 Undoing = false;
3241 } 3838 }
3242 } 3839 }
3243 3840
3244 public void Redo() 3841 public void Redo()
3245 { 3842 {
3246 lock (m_undo) 3843 if (m_UndoRedo == null || Undoing || ParentGroup == null)
3247 { 3844 return;
3248// m_log.DebugFormat(
3249// "[SCENE OBJECT PART]: Handling redo request for {0} {1}, stack size {2}",
3250// Name, LocalId, m_redo.Count);
3251
3252 if (m_redo.Count > 0)
3253 {
3254 UndoState gofwd = m_redo.Pop();
3255
3256 if (gofwd != null)
3257 {
3258 if (ParentGroup.GetSceneMaxUndo() > 0)
3259 {
3260 UndoState nUndo = new UndoState(this, gofwd.ForGroup);
3261
3262 m_undo.Push(nUndo);
3263 }
3264
3265 gofwd.PlayfwdState(this);
3266 }
3267 3845
3268// m_log.DebugFormat( 3846 lock (m_UndoRedo)
3269// "[SCENE OBJECT PART]: Handled redo request for {0} {1}, stack size now {2}", 3847 {
3270// Name, LocalId, m_redo.Count); 3848 Undoing = true;
3271 } 3849 m_UndoRedo.Redo(this);
3850 Undoing = false;
3272 } 3851 }
3273 } 3852 }
3274 3853
3275 public void ClearUndoState() 3854 public void ClearUndoState()
3276 { 3855 {
3277// m_log.DebugFormat("[SCENE OBJECT PART]: Clearing undo and redo stacks in {0} {1}", Name, LocalId); 3856 if (m_UndoRedo == null || Undoing)
3857 return;
3278 3858
3279 lock (m_undo) 3859 lock (m_UndoRedo)
3280 { 3860 {
3281 m_undo.Clear(); 3861 m_UndoRedo.Clear();
3282 m_redo.Clear();
3283 } 3862 }
3284 } 3863 }
3285 3864
@@ -3909,6 +4488,27 @@ namespace OpenSim.Region.Framework.Scenes
3909 } 4488 }
3910 } 4489 }
3911 4490
4491
4492 public void UpdateExtraPhysics(ExtraPhysicsData physdata)
4493 {
4494 if (physdata.PhysShapeType == PhysShapeType.invalid || ParentGroup == null)
4495 return;
4496
4497 if (PhysicsShapeType != (byte)physdata.PhysShapeType)
4498 {
4499 PhysicsShapeType = (byte)physdata.PhysShapeType;
4500
4501 }
4502
4503 if(Density != physdata.Density)
4504 Density = physdata.Density;
4505 if(GravityModifier != physdata.GravitationModifier)
4506 GravityModifier = physdata.GravitationModifier;
4507 if(Friction != physdata.Friction)
4508 Friction = physdata.Friction;
4509 if(Bounciness != physdata.Bounce)
4510 Bounciness = physdata.Bounce;
4511 }
3912 /// <summary> 4512 /// <summary>
3913 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary. 4513 /// Update the flags on this prim. This covers properties such as phantom, physics and temporary.
3914 /// </summary> 4514 /// </summary>
@@ -3916,7 +4516,7 @@ namespace OpenSim.Region.Framework.Scenes
3916 /// <param name="SetTemporary"></param> 4516 /// <param name="SetTemporary"></param>
3917 /// <param name="SetPhantom"></param> 4517 /// <param name="SetPhantom"></param>
3918 /// <param name="SetVD"></param> 4518 /// <param name="SetVD"></param>
3919 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD) 4519 public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
3920 { 4520 {
3921 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0); 4521 bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
3922 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0); 4522 bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
@@ -3926,237 +4526,230 @@ namespace OpenSim.Region.Framework.Scenes
3926 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) 4526 if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
3927 return; 4527 return;
3928 4528
3929 PhysicsActor pa = PhysActor; 4529 VolumeDetectActive = SetVD;
3930
3931 // Special cases for VD. VD can only be called from a script
3932 // and can't be combined with changes to other states. So we can rely
3933 // that...
3934 // ... if VD is changed, all others are not.
3935 // ... if one of the others is changed, VD is not.
3936 if (SetVD) // VD is active, special logic applies
3937 {
3938 // State machine logic for VolumeDetect
3939 // More logic below
3940 bool phanReset = (SetPhantom != wasPhantom) && !SetPhantom;
3941 4530
3942 if (phanReset) // Phantom changes from on to off switch VD off too 4531 // volume detector implies phantom
3943 { 4532 if (VolumeDetectActive)
3944 SetVD = false; // Switch it of for the course of this routine
3945 VolumeDetectActive = false; // and also permanently
3946
3947 if (pa != null)
3948 pa.SetVolumeDetect(0); // Let physics know about it too
3949 }
3950 else
3951 {
3952 // If volumedetect is active we don't want phantom to be applied.
3953 // If this is a new call to VD out of the state "phantom"
3954 // this will also cause the prim to be visible to physics
3955 SetPhantom = false;
3956 }
3957 }
3958
3959 if (UsePhysics && IsJoint())
3960 {
3961 SetPhantom = true; 4533 SetPhantom = true;
3962 }
3963 4534
3964 if (UsePhysics) 4535 if (UsePhysics)
3965 {
3966 AddFlag(PrimFlags.Physics); 4536 AddFlag(PrimFlags.Physics);
3967 if (!wasUsingPhysics)
3968 {
3969 DoPhysicsPropertyUpdate(UsePhysics, false);
3970
3971 if (!ParentGroup.IsDeleted)
3972 {
3973 if (LocalId == ParentGroup.RootPart.LocalId)
3974 {
3975 ParentGroup.CheckSculptAndLoad();
3976 }
3977 }
3978 }
3979 }
3980 else 4537 else
3981 {
3982 RemFlag(PrimFlags.Physics); 4538 RemFlag(PrimFlags.Physics);
3983 if (wasUsingPhysics)
3984 {
3985 DoPhysicsPropertyUpdate(UsePhysics, false);
3986 }
3987 }
3988 4539
3989 if (SetPhantom 4540 if (SetPhantom)
3990 || ParentGroup.IsAttachment
3991 || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
3992 {
3993 AddFlag(PrimFlags.Phantom); 4541 AddFlag(PrimFlags.Phantom);
4542 else
4543 RemFlag(PrimFlags.Phantom);
3994 4544
3995 if (PhysActor != null) 4545 if (SetTemporary)
4546 AddFlag(PrimFlags.TemporaryOnRez);
4547 else
4548 RemFlag(PrimFlags.TemporaryOnRez);
4549
4550
4551 if (ParentGroup.Scene == null)
4552 return;
4553
4554 PhysicsActor pa = PhysActor;
4555
4556 if (pa != null && building && pa.Building != building)
4557 pa.Building = building;
4558
4559 if ((SetPhantom && !UsePhysics && !SetVD) || ParentGroup.IsAttachment || PhysicsShapeType == (byte)PhysShapeType.none
4560 || (Shape.PathCurve == (byte)Extrusion.Flexible))
4561 {
4562 if (pa != null)
3996 { 4563 {
4564 if(wasUsingPhysics)
4565 ParentGroup.Scene.RemovePhysicalPrim(1);
3997 RemoveFromPhysics(); 4566 RemoveFromPhysics();
3998 pa = null;
3999 } 4567 }
4568
4569 Velocity = new Vector3(0, 0, 0);
4570 Acceleration = new Vector3(0, 0, 0);
4571 if (ParentGroup.RootPart == this)
4572 AngularVelocity = new Vector3(0, 0, 0);
4000 } 4573 }
4001 else // Not phantom 4574 else
4002 { 4575 {
4003 RemFlag(PrimFlags.Phantom); 4576 if (ParentGroup.Scene.CollidablePrims)
4004
4005 if (ParentGroup.Scene == null)
4006 return;
4007
4008 if (ParentGroup.Scene.CollidablePrims && pa == null)
4009 { 4577 {
4010 pa = AddToPhysics(UsePhysics); 4578 if (pa == null)
4011
4012 if (pa != null)
4013 { 4579 {
4014 pa.SetMaterial(Material); 4580 AddToPhysics(UsePhysics, SetPhantom, building, false);
4015 DoPhysicsPropertyUpdate(UsePhysics, true); 4581 pa = PhysActor;
4016 4582/*
4017 if (!ParentGroup.IsDeleted) 4583 if (pa != null)
4018 { 4584 {
4019 if (LocalId == ParentGroup.RootPart.LocalId) 4585 if (
4586// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4587// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4588// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4589// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4590// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4591// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4592 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4593 ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
4594 (CollisionSound != UUID.Zero)
4595 )
4020 { 4596 {
4021 ParentGroup.CheckSculptAndLoad(); 4597 pa.OnCollisionUpdate += PhysicsCollision;
4598 pa.SubscribeEvents(1000);
4022 } 4599 }
4023 } 4600 }
4024 4601*/
4025 if (
4026 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4027 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4028 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4029 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4030 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4031 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4032 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4033 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4034 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4035 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4036 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4037 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4038 (CollisionSound != UUID.Zero)
4039 )
4040 {
4041 pa.OnCollisionUpdate += PhysicsCollision;
4042 pa.SubscribeEvents(1000);
4043 }
4044 } 4602 }
4045 } 4603 else // it already has a physical representation
4046 else // it already has a physical representation
4047 {
4048 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
4049
4050 if (!ParentGroup.IsDeleted)
4051 { 4604 {
4052 if (LocalId == ParentGroup.RootPart.LocalId) 4605 DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
4053 { 4606/* moved into DoPhysicsPropertyUpdate
4054 ParentGroup.CheckSculptAndLoad(); 4607 if(VolumeDetectActive)
4055 } 4608 pa.SetVolumeDetect(1);
4609 else
4610 pa.SetVolumeDetect(0);
4611*/
4612
4613 if (pa.Building != building)
4614 pa.Building = building;
4056 } 4615 }
4057 }
4058 }
4059 4616
4060 if (SetVD) 4617 UpdatePhysicsSubscribedEvents();
4061 {
4062 // If the above logic worked (this is urgent candidate to unit tests!)
4063 // we now have a physicsactor.
4064 // Defensive programming calls for a check here.
4065 // Better would be throwing an exception that could be catched by a unit test as the internal
4066 // logic should make sure, this Physactor is always here.
4067 if (pa != null)
4068 {
4069 pa.SetVolumeDetect(1);
4070 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4071 VolumeDetectActive = true;
4072 } 4618 }
4073 } 4619 }
4074 else
4075 {
4076 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4077 // (mumbles, well, at least if you have infinte CPU powers :-))
4078 if (pa != null)
4079 pa.SetVolumeDetect(0);
4080
4081 VolumeDetectActive = false;
4082 }
4083
4084 if (SetTemporary)
4085 {
4086 AddFlag(PrimFlags.TemporaryOnRez);
4087 }
4088 else
4089 {
4090 RemFlag(PrimFlags.TemporaryOnRez);
4091 }
4092 4620
4093 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4621 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4094 4622
4623 // and last in case we have a new actor and not building
4624
4095 if (ParentGroup != null) 4625 if (ParentGroup != null)
4096 { 4626 {
4097 ParentGroup.HasGroupChanged = true; 4627 ParentGroup.HasGroupChanged = true;
4098 ScheduleFullUpdate(); 4628 ScheduleFullUpdate();
4099 } 4629 }
4100 4630
4101// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags); 4631// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
4102 } 4632 }
4103 4633
4104 /// <summary> 4634 /// <summary>
4105 /// Adds this part to the physics scene. 4635 /// Adds this part to the physics scene.
4636 /// and sets the PhysActor property
4106 /// </summary> 4637 /// </summary>
4107 /// <remarks>This method also sets the PhysActor property.</remarks> 4638 /// <param name="isPhysical">Add this prim as physical.</param>
4108 /// <param name="rigidBody">Add this prim with a rigid body.</param> 4639 /// <param name="isPhantom">Add this prim as phantom.</param>
4109 /// <returns> 4640 /// <param name="building">tells physics to delay full construction of object</param>
4110 /// The physics actor. null if there was a failure. 4641 /// <param name="applyDynamics">applies velocities, force and torque</param>
4111 /// </returns> 4642 private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
4112 private PhysicsActor AddToPhysics(bool rigidBody) 4643 {
4113 {
4114 PhysicsActor pa; 4644 PhysicsActor pa;
4115 4645
4646 Vector3 velocity = Velocity;
4647 Vector3 rotationalVelocity = AngularVelocity;;
4648
4116 try 4649 try
4117 { 4650 {
4118 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4651 pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
4119 string.Format("{0}/{1}", Name, UUID), 4652 string.Format("{0}/{1}", Name, UUID),
4120 Shape, 4653 Shape,
4121 AbsolutePosition, 4654 AbsolutePosition,
4122 Scale, 4655 Scale,
4123 RotationOffset, 4656 GetWorldRotation(),
4124 rigidBody, 4657 isPhysical,
4125 m_localId); 4658 isPhantom,
4659 PhysicsShapeType,
4660 m_localId);
4126 } 4661 }
4127 catch 4662 catch (Exception ex)
4128 { 4663 {
4129 m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid); 4664 m_log.ErrorFormat("[SCENE]: AddToPhysics object {0} failed: {1}", m_uuid, ex.Message);
4130 pa = null; 4665 pa = null;
4131 } 4666 }
4132 4667
4133 // FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
4134 // properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
4135 // being set.
4136 PhysActor = pa;
4137
4138 // Basic Physics can also return null as well as an exception catch.
4139 if (pa != null) 4668 if (pa != null)
4140 { 4669 {
4141 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info 4670 pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
4142 pa.SetMaterial(Material); 4671 pa.SetMaterial(Material);
4143 DoPhysicsPropertyUpdate(rigidBody, true); 4672
4673 if (VolumeDetectActive) // change if not the default only
4674 pa.SetVolumeDetect(1);
4675
4676 if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
4677 m_vehicle.SetVehicle(pa);
4678
4679 // we are going to tell rest of code about physics so better have this here
4680 PhysActor = pa;
4681
4682 // DoPhysicsPropertyUpdate(isPhysical, true);
4683 // lets expand it here just with what it really needs to do
4684
4685 if (isPhysical)
4686 {
4687 if (ParentGroup.RootPart.KeyframeMotion != null)
4688 ParentGroup.RootPart.KeyframeMotion.Stop();
4689 ParentGroup.RootPart.KeyframeMotion = null;
4690 ParentGroup.Scene.AddPhysicalPrim(1);
4691
4692 pa.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
4693 pa.OnOutOfBounds += PhysicsOutOfBounds;
4694
4695 if (ParentID != 0 && ParentID != LocalId)
4696 {
4697 PhysicsActor parentPa = ParentGroup.RootPart.PhysActor;
4698
4699 if (parentPa != null)
4700 {
4701 pa.link(parentPa);
4702 }
4703 }
4704 }
4705
4706 if (applyDynamics)
4707 // do independent of isphysical so parameters get setted (at least some)
4708 {
4709 Velocity = velocity;
4710 AngularVelocity = rotationalVelocity;
4711// pa.Velocity = velocity;
4712 pa.RotationalVelocity = rotationalVelocity;
4713
4714 // if not vehicle and root part apply force and torque
4715 if ((m_vehicle == null || m_vehicle.Type == Vehicle.TYPE_NONE)
4716 && LocalId == ParentGroup.RootPart.LocalId)
4717 {
4718 pa.Force = Force;
4719 pa.Torque = Torque;
4720 }
4721 }
4722
4723 if (Shape.SculptEntry)
4724 CheckSculptAndLoad();
4725 else
4726 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(pa);
4727
4728 if (!building)
4729 pa.Building = false;
4144 } 4730 }
4145 4731
4146 return pa; 4732 PhysActor = pa;
4147 } 4733 }
4148 4734
4149 /// <summary> 4735 /// <summary>
4150 /// This removes the part from the physics scene. 4736 /// This removes the part from the physics scene.
4151 /// </summary> 4737 /// </summary>
4152 /// <remarks> 4738 /// <remarks>
4153 /// This isn't the same as turning off physical, since even without being physical the prim has a physics 4739 /// This isn't the same as turning off physical, since even without being physical the prim has a physics
4154 /// representation for collision detection. Rather, this would be used in situations such as making a prim 4740 /// representation for collision detection.
4155 /// phantom.
4156 /// </remarks> 4741 /// </remarks>
4157 public void RemoveFromPhysics() 4742 public void RemoveFromPhysics()
4158 { 4743 {
4159 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4744 PhysicsActor pa = PhysActor;
4745 if (pa != null)
4746 {
4747 pa.OnCollisionUpdate -= PhysicsCollision;
4748 pa.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
4749 pa.OnOutOfBounds -= PhysicsOutOfBounds;
4750
4751 ParentGroup.Scene.PhysicsScene.RemovePrim(pa);
4752 }
4160 PhysActor = null; 4753 PhysActor = null;
4161 } 4754 }
4162 4755
@@ -4316,6 +4909,44 @@ namespace OpenSim.Region.Framework.Scenes
4316 ScheduleFullUpdate(); 4909 ScheduleFullUpdate();
4317 } 4910 }
4318 4911
4912
4913 private void UpdatePhysicsSubscribedEvents()
4914 {
4915 PhysicsActor pa = PhysActor;
4916 if (pa == null)
4917 return;
4918
4919 pa.OnCollisionUpdate -= PhysicsCollision;
4920
4921 bool hassound = (CollisionSoundType >= 0 && !VolumeDetectActive);
4922
4923 scriptEvents CombinedEvents = AggregateScriptEvents;
4924
4925 // merge with root part
4926 if (ParentGroup != null && ParentGroup.RootPart != null)
4927 CombinedEvents |= ParentGroup.RootPart.AggregateScriptEvents;
4928
4929 // submit to this part case
4930 if (VolumeDetectActive)
4931 CombinedEvents &= PhyscicsVolumeDtcSubsEvents;
4932 else if ((Flags & PrimFlags.Phantom) != 0)
4933 CombinedEvents &= PhyscicsPhantonSubsEvents;
4934 else
4935 CombinedEvents &= PhysicsNeededSubsEvents;
4936
4937 if (hassound || CombinedEvents != 0)
4938 {
4939 // subscribe to physics updates.
4940 pa.OnCollisionUpdate += PhysicsCollision;
4941 pa.SubscribeEvents(50); // 20 reports per second
4942 }
4943 else
4944 {
4945 pa.UnSubscribeEvents();
4946 }
4947 }
4948
4949
4319 public void aggregateScriptEvents() 4950 public void aggregateScriptEvents()
4320 { 4951 {
4321 if (ParentGroup == null || ParentGroup.RootPart == null) 4952 if (ParentGroup == null || ParentGroup.RootPart == null)
@@ -4352,40 +4983,32 @@ namespace OpenSim.Region.Framework.Scenes
4352 { 4983 {
4353 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop; 4984 objectflagupdate |= (uint) PrimFlags.AllowInventoryDrop;
4354 } 4985 }
4355 4986/*
4356 PhysicsActor pa = PhysActor; 4987 PhysicsActor pa = PhysActor;
4357 4988 if (pa != null)
4358 if (
4359 ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4360 ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4361 ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4362 ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4363 ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4364 ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4365 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision) != 0) ||
4366 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4367 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4368 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4369 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4370 ((ParentGroup.RootPart.AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4371 (CollisionSound != UUID.Zero)
4372 )
4373 { 4989 {
4374 // subscribe to physics updates. 4990 if (
4375 if (pa != null) 4991// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
4992// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
4993// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
4994// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
4995// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
4996// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
4997 ((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || ((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) || (CollisionSound != UUID.Zero)
4998 )
4376 { 4999 {
5000 // subscribe to physics updates.
4377 pa.OnCollisionUpdate += PhysicsCollision; 5001 pa.OnCollisionUpdate += PhysicsCollision;
4378 pa.SubscribeEvents(1000); 5002 pa.SubscribeEvents(1000);
4379 } 5003 }
4380 } 5004 else
4381 else
4382 {
4383 if (pa != null)
4384 { 5005 {
4385 pa.UnSubscribeEvents(); 5006 pa.UnSubscribeEvents();
4386 pa.OnCollisionUpdate -= PhysicsCollision; 5007 pa.OnCollisionUpdate -= PhysicsCollision;
4387 } 5008 }
4388 } 5009 }
5010 */
5011 UpdatePhysicsSubscribedEvents();
4389 5012
4390 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0) 5013 //if ((GetEffectiveObjectFlags() & (uint)PrimFlags.Scripted) != 0)
4391 //{ 5014 //{
@@ -4515,6 +5138,18 @@ namespace OpenSim.Region.Framework.Scenes
4515 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); 5138 return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A));
4516 } 5139 }
4517 5140
5141 public void ResetOwnerChangeFlag()
5142 {
5143 List<UUID> inv = Inventory.GetInventoryList();
5144
5145 foreach (UUID itemID in inv)
5146 {
5147 TaskInventoryItem item = Inventory.GetInventoryItem(itemID);
5148 item.OwnerChanged = false;
5149 Inventory.UpdateInventoryItem(item, false, false);
5150 }
5151 }
5152
4518 /// <summary> 5153 /// <summary>
4519 /// Record an avatar sitting on this part. 5154 /// Record an avatar sitting on this part.
4520 /// </summary> 5155 /// </summary>
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index cf2ed1a..e5e29d0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -48,6 +48,9 @@ namespace OpenSim.Region.Framework.Scenes
48 private string m_inventoryFileName = String.Empty; 48 private string m_inventoryFileName = String.Empty;
49 private byte[] m_inventoryFileData = new byte[0]; 49 private byte[] m_inventoryFileData = new byte[0];
50 private uint m_inventoryFileNameSerial = 0; 50 private uint m_inventoryFileNameSerial = 0;
51 private bool m_inventoryPrivileged = false;
52
53 private Dictionary<UUID, ArrayList> m_scriptErrors = new Dictionary<UUID, ArrayList>();
51 54
52 /// <value> 55 /// <value>
53 /// The part to which the inventory belongs. 56 /// The part to which the inventory belongs.
@@ -84,7 +87,9 @@ namespace OpenSim.Region.Framework.Scenes
84 /// </value> 87 /// </value>
85 protected internal TaskInventoryDictionary Items 88 protected internal TaskInventoryDictionary Items
86 { 89 {
87 get { return m_items; } 90 get {
91 return m_items;
92 }
88 set 93 set
89 { 94 {
90 m_items = value; 95 m_items = value;
@@ -124,38 +129,45 @@ namespace OpenSim.Region.Framework.Scenes
124 public void ResetInventoryIDs() 129 public void ResetInventoryIDs()
125 { 130 {
126 if (null == m_part) 131 if (null == m_part)
127 return; 132 m_items.LockItemsForWrite(true);
128 133
129 lock (m_items) 134 if (Items.Count == 0)
130 { 135 {
131 if (0 == m_items.Count) 136 m_items.LockItemsForWrite(false);
132 return; 137 return;
138 }
133 139
134 IList<TaskInventoryItem> items = GetInventoryItems(); 140 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
135 m_items.Clear(); 141 Items.Clear();
136 142
137 foreach (TaskInventoryItem item in items) 143 foreach (TaskInventoryItem item in items)
138 { 144 {
139 item.ResetIDs(m_part.UUID); 145 item.ResetIDs(m_part.UUID);
140 m_items.Add(item.ItemID, item); 146 Items.Add(item.ItemID, item);
141 }
142 } 147 }
148 m_items.LockItemsForWrite(false);
143 } 149 }
144 150
145 public void ResetObjectID() 151 public void ResetObjectID()
146 { 152 {
147 lock (Items) 153 m_items.LockItemsForWrite(true);
154
155 if (Items.Count == 0)
148 { 156 {
149 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values); 157 m_items.LockItemsForWrite(false);
150 Items.Clear(); 158 return;
151
152 foreach (TaskInventoryItem item in items)
153 {
154 item.ParentPartID = m_part.UUID;
155 item.ParentID = m_part.UUID;
156 Items.Add(item.ItemID, item);
157 }
158 } 159 }
160
161 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
162 Items.Clear();
163
164 foreach (TaskInventoryItem item in items)
165 {
166 item.ParentPartID = m_part.UUID;
167 item.ParentID = m_part.UUID;
168 Items.Add(item.ItemID, item);
169 }
170 m_items.LockItemsForWrite(false);
159 } 171 }
160 172
161 /// <summary> 173 /// <summary>
@@ -164,17 +176,14 @@ namespace OpenSim.Region.Framework.Scenes
164 /// <param name="ownerId"></param> 176 /// <param name="ownerId"></param>
165 public void ChangeInventoryOwner(UUID ownerId) 177 public void ChangeInventoryOwner(UUID ownerId)
166 { 178 {
167 lock (Items) 179 List<TaskInventoryItem> items = GetInventoryItems();
168 {
169 if (0 == Items.Count)
170 {
171 return;
172 }
173 }
174 180
181 if (items.Count == 0)
182 return;
183
184 m_items.LockItemsForWrite(true);
175 HasInventoryChanged = true; 185 HasInventoryChanged = true;
176 m_part.ParentGroup.HasGroupChanged = true; 186 m_part.ParentGroup.HasGroupChanged = true;
177 List<TaskInventoryItem> items = GetInventoryItems();
178 foreach (TaskInventoryItem item in items) 187 foreach (TaskInventoryItem item in items)
179 { 188 {
180 if (ownerId != item.OwnerID) 189 if (ownerId != item.OwnerID)
@@ -185,6 +194,7 @@ namespace OpenSim.Region.Framework.Scenes
185 item.PermsGranter = UUID.Zero; 194 item.PermsGranter = UUID.Zero;
186 item.OwnerChanged = true; 195 item.OwnerChanged = true;
187 } 196 }
197 m_items.LockItemsForWrite(false);
188 } 198 }
189 199
190 /// <summary> 200 /// <summary>
@@ -193,12 +203,11 @@ namespace OpenSim.Region.Framework.Scenes
193 /// <param name="groupID"></param> 203 /// <param name="groupID"></param>
194 public void ChangeInventoryGroup(UUID groupID) 204 public void ChangeInventoryGroup(UUID groupID)
195 { 205 {
196 lock (Items) 206 m_items.LockItemsForWrite(true);
207 if (0 == Items.Count)
197 { 208 {
198 if (0 == Items.Count) 209 m_items.LockItemsForWrite(false);
199 { 210 return;
200 return;
201 }
202 } 211 }
203 212
204 // Don't let this set the HasGroupChanged flag for attachments 213 // Don't let this set the HasGroupChanged flag for attachments
@@ -210,12 +219,15 @@ namespace OpenSim.Region.Framework.Scenes
210 m_part.ParentGroup.HasGroupChanged = true; 219 m_part.ParentGroup.HasGroupChanged = true;
211 } 220 }
212 221
213 List<TaskInventoryItem> items = GetInventoryItems(); 222 IList<TaskInventoryItem> items = new List<TaskInventoryItem>(Items.Values);
214 foreach (TaskInventoryItem item in items) 223 foreach (TaskInventoryItem item in items)
215 { 224 {
216 if (groupID != item.GroupID) 225 if (groupID != item.GroupID)
226 {
217 item.GroupID = groupID; 227 item.GroupID = groupID;
228 }
218 } 229 }
230 m_items.LockItemsForWrite(false);
219 } 231 }
220 232
221 private void QueryScriptStates() 233 private void QueryScriptStates()
@@ -227,25 +239,25 @@ namespace OpenSim.Region.Framework.Scenes
227 if (engines == null) // No engine at all 239 if (engines == null) // No engine at all
228 return; 240 return;
229 241
230 lock (Items) 242 Items.LockItemsForRead(true);
243 foreach (TaskInventoryItem item in Items.Values)
231 { 244 {
232 foreach (TaskInventoryItem item in Items.Values) 245 if (item.InvType == (int)InventoryType.LSL)
233 { 246 {
234 if (item.InvType == (int)InventoryType.LSL) 247 foreach (IScriptModule e in engines)
235 { 248 {
236 foreach (IScriptModule e in engines) 249 bool running;
237 {
238 bool running;
239 250
240 if (e.HasScript(item.ItemID, out running)) 251 if (e.HasScript(item.ItemID, out running))
241 { 252 {
242 item.ScriptRunning = running; 253 item.ScriptRunning = running;
243 break; 254 break;
244 }
245 } 255 }
246 } 256 }
247 } 257 }
248 } 258 }
259
260 Items.LockItemsForRead(false);
249 } 261 }
250 262
251 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource) 263 public int CreateScriptInstances(int startParam, bool postOnRez, string engine, int stateSource)
@@ -290,7 +302,10 @@ namespace OpenSim.Region.Framework.Scenes
290 { 302 {
291 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL); 303 List<TaskInventoryItem> scripts = GetInventoryItems(InventoryType.LSL);
292 foreach (TaskInventoryItem item in scripts) 304 foreach (TaskInventoryItem item in scripts)
305 {
293 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted); 306 RemoveScriptInstance(item.ItemID, sceneObjectBeingDeleted);
307 m_part.RemoveScriptEvents(item.ItemID);
308 }
294 } 309 }
295 310
296 /// <summary> 311 /// <summary>
@@ -312,7 +327,10 @@ namespace OpenSim.Region.Framework.Scenes
312// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName); 327// item.Name, item.ItemID, m_part.Name, m_part.UUID, m_part.ParentGroup.Scene.RegionInfo.RegionName);
313 328
314 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID)) 329 if (!m_part.ParentGroup.Scene.Permissions.CanRunScript(item.ItemID, m_part.UUID, item.OwnerID))
330 {
331 StoreScriptError(item.ItemID, "no permission");
315 return false; 332 return false;
333 }
316 334
317 m_part.AddFlag(PrimFlags.Scripted); 335 m_part.AddFlag(PrimFlags.Scripted);
318 336
@@ -322,14 +340,13 @@ namespace OpenSim.Region.Framework.Scenes
322 if (stateSource == 2 && // Prim crossing 340 if (stateSource == 2 && // Prim crossing
323 m_part.ParentGroup.Scene.m_trustBinaries) 341 m_part.ParentGroup.Scene.m_trustBinaries)
324 { 342 {
325 lock (m_items) 343 m_items.LockItemsForWrite(true);
326 { 344 m_items[item.ItemID].PermsMask = 0;
327 m_items[item.ItemID].PermsMask = 0; 345 m_items[item.ItemID].PermsGranter = UUID.Zero;
328 m_items[item.ItemID].PermsGranter = UUID.Zero; 346 m_items.LockItemsForWrite(false);
329 }
330
331 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 347 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
332 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource); 348 m_part.LocalId, item.ItemID, String.Empty, startParam, postOnRez, engine, stateSource);
349 StoreScriptErrors(item.ItemID, null);
333 m_part.ParentGroup.AddActiveScriptCount(1); 350 m_part.ParentGroup.AddActiveScriptCount(1);
334 m_part.ScheduleFullUpdate(); 351 m_part.ScheduleFullUpdate();
335 return true; 352 return true;
@@ -350,16 +367,25 @@ namespace OpenSim.Region.Framework.Scenes
350 if (m_part.ParentGroup.m_savedScriptState != null) 367 if (m_part.ParentGroup.m_savedScriptState != null)
351 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID); 368 item.OldItemID = RestoreSavedScriptState(item.LoadedItemID, item.OldItemID, item.ItemID);
352 369
353 lock (m_items) 370 string msg = String.Format("asset ID {0} could not be found", item.AssetID);
354 { 371 StoreScriptError(item.ItemID, msg);
355 m_items[item.ItemID].OldItemID = item.OldItemID; 372 m_log.ErrorFormat(
356 m_items[item.ItemID].PermsMask = 0; 373 "[PRIM INVENTORY]: Couldn't start script {0}, {1} at {2} in {3} since asset ID {4} could not be found",
357 m_items[item.ItemID].PermsGranter = UUID.Zero; 374 item.Name, item.ItemID, m_part.AbsolutePosition,
358 } 375 m_part.ParentGroup.Scene.RegionInfo.RegionName, item.AssetID);
359 376
377 m_items.LockItemsForWrite(true);
378
379 m_items[item.ItemID].OldItemID = item.OldItemID;
380 m_items[item.ItemID].PermsMask = 0;
381 m_items[item.ItemID].PermsGranter = UUID.Zero;
382
383 m_items.LockItemsForWrite(false);
384
360 string script = Utils.BytesToString(asset.Data); 385 string script = Utils.BytesToString(asset.Data);
361 m_part.ParentGroup.Scene.EventManager.TriggerRezScript( 386 m_part.ParentGroup.Scene.EventManager.TriggerRezScript(
362 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource); 387 m_part.LocalId, item.ItemID, script, startParam, postOnRez, engine, stateSource);
388 StoreScriptErrors(item.ItemID, null);
363 if (!item.ScriptRunning) 389 if (!item.ScriptRunning)
364 m_part.ParentGroup.Scene.EventManager.TriggerStopScript( 390 m_part.ParentGroup.Scene.EventManager.TriggerStopScript(
365 m_part.LocalId, item.ItemID); 391 m_part.LocalId, item.ItemID);
@@ -432,22 +458,149 @@ namespace OpenSim.Region.Framework.Scenes
432 return stateID; 458 return stateID;
433 } 459 }
434 460
461 /// <summary>
462 /// Start a script which is in this prim's inventory.
463 /// Some processing may occur in the background, but this routine returns asap.
464 /// </summary>
465 /// <param name="itemId">
466 /// A <see cref="UUID"/>
467 /// </param>
435 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource) 468 public bool CreateScriptInstance(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
436 { 469 {
437 TaskInventoryItem item = GetInventoryItem(itemId); 470 lock (m_scriptErrors)
438 if (item != null)
439 { 471 {
440 return CreateScriptInstance(item, startParam, postOnRez, engine, stateSource); 472 // Indicate to CreateScriptInstanceInternal() we don't want it to wait for completion
473 m_scriptErrors.Remove(itemId);
474 }
475 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
476 return true;
477 }
478
479 private void CreateScriptInstanceInternal(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
480 {
481 m_items.LockItemsForRead(true);
482 if (m_items.ContainsKey(itemId))
483 {
484 if (m_items.ContainsKey(itemId))
485 {
486 m_items.LockItemsForRead(false);
487 CreateScriptInstance(m_items[itemId], startParam, postOnRez, engine, stateSource);
488 }
489 else
490 {
491 m_items.LockItemsForRead(false);
492 string msg = String.Format("couldn't be found for prim {0}, {1} at {2} in {3}", m_part.Name, m_part.UUID,
493 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
494 StoreScriptError(itemId, msg);
495 m_log.ErrorFormat(
496 "[PRIM INVENTORY]: " +
497 "Couldn't start script with ID {0} since it {1}", itemId, msg);
498 }
441 } 499 }
442 else 500 else
443 { 501 {
502 m_items.LockItemsForRead(false);
503 string msg = String.Format("couldn't be found for prim {0}, {1}", m_part.Name, m_part.UUID);
504 StoreScriptError(itemId, msg);
444 m_log.ErrorFormat( 505 m_log.ErrorFormat(
445 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}", 506 "[PRIM INVENTORY]: Couldn't start script with ID {0} since it couldn't be found for prim {1}, {2} at {3} in {4}",
446 itemId, m_part.Name, m_part.UUID, 507 itemId, m_part.Name, m_part.UUID,
447 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 508 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
509 }
510
511 }
448 512
449 return false; 513 /// <summary>
514 /// Start a script which is in this prim's inventory and return any compilation error messages.
515 /// </summary>
516 /// <param name="itemId">
517 /// A <see cref="UUID"/>
518 /// </param>
519 public ArrayList CreateScriptInstanceEr(UUID itemId, int startParam, bool postOnRez, string engine, int stateSource)
520 {
521 ArrayList errors;
522
523 // Indicate to CreateScriptInstanceInternal() we want it to
524 // post any compilation/loading error messages
525 lock (m_scriptErrors)
526 {
527 m_scriptErrors[itemId] = null;
528 }
529
530 // Perform compilation/loading
531 CreateScriptInstanceInternal(itemId, startParam, postOnRez, engine, stateSource);
532
533 // Wait for and retrieve any errors
534 lock (m_scriptErrors)
535 {
536 while ((errors = m_scriptErrors[itemId]) == null)
537 {
538 if (!System.Threading.Monitor.Wait(m_scriptErrors, 15000))
539 {
540 m_log.ErrorFormat(
541 "[PRIM INVENTORY]: " +
542 "timedout waiting for script {0} errors", itemId);
543 errors = m_scriptErrors[itemId];
544 if (errors == null)
545 {
546 errors = new ArrayList(1);
547 errors.Add("timedout waiting for errors");
548 }
549 break;
550 }
551 }
552 m_scriptErrors.Remove(itemId);
553 }
554 return errors;
555 }
556
557 // Signal to CreateScriptInstanceEr() that compilation/loading is complete
558 private void StoreScriptErrors(UUID itemId, ArrayList errors)
559 {
560 lock (m_scriptErrors)
561 {
562 // If compilation/loading initiated via CreateScriptInstance(),
563 // it does not want the errors, so just get out
564 if (!m_scriptErrors.ContainsKey(itemId))
565 {
566 return;
567 }
568
569 // Initiated via CreateScriptInstanceEr(), if we know what the
570 // errors are, save them and wake CreateScriptInstanceEr().
571 if (errors != null)
572 {
573 m_scriptErrors[itemId] = errors;
574 System.Threading.Monitor.PulseAll(m_scriptErrors);
575 return;
576 }
450 } 577 }
578
579 // Initiated via CreateScriptInstanceEr() but we don't know what
580 // the errors are yet, so retrieve them from the script engine.
581 // This may involve some waiting internal to GetScriptErrors().
582 errors = GetScriptErrors(itemId);
583
584 // Get a default non-null value to indicate success.
585 if (errors == null)
586 {
587 errors = new ArrayList();
588 }
589
590 // Post to CreateScriptInstanceEr() and wake it up
591 lock (m_scriptErrors)
592 {
593 m_scriptErrors[itemId] = errors;
594 System.Threading.Monitor.PulseAll(m_scriptErrors);
595 }
596 }
597
598 // Like StoreScriptErrors(), but just posts a single string message
599 private void StoreScriptError(UUID itemId, string message)
600 {
601 ArrayList errors = new ArrayList(1);
602 errors.Add(message);
603 StoreScriptErrors(itemId, errors);
451 } 604 }
452 605
453 /// <summary> 606 /// <summary>
@@ -460,15 +613,7 @@ namespace OpenSim.Region.Framework.Scenes
460 /// </param> 613 /// </param>
461 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted) 614 public void RemoveScriptInstance(UUID itemId, bool sceneObjectBeingDeleted)
462 { 615 {
463 bool scriptPresent = false; 616 if (m_items.ContainsKey(itemId))
464
465 lock (m_items)
466 {
467 if (m_items.ContainsKey(itemId))
468 scriptPresent = true;
469 }
470
471 if (scriptPresent)
472 { 617 {
473 if (!sceneObjectBeingDeleted) 618 if (!sceneObjectBeingDeleted)
474 m_part.RemoveScriptEvents(itemId); 619 m_part.RemoveScriptEvents(itemId);
@@ -538,14 +683,16 @@ namespace OpenSim.Region.Framework.Scenes
538 /// <returns></returns> 683 /// <returns></returns>
539 private bool InventoryContainsName(string name) 684 private bool InventoryContainsName(string name)
540 { 685 {
541 lock (m_items) 686 m_items.LockItemsForRead(true);
687 foreach (TaskInventoryItem item in m_items.Values)
542 { 688 {
543 foreach (TaskInventoryItem item in m_items.Values) 689 if (item.Name == name)
544 { 690 {
545 if (item.Name == name) 691 m_items.LockItemsForRead(false);
546 return true; 692 return true;
547 } 693 }
548 } 694 }
695 m_items.LockItemsForRead(false);
549 return false; 696 return false;
550 } 697 }
551 698
@@ -587,8 +734,9 @@ namespace OpenSim.Region.Framework.Scenes
587 /// <param name="item"></param> 734 /// <param name="item"></param>
588 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop) 735 public void AddInventoryItemExclusive(TaskInventoryItem item, bool allowedDrop)
589 { 736 {
590 List<TaskInventoryItem> il = GetInventoryItems(); 737 m_items.LockItemsForRead(true);
591 738 List<TaskInventoryItem> il = new List<TaskInventoryItem>(m_items.Values);
739 m_items.LockItemsForRead(false);
592 foreach (TaskInventoryItem i in il) 740 foreach (TaskInventoryItem i in il)
593 { 741 {
594 if (i.Name == item.Name) 742 if (i.Name == item.Name)
@@ -626,14 +774,14 @@ namespace OpenSim.Region.Framework.Scenes
626 item.Name = name; 774 item.Name = name;
627 item.GroupID = m_part.GroupID; 775 item.GroupID = m_part.GroupID;
628 776
629 lock (m_items) 777 m_items.LockItemsForWrite(true);
630 m_items.Add(item.ItemID, item); 778 m_items.Add(item.ItemID, item);
631 779 m_items.LockItemsForWrite(false);
632 if (allowedDrop) 780 if (allowedDrop)
633 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP); 781 m_part.TriggerScriptChangedEvent(Changed.ALLOWED_DROP);
634 else 782 else
635 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 783 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
636 784
637 m_inventorySerial++; 785 m_inventorySerial++;
638 //m_inventorySerial += 2; 786 //m_inventorySerial += 2;
639 HasInventoryChanged = true; 787 HasInventoryChanged = true;
@@ -649,15 +797,15 @@ namespace OpenSim.Region.Framework.Scenes
649 /// <param name="items"></param> 797 /// <param name="items"></param>
650 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items) 798 public void RestoreInventoryItems(ICollection<TaskInventoryItem> items)
651 { 799 {
652 lock (m_items) 800 m_items.LockItemsForWrite(true);
801 foreach (TaskInventoryItem item in items)
653 { 802 {
654 foreach (TaskInventoryItem item in items) 803 m_items.Add(item.ItemID, item);
655 { 804// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
656 m_items.Add(item.ItemID, item);
657// m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
658 }
659 m_inventorySerial++;
660 } 805 }
806 m_items.LockItemsForWrite(false);
807
808 m_inventorySerial++;
661 } 809 }
662 810
663 /// <summary> 811 /// <summary>
@@ -668,23 +816,24 @@ namespace OpenSim.Region.Framework.Scenes
668 public TaskInventoryItem GetInventoryItem(UUID itemId) 816 public TaskInventoryItem GetInventoryItem(UUID itemId)
669 { 817 {
670 TaskInventoryItem item; 818 TaskInventoryItem item;
671 819 m_items.LockItemsForRead(true);
672 lock (m_items) 820 m_items.TryGetValue(itemId, out item);
673 m_items.TryGetValue(itemId, out item); 821 m_items.LockItemsForRead(false);
674
675 return item; 822 return item;
676 } 823 }
677 824
678 public TaskInventoryItem GetInventoryItem(string name) 825 public TaskInventoryItem GetInventoryItem(string name)
679 { 826 {
680 lock (m_items) 827 m_items.LockItemsForRead(true);
828 foreach (TaskInventoryItem item in m_items.Values)
681 { 829 {
682 foreach (TaskInventoryItem item in m_items.Values) 830 if (item.Name == name)
683 { 831 {
684 if (item.Name == name) 832 m_items.LockItemsForRead(false);
685 return item; 833 return item;
686 } 834 }
687 } 835 }
836 m_items.LockItemsForRead(false);
688 837
689 return null; 838 return null;
690 } 839 }
@@ -693,15 +842,16 @@ namespace OpenSim.Region.Framework.Scenes
693 { 842 {
694 List<TaskInventoryItem> items = new List<TaskInventoryItem>(); 843 List<TaskInventoryItem> items = new List<TaskInventoryItem>();
695 844
696 lock (m_items) 845 m_items.LockItemsForRead(true);
846
847 foreach (TaskInventoryItem item in m_items.Values)
697 { 848 {
698 foreach (TaskInventoryItem item in m_items.Values) 849 if (item.Name == name)
699 { 850 items.Add(item);
700 if (item.Name == name)
701 items.Add(item);
702 }
703 } 851 }
704 852
853 m_items.LockItemsForRead(false);
854
705 return items; 855 return items;
706 } 856 }
707 857
@@ -720,6 +870,10 @@ namespace OpenSim.Region.Framework.Scenes
720 string xmlData = Utils.BytesToString(rezAsset.Data); 870 string xmlData = Utils.BytesToString(rezAsset.Data);
721 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 871 SceneObjectGroup group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
722 872
873 group.RootPart.AttachPoint = group.RootPart.Shape.State;
874 group.RootPart.AttachOffset = group.AbsolutePosition;
875 group.RootPart.AttachRotation = group.GroupRotation;
876
723 group.ResetIDs(); 877 group.ResetIDs();
724 878
725 SceneObjectPart rootPart = group.GetPart(group.UUID); 879 SceneObjectPart rootPart = group.GetPart(group.UUID);
@@ -794,8 +948,9 @@ namespace OpenSim.Region.Framework.Scenes
794 948
795 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged) 949 public bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged)
796 { 950 {
797 TaskInventoryItem it = GetInventoryItem(item.ItemID); 951 m_items.LockItemsForWrite(true);
798 if (it != null) 952
953 if (m_items.ContainsKey(item.ItemID))
799 { 954 {
800// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name); 955// m_log.DebugFormat("[PRIM INVENTORY]: Updating item {0} in {1}", item.Name, m_part.Name);
801 956
@@ -808,14 +963,10 @@ namespace OpenSim.Region.Framework.Scenes
808 item.GroupID = m_part.GroupID; 963 item.GroupID = m_part.GroupID;
809 964
810 if (item.AssetID == UUID.Zero) 965 if (item.AssetID == UUID.Zero)
811 item.AssetID = it.AssetID; 966 item.AssetID = m_items[item.ItemID].AssetID;
812 967
813 lock (m_items) 968 m_items[item.ItemID] = item;
814 { 969 m_inventorySerial++;
815 m_items[item.ItemID] = item;
816 m_inventorySerial++;
817 }
818
819 if (fireScriptEvents) 970 if (fireScriptEvents)
820 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 971 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
821 972
@@ -824,7 +975,7 @@ namespace OpenSim.Region.Framework.Scenes
824 HasInventoryChanged = true; 975 HasInventoryChanged = true;
825 m_part.ParentGroup.HasGroupChanged = true; 976 m_part.ParentGroup.HasGroupChanged = true;
826 } 977 }
827 978 m_items.LockItemsForWrite(false);
828 return true; 979 return true;
829 } 980 }
830 else 981 else
@@ -835,8 +986,9 @@ namespace OpenSim.Region.Framework.Scenes
835 item.ItemID, m_part.Name, m_part.UUID, 986 item.ItemID, m_part.Name, m_part.UUID,
836 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName); 987 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
837 } 988 }
838 return false; 989 m_items.LockItemsForWrite(false);
839 990
991 return false;
840 } 992 }
841 993
842 /// <summary> 994 /// <summary>
@@ -847,43 +999,59 @@ namespace OpenSim.Region.Framework.Scenes
847 /// in this prim's inventory.</returns> 999 /// in this prim's inventory.</returns>
848 public int RemoveInventoryItem(UUID itemID) 1000 public int RemoveInventoryItem(UUID itemID)
849 { 1001 {
850 TaskInventoryItem item = GetInventoryItem(itemID); 1002 m_items.LockItemsForRead(true);
851 if (item != null) 1003
1004 if (m_items.ContainsKey(itemID))
852 { 1005 {
853 int type = m_items[itemID].InvType; 1006 int type = m_items[itemID].InvType;
1007 m_items.LockItemsForRead(false);
854 if (type == 10) // Script 1008 if (type == 10) // Script
855 { 1009 {
856 m_part.RemoveScriptEvents(itemID);
857 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID); 1010 m_part.ParentGroup.Scene.EventManager.TriggerRemoveScript(m_part.LocalId, itemID);
858 } 1011 }
1012 m_items.LockItemsForWrite(true);
859 m_items.Remove(itemID); 1013 m_items.Remove(itemID);
1014 m_items.LockItemsForWrite(false);
860 m_inventorySerial++; 1015 m_inventorySerial++;
861 m_part.TriggerScriptChangedEvent(Changed.INVENTORY); 1016 m_part.TriggerScriptChangedEvent(Changed.INVENTORY);
862 1017
863 HasInventoryChanged = true; 1018 HasInventoryChanged = true;
864 m_part.ParentGroup.HasGroupChanged = true; 1019 m_part.ParentGroup.HasGroupChanged = true;
865 1020
866 if (!ContainsScripts()) 1021 int scriptcount = 0;
1022 m_items.LockItemsForRead(true);
1023 foreach (TaskInventoryItem item in m_items.Values)
1024 {
1025 if (item.Type == 10)
1026 {
1027 scriptcount++;
1028 }
1029 }
1030 m_items.LockItemsForRead(false);
1031
1032
1033 if (scriptcount <= 0)
1034 {
867 m_part.RemFlag(PrimFlags.Scripted); 1035 m_part.RemFlag(PrimFlags.Scripted);
1036 }
868 1037
869 m_part.ScheduleFullUpdate(); 1038 m_part.ScheduleFullUpdate();
870 1039
871 return type; 1040 return type;
872
873 } 1041 }
874 else 1042 else
875 { 1043 {
1044 m_items.LockItemsForRead(false);
876 m_log.ErrorFormat( 1045 m_log.ErrorFormat(
877 "[PRIM INVENTORY]: " + 1046 "[PRIM INVENTORY]: " +
878 "Tried to remove item ID {0} from prim {1}, {2} at {3} in {4} but the item does not exist in this inventory", 1047 "Tried to remove item ID {0} from prim {1}, {2} but the item does not exist in this inventory",
879 itemID, m_part.Name, m_part.UUID, 1048 itemID, m_part.Name, m_part.UUID);
880 m_part.AbsolutePosition, m_part.ParentGroup.Scene.RegionInfo.RegionName);
881 } 1049 }
882 1050
883 return -1; 1051 return -1;
884 } 1052 }
885 1053
886 private bool CreateInventoryFile() 1054 private bool CreateInventoryFileName()
887 { 1055 {
888// m_log.DebugFormat( 1056// m_log.DebugFormat(
889// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}", 1057// "[PRIM INVENTORY]: Creating inventory file for {0} {1} {2}, serial {3}",
@@ -892,70 +1060,12 @@ namespace OpenSim.Region.Framework.Scenes
892 if (m_inventoryFileName == String.Empty || 1060 if (m_inventoryFileName == String.Empty ||
893 m_inventoryFileNameSerial < m_inventorySerial) 1061 m_inventoryFileNameSerial < m_inventorySerial)
894 { 1062 {
895 // Something changed, we need to create a new file
896 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp"; 1063 m_inventoryFileName = "inventory_" + UUID.Random().ToString() + ".tmp";
897 m_inventoryFileNameSerial = m_inventorySerial; 1064 m_inventoryFileNameSerial = m_inventorySerial;
898 1065
899 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
900
901 lock (m_items)
902 {
903 foreach (TaskInventoryItem item in m_items.Values)
904 {
905// m_log.DebugFormat(
906// "[PRIM INVENTORY]: Adding item {0} {1} for serial {2} on prim {3} {4} {5}",
907// item.Name, item.ItemID, m_inventorySerial, m_part.Name, m_part.UUID, m_part.LocalId);
908
909 UUID ownerID = item.OwnerID;
910 uint everyoneMask = 0;
911 uint baseMask = item.BasePermissions;
912 uint ownerMask = item.CurrentPermissions;
913 uint groupMask = item.GroupPermissions;
914
915 invString.AddItemStart();
916 invString.AddNameValueLine("item_id", item.ItemID.ToString());
917 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
918
919 invString.AddPermissionsStart();
920
921 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
922 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
923 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
924 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
925 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
926
927 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
928 invString.AddNameValueLine("owner_id", ownerID.ToString());
929
930 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
931
932 invString.AddNameValueLine("group_id", item.GroupID.ToString());
933 invString.AddSectionEnd();
934
935 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
936 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
937 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
938 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
939
940 invString.AddSaleStart();
941 invString.AddNameValueLine("sale_type", "not");
942 invString.AddNameValueLine("sale_price", "0");
943 invString.AddSectionEnd();
944
945 invString.AddNameValueLine("name", item.Name + "|");
946 invString.AddNameValueLine("desc", item.Description + "|");
947
948 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
949 invString.AddSectionEnd();
950 }
951 }
952
953 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
954
955 return true; 1066 return true;
956 } 1067 }
957 1068
958 // No need to recreate, the existing file is fine
959 return false; 1069 return false;
960 } 1070 }
961 1071
@@ -965,43 +1075,110 @@ namespace OpenSim.Region.Framework.Scenes
965 /// <param name="xferManager"></param> 1075 /// <param name="xferManager"></param>
966 public void RequestInventoryFile(IClientAPI client, IXfer xferManager) 1076 public void RequestInventoryFile(IClientAPI client, IXfer xferManager)
967 { 1077 {
968 lock (m_items) 1078 bool changed = CreateInventoryFileName();
969 {
970 // Don't send a inventory xfer name if there are no items. Doing so causes viewer 3 to crash when rezzing
971 // a new script if any previous deletion has left the prim inventory empty.
972 if (m_items.Count == 0) // No inventory
973 {
974// m_log.DebugFormat(
975// "[PRIM INVENTORY]: Not sending inventory data for part {0} {1} {2} for {3} since no items",
976// m_part.Name, m_part.LocalId, m_part.UUID, client.Name);
977 1079
978 client.SendTaskInventory(m_part.UUID, 0, new byte[0]); 1080 bool includeAssets = false;
979 return; 1081 if (m_part.ParentGroup.Scene.Permissions.CanEditObjectInventory(m_part.UUID, client.AgentId))
980 } 1082 includeAssets = true;
1083
1084 if (m_inventoryPrivileged != includeAssets)
1085 changed = true;
981 1086
982 CreateInventoryFile(); 1087 InventoryStringBuilder invString = new InventoryStringBuilder(m_part.UUID, UUID.Zero);
1088
1089 Items.LockItemsForRead(true);
1090
1091 if (m_inventorySerial == 0) // No inventory
1092 {
1093 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1094 Items.LockItemsForRead(false);
1095 return;
1096 }
1097
1098 if (m_items.Count == 0) // No inventory
1099 {
1100 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1101 Items.LockItemsForRead(false);
1102 return;
1103 }
983 1104
984 // In principle, we should only do the rest if the inventory changed; 1105 if (!changed)
985 // by sending m_inventorySerial to the client, it ought to know 1106 {
986 // that nothing changed and that it doesn't need to request the file.
987 // Unfortunately, it doesn't look like the client optimizes this;
988 // the client seems to always come back and request the Xfer,
989 // no matter what value m_inventorySerial has.
990 // FIXME: Could probably be > 0 here rather than > 2
991 if (m_inventoryFileData.Length > 2) 1107 if (m_inventoryFileData.Length > 2)
992 { 1108 {
993 // Add the file for Xfer 1109 xferManager.AddNewFile(m_inventoryFileName,
994 // m_log.DebugFormat( 1110 m_inventoryFileData);
995 // "[PRIM INVENTORY]: Adding inventory file {0} (length {1}) for transfer on {2} {3} {4}", 1111 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
996 // m_inventoryFileName, m_inventoryFileData.Length, m_part.Name, m_part.UUID, m_part.LocalId); 1112 Util.StringToBytes256(m_inventoryFileName));
997 1113
998 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData); 1114 Items.LockItemsForRead(false);
1115 return;
999 } 1116 }
1000
1001 // Tell the client we're ready to Xfer the file
1002 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1003 Util.StringToBytes256(m_inventoryFileName));
1004 } 1117 }
1118
1119 m_inventoryPrivileged = includeAssets;
1120
1121 foreach (TaskInventoryItem item in m_items.Values)
1122 {
1123 UUID ownerID = item.OwnerID;
1124 uint everyoneMask = 0;
1125 uint baseMask = item.BasePermissions;
1126 uint ownerMask = item.CurrentPermissions;
1127 uint groupMask = item.GroupPermissions;
1128
1129 invString.AddItemStart();
1130 invString.AddNameValueLine("item_id", item.ItemID.ToString());
1131 invString.AddNameValueLine("parent_id", m_part.UUID.ToString());
1132
1133 invString.AddPermissionsStart();
1134
1135 invString.AddNameValueLine("base_mask", Utils.UIntToHexString(baseMask));
1136 invString.AddNameValueLine("owner_mask", Utils.UIntToHexString(ownerMask));
1137 invString.AddNameValueLine("group_mask", Utils.UIntToHexString(groupMask));
1138 invString.AddNameValueLine("everyone_mask", Utils.UIntToHexString(everyoneMask));
1139 invString.AddNameValueLine("next_owner_mask", Utils.UIntToHexString(item.NextPermissions));
1140
1141 invString.AddNameValueLine("creator_id", item.CreatorID.ToString());
1142 invString.AddNameValueLine("owner_id", ownerID.ToString());
1143
1144 invString.AddNameValueLine("last_owner_id", item.LastOwnerID.ToString());
1145
1146 invString.AddNameValueLine("group_id", item.GroupID.ToString());
1147 invString.AddSectionEnd();
1148
1149 if (includeAssets)
1150 invString.AddNameValueLine("asset_id", item.AssetID.ToString());
1151 else
1152 invString.AddNameValueLine("asset_id", UUID.Zero.ToString());
1153 invString.AddNameValueLine("type", Utils.AssetTypeToString((AssetType)item.Type));
1154 invString.AddNameValueLine("inv_type", Utils.InventoryTypeToString((InventoryType)item.InvType));
1155 invString.AddNameValueLine("flags", Utils.UIntToHexString(item.Flags));
1156
1157 invString.AddSaleStart();
1158 invString.AddNameValueLine("sale_type", "not");
1159 invString.AddNameValueLine("sale_price", "0");
1160 invString.AddSectionEnd();
1161
1162 invString.AddNameValueLine("name", item.Name + "|");
1163 invString.AddNameValueLine("desc", item.Description + "|");
1164
1165 invString.AddNameValueLine("creation_date", item.CreationDate.ToString());
1166 invString.AddSectionEnd();
1167 }
1168
1169 Items.LockItemsForRead(false);
1170
1171 m_inventoryFileData = Utils.StringToBytes(invString.BuildString);
1172
1173 if (m_inventoryFileData.Length > 2)
1174 {
1175 xferManager.AddNewFile(m_inventoryFileName, m_inventoryFileData);
1176 client.SendTaskInventory(m_part.UUID, (short)m_inventorySerial,
1177 Util.StringToBytes256(m_inventoryFileName));
1178 return;
1179 }
1180
1181 client.SendTaskInventory(m_part.UUID, 0, new byte[0]);
1005 } 1182 }
1006 1183
1007 /// <summary> 1184 /// <summary>
@@ -1010,13 +1187,19 @@ namespace OpenSim.Region.Framework.Scenes
1010 /// <param name="datastore"></param> 1187 /// <param name="datastore"></param>
1011 public void ProcessInventoryBackup(ISimulationDataService datastore) 1188 public void ProcessInventoryBackup(ISimulationDataService datastore)
1012 { 1189 {
1013 if (HasInventoryChanged) 1190// Removed this because linking will cause an immediate delete of the new
1014 { 1191// child prim from the database and the subsequent storing of the prim sees
1015 HasInventoryChanged = false; 1192// the inventory of it as unchanged and doesn't store it at all. The overhead
1016 List<TaskInventoryItem> items = GetInventoryItems(); 1193// of storing prim inventory needlessly is much less than the aggravation
1017 datastore.StorePrimInventory(m_part.UUID, items); 1194// of prim inventory loss.
1195// if (HasInventoryChanged)
1196// {
1197 Items.LockItemsForRead(true);
1198 datastore.StorePrimInventory(m_part.UUID, Items.Values);
1199 Items.LockItemsForRead(false);
1018 1200
1019 } 1201 HasInventoryChanged = false;
1202// }
1020 } 1203 }
1021 1204
1022 public class InventoryStringBuilder 1205 public class InventoryStringBuilder
@@ -1082,87 +1265,63 @@ namespace OpenSim.Region.Framework.Scenes
1082 { 1265 {
1083 uint mask=0x7fffffff; 1266 uint mask=0x7fffffff;
1084 1267
1085 lock (m_items) 1268 foreach (TaskInventoryItem item in m_items.Values)
1086 { 1269 {
1087 foreach (TaskInventoryItem item in m_items.Values) 1270 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1271 mask &= ~((uint)PermissionMask.Copy >> 13);
1272 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1273 mask &= ~((uint)PermissionMask.Transfer >> 13);
1274 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1275 mask &= ~((uint)PermissionMask.Modify >> 13);
1276
1277 if (item.InvType == (int)InventoryType.Object)
1088 { 1278 {
1089 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0) 1279 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1090 mask &= ~((uint)PermissionMask.Copy >> 13); 1280 mask &= ~((uint)PermissionMask.Copy >> 13);
1091 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0) 1281 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1092 mask &= ~((uint)PermissionMask.Transfer >> 13); 1282 mask &= ~((uint)PermissionMask.Transfer >> 13);
1093 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0) 1283 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1094 mask &= ~((uint)PermissionMask.Modify >> 13); 1284 mask &= ~((uint)PermissionMask.Modify >> 13);
1095
1096 if (item.InvType != (int)InventoryType.Object)
1097 {
1098 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Copy) == 0)
1099 mask &= ~((uint)PermissionMask.Copy >> 13);
1100 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Transfer) == 0)
1101 mask &= ~((uint)PermissionMask.Transfer >> 13);
1102 if ((item.CurrentPermissions & item.NextPermissions & (uint)PermissionMask.Modify) == 0)
1103 mask &= ~((uint)PermissionMask.Modify >> 13);
1104 }
1105 else
1106 {
1107 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1108 mask &= ~((uint)PermissionMask.Copy >> 13);
1109 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1110 mask &= ~((uint)PermissionMask.Transfer >> 13);
1111 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1112 mask &= ~((uint)PermissionMask.Modify >> 13);
1113 }
1114
1115 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1116 mask &= ~(uint)PermissionMask.Copy;
1117 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1118 mask &= ~(uint)PermissionMask.Transfer;
1119 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1120 mask &= ~(uint)PermissionMask.Modify;
1121 } 1285 }
1286
1287 if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == 0)
1288 mask &= ~(uint)PermissionMask.Copy;
1289 if ((item.CurrentPermissions & (uint)PermissionMask.Transfer) == 0)
1290 mask &= ~(uint)PermissionMask.Transfer;
1291 if ((item.CurrentPermissions & (uint)PermissionMask.Modify) == 0)
1292 mask &= ~(uint)PermissionMask.Modify;
1122 } 1293 }
1123
1124 return mask; 1294 return mask;
1125 } 1295 }
1126 1296
1127 public void ApplyNextOwnerPermissions() 1297 public void ApplyNextOwnerPermissions()
1128 { 1298 {
1129 lock (m_items) 1299 foreach (TaskInventoryItem item in m_items.Values)
1130 { 1300 {
1131 foreach (TaskInventoryItem item in m_items.Values) 1301 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0)
1132 { 1302 {
1133// m_log.DebugFormat ( 1303 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1134// "[SCENE OBJECT PART INVENTORY]: Applying next permissions {0} to {1} in {2} with current {3}, base {4}, everyone {5}", 1304 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1135// item.NextPermissions, item.Name, m_part.Name, item.CurrentPermissions, item.BasePermissions, item.EveryonePermissions); 1305 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1136 1306 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1137 if (item.InvType == (int)InventoryType.Object && (item.CurrentPermissions & 7) != 0) 1307 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1138 { 1308 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1139 if ((item.CurrentPermissions & ((uint)PermissionMask.Copy >> 13)) == 0)
1140 item.CurrentPermissions &= ~(uint)PermissionMask.Copy;
1141 if ((item.CurrentPermissions & ((uint)PermissionMask.Transfer >> 13)) == 0)
1142 item.CurrentPermissions &= ~(uint)PermissionMask.Transfer;
1143 if ((item.CurrentPermissions & ((uint)PermissionMask.Modify >> 13)) == 0)
1144 item.CurrentPermissions &= ~(uint)PermissionMask.Modify;
1145 }
1146
1147 item.CurrentPermissions &= item.NextPermissions;
1148 item.BasePermissions &= item.NextPermissions;
1149 item.EveryonePermissions &= item.NextPermissions;
1150 item.OwnerChanged = true;
1151 item.PermsMask = 0;
1152 item.PermsGranter = UUID.Zero;
1153 } 1309 }
1310 item.CurrentPermissions &= item.NextPermissions;
1311 item.BasePermissions &= item.NextPermissions;
1312 item.EveryonePermissions &= item.NextPermissions;
1313 item.OwnerChanged = true;
1314 item.PermsMask = 0;
1315 item.PermsGranter = UUID.Zero;
1154 } 1316 }
1155 } 1317 }
1156 1318
1157 public void ApplyGodPermissions(uint perms) 1319 public void ApplyGodPermissions(uint perms)
1158 { 1320 {
1159 lock (m_items) 1321 foreach (TaskInventoryItem item in m_items.Values)
1160 { 1322 {
1161 foreach (TaskInventoryItem item in m_items.Values) 1323 item.CurrentPermissions = perms;
1162 { 1324 item.BasePermissions = perms;
1163 item.CurrentPermissions = perms;
1164 item.BasePermissions = perms;
1165 }
1166 } 1325 }
1167 1326
1168 m_inventorySerial++; 1327 m_inventorySerial++;
@@ -1175,14 +1334,11 @@ namespace OpenSim.Region.Framework.Scenes
1175 /// <returns></returns> 1334 /// <returns></returns>
1176 public bool ContainsScripts() 1335 public bool ContainsScripts()
1177 { 1336 {
1178 lock (m_items) 1337 foreach (TaskInventoryItem item in m_items.Values)
1179 { 1338 {
1180 foreach (TaskInventoryItem item in m_items.Values) 1339 if (item.InvType == (int)InventoryType.LSL)
1181 { 1340 {
1182 if (item.InvType == (int)InventoryType.LSL) 1341 return true;
1183 {
1184 return true;
1185 }
1186 } 1342 }
1187 } 1343 }
1188 1344
@@ -1196,17 +1352,15 @@ namespace OpenSim.Region.Framework.Scenes
1196 public int ScriptCount() 1352 public int ScriptCount()
1197 { 1353 {
1198 int count = 0; 1354 int count = 0;
1199 lock (m_items) 1355 Items.LockItemsForRead(true);
1356 foreach (TaskInventoryItem item in m_items.Values)
1200 { 1357 {
1201 foreach (TaskInventoryItem item in m_items.Values) 1358 if (item.InvType == (int)InventoryType.LSL)
1202 { 1359 {
1203 if (item.InvType == (int)InventoryType.LSL) 1360 count++;
1204 {
1205 count++;
1206 }
1207 } 1361 }
1208 } 1362 }
1209 1363 Items.LockItemsForRead(false);
1210 return count; 1364 return count;
1211 } 1365 }
1212 /// <summary> 1366 /// <summary>
@@ -1242,11 +1396,8 @@ namespace OpenSim.Region.Framework.Scenes
1242 { 1396 {
1243 List<UUID> ret = new List<UUID>(); 1397 List<UUID> ret = new List<UUID>();
1244 1398
1245 lock (m_items) 1399 foreach (TaskInventoryItem item in m_items.Values)
1246 { 1400 ret.Add(item.ItemID);
1247 foreach (TaskInventoryItem item in m_items.Values)
1248 ret.Add(item.ItemID);
1249 }
1250 1401
1251 return ret; 1402 return ret;
1252 } 1403 }
@@ -1255,8 +1406,9 @@ namespace OpenSim.Region.Framework.Scenes
1255 { 1406 {
1256 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1407 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1257 1408
1258 lock (m_items) 1409 Items.LockItemsForRead(true);
1259 ret = new List<TaskInventoryItem>(m_items.Values); 1410 ret = new List<TaskInventoryItem>(m_items.Values);
1411 Items.LockItemsForRead(false);
1260 1412
1261 return ret; 1413 return ret;
1262 } 1414 }
@@ -1265,18 +1417,24 @@ namespace OpenSim.Region.Framework.Scenes
1265 { 1417 {
1266 List<TaskInventoryItem> ret = new List<TaskInventoryItem>(); 1418 List<TaskInventoryItem> ret = new List<TaskInventoryItem>();
1267 1419
1268 lock (m_items) 1420 Items.LockItemsForRead(true);
1269 { 1421
1270 foreach (TaskInventoryItem item in m_items.Values) 1422 foreach (TaskInventoryItem item in m_items.Values)
1271 if (item.InvType == (int)type) 1423 if (item.InvType == (int)type)
1272 ret.Add(item); 1424 ret.Add(item);
1273 } 1425
1426 Items.LockItemsForRead(false);
1274 1427
1275 return ret; 1428 return ret;
1276 } 1429 }
1277 1430
1278 public Dictionary<UUID, string> GetScriptStates() 1431 public Dictionary<UUID, string> GetScriptStates()
1279 { 1432 {
1433 return GetScriptStates(false);
1434 }
1435
1436 public Dictionary<UUID, string> GetScriptStates(bool oldIDs)
1437 {
1280 Dictionary<UUID, string> ret = new Dictionary<UUID, string>(); 1438 Dictionary<UUID, string> ret = new Dictionary<UUID, string>();
1281 1439
1282 if (m_part.ParentGroup.Scene == null) // Group not in a scene 1440 if (m_part.ParentGroup.Scene == null) // Group not in a scene
@@ -1298,14 +1456,21 @@ namespace OpenSim.Region.Framework.Scenes
1298 string n = e.GetXMLState(item.ItemID); 1456 string n = e.GetXMLState(item.ItemID);
1299 if (n != String.Empty) 1457 if (n != String.Empty)
1300 { 1458 {
1301 if (!ret.ContainsKey(item.ItemID)) 1459 if (oldIDs)
1302 ret[item.ItemID] = n; 1460 {
1461 if (!ret.ContainsKey(item.OldItemID))
1462 ret[item.OldItemID] = n;
1463 }
1464 else
1465 {
1466 if (!ret.ContainsKey(item.ItemID))
1467 ret[item.ItemID] = n;
1468 }
1303 break; 1469 break;
1304 } 1470 }
1305 } 1471 }
1306 } 1472 }
1307 } 1473 }
1308
1309 return ret; 1474 return ret;
1310 } 1475 }
1311 1476
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0e7f2e5..e27d309 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -63,6 +63,7 @@ namespace OpenSim.Region.Framework.Scenes
63 63
64 struct ScriptControllers 64 struct ScriptControllers
65 { 65 {
66 public UUID objectID;
66 public UUID itemID; 67 public UUID itemID;
67 public ScriptControlled ignoreControls; 68 public ScriptControlled ignoreControls;
68 public ScriptControlled eventControls; 69 public ScriptControlled eventControls;
@@ -98,7 +99,7 @@ namespace OpenSim.Region.Framework.Scenes
98 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis 99 /// rotation, prim cut, prim twist, prim taper, and prim shear. See mantis
99 /// issue #1716 100 /// issue #1716
100 /// </summary> 101 /// </summary>
101 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.418f); 102 public static readonly Vector3 SIT_TARGET_ADJUSTMENT = new Vector3(0.0f, 0.0f, 0.4f);
102 103
103 /// <summary> 104 /// <summary>
104 /// Movement updates for agents in neighboring regions are sent directly to clients. 105 /// Movement updates for agents in neighboring regions are sent directly to clients.
@@ -175,6 +176,7 @@ namespace OpenSim.Region.Framework.Scenes
175// private int m_lastColCount = -1; //KF: Look for Collision chnages 176// private int m_lastColCount = -1; //KF: Look for Collision chnages
176// private int m_updateCount = 0; //KF: Update Anims for a while 177// private int m_updateCount = 0; //KF: Update Anims for a while
177// private static readonly int UPDATE_COUNT = 10; // how many frames to update for 178// private static readonly int UPDATE_COUNT = 10; // how many frames to update for
179 private List<uint> m_lastColliders = new List<uint>();
178 180
179 private TeleportFlags m_teleportFlags; 181 private TeleportFlags m_teleportFlags;
180 public TeleportFlags TeleportFlags 182 public TeleportFlags TeleportFlags
@@ -236,6 +238,13 @@ namespace OpenSim.Region.Framework.Scenes
236 //private int m_moveToPositionStateStatus; 238 //private int m_moveToPositionStateStatus;
237 //***************************************************** 239 //*****************************************************
238 240
241 private bool m_collisionEventFlag = false;
242 private object m_collisionEventLock = new Object();
243
244 private int m_movementAnimationUpdateCounter = 0;
245
246 private Vector3 m_prevSitOffset;
247
239 protected AvatarAppearance m_appearance; 248 protected AvatarAppearance m_appearance;
240 249
241 public AvatarAppearance Appearance 250 public AvatarAppearance Appearance
@@ -430,7 +439,7 @@ namespace OpenSim.Region.Framework.Scenes
430 get { return (IClientCore)ControllingClient; } 439 get { return (IClientCore)ControllingClient; }
431 } 440 }
432 441
433 public Vector3 ParentPosition { get; set; } 442// public Vector3 ParentPosition { get; set; }
434 443
435 /// <summary> 444 /// <summary>
436 /// Position of this avatar relative to the region the avatar is in 445 /// Position of this avatar relative to the region the avatar is in
@@ -488,7 +497,7 @@ namespace OpenSim.Region.Framework.Scenes
488 if (ParentID == 0) 497 if (ParentID == 0)
489 { 498 {
490 m_pos = value; 499 m_pos = value;
491 ParentPosition = Vector3.Zero; 500// ParentPosition = Vector3.Zero;
492 } 501 }
493 502
494 //m_log.DebugFormat( 503 //m_log.DebugFormat(
@@ -577,6 +586,13 @@ namespace OpenSim.Region.Framework.Scenes
577 /// </summary> 586 /// </summary>
578 public uint ParentID { get; set; } 587 public uint ParentID { get; set; }
579 588
589 public UUID ParentUUID
590 {
591 get { return m_parentUUID; }
592 set { m_parentUUID = value; }
593 }
594 private UUID m_parentUUID = UUID.Zero;
595
580 /// <summary> 596 /// <summary>
581 /// Are we sitting on an object? 597 /// Are we sitting on an object?
582 /// </summary> 598 /// </summary>
@@ -743,6 +759,33 @@ namespace OpenSim.Region.Framework.Scenes
743 Appearance = appearance; 759 Appearance = appearance;
744 } 760 }
745 761
762 private void RegionHeartbeatEnd(Scene scene)
763 {
764 if (IsChildAgent)
765 return;
766
767 m_movementAnimationUpdateCounter ++;
768 if (m_movementAnimationUpdateCounter >= 2)
769 {
770 m_movementAnimationUpdateCounter = 0;
771 if (Animator != null)
772 {
773 // If the parentID == 0 we are not sitting
774 // if !SitGournd then we are not sitting on the ground
775 // Fairly straightforward, now here comes the twist
776 // if ParentUUID is NOT UUID.Zero, we are looking to
777 // be sat on an object that isn't there yet. Should
778 // be treated as if sat.
779 if(ParentID == 0 && !SitGround && ParentUUID == UUID.Zero) // skip it if sitting
780 Animator.UpdateMovementAnimations();
781 }
782 else
783 {
784 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
785 }
786 }
787 }
788
746 public void RegisterToEvents() 789 public void RegisterToEvents()
747 { 790 {
748 ControllingClient.OnCompleteMovementToRegion += CompleteMovement; 791 ControllingClient.OnCompleteMovementToRegion += CompleteMovement;
@@ -752,6 +795,7 @@ namespace OpenSim.Region.Framework.Scenes
752 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun; 795 ControllingClient.OnSetAlwaysRun += HandleSetAlwaysRun;
753 ControllingClient.OnStartAnim += HandleStartAnim; 796 ControllingClient.OnStartAnim += HandleStartAnim;
754 ControllingClient.OnStopAnim += HandleStopAnim; 797 ControllingClient.OnStopAnim += HandleStopAnim;
798 ControllingClient.OnChangeAnim += avnHandleChangeAnim;
755 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls; 799 ControllingClient.OnForceReleaseControls += HandleForceReleaseControls;
756 ControllingClient.OnAutoPilotGo += MoveToTarget; 800 ControllingClient.OnAutoPilotGo += MoveToTarget;
757 801
@@ -812,10 +856,39 @@ namespace OpenSim.Region.Framework.Scenes
812 "[SCENE]: Upgrading child to root agent for {0} in {1}", 856 "[SCENE]: Upgrading child to root agent for {0} in {1}",
813 Name, m_scene.RegionInfo.RegionName); 857 Name, m_scene.RegionInfo.RegionName);
814 858
815 //m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
816
817 bool wasChild = IsChildAgent; 859 bool wasChild = IsChildAgent;
818 IsChildAgent = false; 860
861 if (ParentUUID != UUID.Zero)
862 {
863 m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
864 SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
865 if (part == null)
866 {
867 m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
868 }
869 else
870 {
871 part.ParentGroup.AddAvatar(UUID);
872 if (part.SitTargetPosition != Vector3.Zero)
873 part.SitTargetAvatar = UUID;
874// ParentPosition = part.GetWorldPosition();
875 ParentID = part.LocalId;
876 ParentPart = part;
877 m_pos = m_prevSitOffset;
878// pos = ParentPosition;
879 pos = part.GetWorldPosition();
880 }
881 ParentUUID = UUID.Zero;
882
883 IsChildAgent = false;
884
885// Animator.TrySetMovementAnimation("SIT");
886 }
887 else
888 {
889 IsChildAgent = false;
890 }
891
819 892
820 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>(); 893 IGroupsModule gm = m_scene.RequestModuleInterface<IGroupsModule>();
821 if (gm != null) 894 if (gm != null)
@@ -825,62 +898,72 @@ namespace OpenSim.Region.Framework.Scenes
825 898
826 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene); 899 m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
827 900
828 // Moved this from SendInitialData to ensure that Appearance is initialized 901 if (ParentID == 0)
829 // before the inventory is processed in MakeRootAgent. This fixes a race condition
830 // related to the handling of attachments
831 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
832 if (m_scene.TestBorderCross(pos, Cardinals.E))
833 { 902 {
834 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E); 903 // Moved this from SendInitialData to ensure that Appearance is initialized
835 pos.X = crossedBorder.BorderLine.Z - 1; 904 // before the inventory is processed in MakeRootAgent. This fixes a race condition
836 } 905 // related to the handling of attachments
906 //m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
907 if (m_scene.TestBorderCross(pos, Cardinals.E))
908 {
909 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
910 pos.X = crossedBorder.BorderLine.Z - 1;
911 }
837 912
838 if (m_scene.TestBorderCross(pos, Cardinals.N)) 913 if (m_scene.TestBorderCross(pos, Cardinals.N))
839 { 914 {
840 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N); 915 Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
841 pos.Y = crossedBorder.BorderLine.Z - 1; 916 pos.Y = crossedBorder.BorderLine.Z - 1;
842 } 917 }
843 918
844 CheckAndAdjustLandingPoint(ref pos); 919 CheckAndAdjustLandingPoint(ref pos);
845 920
846 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f) 921 if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
847 { 922 {
848 m_log.WarnFormat( 923 m_log.WarnFormat(
849 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping", 924 "[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
850 pos, Name, UUID); 925 pos, Name, UUID);
851 926
852 if (pos.X < 0f) pos.X = 0f; 927 if (pos.X < 0f) pos.X = 0f;
853 if (pos.Y < 0f) pos.Y = 0f; 928 if (pos.Y < 0f) pos.Y = 0f;
854 if (pos.Z < 0f) pos.Z = 0f; 929 if (pos.Z < 0f) pos.Z = 0f;
855 } 930 }
856 931
857 float localAVHeight = 1.56f; 932 float localAVHeight = 1.56f;
858 if (Appearance.AvatarHeight > 0) 933 if (Appearance.AvatarHeight > 0)
859 localAVHeight = Appearance.AvatarHeight; 934 localAVHeight = Appearance.AvatarHeight;
860 935
861 float posZLimit = 0; 936 float posZLimit = 0;
862 937
863 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize) 938 if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
864 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y]; 939 posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
865 940
866 float newPosZ = posZLimit + localAVHeight / 2; 941 float newPosZ = posZLimit + localAVHeight / 2;
867 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ))) 942 if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
868 { 943 {
869 pos.Z = newPosZ; 944 pos.Z = newPosZ;
870 } 945 }
871 AbsolutePosition = pos; 946 AbsolutePosition = pos;
872 947
873 AddToPhysicalScene(isFlying); 948 if (m_teleportFlags == TeleportFlags.Default)
949 {
950 Vector3 vel = Velocity;
951 AddToPhysicalScene(isFlying);
952 if (PhysicsActor != null)
953 PhysicsActor.SetMomentum(vel);
954 }
955 else
956 AddToPhysicalScene(isFlying);
874 957
875 if (ForceFly) 958 if (ForceFly)
876 { 959 {
877 Flying = true; 960 Flying = true;
878 } 961 }
879 else if (FlyDisabled) 962 else if (FlyDisabled)
880 { 963 {
881 Flying = false; 964 Flying = false;
965 }
882 } 966 }
883
884 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying 967 // Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
885 // avatar to return to the standing position in mid-air. On login it looks like this is being sent 968 // avatar to return to the standing position in mid-air. On login it looks like this is being sent
886 // elsewhere anyway 969 // elsewhere anyway
@@ -898,14 +981,19 @@ namespace OpenSim.Region.Framework.Scenes
898 { 981 {
899 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments..."); 982 m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
900 // Resume scripts 983 // Resume scripts
901 foreach (SceneObjectGroup sog in m_attachments) 984 Util.FireAndForget(delegate(object x) {
902 { 985 foreach (SceneObjectGroup sog in m_attachments)
903 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource()); 986 {
904 sog.ResumeScripts(); 987 sog.ScheduleGroupForFullUpdate();
905 } 988 sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
989 sog.ResumeScripts();
990 }
991 });
906 } 992 }
907 } 993 }
908 994
995 SendAvatarDataToAllAgents();
996
909 // send the animations of the other presences to me 997 // send the animations of the other presences to me
910 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence) 998 m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
911 { 999 {
@@ -916,9 +1004,12 @@ namespace OpenSim.Region.Framework.Scenes
916 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will 1004 // If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
917 // stall on the border crossing since the existing child agent will still have the last movement 1005 // stall on the border crossing since the existing child agent will still have the last movement
918 // recorded, which stops the input from being processed. 1006 // recorded, which stops the input from being processed.
1007
919 MovementFlag = 0; 1008 MovementFlag = 0;
920 1009
921 m_scene.EventManager.TriggerOnMakeRootAgent(this); 1010 m_scene.EventManager.TriggerOnMakeRootAgent(this);
1011
1012 m_scene.EventManager.OnRegionHeartbeatEnd += RegionHeartbeatEnd;
922 } 1013 }
923 1014
924 public int GetStateSource() 1015 public int GetStateSource()
@@ -946,12 +1037,16 @@ namespace OpenSim.Region.Framework.Scenes
946 /// </remarks> 1037 /// </remarks>
947 public void MakeChildAgent() 1038 public void MakeChildAgent()
948 { 1039 {
1040 m_scene.EventManager.OnRegionHeartbeatEnd -= RegionHeartbeatEnd;
1041
949 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName); 1042 m_log.DebugFormat("[SCENE PRESENCE]: Making {0} a child agent in {1}", Name, Scene.RegionInfo.RegionName);
950 1043
951 // Reset these so that teleporting in and walking out isn't seen 1044 // Reset these so that teleporting in and walking out isn't seen
952 // as teleporting back 1045 // as teleporting back
953 TeleportFlags = TeleportFlags.Default; 1046 TeleportFlags = TeleportFlags.Default;
954 1047
1048 MovementFlag = 0;
1049
955 // It looks like Animator is set to null somewhere, and MakeChild 1050 // It looks like Animator is set to null somewhere, and MakeChild
956 // is called after that. Probably in aborted teleports. 1051 // is called after that. Probably in aborted teleports.
957 if (Animator == null) 1052 if (Animator == null)
@@ -959,6 +1054,7 @@ namespace OpenSim.Region.Framework.Scenes
959 else 1054 else
960 Animator.ResetAnimations(); 1055 Animator.ResetAnimations();
961 1056
1057
962// m_log.DebugFormat( 1058// m_log.DebugFormat(
963// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}", 1059// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
964// Name, UUID, m_scene.RegionInfo.RegionName); 1060// Name, UUID, m_scene.RegionInfo.RegionName);
@@ -970,6 +1066,7 @@ namespace OpenSim.Region.Framework.Scenes
970 IsChildAgent = true; 1066 IsChildAgent = true;
971 m_scene.SwapRootAgentCount(true); 1067 m_scene.SwapRootAgentCount(true);
972 RemoveFromPhysicalScene(); 1068 RemoveFromPhysicalScene();
1069 ParentID = 0; // Child agents can't be sitting
973 1070
974 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into 1071 // FIXME: Set RegionHandle to the region handle of the scene this agent is moving into
975 1072
@@ -985,9 +1082,9 @@ namespace OpenSim.Region.Framework.Scenes
985 { 1082 {
986// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients; 1083// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
987 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall; 1084 PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
988 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
989 PhysicsActor.UnSubscribeEvents();
990 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate; 1085 PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
1086 PhysicsActor.UnSubscribeEvents();
1087 m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
991 PhysicsActor = null; 1088 PhysicsActor = null;
992 } 1089 }
993// else 1090// else
@@ -1004,7 +1101,7 @@ namespace OpenSim.Region.Framework.Scenes
1004 /// <param name="pos"></param> 1101 /// <param name="pos"></param>
1005 public void Teleport(Vector3 pos) 1102 public void Teleport(Vector3 pos)
1006 { 1103 {
1007 TeleportWithMomentum(pos, null); 1104 TeleportWithMomentum(pos, Vector3.Zero);
1008 } 1105 }
1009 1106
1010 public void TeleportWithMomentum(Vector3 pos, Vector3? v) 1107 public void TeleportWithMomentum(Vector3 pos, Vector3? v)
@@ -1028,6 +1125,41 @@ namespace OpenSim.Region.Framework.Scenes
1028 SendTerseUpdateToAllClients(); 1125 SendTerseUpdateToAllClients();
1029 } 1126 }
1030 1127
1128 public void avnLocalTeleport(Vector3 newpos, Vector3? newvel, bool rotateToVelXY)
1129 {
1130 CheckLandingPoint(ref newpos);
1131 AbsolutePosition = newpos;
1132
1133 if (newvel.HasValue)
1134 {
1135 if ((Vector3)newvel == Vector3.Zero)
1136 {
1137 if (PhysicsActor != null)
1138 PhysicsActor.SetMomentum(Vector3.Zero);
1139 m_velocity = Vector3.Zero;
1140 }
1141 else
1142 {
1143 if (PhysicsActor != null)
1144 PhysicsActor.SetMomentum((Vector3)newvel);
1145 m_velocity = (Vector3)newvel;
1146
1147 if (rotateToVelXY)
1148 {
1149 Vector3 lookAt = (Vector3)newvel;
1150 lookAt.Z = 0;
1151 lookAt.Normalize();
1152 ControllingClient.SendLocalTeleport(newpos, lookAt, (uint)TeleportFlags.ViaLocation);
1153 return;
1154 }
1155 }
1156 }
1157
1158 SendTerseUpdateToAllClients();
1159 }
1160
1161
1162
1031 public void StopFlying() 1163 public void StopFlying()
1032 { 1164 {
1033 ControllingClient.StopFlying(this); 1165 ControllingClient.StopFlying(this);
@@ -1343,8 +1475,18 @@ namespace OpenSim.Region.Framework.Scenes
1343 { 1475 {
1344 if (m_followCamAuto) 1476 if (m_followCamAuto)
1345 { 1477 {
1346 Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT; 1478 // Vector3 posAdjusted = m_pos + HEAD_ADJUSTMENT;
1347 m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback); 1479 // m_scene.PhysicsScene.RaycastWorld(m_pos, Vector3.Normalize(CameraPosition - posAdjusted), Vector3.Distance(CameraPosition, posAdjusted) + 0.3f, RayCastCameraCallback);
1480
1481 Vector3 posAdjusted = AbsolutePosition + HEAD_ADJUSTMENT;
1482 Vector3 distTocam = CameraPosition - posAdjusted;
1483 float distTocamlen = distTocam.Length();
1484 if (distTocamlen > 0)
1485 {
1486 distTocam *= 1.0f / distTocamlen;
1487 m_scene.PhysicsScene.RaycastWorld(posAdjusted, distTocam, distTocamlen + 0.3f, RayCastCameraCallback);
1488 }
1489
1348 } 1490 }
1349 } 1491 }
1350 1492
@@ -1778,12 +1920,17 @@ namespace OpenSim.Region.Framework.Scenes
1778// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1920// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1779 1921
1780 SitGround = false; 1922 SitGround = false;
1923
1924/* move this down so avatar gets physical in the new position and not where it is siting
1781 if (PhysicsActor == null) 1925 if (PhysicsActor == null)
1782 AddToPhysicalScene(false); 1926 AddToPhysicalScene(false);
1927 */
1783 1928
1784 if (ParentID != 0) 1929 if (ParentID != 0)
1785 { 1930 {
1786 SceneObjectPart part = ParentPart; 1931 SceneObjectPart part = ParentPart;
1932 UnRegisterSeatControls(part.ParentGroup.UUID);
1933
1787 TaskInventoryDictionary taskIDict = part.TaskInventory; 1934 TaskInventoryDictionary taskIDict = part.TaskInventory;
1788 if (taskIDict != null) 1935 if (taskIDict != null)
1789 { 1936 {
@@ -1799,14 +1946,20 @@ namespace OpenSim.Region.Framework.Scenes
1799 } 1946 }
1800 } 1947 }
1801 1948
1802 ParentPosition = part.GetWorldPosition(); 1949 part.ParentGroup.DeleteAvatar(UUID);
1950// ParentPosition = part.GetWorldPosition();
1803 ControllingClient.SendClearFollowCamProperties(part.ParentUUID); 1951 ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
1804 1952
1805 m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight); 1953// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1806 ParentPosition = Vector3.Zero; 1954// ParentPosition = Vector3.Zero;
1955 m_pos += part.GetWorldPosition() + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
1807 1956
1808 ParentID = 0; 1957 ParentID = 0;
1809 ParentPart = null; 1958 ParentPart = null;
1959
1960 if (PhysicsActor == null)
1961 AddToPhysicalScene(false);
1962
1810 SendAvatarDataToAllAgents(); 1963 SendAvatarDataToAllAgents();
1811 m_requestedSitTargetID = 0; 1964 m_requestedSitTargetID = 0;
1812 1965
@@ -1816,6 +1969,9 @@ namespace OpenSim.Region.Framework.Scenes
1816 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1969 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1817 } 1970 }
1818 1971
1972 else if (PhysicsActor == null)
1973 AddToPhysicalScene(false);
1974
1819 Animator.TrySetMovementAnimation("STAND"); 1975 Animator.TrySetMovementAnimation("STAND");
1820 } 1976 }
1821 1977
@@ -1867,7 +2023,7 @@ namespace OpenSim.Region.Framework.Scenes
1867 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it 2023 // see http://wiki.secondlife.com/wiki/User:Andrew_Linden/Office_Hours/2007_11_06 for details on how LL does it
1868 2024
1869 if (PhysicsActor != null) 2025 if (PhysicsActor != null)
1870 m_sitAvatarHeight = PhysicsActor.Size.Z; 2026 m_sitAvatarHeight = PhysicsActor.Size.Z * 0.5f;
1871 2027
1872 bool canSit = false; 2028 bool canSit = false;
1873 Vector3 pos = part.AbsolutePosition + offset; 2029 Vector3 pos = part.AbsolutePosition + offset;
@@ -1916,7 +2072,7 @@ namespace OpenSim.Region.Framework.Scenes
1916 forceMouselook = part.GetForceMouselook(); 2072 forceMouselook = part.GetForceMouselook();
1917 2073
1918 ControllingClient.SendSitResponse( 2074 ControllingClient.SendSitResponse(
1919 targetID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook); 2075 part.UUID, offset, sitOrientation, false, cameraAtOffset, cameraEyeOffset, forceMouselook);
1920 2076
1921 m_requestedSitTargetUUID = targetID; 2077 m_requestedSitTargetUUID = targetID;
1922 2078
@@ -1930,6 +2086,9 @@ namespace OpenSim.Region.Framework.Scenes
1930 2086
1931 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset) 2087 public void HandleAgentRequestSit(IClientAPI remoteClient, UUID agentID, UUID targetID, Vector3 offset)
1932 { 2088 {
2089 if (IsChildAgent)
2090 return;
2091
1933 if (ParentID != 0) 2092 if (ParentID != 0)
1934 { 2093 {
1935 StandUp(); 2094 StandUp();
@@ -2207,14 +2366,39 @@ namespace OpenSim.Region.Framework.Scenes
2207 2366
2208 //Quaternion result = (sitTargetOrient * vq) * nq; 2367 //Quaternion result = (sitTargetOrient * vq) * nq;
2209 2368
2210 m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT; 2369 double x, y, z, m;
2370
2371 Quaternion r = sitTargetOrient;
2372 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2373
2374 if (Math.Abs(1.0 - m) > 0.000001)
2375 {
2376 m = 1.0 / Math.Sqrt(m);
2377 r.X *= (float)m;
2378 r.Y *= (float)m;
2379 r.Z *= (float)m;
2380 r.W *= (float)m;
2381 }
2382
2383 x = 2 * (r.X * r.Z + r.Y * r.W);
2384 y = 2 * (-r.X * r.W + r.Y * r.Z);
2385 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
2386
2387 Vector3 up = new Vector3((float)x, (float)y, (float)z);
2388 Vector3 sitOffset = up * Appearance.AvatarHeight * 0.02638f;
2389
2390 m_pos = sitTargetPos + sitOffset + SIT_TARGET_ADJUSTMENT;
2391
2392// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
2211 Rotation = sitTargetOrient; 2393 Rotation = sitTargetOrient;
2212 ParentPosition = part.AbsolutePosition; 2394// ParentPosition = part.AbsolutePosition;
2395 part.ParentGroup.AddAvatar(UUID);
2213 } 2396 }
2214 else 2397 else
2215 { 2398 {
2216 m_pos -= part.AbsolutePosition; 2399 m_pos -= part.AbsolutePosition;
2217 ParentPosition = part.AbsolutePosition; 2400// ParentPosition = part.AbsolutePosition;
2401 part.ParentGroup.AddAvatar(UUID);
2218 2402
2219// m_log.DebugFormat( 2403// m_log.DebugFormat(
2220// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target", 2404// "[SCENE PRESENCE]: Sitting {0} at position {1} ({2} + {3}) on part {4} {5} without sit target",
@@ -2259,6 +2443,13 @@ namespace OpenSim.Region.Framework.Scenes
2259 Animator.RemoveAnimation(animID); 2443 Animator.RemoveAnimation(animID);
2260 } 2444 }
2261 2445
2446 public void avnHandleChangeAnim(UUID animID, bool addRemove,bool sendPack)
2447 {
2448 Animator.avnChangeAnim(animID, addRemove, sendPack);
2449 }
2450
2451
2452
2262 /// <summary> 2453 /// <summary>
2263 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector 2454 /// Rotate the avatar to the given rotation and apply a movement in the given relative vector
2264 /// </summary> 2455 /// </summary>
@@ -2312,14 +2503,15 @@ namespace OpenSim.Region.Framework.Scenes
2312 direc.Z *= 2.6f; 2503 direc.Z *= 2.6f;
2313 2504
2314 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. 2505 // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
2315 Animator.TrySetMovementAnimation("PREJUMP"); 2506// Animator.TrySetMovementAnimation("PREJUMP");
2316 Animator.TrySetMovementAnimation("JUMP"); 2507// Animator.TrySetMovementAnimation("JUMP");
2317 } 2508 }
2318 } 2509 }
2319 } 2510 }
2320 2511
2321 // TODO: Add the force instead of only setting it to support multiple forces per frame? 2512 // TODO: Add the force instead of only setting it to support multiple forces per frame?
2322 m_forceToApply = direc; 2513 m_forceToApply = direc;
2514 Animator.UpdateMovementAnimations();
2323 } 2515 }
2324 2516
2325 #endregion 2517 #endregion
@@ -2712,8 +2904,9 @@ namespace OpenSim.Region.Framework.Scenes
2712 2904
2713 // If we don't have a PhysActor, we can't cross anyway 2905 // If we don't have a PhysActor, we can't cross anyway
2714 // Also don't do this while sat, sitting avatars cross with the 2906 // Also don't do this while sat, sitting avatars cross with the
2715 // object they sit on. 2907 // object they sit on. ParentUUID denoted a pending sit, don't
2716 if (ParentID != 0 || PhysicsActor == null) 2908 // interfere with it.
2909 if (ParentID != 0 || PhysicsActor == null || ParentUUID != UUID.Zero)
2717 return; 2910 return;
2718 2911
2719 if (!IsInTransit) 2912 if (!IsInTransit)
@@ -3054,6 +3247,9 @@ namespace OpenSim.Region.Framework.Scenes
3054 cAgent.AlwaysRun = SetAlwaysRun; 3247 cAgent.AlwaysRun = SetAlwaysRun;
3055 3248
3056 cAgent.Appearance = new AvatarAppearance(Appearance); 3249 cAgent.Appearance = new AvatarAppearance(Appearance);
3250
3251 cAgent.ParentPart = ParentUUID;
3252 cAgent.SitOffset = m_pos;
3057 3253
3058 lock (scriptedcontrols) 3254 lock (scriptedcontrols)
3059 { 3255 {
@@ -3062,7 +3258,7 @@ namespace OpenSim.Region.Framework.Scenes
3062 3258
3063 foreach (ScriptControllers c in scriptedcontrols.Values) 3259 foreach (ScriptControllers c in scriptedcontrols.Values)
3064 { 3260 {
3065 controls[i++] = new ControllerData(c.itemID, (uint)c.ignoreControls, (uint)c.eventControls); 3261 controls[i++] = new ControllerData(c.objectID, c.itemID, (uint)c.ignoreControls, (uint)c.eventControls);
3066 } 3262 }
3067 cAgent.Controllers = controls; 3263 cAgent.Controllers = controls;
3068 } 3264 }
@@ -3073,6 +3269,7 @@ namespace OpenSim.Region.Framework.Scenes
3073 cAgent.Anims = Animator.Animations.ToArray(); 3269 cAgent.Anims = Animator.Animations.ToArray();
3074 } 3270 }
3075 catch { } 3271 catch { }
3272 cAgent.DefaultAnim = Animator.Animations.DefaultAnimation;
3076 3273
3077 if (Scene.AttachmentsModule != null) 3274 if (Scene.AttachmentsModule != null)
3078 Scene.AttachmentsModule.CopyAttachments(this, cAgent); 3275 Scene.AttachmentsModule.CopyAttachments(this, cAgent);
@@ -3093,6 +3290,8 @@ namespace OpenSim.Region.Framework.Scenes
3093 CameraAtAxis = cAgent.AtAxis; 3290 CameraAtAxis = cAgent.AtAxis;
3094 CameraLeftAxis = cAgent.LeftAxis; 3291 CameraLeftAxis = cAgent.LeftAxis;
3095 CameraUpAxis = cAgent.UpAxis; 3292 CameraUpAxis = cAgent.UpAxis;
3293 ParentUUID = cAgent.ParentPart;
3294 m_prevSitOffset = cAgent.SitOffset;
3096 3295
3097 // When we get to the point of re-computing neighbors everytime this 3296 // When we get to the point of re-computing neighbors everytime this
3098 // changes, then start using the agent's drawdistance rather than the 3297 // changes, then start using the agent's drawdistance rather than the
@@ -3130,6 +3329,7 @@ namespace OpenSim.Region.Framework.Scenes
3130 foreach (ControllerData c in cAgent.Controllers) 3329 foreach (ControllerData c in cAgent.Controllers)
3131 { 3330 {
3132 ScriptControllers sc = new ScriptControllers(); 3331 ScriptControllers sc = new ScriptControllers();
3332 sc.objectID = c.ObjectID;
3133 sc.itemID = c.ItemID; 3333 sc.itemID = c.ItemID;
3134 sc.ignoreControls = (ScriptControlled)c.IgnoreControls; 3334 sc.ignoreControls = (ScriptControlled)c.IgnoreControls;
3135 sc.eventControls = (ScriptControlled)c.EventControls; 3335 sc.eventControls = (ScriptControlled)c.EventControls;
@@ -3144,6 +3344,8 @@ namespace OpenSim.Region.Framework.Scenes
3144 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? 3344 // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object?
3145 if (cAgent.Anims != null) 3345 if (cAgent.Anims != null)
3146 Animator.Animations.FromArray(cAgent.Anims); 3346 Animator.Animations.FromArray(cAgent.Anims);
3347 if (cAgent.DefaultAnim != null)
3348 Animator.Animations.SetDefaultAnimation(cAgent.DefaultAnim.AnimID, cAgent.DefaultAnim.SequenceNum, UUID.Zero);
3147 3349
3148 if (Scene.AttachmentsModule != null) 3350 if (Scene.AttachmentsModule != null)
3149 Scene.AttachmentsModule.CopyAttachments(cAgent, this); 3351 Scene.AttachmentsModule.CopyAttachments(cAgent, this);
@@ -3206,7 +3408,7 @@ namespace OpenSim.Region.Framework.Scenes
3206 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients; 3408 //PhysicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
3207 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate; 3409 PhysicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
3208 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong 3410 PhysicsActor.OnOutOfBounds += OutOfBoundsCall; // Called for PhysicsActors when there's something wrong
3209 PhysicsActor.SubscribeEvents(500); 3411 PhysicsActor.SubscribeEvents(100);
3210 PhysicsActor.LocalID = LocalId; 3412 PhysicsActor.LocalID = LocalId;
3211 } 3413 }
3212 3414
@@ -3236,18 +3438,6 @@ namespace OpenSim.Region.Framework.Scenes
3236 if (IsChildAgent) 3438 if (IsChildAgent)
3237 return; 3439 return;
3238 3440
3239 //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f))
3240 // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents(
3241 // as of this comment the interval is set in AddToPhysicalScene
3242 if (Animator != null)
3243 {
3244// if (m_updateCount > 0)
3245// {
3246 Animator.UpdateMovementAnimations();
3247// m_updateCount--;
3248// }
3249 }
3250
3251 CollisionEventUpdate collisionData = (CollisionEventUpdate)e; 3441 CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
3252 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList; 3442 Dictionary<uint, ContactPoint> coldata = collisionData.m_objCollisionList;
3253 3443
@@ -3290,6 +3480,8 @@ namespace OpenSim.Region.Framework.Scenes
3290 } 3480 }
3291 } 3481 }
3292 3482
3483 RaiseCollisionScriptEvents(coldata);
3484
3293 // Gods do not take damage and Invulnerable is set depending on parcel/region flags 3485 // Gods do not take damage and Invulnerable is set depending on parcel/region flags
3294 if (Invulnerable || GodLevel > 0) 3486 if (Invulnerable || GodLevel > 0)
3295 return; 3487 return;
@@ -3387,7 +3579,8 @@ namespace OpenSim.Region.Framework.Scenes
3387 // m_reprioritizationTimer.Dispose(); 3579 // m_reprioritizationTimer.Dispose();
3388 3580
3389 RemoveFromPhysicalScene(); 3581 RemoveFromPhysicalScene();
3390 Animator.Close(); 3582 if(Animator != null)
3583 Animator.Close();
3391 Animator = null; 3584 Animator = null;
3392 } 3585 }
3393 3586
@@ -3619,10 +3812,15 @@ namespace OpenSim.Region.Framework.Scenes
3619 3812
3620 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID) 3813 public void RegisterControlEventsToScript(int controls, int accept, int pass_on, uint Obj_localID, UUID Script_item_UUID)
3621 { 3814 {
3815 SceneObjectPart p = m_scene.GetSceneObjectPart(Obj_localID);
3816 if (p == null)
3817 return;
3818
3622 ScriptControllers obj = new ScriptControllers(); 3819 ScriptControllers obj = new ScriptControllers();
3623 obj.ignoreControls = ScriptControlled.CONTROL_ZERO; 3820 obj.ignoreControls = ScriptControlled.CONTROL_ZERO;
3624 obj.eventControls = ScriptControlled.CONTROL_ZERO; 3821 obj.eventControls = ScriptControlled.CONTROL_ZERO;
3625 3822
3823 obj.objectID = p.ParentGroup.UUID;
3626 obj.itemID = Script_item_UUID; 3824 obj.itemID = Script_item_UUID;
3627 if (pass_on == 0 && accept == 0) 3825 if (pass_on == 0 && accept == 0)
3628 { 3826 {
@@ -3671,6 +3869,21 @@ namespace OpenSim.Region.Framework.Scenes
3671 ControllingClient.SendTakeControls(int.MaxValue, false, false); 3869 ControllingClient.SendTakeControls(int.MaxValue, false, false);
3672 } 3870 }
3673 3871
3872 private void UnRegisterSeatControls(UUID obj)
3873 {
3874 List<UUID> takers = new List<UUID>();
3875
3876 foreach (ScriptControllers c in scriptedcontrols.Values)
3877 {
3878 if (c.objectID == obj)
3879 takers.Add(c.itemID);
3880 }
3881 foreach (UUID t in takers)
3882 {
3883 UnRegisterControlEventsToScript(0, t);
3884 }
3885 }
3886
3674 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID) 3887 public void UnRegisterControlEventsToScript(uint Obj_localID, UUID Script_item_UUID)
3675 { 3888 {
3676 ScriptControllers takecontrols; 3889 ScriptControllers takecontrols;
@@ -3989,6 +4202,12 @@ namespace OpenSim.Region.Framework.Scenes
3989 4202
3990 private void CheckAndAdjustLandingPoint(ref Vector3 pos) 4203 private void CheckAndAdjustLandingPoint(ref Vector3 pos)
3991 { 4204 {
4205 string reason;
4206
4207 // Honor bans
4208 if (!m_scene.TestLandRestrictions(UUID, out reason, ref pos.X, ref pos.Y))
4209 return;
4210
3992 SceneObjectGroup telehub = null; 4211 SceneObjectGroup telehub = null;
3993 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null) 4212 if (m_scene.RegionInfo.RegionSettings.TelehubObject != UUID.Zero && (telehub = m_scene.GetSceneObjectGroup(m_scene.RegionInfo.RegionSettings.TelehubObject)) != null)
3994 { 4213 {
@@ -4028,11 +4247,206 @@ namespace OpenSim.Region.Framework.Scenes
4028 pos = land.LandData.UserLocation; 4247 pos = land.LandData.UserLocation;
4029 } 4248 }
4030 } 4249 }
4031 4250
4032 land.SendLandUpdateToClient(ControllingClient); 4251 land.SendLandUpdateToClient(ControllingClient);
4033 } 4252 }
4034 } 4253 }
4035 4254
4255 private DetectedObject CreateDetObject(SceneObjectPart obj)
4256 {
4257 DetectedObject detobj = new DetectedObject();
4258 detobj.keyUUID = obj.UUID;
4259 detobj.nameStr = obj.Name;
4260 detobj.ownerUUID = obj.OwnerID;
4261 detobj.posVector = obj.AbsolutePosition;
4262 detobj.rotQuat = obj.GetWorldRotation();
4263 detobj.velVector = obj.Velocity;
4264 detobj.colliderType = 0;
4265 detobj.groupUUID = obj.GroupID;
4266
4267 return detobj;
4268 }
4269
4270 private DetectedObject CreateDetObject(ScenePresence av)
4271 {
4272 DetectedObject detobj = new DetectedObject();
4273 detobj.keyUUID = av.UUID;
4274 detobj.nameStr = av.ControllingClient.Name;
4275 detobj.ownerUUID = av.UUID;
4276 detobj.posVector = av.AbsolutePosition;
4277 detobj.rotQuat = av.Rotation;
4278 detobj.velVector = av.Velocity;
4279 detobj.colliderType = 0;
4280 detobj.groupUUID = av.ControllingClient.ActiveGroupId;
4281
4282 return detobj;
4283 }
4284
4285 private DetectedObject CreateDetObjectForGround()
4286 {
4287 DetectedObject detobj = new DetectedObject();
4288 detobj.keyUUID = UUID.Zero;
4289 detobj.nameStr = "";
4290 detobj.ownerUUID = UUID.Zero;
4291 detobj.posVector = AbsolutePosition;
4292 detobj.rotQuat = Quaternion.Identity;
4293 detobj.velVector = Vector3.Zero;
4294 detobj.colliderType = 0;
4295 detobj.groupUUID = UUID.Zero;
4296
4297 return detobj;
4298 }
4299
4300 private ColliderArgs CreateColliderArgs(SceneObjectPart dest, List<uint> colliders)
4301 {
4302 ColliderArgs colliderArgs = new ColliderArgs();
4303 List<DetectedObject> colliding = new List<DetectedObject>();
4304 foreach (uint localId in colliders)
4305 {
4306 if (localId == 0)
4307 continue;
4308
4309 SceneObjectPart obj = m_scene.GetSceneObjectPart(localId);
4310 if (obj != null)
4311 {
4312 if (!dest.CollisionFilteredOut(obj.UUID, obj.Name))
4313 colliding.Add(CreateDetObject(obj));
4314 }
4315 else
4316 {
4317 ScenePresence av = m_scene.GetScenePresence(localId);
4318 if (av != null && (!av.IsChildAgent))
4319 {
4320 if (!dest.CollisionFilteredOut(av.UUID, av.Name))
4321 colliding.Add(CreateDetObject(av));
4322 }
4323 }
4324 }
4325
4326 colliderArgs.Colliders = colliding;
4327
4328 return colliderArgs;
4329 }
4330
4331 private delegate void ScriptCollidingNotification(uint localID, ColliderArgs message);
4332
4333 private void SendCollisionEvent(SceneObjectGroup dest, scriptEvents ev, List<uint> colliders, ScriptCollidingNotification notify)
4334 {
4335 ColliderArgs CollidingMessage;
4336
4337 if (colliders.Count > 0)
4338 {
4339 if ((dest.RootPart.ScriptEvents & ev) != 0)
4340 {
4341 CollidingMessage = CreateColliderArgs(dest.RootPart, colliders);
4342
4343 if (CollidingMessage.Colliders.Count > 0)
4344 notify(dest.RootPart.LocalId, CollidingMessage);
4345 }
4346 }
4347 }
4348
4349 private void SendLandCollisionEvent(SceneObjectGroup dest, scriptEvents ev, ScriptCollidingNotification notify)
4350 {
4351 if ((dest.RootPart.ScriptEvents & ev) != 0)
4352 {
4353 ColliderArgs LandCollidingMessage = new ColliderArgs();
4354 List<DetectedObject> colliding = new List<DetectedObject>();
4355
4356 colliding.Add(CreateDetObjectForGround());
4357 LandCollidingMessage.Colliders = colliding;
4358
4359 notify(dest.RootPart.LocalId, LandCollidingMessage);
4360 }
4361 }
4362
4363 private void RaiseCollisionScriptEvents(Dictionary<uint, ContactPoint> coldata)
4364 {
4365 try
4366 {
4367 List<uint> thisHitColliders = new List<uint>();
4368 List<uint> endedColliders = new List<uint>();
4369 List<uint> startedColliders = new List<uint>();
4370 List<CollisionForSoundInfo> soundinfolist = new List<CollisionForSoundInfo>();
4371 CollisionForSoundInfo soundinfo;
4372 ContactPoint curcontact;
4373
4374 if (coldata.Count == 0)
4375 {
4376 if (m_lastColliders.Count == 0)
4377 return; // nothing to do
4378
4379 foreach (uint localID in m_lastColliders)
4380 {
4381 endedColliders.Add(localID);
4382 }
4383 m_lastColliders.Clear();
4384 }
4385
4386 else
4387 {
4388 foreach (uint id in coldata.Keys)
4389 {
4390 thisHitColliders.Add(id);
4391 if (!m_lastColliders.Contains(id))
4392 {
4393 startedColliders.Add(id);
4394 curcontact = coldata[id];
4395 if (Math.Abs(curcontact.RelativeSpeed) > 0.2)
4396 {
4397 soundinfo = new CollisionForSoundInfo();
4398 soundinfo.colliderID = id;
4399 soundinfo.position = curcontact.Position;
4400 soundinfo.relativeVel = curcontact.RelativeSpeed;
4401 soundinfolist.Add(soundinfo);
4402 }
4403 }
4404 //m_log.Debug("[SCENE PRESENCE]: Collided with:" + localid.ToString() + " at depth of: " + collissionswith[localid].ToString());
4405 }
4406
4407 // calculate things that ended colliding
4408 foreach (uint localID in m_lastColliders)
4409 {
4410 if (!thisHitColliders.Contains(localID))
4411 {
4412 endedColliders.Add(localID);
4413 }
4414 }
4415 //add the items that started colliding this time to the last colliders list.
4416 foreach (uint localID in startedColliders)
4417 {
4418 m_lastColliders.Add(localID);
4419 }
4420 // remove things that ended colliding from the last colliders list
4421 foreach (uint localID in endedColliders)
4422 {
4423 m_lastColliders.Remove(localID);
4424 }
4425
4426 if (soundinfolist.Count > 0)
4427 CollisionSounds.AvatarCollisionSound(this, soundinfolist);
4428 }
4429
4430 foreach (SceneObjectGroup att in GetAttachments())
4431 {
4432 SendCollisionEvent(att, scriptEvents.collision_start, startedColliders, m_scene.EventManager.TriggerScriptCollidingStart);
4433 SendCollisionEvent(att, scriptEvents.collision , m_lastColliders , m_scene.EventManager.TriggerScriptColliding);
4434 SendCollisionEvent(att, scriptEvents.collision_end , endedColliders , m_scene.EventManager.TriggerScriptCollidingEnd);
4435
4436 if (startedColliders.Contains(0))
4437 SendLandCollisionEvent(att, scriptEvents.land_collision_start, m_scene.EventManager.TriggerScriptLandCollidingStart);
4438 if (m_lastColliders.Contains(0))
4439 SendLandCollisionEvent(att, scriptEvents.land_collision, m_scene.EventManager.TriggerScriptLandColliding);
4440 if (endedColliders.Contains(0))
4441 SendLandCollisionEvent(att, scriptEvents.land_collision_end, m_scene.EventManager.TriggerScriptLandCollidingEnd);
4442 }
4443 }
4444 finally
4445 {
4446 m_collisionEventFlag = false;
4447 }
4448 }
4449
4036 private void TeleportFlagsDebug() { 4450 private void TeleportFlagsDebug() {
4037 4451
4038 // Some temporary debugging help to show all the TeleportFlags we have... 4452 // Some temporary debugging help to show all the TeleportFlags we have...
@@ -4057,6 +4471,5 @@ namespace OpenSim.Region.Framework.Scenes
4057 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************"); 4471 m_log.InfoFormat("[SCENE PRESENCE]: TELEPORT ******************");
4058 4472
4059 } 4473 }
4060
4061 } 4474 }
4062} 4475}
diff --git a/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs b/OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
index 0b34156..e223f47 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);
@@ -348,6 +354,21 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
348 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2); 354 m_SOPXmlProcessors.Add("PayPrice2", ProcessPayPrice2);
349 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3); 355 m_SOPXmlProcessors.Add("PayPrice3", ProcessPayPrice3);
350 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4); 356 m_SOPXmlProcessors.Add("PayPrice4", ProcessPayPrice4);
357
358 m_SOPXmlProcessors.Add("Buoyancy", ProcessBuoyancy);
359 m_SOPXmlProcessors.Add("Force", ProcessForce);
360 m_SOPXmlProcessors.Add("Torque", ProcessTorque);
361 m_SOPXmlProcessors.Add("VolumeDetectActive", ProcessVolumeDetectActive);
362
363
364 m_SOPXmlProcessors.Add("Vehicle", ProcessVehicle);
365
366 m_SOPXmlProcessors.Add("PhysicsShapeType", ProcessPhysicsShapeType);
367 m_SOPXmlProcessors.Add("Density", ProcessDensity);
368 m_SOPXmlProcessors.Add("Friction", ProcessFriction);
369 m_SOPXmlProcessors.Add("Bounce", ProcessBounce);
370 m_SOPXmlProcessors.Add("GravityModifier", ProcessGravityModifier);
371
351 #endregion 372 #endregion
352 373
353 #region TaskInventoryXmlProcessors initialization 374 #region TaskInventoryXmlProcessors initialization
@@ -375,7 +396,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
375 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask); 396 m_TaskInventoryXmlProcessors.Add("PermsMask", ProcessTIPermsMask);
376 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType); 397 m_TaskInventoryXmlProcessors.Add("Type", ProcessTIType);
377 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged); 398 m_TaskInventoryXmlProcessors.Add("OwnerChanged", ProcessTIOwnerChanged);
378 399
379 #endregion 400 #endregion
380 401
381 #region ShapeXmlProcessors initialization 402 #region ShapeXmlProcessors initialization
@@ -575,6 +596,49 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
575 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty); 596 obj.ClickAction = (byte)reader.ReadElementContentAsInt("ClickAction", String.Empty);
576 } 597 }
577 598
599 private static void ProcessPhysicsShapeType(SceneObjectPart obj, XmlTextReader reader)
600 {
601 obj.PhysicsShapeType = (byte)reader.ReadElementContentAsInt("PhysicsShapeType", String.Empty);
602 }
603
604 private static void ProcessDensity(SceneObjectPart obj, XmlTextReader reader)
605 {
606 obj.Density = reader.ReadElementContentAsFloat("Density", String.Empty);
607 }
608
609 private static void ProcessFriction(SceneObjectPart obj, XmlTextReader reader)
610 {
611 obj.Friction = reader.ReadElementContentAsFloat("Friction", String.Empty);
612 }
613
614 private static void ProcessBounce(SceneObjectPart obj, XmlTextReader reader)
615 {
616 obj.Bounciness = reader.ReadElementContentAsFloat("Bounce", String.Empty);
617 }
618
619 private static void ProcessGravityModifier(SceneObjectPart obj, XmlTextReader reader)
620 {
621 obj.GravityModifier = reader.ReadElementContentAsFloat("GravityModifier", String.Empty);
622 }
623
624 private static void ProcessVehicle(SceneObjectPart obj, XmlTextReader reader)
625 {
626 bool errors = false;
627 SOPVehicle _vehicle = new SOPVehicle();
628
629 _vehicle.FromXml2(reader, out errors);
630
631 if (errors)
632 {
633 obj.sopVehicle = null;
634 m_log.DebugFormat(
635 "[SceneObjectSerializer]: Parsing Vehicle for object part {0} {1} encountered errors. Please see earlier log entries.",
636 obj.Name, obj.UUID);
637 }
638 else
639 obj.sopVehicle = _vehicle;
640 }
641
578 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader) 642 private static void ProcessShape(SceneObjectPart obj, XmlTextReader reader)
579 { 643 {
580 List<string> errorNodeNames; 644 List<string> errorNodeNames;
@@ -739,6 +803,25 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
739 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty); 803 obj.PayPrice[4] = (int)reader.ReadElementContentAsInt("PayPrice4", String.Empty);
740 } 804 }
741 805
806 private static void ProcessBuoyancy(SceneObjectPart obj, XmlTextReader reader)
807 {
808 obj.Buoyancy = (float)reader.ReadElementContentAsFloat("Buoyancy", String.Empty);
809 }
810
811 private static void ProcessForce(SceneObjectPart obj, XmlTextReader reader)
812 {
813 obj.Force = Util.ReadVector(reader, "Force");
814 }
815 private static void ProcessTorque(SceneObjectPart obj, XmlTextReader reader)
816 {
817 obj.Torque = Util.ReadVector(reader, "Torque");
818 }
819
820 private static void ProcessVolumeDetectActive(SceneObjectPart obj, XmlTextReader reader)
821 {
822 obj.VolumeDetectActive = Util.ReadBoolean(reader);
823 }
824
742 #endregion 825 #endregion
743 826
744 #region TaskInventoryXmlProcessors 827 #region TaskInventoryXmlProcessors
@@ -1126,6 +1209,16 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1126 }); 1209 });
1127 1210
1128 writer.WriteEndElement(); 1211 writer.WriteEndElement();
1212
1213 if (sog.RootPart.KeyframeMotion != null)
1214 {
1215 Byte[] data = sog.RootPart.KeyframeMotion.Serialize();
1216
1217 writer.WriteStartElement(String.Empty, "KeyframeMotion", String.Empty);
1218 writer.WriteBase64(data, 0, data.Length);
1219 writer.WriteEndElement();
1220 }
1221
1129 writer.WriteEndElement(); 1222 writer.WriteEndElement();
1130 } 1223 }
1131 1224
@@ -1225,6 +1318,27 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1225 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString()); 1318 writer.WriteElementString("PayPrice3", sop.PayPrice[3].ToString());
1226 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString()); 1319 writer.WriteElementString("PayPrice4", sop.PayPrice[4].ToString());
1227 1320
1321 writer.WriteElementString("Buoyancy", sop.Buoyancy.ToString());
1322
1323 WriteVector(writer, "Force", sop.Force);
1324 WriteVector(writer, "Torque", sop.Torque);
1325
1326 writer.WriteElementString("VolumeDetectActive", sop.VolumeDetectActive.ToString().ToLower());
1327
1328 if (sop.sopVehicle != null)
1329 sop.sopVehicle.ToXml2(writer);
1330
1331 if(sop.PhysicsShapeType != sop.DefaultPhysicsShapeType())
1332 writer.WriteElementString("PhysicsShapeType", sop.PhysicsShapeType.ToString().ToLower());
1333 if (sop.Density != 1000.0f)
1334 writer.WriteElementString("Density", sop.Density.ToString().ToLower());
1335 if (sop.Friction != 0.6f)
1336 writer.WriteElementString("Friction", sop.Friction.ToString().ToLower());
1337 if (sop.Bounciness != 0.5f)
1338 writer.WriteElementString("Bounce", sop.Bounciness.ToString().ToLower());
1339 if (sop.GravityModifier != 1.0f)
1340 writer.WriteElementString("GravityModifier", sop.GravityModifier.ToString().ToLower());
1341
1228 writer.WriteEndElement(); 1342 writer.WriteEndElement();
1229 } 1343 }
1230 1344
@@ -1449,12 +1563,6 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
1449 { 1563 {
1450 TaskInventoryDictionary tinv = new TaskInventoryDictionary(); 1564 TaskInventoryDictionary tinv = new TaskInventoryDictionary();
1451 1565
1452 if (reader.IsEmptyElement)
1453 {
1454 reader.Read();
1455 return tinv;
1456 }
1457
1458 reader.ReadStartElement(name, String.Empty); 1566 reader.ReadStartElement(name, String.Empty);
1459 1567
1460 while (reader.Name == "TaskInventoryItem") 1568 while (reader.Name == "TaskInventoryItem")
diff --git a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
index 742d42a..18e6ece 100644
--- a/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
+++ b/OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
@@ -298,6 +298,20 @@ namespace OpenSim.Region.Framework.Scenes
298 physfps = 0; 298 physfps = 0;
299 299
300#endregion 300#endregion
301 if (reportedFPS <= 0)
302 reportedFPS = 1;
303
304 float perframe = 1.0f / (float)reportedFPS;
305
306 float TotalFrameTime = m_frameMS * perframe;
307
308 float targetframetime = 1100.0f / (float)m_nominalReportedFps;
309
310 float sparetime;
311 if (TotalFrameTime > targetframetime)
312 {
313 sparetime = 0;
314 }
301 315
302 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount(); 316 m_rootAgents = m_scene.SceneGraph.GetRootAgentCount();
303 m_childAgents = m_scene.SceneGraph.GetChildAgentCount(); 317 m_childAgents = m_scene.SceneGraph.GetChildAgentCount();
@@ -309,15 +323,13 @@ namespace OpenSim.Region.Framework.Scenes
309 // so that stat numbers are always consistent. 323 // so that stat numbers are always consistent.
310 CheckStatSanity(); 324 CheckStatSanity();
311 325
312 //Our time dilation is 0.91 when we're running a full speed, 326 // other MS is actually simulation time
313 // therefore to make sure we get an appropriate range, 327 // m_otherMS = m_frameMS - m_physicsMS - m_imageMS - m_netMS - m_agentMS;
314 // we have to factor in our error. (0.10f * statsUpdateFactor) 328 // m_imageMS m_netMS are not included in m_frameMS
315 // multiplies the fix for the error times the amount of times it'll occur a second 329
316 // / 10 divides the value by the number of times the sim heartbeat runs (10fps) 330 m_otherMS = m_frameMS - m_physicsMS - m_agentMS;
317 // Then we divide the whole amount by the amount of seconds pass in between stats updates. 331 if (m_otherMS < 0)
318 332 m_otherMS = 0;
319 // 'statsUpdateFactor' is how often stats packets are sent in seconds. Used below to change
320 // values to X-per-second values.
321 333
322 uint thisFrame = m_scene.Frame; 334 uint thisFrame = m_scene.Frame;
323 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor; 335 float framesUpdated = (float)(thisFrame - m_lastUpdateFrame) * m_reportedFpsCorrectionFactor;
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 3a32528..b449089 100644
--- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
+++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs
@@ -669,6 +669,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
669 public event ObjectDrop OnObjectDrop; 669 public event ObjectDrop OnObjectDrop;
670 public event StartAnim OnStartAnim; 670 public event StartAnim OnStartAnim;
671 public event StopAnim OnStopAnim; 671 public event StopAnim OnStopAnim;
672 public event ChangeAnim OnChangeAnim;
672 public event LinkObjects OnLinkObjects; 673 public event LinkObjects OnLinkObjects;
673 public event DelinkObjects OnDelinkObjects; 674 public event DelinkObjects OnDelinkObjects;
674 public event RequestMapBlocks OnRequestMapBlocks; 675 public event RequestMapBlocks OnRequestMapBlocks;
@@ -714,6 +715,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
714 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily; 715 public event RequestObjectPropertiesFamily OnRequestObjectPropertiesFamily;
715 public event UpdatePrimFlags OnUpdatePrimFlags; 716 public event UpdatePrimFlags OnUpdatePrimFlags;
716 public event UpdatePrimTexture OnUpdatePrimTexture; 717 public event UpdatePrimTexture OnUpdatePrimTexture;
718 public event ClientChangeObject onClientChangeObject;
717 public event UpdateVector OnUpdatePrimGroupPosition; 719 public event UpdateVector OnUpdatePrimGroupPosition;
718 public event UpdateVector OnUpdatePrimSinglePosition; 720 public event UpdateVector OnUpdatePrimSinglePosition;
719 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 721 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -818,6 +820,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
818 public event ObjectOwner OnObjectOwner; 820 public event ObjectOwner OnObjectOwner;
819 public event DirPlacesQuery OnDirPlacesQuery; 821 public event DirPlacesQuery OnDirPlacesQuery;
820 public event DirFindQuery OnDirFindQuery; 822 public event DirFindQuery OnDirFindQuery;
823 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
821 public event DirLandQuery OnDirLandQuery; 824 public event DirLandQuery OnDirLandQuery;
822 public event DirPopularQuery OnDirPopularQuery; 825 public event DirPopularQuery OnDirPopularQuery;
823 public event DirClassifiedQuery OnDirClassifiedQuery; 826 public event DirClassifiedQuery OnDirClassifiedQuery;
@@ -834,7 +837,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
834 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 837 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
835 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 838 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
836 public event ClassifiedDelete OnClassifiedDelete; 839 public event ClassifiedDelete OnClassifiedDelete;
837 public event ClassifiedDelete OnClassifiedGodDelete; 840 public event ClassifiedGodDelete OnClassifiedGodDelete;
838 public event EventNotificationAddRequest OnEventNotificationAddRequest; 841 public event EventNotificationAddRequest OnEventNotificationAddRequest;
839 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 842 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
840 public event EventGodDelete OnEventGodDelete; 843 public event EventGodDelete OnEventGodDelete;
@@ -864,6 +867,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
864 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 867 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
865 public event SimWideDeletesDelegate OnSimWideDeletes; 868 public event SimWideDeletesDelegate OnSimWideDeletes;
866 public event SendPostcard OnSendPostcard; 869 public event SendPostcard OnSendPostcard;
870 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
867 public event MuteListEntryUpdate OnUpdateMuteListEntry; 871 public event MuteListEntryUpdate OnUpdateMuteListEntry;
868 public event MuteListEntryRemove OnRemoveMuteListEntry; 872 public event MuteListEntryRemove OnRemoveMuteListEntry;
869 public event GodlikeMessage onGodlikeMessage; 873 public event GodlikeMessage onGodlikeMessage;
@@ -885,6 +889,11 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
885 889
886 public void Close() 890 public void Close()
887 { 891 {
892 Close(true);
893 }
894
895 public void Close(bool sendStop)
896 {
888 Disconnect(); 897 Disconnect();
889 } 898 }
890 899
@@ -1685,5 +1694,10 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server
1685 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1694 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1686 { 1695 {
1687 } 1696 }
1697
1698 public void SendPartPhysicsProprieties(ISceneEntity entity)
1699 {
1700 }
1701
1688 } 1702 }
1689} 1703}
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
index be8873d..6c53d95 100644
--- a/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/Voice/FreeSwitchVoice/FreeSwitchVoiceModule.cs
@@ -568,7 +568,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
568 568
569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request) 569 public Hashtable FreeSwitchSLVoiceGetPreloginHTTPHandler(Hashtable request)
570 { 570 {
571 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceGetPreloginHTTPHandler called"); 571// m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceGetPreloginHTTPHandler called");
572 572
573 Hashtable response = new Hashtable(); 573 Hashtable response = new Hashtable();
574 response["content_type"] = "text/xml"; 574 response["content_type"] = "text/xml";
@@ -719,7 +719,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
719 719
720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request) 720 public Hashtable FreeSwitchSLVoiceSigninHTTPHandler(Hashtable request)
721 { 721 {
722 m_log.Debug("[FreeSwitchVoice]: FreeSwitchSLVoiceSigninHTTPHandler called"); 722 //m_log.Debug("[FreeSwitchVoice] FreeSwitchSLVoiceSigninHTTPHandler called");
723// string requestbody = (string)request["body"]; 723// string requestbody = (string)request["body"];
724// string uri = (string)request["uri"]; 724// string uri = (string)request["uri"];
725// string contenttype = (string)request["content-type"]; 725// string contenttype = (string)request["content-type"];
diff --git a/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs b/OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
index a36fd74..396d4c5 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) ||
@@ -738,7 +738,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
738 return channelUri; 738 return channelUri;
739 } 739 }
740 740
741 private static readonly string m_vivoxLoginPath = "http://{0}/api2/viv_signin.php?userid={1}&pwd={2}"; 741
742 private static readonly string m_vivoxLoginPath = "https://{0}/api2/viv_signin.php?userid={1}&pwd={2}";
742 743
743 /// <summary> 744 /// <summary>
744 /// Perform administrative login for Vivox. 745 /// Perform administrative login for Vivox.
@@ -750,7 +751,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
750 return VivoxCall(requrl, false); 751 return VivoxCall(requrl, false);
751 } 752 }
752 753
753 private static readonly string m_vivoxLogoutPath = "http://{0}/api2/viv_signout.php?auth_token={1}"; 754 private static readonly string m_vivoxLogoutPath = "https://{0}/api2/viv_signout.php?auth_token={1}";
754 755
755 /// <summary> 756 /// <summary>
756 /// Perform administrative logout for Vivox. 757 /// Perform administrative logout for Vivox.
@@ -761,7 +762,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
761 return VivoxCall(requrl, false); 762 return VivoxCall(requrl, false);
762 } 763 }
763 764
764 private static readonly string m_vivoxGetAccountPath = "http://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}"; 765
766 private static readonly string m_vivoxGetAccountPath = "https://{0}/api2/viv_get_acct.php?auth_token={1}&user_name={2}";
765 767
766 /// <summary> 768 /// <summary>
767 /// Retrieve account information for the specified user. 769 /// Retrieve account information for the specified user.
@@ -773,7 +775,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
773 return VivoxCall(requrl, true); 775 return VivoxCall(requrl, true);
774 } 776 }
775 777
776 private static readonly string m_vivoxNewAccountPath = "http://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}"; 778
779 private static readonly string m_vivoxNewAccountPath = "https://{0}/api2/viv_adm_acct_new.php?username={1}&pwd={2}&auth_token={3}";
777 780
778 /// <summary> 781 /// <summary>
779 /// Creates a new account. 782 /// Creates a new account.
@@ -787,7 +790,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
787 return VivoxCall(requrl, true); 790 return VivoxCall(requrl, true);
788 } 791 }
789 792
790 private static readonly string m_vivoxPasswordPath = "http://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}"; 793
794 private static readonly string m_vivoxPasswordPath = "https://{0}/api2/viv_adm_password.php?user_name={1}&new_pwd={2}&auth_token={3}";
791 795
792 /// <summary> 796 /// <summary>
793 /// Change the user's password. 797 /// Change the user's password.
@@ -798,7 +802,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
798 return VivoxCall(requrl, true); 802 return VivoxCall(requrl, true);
799 } 803 }
800 804
801 private static readonly string m_vivoxChannelPath = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}"; 805
806 private static readonly string m_vivoxChannelPath = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_name={2}&auth_token={3}";
802 807
803 /// <summary> 808 /// <summary>
804 /// Create a channel. 809 /// Create a channel.
@@ -870,7 +875,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
870 return false; 875 return false;
871 } 876 }
872 877
873 private static readonly string m_vivoxChannelSearchPath = "http://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}"; 878 private static readonly string m_vivoxChannelSearchPath = "https://{0}/api2/viv_chan_search.php?cond_channame={1}&auth_token={2}";
874 879
875 /// <summary> 880 /// <summary>
876 /// Retrieve a channel. 881 /// Retrieve a channel.
@@ -1013,7 +1018,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1013 return false; 1018 return false;
1014 } 1019 }
1015 1020
1016 // private static readonly string m_vivoxChannelById = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1021 // private static readonly string m_vivoxChannelById = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1017 1022
1018 // private XmlElement VivoxGetChannelById(string parent, string channelid) 1023 // private XmlElement VivoxGetChannelById(string parent, string channelid)
1019 // { 1024 // {
@@ -1025,7 +1030,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1025 // return VivoxCall(requrl, true); 1030 // return VivoxCall(requrl, true);
1026 // } 1031 // }
1027 1032
1028 private static readonly string m_vivoxChannelDel = "http://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}"; 1033 private static readonly string m_vivoxChannelDel = "https://{0}/api2/viv_chan_mod.php?mode={1}&chan_id={2}&auth_token={3}";
1029 1034
1030 /// <summary> 1035 /// <summary>
1031 /// Delete a channel. 1036 /// Delete a channel.
@@ -1038,6 +1043,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1038 /// are required in a later phase. 1043 /// are required in a later phase.
1039 /// In this case the call handles parent and description as optional values. 1044 /// In this case the call handles parent and description as optional values.
1040 /// </summary> 1045 /// </summary>
1046
1041 private XmlElement VivoxDeleteChannel(string parent, string channelid) 1047 private XmlElement VivoxDeleteChannel(string parent, string channelid)
1042 { 1048 {
1043 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken); 1049 string requrl = String.Format(m_vivoxChannelDel, m_vivoxServer, "delete", channelid, m_authToken);
@@ -1048,11 +1054,12 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1048 return VivoxCall(requrl, true); 1054 return VivoxCall(requrl, true);
1049 } 1055 }
1050 1056
1051 private static readonly string m_vivoxChannelSearch = "http://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}"; 1057 private static readonly string m_vivoxChannelSearch = "https://{0}/api2/viv_chan_search.php?&cond_chanparent={1}&auth_token={2}";
1052 1058
1053 /// <summary> 1059 /// <summary>
1054 /// Return information on channels in the given directory 1060 /// Return information on channels in the given directory
1055 /// </summary> 1061 /// </summary>
1062
1056 private XmlElement VivoxListChildren(string channelid) 1063 private XmlElement VivoxListChildren(string channelid)
1057 { 1064 {
1058 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken); 1065 string requrl = String.Format(m_vivoxChannelSearch, m_vivoxServer, channelid, m_authToken);
@@ -1314,4 +1321,4 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.VivoxVoice
1314 return false; 1321 return false;
1315 } 1322 }
1316 } 1323 }
1317} \ No newline at end of file 1324}
diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
index e669f4c..65bd26c 100644
--- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
+++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs
@@ -892,7 +892,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
892 msg.dialog = dialog; 892 msg.dialog = dialog;
893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice; 893 // msg.dialog = (byte)OpenMetaverse.InstantMessageDialog.GroupNotice;
894 msg.fromGroup = true; 894 msg.fromGroup = true;
895 msg.offline = (byte)0; 895 msg.offline = (byte)1; // Allow this message to be stored for offline use
896 msg.ParentEstateID = 0; 896 msg.ParentEstateID = 0;
897 msg.Position = Vector3.Zero; 897 msg.Position = Vector3.Zero;
898 msg.RegionID = UUID.Zero.Guid; 898 msg.RegionID = UUID.Zero.Guid;
diff --git a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
index c1957e2..59ff9b8 100644
--- a/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
+++ b/OpenSim/Region/OptionalModules/PrimLimitsModule/PrimLimitsModule.cs
@@ -121,12 +121,18 @@ namespace OpenSim.Region.OptionalModules
121 121
122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene) 122 private bool CanObjectEnter(UUID objectID, bool enteringRegion, Vector3 newPoint, Scene scene)
123 { 123 {
124 if ((newPoint.X > 257f || newPoint.X < -1f || newPoint.Y > 257f || newPoint.Y < -1f))
125 return true;
126
124 SceneObjectPart obj = scene.GetSceneObjectPart(objectID); 127 SceneObjectPart obj = scene.GetSceneObjectPart(objectID);
125 Vector3 oldPoint = obj.GroupPosition; 128 Vector3 oldPoint = obj.GroupPosition;
126 int objectCount = obj.ParentGroup.PrimCount; 129 int objectCount = obj.ParentGroup.PrimCount;
127 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y); 130 ILandObject oldParcel = scene.LandChannel.GetLandObject(oldPoint.X, oldPoint.Y);
128 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y); 131 ILandObject newParcel = scene.LandChannel.GetLandObject(newPoint.X, newPoint.Y);
129 132
133 if (newParcel == null)
134 return true;
135
130 int usedPrims = newParcel.PrimCounts.Total; 136 int usedPrims = newParcel.PrimCounts.Total;
131 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount(); 137 int simulatorCapacity = newParcel.GetSimulatorMaxPrimCount();
132 138
@@ -171,4 +177,4 @@ namespace OpenSim.Region.OptionalModules
171 return true; 177 return true;
172 } 178 }
173 } 179 }
174} \ No newline at end of file 180}
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
index 32659c8..11c87f8 100644
--- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs
@@ -42,17 +42,22 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter 42 public class XmlRpcRouter : IRegionModule, IXmlRpcRouter
43 { 43 {
44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); 44 //private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
45 45 private bool m_enabled = false;
46 public void Initialise(Scene scene, IConfigSource config) 46 public void Initialise(Scene scene, IConfigSource config)
47 { 47 {
48 IConfig startupConfig = config.Configs["Startup"]; 48 IConfig startupConfig = config.Configs["XMLRPC"];
49 if (startupConfig == null) 49 if (startupConfig == null)
50 return; 50 return;
51 51
52 if (startupConfig.GetString("XmlRpcRouterModule", 52 if (startupConfig.GetString("XmlRpcRouterModule",
53 "XmlRpcRouterModule") == "XmlRpcRouterModule") 53 "") == "XmlRpcRouterModule")
54 { 54 {
55 scene.RegisterModuleInterface<IXmlRpcRouter>(this); 55 scene.RegisterModuleInterface<IXmlRpcRouter>(this);
56 m_enabled = true;
57 }
58 else
59 {
60 m_enabled = false;
56 } 61 }
57 } 62 }
58 63
@@ -76,7 +81,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule
76 81
77 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri) 82 public void RegisterNewReceiver(IScriptModule scriptEngine, UUID channel, UUID objectID, UUID itemID, string uri)
78 { 83 {
79 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] {uri}); 84 if (m_enabled)
85 {
86 scriptEngine.PostScriptEvent(itemID, "xmlrpc_uri", new Object[] { uri });
87 }
80 } 88 }
81 89
82 public void ScriptRemoved(UUID itemID) 90 public void ScriptRemoved(UUID itemID)
diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
index 9c838d0..d206f69 100644
--- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
+++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
@@ -838,6 +838,10 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule
838 if (module != null) 838 if (module != null)
839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice); 839 module.BuyObject(remoteClient, categoryID, localID, saleType, salePrice);
840 } 840 }
841
842 public void MoveMoney(UUID fromAgentID, UUID toAgentID, int amount, string text)
843 {
844 }
841 } 845 }
842 846
843 public enum TransactionType : int 847 public enum TransactionType : int
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
index 9b3400d..045661a 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs
@@ -47,7 +47,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
47 private readonly string m_firstname; 47 private readonly string m_firstname;
48 private readonly string m_lastname; 48 private readonly string m_lastname;
49 private readonly Vector3 m_startPos; 49 private readonly Vector3 m_startPos;
50 private readonly UUID m_uuid = UUID.Random(); 50 private UUID m_uuid = UUID.Random();
51 private readonly Scene m_scene; 51 private readonly Scene m_scene;
52 private readonly UUID m_ownerID; 52 private readonly UUID m_ownerID;
53 53
@@ -221,7 +221,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
221#pragma warning disable 67 221#pragma warning disable 67
222 public event Action<IClientAPI> OnLogout; 222 public event Action<IClientAPI> OnLogout;
223 public event ObjectPermissions OnObjectPermissions; 223 public event ObjectPermissions OnObjectPermissions;
224 224 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
225 public event MoneyTransferRequest OnMoneyTransferRequest; 225 public event MoneyTransferRequest OnMoneyTransferRequest;
226 public event ParcelBuy OnParcelBuy; 226 public event ParcelBuy OnParcelBuy;
227 public event Action<IClientAPI> OnConnectionClosed; 227 public event Action<IClientAPI> OnConnectionClosed;
@@ -241,6 +241,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
241 public event ObjectDrop OnObjectDrop; 241 public event ObjectDrop OnObjectDrop;
242 public event StartAnim OnStartAnim; 242 public event StartAnim OnStartAnim;
243 public event StopAnim OnStopAnim; 243 public event StopAnim OnStopAnim;
244 public event ChangeAnim OnChangeAnim;
244 public event LinkObjects OnLinkObjects; 245 public event LinkObjects OnLinkObjects;
245 public event DelinkObjects OnDelinkObjects; 246 public event DelinkObjects OnDelinkObjects;
246 public event RequestMapBlocks OnRequestMapBlocks; 247 public event RequestMapBlocks OnRequestMapBlocks;
@@ -290,6 +291,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
290 public event UpdatePrimTexture OnUpdatePrimTexture; 291 public event UpdatePrimTexture OnUpdatePrimTexture;
291 public event UpdateVector OnUpdatePrimGroupPosition; 292 public event UpdateVector OnUpdatePrimGroupPosition;
292 public event UpdateVector OnUpdatePrimSinglePosition; 293 public event UpdateVector OnUpdatePrimSinglePosition;
294 public event ClientChangeObject onClientChangeObject;
293 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 295 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
294 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition; 296 public event UpdatePrimSingleRotationPosition OnUpdatePrimSingleRotationPosition;
295 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation; 297 public event UpdatePrimSingleRotation OnUpdatePrimSingleRotation;
@@ -427,7 +429,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
427 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 429 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
428 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 430 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
429 public event ClassifiedDelete OnClassifiedDelete; 431 public event ClassifiedDelete OnClassifiedDelete;
430 public event ClassifiedDelete OnClassifiedGodDelete; 432 public event ClassifiedGodDelete OnClassifiedGodDelete;
431 433
432 public event EventNotificationAddRequest OnEventNotificationAddRequest; 434 public event EventNotificationAddRequest OnEventNotificationAddRequest;
433 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 435 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -466,6 +468,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
466 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 468 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
467 public event SimWideDeletesDelegate OnSimWideDeletes; 469 public event SimWideDeletesDelegate OnSimWideDeletes;
468 public event SendPostcard OnSendPostcard; 470 public event SendPostcard OnSendPostcard;
471 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
469 public event MuteListEntryUpdate OnUpdateMuteListEntry; 472 public event MuteListEntryUpdate OnUpdateMuteListEntry;
470 public event MuteListEntryRemove OnRemoveMuteListEntry; 473 public event MuteListEntryRemove OnRemoveMuteListEntry;
471 public event GodlikeMessage onGodlikeMessage; 474 public event GodlikeMessage onGodlikeMessage;
@@ -493,6 +496,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
493 public virtual UUID AgentId 496 public virtual UUID AgentId
494 { 497 {
495 get { return m_uuid; } 498 get { return m_uuid; }
499 set { m_uuid = value; }
496 } 500 }
497 501
498 public UUID SessionId 502 public UUID SessionId
@@ -901,8 +905,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC
901 905
902 public void Close() 906 public void Close()
903 { 907 {
904 // Remove ourselves from the scene 908 Close(true);
905 m_scene.RemoveClient(AgentId, false); 909 }
910
911 public void Close(bool sendStop)
912 {
906 } 913 }
907 914
908 public void Start() 915 public void Start()
@@ -1232,5 +1239,10 @@ namespace OpenSim.Region.OptionalModules.World.NPC
1232 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1239 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1233 { 1240 {
1234 } 1241 }
1242
1243 public void SendPartPhysicsProprieties(ISceneEntity entity)
1244 {
1245 }
1246
1235 } 1247 }
1236} 1248}
diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
index 1e85fb4..b37aba3 100644
--- a/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
+++ b/OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
@@ -144,29 +144,30 @@ namespace OpenSim.Region.OptionalModules.World.NPC
144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); 144// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]);
145// } 145// }
146 146
147 lock (m_avatars) 147 ManualResetEvent ev = new ManualResetEvent(false);
148 {
149 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
150 scene.AddNewClient(npcAvatar, PresenceType.Npc);
151 148
152 ScenePresence sp; 149 Util.FireAndForget(delegate(object x) {
153 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp)) 150 lock (m_avatars)
154 { 151 {
155// m_log.DebugFormat( 152 scene.AuthenticateHandler.AddNewCircuit(npcAvatar.CircuitCode, acd);
156// "[NPC MODULE]: Successfully retrieved scene presence for NPC {0} {1}", sp.Name, sp.UUID); 153 scene.AddNewClient(npcAvatar, PresenceType.Npc);
157 154
158 sp.CompleteMovement(npcAvatar, false); 155 ScenePresence sp;
159 m_avatars.Add(npcAvatar.AgentId, npcAvatar); 156 if (scene.TryGetScenePresence(npcAvatar.AgentId, out sp))
160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name); 157 {
161 158 sp.CompleteMovement(npcAvatar, false);
162 return npcAvatar.AgentId; 159 m_avatars.Add(npcAvatar.AgentId, npcAvatar);
163 } 160 m_log.DebugFormat("[NPC MODULE]: Created NPC {0} {1}", npcAvatar.AgentId, sp.Name);
164 else 161 }
165 {
166 m_log.WarnFormat("[NPC MODULE]: Could not find scene presence for NPC {0} {1}", sp.Name, sp.UUID);
167 return UUID.Zero;
168 } 162 }
169 } 163 ev.Set();
164 });
165
166 ev.WaitOne();
167
168// m_log.DebugFormat("[NPC MODULE]: Created NPC with id {0}", npcAvatar.AgentId);
169
170 return npcAvatar.AgentId;
170 } 171 }
171 172
172 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running) 173 public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
@@ -366,9 +367,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
366 { 367 {
367 NPCAvatar av; 368 NPCAvatar av;
368 if (m_avatars.TryGetValue(npcID, out av)) 369 if (m_avatars.TryGetValue(npcID, out av))
370 {
371 if (npcID == callerID)
372 return true;
369 return CheckPermissions(av, callerID); 373 return CheckPermissions(av, callerID);
374 }
370 else 375 else
376 {
371 return false; 377 return false;
378 }
372 } 379 }
373 } 380 }
374 381
@@ -380,7 +387,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
380 /// <returns>true if they do, false if they don't.</returns> 387 /// <returns>true if they do, false if they don't.</returns>
381 private bool CheckPermissions(NPCAvatar av, UUID callerID) 388 private bool CheckPermissions(NPCAvatar av, UUID callerID)
382 { 389 {
383 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID; 390 return callerID == UUID.Zero || av.OwnerID == UUID.Zero || av.OwnerID == callerID || av.AgentId == callerID;
384 } 391 }
385 } 392 }
386} 393}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d65929a
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..ec717d7
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODECharacter.cs
@@ -0,0 +1,1467 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using OpenMetaverse;
32using Ode.NET;
33using OpenSim.Framework;
34using OpenSim.Region.Physics.Manager;
35using log4net;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 /// <summary>
40 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
41 /// </summary>
42
43 public enum dParam : int
44 {
45 LowStop = 0,
46 HiStop = 1,
47 Vel = 2,
48 FMax = 3,
49 FudgeFactor = 4,
50 Bounce = 5,
51 CFM = 6,
52 StopERP = 7,
53 StopCFM = 8,
54 LoStop2 = 256,
55 HiStop2 = 257,
56 Vel2 = 258,
57 FMax2 = 259,
58 StopERP2 = 7 + 256,
59 StopCFM2 = 8 + 256,
60 LoStop3 = 512,
61 HiStop3 = 513,
62 Vel3 = 514,
63 FMax3 = 515,
64 StopERP3 = 7 + 512,
65 StopCFM3 = 8 + 512
66 }
67 public class OdeCharacter : PhysicsActor
68 {
69 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
70
71 private Vector3 _position;
72 private d.Vector3 _zeroPosition;
73 // private d.Matrix3 m_StandUpRotation;
74 private bool _zeroFlag = false;
75 private bool m_lastUpdateSent = false;
76 private Vector3 _velocity;
77 private Vector3 _target_velocity;
78 private Vector3 _acceleration;
79 private Vector3 m_rotationalVelocity;
80 private float m_mass = 80f;
81 public float m_density = 60f;
82 private bool m_pidControllerActive = true;
83 public float PID_D = 800.0f;
84 public float PID_P = 900.0f;
85 //private static float POSTURE_SERVO = 10000.0f;
86 public float CAPSULE_RADIUS = 0.37f;
87 public float CAPSULE_LENGTH = 2.140599f;
88 public float m_tensor = 3800000f;
89 public float heightFudgeFactor = 0.52f;
90 public float walkDivisor = 1.3f;
91 public float runDivisor = 0.8f;
92 private bool flying = false;
93 private bool jumping = false; // add for jumping
94 private bool m_iscolliding = false;
95 private bool m_iscollidingGround = false;
96 private bool m_wascolliding = false;
97 private bool m_wascollidingGround = false;
98 private bool m_iscollidingObj = false;
99 private bool m_alwaysRun = false;
100 private bool m_hackSentFall = false;
101 private bool m_hackSentFly = false;
102 private int m_requestedUpdateFrequency = 0;
103 private Vector3 m_taintPosition = Vector3.Zero;
104 public uint m_localID = 0;
105 public bool m_returnCollisions = false;
106 // taints and their non-tainted counterparts
107 public bool m_isPhysical = false; // the current physical status
108 public bool m_tainted_isPhysical = false; // set when the physical status is tainted (false=not existing in physics engine, true=existing)
109 public float MinimumGroundFlightOffset = 3f;
110
111 private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
112 private float m_tiltMagnitudeWhenProjectedOnXYPlane = 0.1131371f; // used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
113
114
115 private float m_buoyancy = 0f;
116
117 // private CollisionLocker ode;
118
119 private string m_name = String.Empty;
120
121 private bool[] m_colliderarr = new bool[11];
122 private bool[] m_colliderGroundarr = new bool[11];
123
124 // Default we're a Character
125 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
126
127 // Default, Collide with Other Geometries, spaces, bodies and characters.
128 private CollisionCategories m_collisionFlags = (CollisionCategories.Geom
129 | CollisionCategories.Space
130 | CollisionCategories.Body
131 | CollisionCategories.Character
132 | CollisionCategories.Land);
133 public IntPtr Body = IntPtr.Zero;
134 private OdeScene _parent_scene;
135 public IntPtr Shell = IntPtr.Zero;
136 public IntPtr Amotor = IntPtr.Zero;
137 public d.Mass ShellMass;
138 public bool collidelock = false;
139
140 public int m_eventsubscription = 0;
141 private CollisionEventUpdate CollisionEventsThisFrame = new CollisionEventUpdate();
142
143 private Vector3 m_taintMomentum = Vector3.Zero;
144 private bool m_haveTaintMomentum = false;
145
146
147 // unique UUID of this character object
148 public UUID m_uuid;
149 public bool bad = false;
150 private Object m_syncRoot = new Object();
151
152 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, CollisionLocker dode, Vector3 size, float pid_d, float pid_p, float capsule_radius, float tensor, float density, float height_fudge_factor, float walk_divisor, float rundivisor)
153 {
154 m_uuid = UUID.Random();
155
156 if (pos.IsFinite())
157 {
158 if (pos.Z > 9999999f)
159 {
160 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
161 }
162 if (pos.Z < -90000f)
163 {
164 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
165 }
166 _position = pos;
167 m_taintPosition.X = pos.X;
168 m_taintPosition.Y = pos.Y;
169 m_taintPosition.Z = pos.Z;
170 }
171 else
172 {
173 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
174 m_taintPosition.X = _position.X;
175 m_taintPosition.Y = _position.Y;
176 m_taintPosition.Z = _position.Z;
177 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
178 }
179
180 _parent_scene = parent_scene;
181
182 PID_D = pid_d;
183 PID_P = pid_p;
184 CAPSULE_RADIUS = capsule_radius;
185 m_tensor = tensor;
186 m_density = density;
187 heightFudgeFactor = height_fudge_factor;
188 walkDivisor = walk_divisor;
189 runDivisor = rundivisor;
190
191 // m_StandUpRotation =
192 // new d.Matrix3(0.5f, 0.7071068f, 0.5f, -0.7071068f, 0f, 0.7071068f, 0.5f, -0.7071068f,
193 // 0.5f);
194
195 for (int i = 0; i < 11; i++)
196 {
197 m_colliderarr[i] = false;
198 }
199 CAPSULE_LENGTH = (size.Z * 1.15f) - CAPSULE_RADIUS * 2.0f;
200 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
201 m_tainted_CAPSULE_LENGTH = CAPSULE_LENGTH;
202
203 m_isPhysical = false; // current status: no ODE information exists
204 m_tainted_isPhysical = true; // new tainted status: need to create ODE information
205
206 _parent_scene.AddPhysicsActorTaint(this);
207
208 m_name = avName;
209 }
210
211 public override int PhysicsActorType
212 {
213 get { return (int) ActorTypes.Agent; }
214 set { return; }
215 }
216
217 /// <summary>
218 /// If this is set, the avatar will move faster
219 /// </summary>
220 public override bool SetAlwaysRun
221 {
222 get { return m_alwaysRun; }
223 set { m_alwaysRun = value; }
224 }
225
226 public override uint LocalID
227 {
228 set { m_localID = value; }
229 }
230
231 public override bool Grabbed
232 {
233 set { return; }
234 }
235
236 public override bool Selected
237 {
238// set { return; }
239 set { jumping = value; } // add for jumping flag
240 }
241
242 public override float Buoyancy
243 {
244 get { return m_buoyancy; }
245 set { m_buoyancy = value; }
246 }
247
248 public override bool FloatOnWater
249 {
250 set { return; }
251 }
252
253 public override bool IsPhysical
254 {
255 get { return false; }
256 set { return; }
257 }
258
259 public override bool ThrottleUpdates
260 {
261 get { return false; }
262 set { return; }
263 }
264
265 public override bool Flying
266 {
267 get { return flying; }
268 set { flying = value; }
269 }
270
271 /// <summary>
272 /// Returns if the avatar is colliding in general.
273 /// This includes the ground and objects and avatar.
274 /// </summary>
275 public override bool IsColliding
276 {
277//#@ get { return m_iscolliding; }
278 get { //##
279//Console.WriteLine(">>>>>>>>>>>> IC get = {0}", m_iscolliding); //##
280 return m_iscolliding; } //##
281 set
282 {
283 int i;
284 int truecount = 0;
285 int falsecount = 0;
286
287 if (m_colliderarr.Length >= 10)
288 {
289 for (i = 0; i < 10; i++)
290 {
291 m_colliderarr[i] = m_colliderarr[i + 1];
292 }
293 }
294 m_colliderarr[10] = value;
295
296 for (i = 0; i < 11; i++)
297 {
298 if (m_colliderarr[i])
299 {
300 truecount++;
301 }
302 else
303 {
304 falsecount++;
305 }
306 }
307
308 // Equal truecounts and false counts means we're colliding with something.
309
310 if (falsecount > 1.2*truecount)
311 {
312 m_iscolliding = false;
313 }
314 else
315 {
316 m_iscolliding = true;
317 }
318// ## Console.WriteLine("IC SET = {0} t{1} f{2} i {3}", value, truecount, falsecount, m_iscolliding);
319 if (m_wascolliding != m_iscolliding)
320 {
321 //base.SendCollisionUpdate(new CollisionEventUpdate());
322 }
323 m_wascolliding = m_iscolliding;
324 }
325 }
326
327 /// <summary>
328 /// Returns if an avatar is colliding with the ground
329 /// </summary>
330 public override bool CollidingGround
331 {
332 get { return m_iscollidingGround; }
333 set
334 {
335 // Collisions against the ground are not really reliable
336 // So, to get a consistant value we have to average the current result over time
337 // Currently we use 1 second = 10 calls to this.
338 int i;
339 int truecount = 0;
340 int falsecount = 0;
341
342 if (m_colliderGroundarr.Length >= 10)
343 {
344 for (i = 0; i < 10; i++)
345 {
346 m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
347 }
348 }
349 m_colliderGroundarr[10] = value;
350
351 for (i = 0; i < 11; i++)
352 {
353 if (m_colliderGroundarr[i])
354 {
355 truecount++;
356 }
357 else
358 {
359 falsecount++;
360 }
361 }
362
363 // Equal truecounts and false counts means we're colliding with something.
364
365 if (falsecount > 1.2*truecount)
366 {
367 m_iscollidingGround = false;
368 }
369 else
370 {
371 m_iscollidingGround = true;
372 }
373 if (m_wascollidingGround != m_iscollidingGround)
374 {
375 //base.SendCollisionUpdate(new CollisionEventUpdate());
376 }
377 m_wascollidingGround = m_iscollidingGround;
378 }
379 }
380
381 /// <summary>
382 /// Returns if the avatar is colliding with an object
383 /// </summary>
384 public override bool CollidingObj
385 {
386 get { return m_iscollidingObj; }
387 set
388 {
389 m_iscollidingObj = value;
390 if (value)
391 m_pidControllerActive = false;
392 else
393 m_pidControllerActive = true;
394 }
395 }
396
397 /// <summary>
398 /// turn the PID controller on or off.
399 /// The PID Controller will turn on all by itself in many situations
400 /// </summary>
401 /// <param name="status"></param>
402 public void SetPidStatus(bool status)
403 {
404 m_pidControllerActive = status;
405 }
406
407 public override bool Stopped
408 {
409 get { return _zeroFlag; }
410 }
411
412 /// <summary>
413 /// This 'puts' an avatar somewhere in the physics space.
414 /// Not really a good choice unless you 'know' it's a good
415 /// spot otherwise you're likely to orbit the avatar.
416 /// </summary>
417 public override Vector3 Position
418 {
419 get { return _position; }
420 set
421 {
422 if (Body == IntPtr.Zero || Shell == IntPtr.Zero)
423 {
424 if (value.IsFinite())
425 {
426 if (value.Z > 9999999f)
427 {
428 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
429 }
430 if (value.Z < -90000f)
431 {
432 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
433 }
434
435 _position.X = value.X;
436 _position.Y = value.Y;
437 _position.Z = value.Z;
438
439 m_taintPosition.X = value.X;
440 m_taintPosition.Y = value.Y;
441 m_taintPosition.Z = value.Z;
442 _parent_scene.AddPhysicsActorTaint(this);
443 }
444 else
445 {
446 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
447 }
448 }
449 }
450 }
451
452 public override Vector3 RotationalVelocity
453 {
454 get { return m_rotationalVelocity; }
455 set { m_rotationalVelocity = value; }
456 }
457
458 /// <summary>
459 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
460 /// and use it to offset landings properly
461 /// </summary>
462 public override Vector3 Size
463 {
464 get { return new Vector3(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
465 set
466 {
467 if (value.IsFinite())
468 {
469 m_pidControllerActive = true;
470
471 Vector3 SetSize = value;
472 m_tainted_CAPSULE_LENGTH = (SetSize.Z*1.15f) - CAPSULE_RADIUS*2.0f;
473 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
474
475 Velocity = Vector3.Zero;
476 m_taintPosition = _position; // update the stale taint position
477 _parent_scene.AddPhysicsActorTaint(this);
478 }
479 else
480 {
481 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
482 }
483 }
484 }
485
486 private void AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3 movementVector)
487 {
488 movementVector.Z = 0f;
489 float magnitude = (float)Math.Sqrt((double)(movementVector.X * movementVector.X + movementVector.Y * movementVector.Y));
490 if (magnitude < 0.1f) return;
491
492 // normalize the velocity vector
493 float invMagnitude = 1.0f / magnitude;
494 movementVector.X *= invMagnitude;
495 movementVector.Y *= invMagnitude;
496
497 // if we change the capsule heading too often, the capsule can fall down
498 // therefore we snap movement vector to just 1 of 4 predefined directions (ne, nw, se, sw),
499 // meaning only 4 possible capsule tilt orientations
500 if (movementVector.X > 0)
501 {
502 // east
503 if (movementVector.Y > 0)
504 {
505 // northeast
506 movementVector.X = (float)Math.Sqrt(2.0);
507 movementVector.Y = (float)Math.Sqrt(2.0);
508 }
509 else
510 {
511 // southeast
512 movementVector.X = (float)Math.Sqrt(2.0);
513 movementVector.Y = -(float)Math.Sqrt(2.0);
514 }
515 }
516 else
517 {
518 // west
519 if (movementVector.Y > 0)
520 {
521 // northwest
522 movementVector.X = -(float)Math.Sqrt(2.0);
523 movementVector.Y = (float)Math.Sqrt(2.0);
524 }
525 else
526 {
527 // southwest
528 movementVector.X = -(float)Math.Sqrt(2.0);
529 movementVector.Y = -(float)Math.Sqrt(2.0);
530 }
531 }
532
533
534 // movementVector.Z is zero
535
536 // calculate tilt components based on desired amount of tilt and current (snapped) heading.
537 // the "-" sign is to force the tilt to be OPPOSITE the direction of movement.
538 float xTiltComponent = -movementVector.X * m_tiltMagnitudeWhenProjectedOnXYPlane;
539 float yTiltComponent = -movementVector.Y * m_tiltMagnitudeWhenProjectedOnXYPlane;
540
541 //m_log.Debug("[PHYSICS] changing avatar tilt");
542 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, xTiltComponent);
543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, xTiltComponent); // must be same as lowstop, else a different, spurious tilt is introduced
544 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, yTiltComponent);
545 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, yTiltComponent); // same as lowstop
546 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
547 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
548 }
549
550 /// <summary>
551 /// This creates the Avatar's physical Surrogate at the position supplied
552 /// </summary>
553 /// <param name="npositionX"></param>
554 /// <param name="npositionY"></param>
555 /// <param name="npositionZ"></param>
556
557 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
558 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
559 // place that is safe to call this routine AvatarGeomAndBodyCreation.
560 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ, float tensor)
561 {
562 //CAPSULE_LENGTH = -5;
563 //CAPSULE_RADIUS = -5;
564 int dAMotorEuler = 1;
565 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
566 if (CAPSULE_LENGTH <= 0)
567 {
568 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
569 CAPSULE_LENGTH = 0.01f;
570
571 }
572
573 if (CAPSULE_RADIUS <= 0)
574 {
575 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
576 CAPSULE_RADIUS = 0.01f;
577
578 }
579
580 if(Shell != IntPtr.Zero)
581 {
582 try
583 {
584 d.GeomDestroy(Shell);
585 }
586 catch (System.AccessViolationException)
587 {
588 m_log.Error("[PHYSICS]: PrimGeom dead");
589 }
590 // Remove any old entries
591//string tShell;
592//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
593//Console.WriteLine("**** Remove {0}", tShell);
594 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
595 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
596 }
597
598 Shell = d.CreateCapsule(_parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
599 _parent_scene.geom_name_map[Shell] = m_name;
600 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
601//Console.WriteLine("**** Create {2} Dicts: actor={0} name={1} height={3} rad={4}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, m_name, CAPSULE_LENGTH, CAPSULE_RADIUS);
602
603 d.GeomSetCategoryBits(Shell, (int)m_collisionCategories);
604 d.GeomSetCollideBits(Shell, (int)m_collisionFlags);
605
606 d.MassSetCapsuleTotal(out ShellMass, m_mass, 2, CAPSULE_RADIUS, CAPSULE_LENGTH);
607 Body = d.BodyCreate(_parent_scene.world);
608 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
609
610 _position.X = npositionX;
611 _position.Y = npositionY;
612 _position.Z = npositionZ;
613
614
615 m_taintPosition.X = npositionX;
616 m_taintPosition.Y = npositionY;
617 m_taintPosition.Z = npositionZ;
618
619 d.BodySetMass(Body, ref ShellMass);
620 d.Matrix3 m_caprot;
621 // 90 Stand up on the cap of the capped cyllinder
622 if (_parent_scene.IsAvCapsuleTilted)
623 {
624 d.RFromAxisAndAngle(out m_caprot, 1, 0, 1, (float)(Math.PI / 2));
625 }
626 else
627 {
628 d.RFromAxisAndAngle(out m_caprot, 0, 0, 1, (float)(Math.PI / 2));
629 }
630
631
632 d.GeomSetRotation(Shell, ref m_caprot);
633 d.BodySetRotation(Body, ref m_caprot);
634
635 d.GeomSetBody(Shell, Body);
636
637
638 // The purpose of the AMotor here is to keep the avatar's physical
639 // surrogate from rotating while moving
640 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
641 d.JointAttach(Amotor, Body, IntPtr.Zero);
642 d.JointSetAMotorMode(Amotor, dAMotorEuler);
643 d.JointSetAMotorNumAxes(Amotor, 3);
644 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
645 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
646 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
647 d.JointSetAMotorAngle(Amotor, 0, 0);
648 d.JointSetAMotorAngle(Amotor, 1, 0);
649 d.JointSetAMotorAngle(Amotor, 2, 0);
650
651 // These lowstops and high stops are effectively (no wiggle room)
652 if (_parent_scene.IsAvCapsuleTilted)
653 {
654 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -0.000000000001f);
655 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0.000000000001f);
656 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -0.000000000001f);
657 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.000000000001f);
658 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0.000000000001f);
659 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.000000000001f);
660 }
661 else
662 {
663 #region Documentation of capsule motor LowStop and HighStop parameters
664 // Intentionally introduce some tilt into the capsule by setting
665 // the motor stops to small epsilon values. This small tilt prevents
666 // the capsule from falling into the terrain; a straight-up capsule
667 // (with -0..0 motor stops) falls into the terrain for reasons yet
668 // to be comprehended in their entirety.
669 #endregion
670 AlignAvatarTiltWithCurrentDirectionOfMovement(Vector3.Zero);
671 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0.08f);
672 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -0f);
673 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0.08f);
674 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0.08f); // must be same as lowstop, else a different, spurious tilt is introduced
675 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f); // same as lowstop
676 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0.08f); // same as lowstop
677 }
678
679 // Fudge factor is 1f by default, we're setting it to 0. We don't want it to Fudge or the
680 // capped cyllinder will fall over
681 d.JointSetAMotorParam(Amotor, (int)dParam.FudgeFactor, 0f);
682 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, tensor);
683
684 //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
685 //d.QfromR(
686 //d.Matrix3 checkrotation = new d.Matrix3(0.7071068,0.5, -0.7071068,
687 //
688 //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
689 //standupStraight();
690 }
691
692 //
693 /// <summary>
694 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
695 /// This may be used in calculations in the scene/scenepresence
696 /// </summary>
697 public override float Mass
698 {
699 get
700 {
701 float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
702 return m_density*AVvolume;
703 }
704 }
705 public override void link(PhysicsActor obj)
706 {
707
708 }
709
710 public override void delink()
711 {
712
713 }
714
715 public override void LockAngularMotion(Vector3 axis)
716 {
717
718 }
719
720// This code is very useful. Written by DanX0r. We're just not using it right now.
721// Commented out to prevent a warning.
722//
723// private void standupStraight()
724// {
725// // The purpose of this routine here is to quickly stabilize the Body while it's popped up in the air.
726// // The amotor needs a few seconds to stabilize so without it, the avatar shoots up sky high when you
727// // change appearance and when you enter the simulator
728// // After this routine is done, the amotor stabilizes much quicker
729// d.Vector3 feet;
730// d.Vector3 head;
731// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
732// d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
733// float posture = head.Z - feet.Z;
734
735// // restoring force proportional to lack of posture:
736// float servo = (2.5f - posture) * POSTURE_SERVO;
737// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
738// d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
739// //d.Matrix3 bodyrotation = d.BodyGetRotation(Body);
740// //m_log.Info("[PHYSICSAV]: Rotation: " + bodyrotation.M00 + " : " + bodyrotation.M01 + " : " + bodyrotation.M02 + " : " + bodyrotation.M10 + " : " + bodyrotation.M11 + " : " + bodyrotation.M12 + " : " + bodyrotation.M20 + " : " + bodyrotation.M21 + " : " + bodyrotation.M22);
741// }
742
743 public override Vector3 Force
744 {
745 get { return _target_velocity; }
746 set { return; }
747 }
748
749 public override int VehicleType
750 {
751 get { return 0; }
752 set { return; }
753 }
754
755 public override void VehicleFloatParam(int param, float value)
756 {
757
758 }
759
760 public override void VehicleVectorParam(int param, Vector3 value)
761 {
762
763 }
764
765 public override void VehicleRotationParam(int param, Quaternion rotation)
766 {
767
768 }
769
770 public override void VehicleFlags(int flags, bool remove)
771 {
772 }
773
774 public override void SetVolumeDetect(int param)
775 {
776
777 }
778
779 public override Vector3 CenterOfMass
780 {
781 get { return Vector3.Zero; }
782 }
783
784 public override Vector3 GeometricCenter
785 {
786 get { return Vector3.Zero; }
787 }
788
789 public override PrimitiveBaseShape Shape
790 {
791 set { return; }
792 }
793
794 public override Vector3 Velocity
795 {
796 get {
797 // There's a problem with Vector3.Zero! Don't Use it Here!
798 if (_zeroFlag)
799 return Vector3.Zero;
800 m_lastUpdateSent = false;
801 return _velocity;
802 }
803 set
804 {
805 if (value.IsFinite())
806 {
807 _target_velocity = value;
808 m_pidControllerActive = true;
809 }
810 else
811 {
812 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
813 }
814 }
815 }
816
817 public override Vector3 Torque
818 {
819 get { return Vector3.Zero; }
820 set { return; }
821 }
822
823 public override float CollisionScore
824 {
825 get { return 0f; }
826 set { }
827 }
828
829 public override bool Kinematic
830 {
831 get { return false; }
832 set { }
833 }
834
835 public override Quaternion Orientation
836 {
837 get { return Quaternion.Identity; }
838 set {
839 //Matrix3 or = Orientation.ToRotationMatrix();
840 //d.Matrix3 ord = new d.Matrix3(or.m00, or.m10, or.m20, or.m01, or.m11, or.m21, or.m02, or.m12, or.m22);
841 //d.BodySetRotation(Body, ref ord);
842 }
843 }
844
845 public override Vector3 Acceleration
846 {
847 get { return _acceleration; }
848 set { _acceleration = value; }
849 }
850
851 public void SetAcceleration(Vector3 accel)
852 {
853 m_pidControllerActive = true;
854 _acceleration = accel;
855 }
856
857 /// <summary>
858 /// Adds the force supplied to the Target Velocity
859 /// The PID controller takes this target velocity and tries to make it a reality
860 /// </summary>
861 /// <param name="force"></param>
862 public override void AddForce(Vector3 force, bool pushforce)
863 {
864 if (force.IsFinite())
865 {
866 if (pushforce)
867 {
868 m_pidControllerActive = false;
869 force *= 100f;
870//Console.WriteLine("DF 1"); // ##
871 if (!force.ApproxEquals(Vector3.Zero, 0.01f))
872 doForce(force);
873 // If uncommented, things get pushed off world
874 //
875 // m_log.Debug("Push!");
876 // _target_velocity.X += force.X;
877 // _target_velocity.Y += force.Y;
878 // _target_velocity.Z += force.Z;
879 }
880 else
881 {
882 m_pidControllerActive = true;
883 _target_velocity.X += force.X;
884 _target_velocity.Y += force.Y;
885 _target_velocity.Z += force.Z;
886 }
887 }
888 else
889 {
890 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
891 }
892 //m_lastUpdateSent = false;
893 }
894
895 public override void AddAngularForce(Vector3 force, bool pushforce)
896 {
897
898 }
899
900 /// <summary>
901 /// After all of the forces add up with 'add force' we apply them with doForce
902 /// </summary>
903 /// <param name="force"></param>
904 public void doForce(Vector3 force)
905 {
906 if (!collidelock)
907 {
908 d.BodyAddForce(Body, force.X, force.Y, force.Z);
909 //d.BodySetRotation(Body, ref m_StandUpRotation);
910 //standupStraight();
911 d.Vector3 vel = d.BodyGetLinearVel(Body); //##
912//Console.WriteLine("AvVel <{0},{1},{2}>", vel.X, vel.Y, vel.Z); //##
913 }
914 }
915
916 public override void SetMomentum(Vector3 momentum)
917 {
918 if (momentum.IsFinite())
919 {
920 m_taintMomentum = momentum;
921 m_haveTaintMomentum = true;
922 _parent_scene.AddPhysicsActorTaint(this);
923 }
924 else
925 m_log.Warn("[PHYSICS] !isFinite momentum");
926 }
927
928
929 /// <summary>
930 /// Called from Simulate
931 /// This is the avatar's movement control + PID Controller
932 /// </summary>
933 /// <param name="timeStep"></param>
934 public void Move(float timeStep, List<OdeCharacter> defects)
935 {
936 // no lock; for now it's only called from within Simulate()
937
938 // If the PID Controller isn't active then we set our force
939 // calculating base velocity to the current position
940
941 if (Body == IntPtr.Zero)
942 return;
943
944 if (m_pidControllerActive == false)
945 {
946 _zeroPosition = d.BodyGetPosition(Body);
947 }
948 //PidStatus = true;
949
950 d.Vector3 localpos = d.BodyGetPosition(Body);
951 Vector3 localPos = new Vector3(localpos.X, localpos.Y, localpos.Z);
952
953 if (!localPos.IsFinite())
954 {
955
956 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
957 defects.Add(this);
958 // _parent_scene.RemoveCharacter(this);
959
960 // destroy avatar capsule and related ODE data
961 if (Amotor != IntPtr.Zero)
962 {
963 // Kill the Amotor
964 d.JointDestroy(Amotor);
965 Amotor = IntPtr.Zero;
966 }
967
968 //kill the Geometry
969 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
970
971 if (Body != IntPtr.Zero)
972 {
973 //kill the body
974 d.BodyDestroy(Body);
975
976 Body = IntPtr.Zero;
977 }
978
979 if(Shell != IntPtr.Zero)
980 {
981 try
982 {
983 d.GeomDestroy(Shell);
984 }
985 catch (System.AccessViolationException)
986 {
987 m_log.Error("[PHYSICS]: PrimGeom dead");
988 }
989 // Remove any old entries
990//string tShell;
991//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
992//Console.WriteLine("**** Remove {0}", tShell);
993
994 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
995 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
996 Shell = IntPtr.Zero;
997 }
998
999 return;
1000 }
1001
1002 Vector3 vec = Vector3.Zero;
1003 d.Vector3 vel = d.BodyGetLinearVel(Body);
1004
1005 float movementdivisor = 1f;
1006
1007 if (!m_alwaysRun)
1008 {
1009 movementdivisor = walkDivisor;
1010 }
1011 else
1012 {
1013 movementdivisor = runDivisor;
1014 }
1015
1016 // if velocity is zero, use position control; otherwise, velocity control
1017 if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
1018 {
1019 // keep track of where we stopped. No more slippin' & slidin'
1020 if (!_zeroFlag)
1021 {
1022 _zeroFlag = true;
1023 _zeroPosition = d.BodyGetPosition(Body);
1024 }
1025 if (m_pidControllerActive)
1026 {
1027 // We only want to deactivate the PID Controller if we think we want to have our surrogate
1028 // react to the physics scene by moving it's position.
1029 // Avatar to Avatar collisions
1030 // Prim to avatar collisions
1031
1032 d.Vector3 pos = d.BodyGetPosition(Body);
1033 float errX = _zeroPosition.X - pos.X;
1034 float errY = _zeroPosition.Y - pos.Y;
1035 if( (Math.Abs(errX) > 0.1f) || (Math.Abs(errY) > 0.1f) )
1036 {
1037 vec.X = (_target_velocity.X - vel.X) * (PID_D) + (errX) * (PID_P * 2);
1038 vec.Y = (_target_velocity.Y - vel.Y) * (PID_D) + (errY) * (PID_P * 2);
1039 }
1040 else
1041 { // close, jump to lateral destination
1042 d.BodySetPosition(Body, _zeroPosition.X, _zeroPosition.Y, pos.Z);
1043 }
1044// if (flying)
1045 if (flying || jumping) // add for jumping
1046 {
1047 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D) + (_zeroPosition.Z - pos.Z) * PID_P;
1048 }
1049 }
1050 //PidStatus = true;
1051 }
1052 else
1053 {
1054 m_pidControllerActive = true;
1055 _zeroFlag = false;
1056 if (m_iscolliding && !flying)
1057 {
1058 // We're standing on something
1059 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
1060 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
1061 }
1062 else if (m_iscolliding && flying)
1063 {
1064 // We're flying and colliding with something
1065 vec.X = ((_target_velocity.X/movementdivisor) - vel.X)*(PID_D / 16);
1066 vec.Y = ((_target_velocity.Y/movementdivisor) - vel.Y)*(PID_D / 16);
1067 }
1068 else if (!m_iscolliding && flying)
1069 {
1070 // we're in mid air suspended
1071 vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
1072 vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
1073 }
1074
1075 if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
1076 {
1077 // We're colliding with something and we're not flying but we're moving
1078 // This means we're walking or running.
1079 d.Vector3 pos = d.BodyGetPosition(Body);
1080 vec.Z = (_target_velocity.Z - vel.Z)*PID_D + (_zeroPosition.Z - pos.Z)*PID_P;
1081 if (_target_velocity.X > 0)
1082 {
1083 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1084 }
1085 if (_target_velocity.Y > 0)
1086 {
1087 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1088 }
1089 }
1090 else if (!m_iscolliding && !flying)
1091 {
1092 // we're not colliding and we're not flying so that means we're falling!
1093 // m_iscolliding includes collisions with the ground.
1094
1095 // d.Vector3 pos = d.BodyGetPosition(Body);
1096 if (Math.Abs(_target_velocity.X) > 0)
1097 {
1098 vec.X = ((_target_velocity.X - vel.X)/1.2f)*PID_D;
1099 }
1100 if (Math.Abs(_target_velocity.Y) > 0)
1101 {
1102 vec.Y = ((_target_velocity.Y - vel.Y)/1.2f)*PID_D;
1103 }
1104 }
1105
1106 if (flying)
1107 {
1108 vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
1109 }
1110 }
1111 if (flying)
1112 {
1113 vec.Z += ((-1 * _parent_scene.gravityz)*m_mass);
1114
1115 //Added for auto fly height. Kitto Flora
1116 //d.Vector3 pos = d.BodyGetPosition(Body);
1117 float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
1118
1119 if (_position.Z < target_altitude)
1120 {
1121 vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
1122 }
1123 // end add Kitto Flora
1124 }
1125
1126 if (vel.X * vel.X + vel.Y * vel.Y + vel.Z * vel.Z > 2500.0f) // 50ms apply breaks
1127 {
1128 float breakfactor = 0.16f * m_mass; // will give aprox 60m/s terminal velocity at free fall
1129 vec.X -= breakfactor * vel.X;
1130 vec.Y -= breakfactor * vel.Y;
1131 vec.Z -= breakfactor * vel.Z;
1132 }
1133
1134 if (vec.IsFinite())
1135 {
1136 if (vec.LengthSquared() > 0.0004f) // 0.01 allows 0.002 !!
1137 {
1138//Console.WriteLine("DF 2"); // ##
1139
1140 doForce(vec);
1141 if (!_zeroFlag)
1142 {
1143// AlignAvatarTiltWithCurrentDirectionOfMovement(vec);
1144 }
1145 }
1146 }
1147 else
1148 {
1149 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1150 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1151 defects.Add(this);
1152 // _parent_scene.RemoveCharacter(this);
1153 // destroy avatar capsule and related ODE data
1154 if (Amotor != IntPtr.Zero)
1155 {
1156 // Kill the Amotor
1157 d.JointDestroy(Amotor);
1158 Amotor = IntPtr.Zero;
1159 }
1160 //kill the Geometry
1161 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1162
1163 if (Body != IntPtr.Zero)
1164 {
1165 //kill the body
1166 d.BodyDestroy(Body);
1167
1168 Body = IntPtr.Zero;
1169 }
1170
1171 if(Shell != IntPtr.Zero)
1172 {
1173 try
1174 {
1175 d.GeomDestroy(Shell);
1176 }
1177 catch (System.AccessViolationException)
1178 {
1179 m_log.Error("[PHYSICS]: PrimGeom dead");
1180 }
1181 // Remove any old entries
1182//string tShell;
1183//_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1184//Console.WriteLine("**** Remove {0}", tShell);
1185
1186 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1187 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1188 Shell = IntPtr.Zero;
1189 }
1190 }
1191 }
1192
1193 /// <summary>
1194 /// Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
1195 /// </summary>
1196 public void UpdatePositionAndVelocity()
1197 {
1198 // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
1199 d.Vector3 vec;
1200 try
1201 {
1202 vec = d.BodyGetPosition(Body);
1203 }
1204 catch (NullReferenceException)
1205 {
1206 bad = true;
1207 _parent_scene.BadCharacter(this);
1208 vec = new d.Vector3(_position.X, _position.Y, _position.Z);
1209 base.RaiseOutOfBounds(_position); // Tells ScenePresence that there's a problem!
1210 m_log.WarnFormat("[ODEPLUGIN]: Avatar Null reference for Avatar {0}, physical actor {1}", m_name, m_uuid);
1211 }
1212
1213
1214 // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
1215 if (vec.X < 0.0f) vec.X = 0.0f;
1216 if (vec.Y < 0.0f) vec.Y = 0.0f;
1217 if (vec.X > (int)_parent_scene.WorldExtents.X - 0.05f) vec.X = (int)_parent_scene.WorldExtents.X - 0.05f;
1218 if (vec.Y > (int)_parent_scene.WorldExtents.Y - 0.05f) vec.Y = (int)_parent_scene.WorldExtents.Y - 0.05f;
1219
1220 _position.X = vec.X;
1221 _position.Y = vec.Y;
1222 _position.Z = vec.Z;
1223
1224 // Did we move last? = zeroflag
1225 // This helps keep us from sliding all over
1226
1227 if (_zeroFlag)
1228 {
1229 _velocity.X = 0.0f;
1230 _velocity.Y = 0.0f;
1231 _velocity.Z = 0.0f;
1232
1233 // Did we send out the 'stopped' message?
1234 if (!m_lastUpdateSent)
1235 {
1236 m_lastUpdateSent = true;
1237 //base.RequestPhysicsterseUpdate();
1238
1239 }
1240 }
1241 else
1242 {
1243 m_lastUpdateSent = false;
1244 try
1245 {
1246 vec = d.BodyGetLinearVel(Body);
1247 }
1248 catch (NullReferenceException)
1249 {
1250 vec.X = _velocity.X;
1251 vec.Y = _velocity.Y;
1252 vec.Z = _velocity.Z;
1253 }
1254 _velocity.X = (vec.X);
1255 _velocity.Y = (vec.Y);
1256
1257 _velocity.Z = (vec.Z);
1258
1259 if (_velocity.Z < -6 && !m_hackSentFall)
1260 {
1261 m_hackSentFall = true;
1262 m_pidControllerActive = false;
1263 }
1264 else if (flying && !m_hackSentFly)
1265 {
1266 //m_hackSentFly = true;
1267 //base.SendCollisionUpdate(new CollisionEventUpdate());
1268 }
1269 else
1270 {
1271 m_hackSentFly = false;
1272 m_hackSentFall = false;
1273 }
1274 }
1275 }
1276
1277 /// <summary>
1278 /// Cleanup the things we use in the scene.
1279 /// </summary>
1280 public void Destroy()
1281 {
1282 m_tainted_isPhysical = false;
1283 _parent_scene.AddPhysicsActorTaint(this);
1284 }
1285
1286 public override void CrossingFailure()
1287 {
1288 }
1289
1290 public override Vector3 PIDTarget { set { return; } }
1291 public override bool PIDActive { set { return; } }
1292 public override float PIDTau { set { return; } }
1293
1294 public override float PIDHoverHeight { set { return; } }
1295 public override bool PIDHoverActive { set { return; } }
1296 public override PIDHoverType PIDHoverType { set { return; } }
1297 public override float PIDHoverTau { set { return; } }
1298
1299 public override Quaternion APIDTarget{ set { return; } }
1300
1301 public override bool APIDActive{ set { return; } }
1302
1303 public override float APIDStrength{ set { return; } }
1304
1305 public override float APIDDamping{ set { return; } }
1306
1307
1308 public override void SubscribeEvents(int ms)
1309 {
1310 m_requestedUpdateFrequency = ms;
1311 m_eventsubscription = ms;
1312 _parent_scene.addCollisionEventReporting(this);
1313 }
1314 public override void UnSubscribeEvents()
1315 {
1316 _parent_scene.remCollisionEventReporting(this);
1317 m_requestedUpdateFrequency = 0;
1318 m_eventsubscription = 0;
1319 }
1320 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1321 {
1322 if (m_eventsubscription > 0)
1323 {
1324 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1325 }
1326 }
1327
1328 public void SendCollisions()
1329 {
1330 if (m_eventsubscription > m_requestedUpdateFrequency)
1331 {
1332 if (CollisionEventsThisFrame != null)
1333 {
1334 base.SendCollisionUpdate(CollisionEventsThisFrame);
1335 }
1336 CollisionEventsThisFrame = new CollisionEventUpdate();
1337 m_eventsubscription = 0;
1338 }
1339 }
1340 public override bool SubscribedEvents()
1341 {
1342 if (m_eventsubscription > 0)
1343 return true;
1344 return false;
1345 }
1346
1347 public void ProcessTaints(float timestep)
1348 {
1349 lock (m_syncRoot)
1350 {
1351 if (m_tainted_isPhysical != m_isPhysical)
1352 {
1353 if (m_tainted_isPhysical)
1354 {
1355 // Create avatar capsule and related ODE data
1356 if (!(Shell == IntPtr.Zero && Body == IntPtr.Zero && Amotor == IntPtr.Zero))
1357 {
1358 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1359 + (Shell!=IntPtr.Zero ? "Shell ":"")
1360 + (Body!=IntPtr.Zero ? "Body ":"")
1361 + (Amotor!=IntPtr.Zero ? "Amotor ":""));
1362 }
1363 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z, m_tensor);
1364 _parent_scene.AddCharacter(this);
1365 }
1366 else
1367 {
1368 _parent_scene.RemoveCharacter(this);
1369 // destroy avatar capsule and related ODE data
1370 if (Amotor != IntPtr.Zero)
1371 {
1372 // Kill the Amotor
1373 d.JointDestroy(Amotor);
1374 Amotor = IntPtr.Zero;
1375 }
1376 //kill the Geometry
1377 _parent_scene.waitForSpaceUnlock(_parent_scene.space);
1378
1379 if (Body != IntPtr.Zero)
1380 {
1381 //kill the body
1382 d.BodyDestroy(Body);
1383 Body = IntPtr.Zero;
1384 }
1385
1386 if(Shell != IntPtr.Zero)
1387 {
1388 try
1389 {
1390 d.GeomDestroy(Shell);
1391 }
1392 catch (Exception e)
1393 {
1394 m_log.ErrorFormat("[PHYSICS]: Failed to destroy character shell {0}",e.Message);
1395 }
1396 // Remove any old entries
1397 //string tShell;
1398 //_parent_scene.geom_name_map.TryGetValue(Shell, out tShell);
1399 //Console.WriteLine("**** Remove {0}", tShell);
1400
1401 if(_parent_scene.geom_name_map.ContainsKey(Shell)) _parent_scene.geom_name_map.Remove(Shell);
1402 if(_parent_scene.actor_name_map.ContainsKey(Shell)) _parent_scene.actor_name_map.Remove(Shell);
1403 Shell = IntPtr.Zero;
1404 }
1405 }
1406
1407 m_isPhysical = m_tainted_isPhysical;
1408 }
1409
1410 if (m_tainted_CAPSULE_LENGTH != CAPSULE_LENGTH)
1411 {
1412 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1413 {
1414
1415 m_pidControllerActive = true;
1416 // no lock needed on _parent_scene.OdeLock because we are called from within the thread lock in OdePlugin's simulate()
1417 d.JointDestroy(Amotor);
1418 float prevCapsule = CAPSULE_LENGTH;
1419 CAPSULE_LENGTH = m_tainted_CAPSULE_LENGTH;
1420 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
1421 d.BodyDestroy(Body);
1422 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1423 _position.Z + (Math.Abs(CAPSULE_LENGTH - prevCapsule) * 2), m_tensor);
1424 Velocity = Vector3.Zero;
1425 }
1426 else
1427 {
1428 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1429 + (Shell==IntPtr.Zero ? "Shell ":"")
1430 + (Body==IntPtr.Zero ? "Body ":"")
1431 + (Amotor==IntPtr.Zero ? "Amotor ":""));
1432 }
1433 }
1434
1435 if (!m_taintPosition.ApproxEquals(_position, 0.05f))
1436 {
1437 if (Body != IntPtr.Zero)
1438 {
1439 d.BodySetPosition(Body, m_taintPosition.X, m_taintPosition.Y, m_taintPosition.Z);
1440
1441 }
1442 _position.X = m_taintPosition.X;
1443 _position.Y = m_taintPosition.Y;
1444 _position.Z = m_taintPosition.Z;
1445 }
1446
1447 if (m_haveTaintMomentum)
1448 {
1449 m_haveTaintMomentum = false;
1450 _velocity = m_taintMomentum;
1451 _target_velocity = m_taintMomentum;
1452 m_pidControllerActive = true;
1453 if (Body != IntPtr.Zero)
1454 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1455 }
1456 }
1457 }
1458
1459 internal void AddCollisionFrameTime(int p)
1460 {
1461 // protect it from overflow crashing
1462 if (m_eventsubscription + p >= int.MaxValue)
1463 m_eventsubscription = 0;
1464 m_eventsubscription += p;
1465 }
1466 }
1467}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..5b743e8
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs
@@ -0,0 +1,4124 @@
1/* Copyright (c) Contributors, http://opensimulator.org/
2 * See CONTRIBUTORS.TXT for a full list of copyright holders.
3 * Redistribution and use in source and binary forms, with or without
4 * modification, are permitted provided that the following conditions are met:
5 * * Redistributions of source code must retain the above copyright
6 * notice, this list of conditions and the following disclaimer.
7 * * Redistributions in binary form must reproduce the above copyright
8 * notice, this list of conditions and the following disclaimer in the
9 * documentation and/or other materials provided with the distribution.
10 * * Neither the name of the OpenSimulator Project nor the
11 * names of its contributors may be used to endorse or promote products
12 * derived from this software without specific prior written permission.
13 *
14 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
15 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
16 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
17 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
18 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
19 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
20 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
21 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
22 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
23 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
24 *
25 * Revised March 5th 2010 by Kitto Flora. ODEDynamics.cs
26 * Ubit 2012
27 * rolled into ODEPrim.cs
28 */
29
30using System;
31using System.IO;
32using System.Collections.Generic;
33using System.Reflection;
34using System.Runtime.InteropServices;
35using System.Threading;
36using log4net;
37using OpenMetaverse;
38using Ode.NET;
39using OpenSim.Framework;
40using OpenSim.Region.Physics.Manager;
41
42namespace OpenSim.Region.Physics.OdePlugin
43{
44 /// <summary>
45 /// Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
46 /// </summary>
47
48 public class OdePrim : PhysicsActor
49 {
50 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
51
52 public class SerialControl
53 {
54 public object alock = new object();
55 public byte[] data = new byte[0];
56 }
57 private Vector3 _position;
58 private Vector3 _velocity;
59 private Vector3 _torque;
60 private Vector3 m_lastVelocity;
61 private Vector3 m_lastposition;
62 private Quaternion m_lastorientation = new Quaternion();
63 private Vector3 m_rotationalVelocity;
64 private Vector3 _size;
65 private Vector3 _acceleration;
66 // private d.Vector3 _zeroPosition = new d.Vector3(0.0f, 0.0f, 0.0f);
67 private Quaternion _orientation;
68 private Vector3 m_taintposition;
69 private Vector3 m_taintsize;
70 private Vector3 m_taintVelocity;
71 private Vector3 m_taintTorque;
72 private Quaternion m_taintrot;
73 private Vector3 m_rotateEnable = Vector3.One; // Current setting
74 private Vector3 m_rotateEnableRequest = Vector3.One; // Request from LSL
75 private bool m_rotateEnableUpdate = false;
76 private Vector3 m_lockX;
77 private Vector3 m_lockY;
78 private Vector3 m_lockZ;
79 private IntPtr Amotor = IntPtr.Zero;
80 private IntPtr AmotorX = IntPtr.Zero;
81 private IntPtr AmotorY = IntPtr.Zero;
82 private IntPtr AmotorZ = IntPtr.Zero;
83
84 private Vector3 m_PIDTarget;
85 private float m_PIDTau;
86 private float PID_D = 35f;
87 private float PID_G = 25f;
88 private bool m_usePID = false;
89
90 private Quaternion m_APIDTarget = new Quaternion();
91 private float m_APIDStrength = 0.5f;
92 private float m_APIDDamping = 0.5f;
93 private bool m_useAPID = false;
94 private float m_APIDdamper = 1.0f;
95
96 // These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
97 // do not confuse with VEHICLE HOVER
98
99 private float m_PIDHoverHeight;
100 private float m_PIDHoverTau;
101 private bool m_useHoverPID;
102 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
103 private float m_targetHoverHeight;
104 private float m_groundHeight;
105 private float m_waterHeight;
106 private float m_buoyancy; //m_buoyancy set by llSetBuoyancy()
107
108 // private float m_tensor = 5f;
109 private int body_autodisable_frames = 20;
110
111
112 private const CollisionCategories m_default_collisionFlags = (CollisionCategories.Geom
113 | CollisionCategories.Space
114 | CollisionCategories.Body
115 | CollisionCategories.Character
116 );
117 private bool m_taintshape;
118 private bool m_taintPhysics;
119 private bool m_collidesLand = true;
120 private bool m_collidesWater;
121 // public bool m_returnCollisions;
122
123 // Default we're a Geometry
124 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
125
126 // Default, Collide with Other Geometries, spaces and Bodies
127 private CollisionCategories m_collisionFlags = m_default_collisionFlags;
128
129 public bool m_taintremove;
130 public bool m_taintdisable;
131 public bool m_disabled;
132 public bool m_taintadd;
133 public bool m_taintselected;
134 public bool m_taintphantom;
135 public bool m_taintCollidesWater;
136
137 public uint m_localID;
138
139 //public GCHandle gc;
140 private CollisionLocker ode;
141
142 private bool m_meshfailed = false;
143 private bool m_taintforce = false;
144 private bool m_taintaddangularforce = false;
145 private Vector3 m_force;
146 private List<Vector3> m_forcelist = new List<Vector3>();
147 private List<Vector3> m_angularforcelist = new List<Vector3>();
148
149 private IMesh _mesh;
150 private PrimitiveBaseShape _pbs;
151 private OdeScene _parent_scene;
152 public IntPtr m_targetSpace = IntPtr.Zero;
153 public IntPtr prim_geom;
154 // public IntPtr prev_geom;
155 public IntPtr _triMeshData;
156
157 private IntPtr _linkJointGroup = IntPtr.Zero;
158 private PhysicsActor _parent;
159 private PhysicsActor m_taintparent;
160
161 private List<OdePrim> childrenPrim = new List<OdePrim>();
162
163 private bool iscolliding;
164 private bool m_isphysical;
165 private bool m_isphantom;
166 private bool m_isSelected;
167
168 private bool m_NoColide; // for now only for internal use for bad meshs
169
170 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
171
172 private bool m_throttleUpdates;
173 private int throttleCounter;
174 public int m_interpenetrationcount;
175 public float m_collisionscore;
176 // public int m_roundsUnderMotionThreshold;
177 // private int m_crossingfailures;
178
179 public bool m_outofBounds;
180 private float m_density = 10.000006836f; // Aluminum g/cm3;
181
182 private float m_primMass = 10.000006836f; // Aluminum g/cm3;
183
184 private byte m_shapetype;
185 private byte m_taintshapetype;
186
187 public bool _zeroFlag; // if body has been stopped
188 private bool m_lastUpdateSent;
189
190 public IntPtr Body = IntPtr.Zero;
191 public String m_primName;
192 private Vector3 _target_velocity;
193 public d.Mass pMass;
194
195 public int m_eventsubscription;
196 private CollisionEventUpdate CollisionEventsThisFrame;
197
198 private IntPtr m_linkJoint = IntPtr.Zero;
199
200 public volatile bool childPrim;
201
202 internal int m_material = (int)Material.Wood;
203
204 private IntPtr m_body = IntPtr.Zero;
205
206 // Vehicle properties ============================================================================================
207 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
208 // private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
209 private VehicleFlag m_flags = (VehicleFlag)0; // Bit settings:
210 // HOVER_TERRAIN_ONLY
211 // HOVER_GLOBAL_HEIGHT
212 // NO_DEFLECTION_UP
213 // HOVER_WATER_ONLY
214 // HOVER_UP_ONLY
215 // LIMIT_MOTOR_UP
216 // LIMIT_ROLL_ONLY
217
218 // Linear properties
219 private Vector3 m_linearMotorDirection = Vector3.Zero; // (was m_linearMotorDirectionLASTSET) the (local) Velocity
220 //requested by LSL
221 private float m_linearMotorTimescale = 0; // Motor Attack rate set by LSL
222 private float m_linearMotorDecayTimescale = 0; // Motor Decay rate set by LSL
223 private Vector3 m_linearFrictionTimescale = Vector3.Zero; // General Friction set by LSL
224
225 private Vector3 m_lLinMotorDVel = Vector3.Zero; // decayed motor
226 private Vector3 m_lLinObjectVel = Vector3.Zero; // local frame object velocity
227 private Vector3 m_wLinObjectVel = Vector3.Zero; // world frame object velocity
228
229 //Angular properties
230 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
231
232 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
233 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
234 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
235
236 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
237 // private Vector3 m_angObjectVel = Vector3.Zero; // current body angular velocity
238 private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
239
240 //Deflection properties
241 // private float m_angularDeflectionEfficiency = 0;
242 // private float m_angularDeflectionTimescale = 0;
243 // private float m_linearDeflectionEfficiency = 0;
244 // private float m_linearDeflectionTimescale = 0;
245
246 //Banking properties
247 // private float m_bankingEfficiency = 0;
248 // private float m_bankingMix = 0;
249 // private float m_bankingTimescale = 0;
250
251 //Hover and Buoyancy properties
252 private float m_VhoverHeight = 0f;
253 // private float m_VhoverEfficiency = 0f;
254 private float m_VhoverTimescale = 0f;
255 private float m_VhoverTargetHeight = -1.0f; // if <0 then no hover, else its the current target height
256 private float m_VehicleBuoyancy = 0f; // Set by VEHICLE_BUOYANCY, for a vehicle.
257 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
258 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
259 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
260
261 //Attractor properties
262 private float m_verticalAttractionEfficiency = 1.0f; // damped
263 private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor.
264
265// SerialControl m_taintserial = null;
266 object m_taintvehicledata = null;
267
268 public void DoSetVehicle()
269 {
270 VehicleData vd = (VehicleData)m_taintvehicledata;
271
272 m_type = vd.m_type;
273 m_flags = vd.m_flags;
274
275 // Linear properties
276 m_linearMotorDirection = vd.m_linearMotorDirection;
277 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
278 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
279 m_linearMotorTimescale = vd.m_linearMotorTimescale;
280// m_linearMotorOffset = vd.m_linearMotorOffset;
281
282 //Angular properties
283 m_angularMotorDirection = vd.m_angularMotorDirection;
284 m_angularMotorTimescale = vd.m_angularMotorTimescale;
285 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
286 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
287
288 //Deflection properties
289// m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
290// m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
291// m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
292// m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
293
294 //Banking properties
295// m_bankingEfficiency = vd.m_bankingEfficiency;
296// m_bankingMix = vd.m_bankingMix;
297// m_bankingTimescale = vd.m_bankingTimescale;
298
299 //Hover and Buoyancy properties
300 m_VhoverHeight = vd.m_VhoverHeight;
301// m_VhoverEfficiency = vd.m_VhoverEfficiency;
302 m_VhoverTimescale = vd.m_VhoverTimescale;
303 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
304
305 //Attractor properties
306 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
307 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
308
309 // Axis
310// m_referenceFrame = vd.m_referenceFrame;
311
312
313 m_taintvehicledata = null;
314 }
315
316 public override void SetVehicle(object vdata)
317 {
318 m_taintvehicledata = vdata;
319 _parent_scene.AddPhysicsActorTaint(this);
320 }
321
322 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
323 Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical,
324 bool pisPhantom,byte shapetype, CollisionLocker dode, uint localid)
325 {
326 m_localID = localid;
327 ode = dode;
328 if (!pos.IsFinite())
329 {
330 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
331 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
332 m_log.Warn("[PHYSICS]: Got nonFinite Object create Position");
333 }
334
335 _position = pos;
336 m_taintposition = pos;
337 PID_D = parent_scene.bodyPIDD;
338 PID_G = parent_scene.bodyPIDG;
339 m_density = parent_scene.geomDefaultDensity;
340 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
341 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
342
343 prim_geom = IntPtr.Zero;
344 // prev_geom = IntPtr.Zero;
345
346 if (!pos.IsFinite())
347 {
348 size = new Vector3(0.5f, 0.5f, 0.5f);
349 m_log.Warn("[PHYSICS]: Got nonFinite Object create Size");
350 }
351
352 if (size.X <= 0) size.X = 0.01f;
353 if (size.Y <= 0) size.Y = 0.01f;
354 if (size.Z <= 0) size.Z = 0.01f;
355
356 _size = size;
357 m_taintsize = _size;
358
359 if (!QuaternionIsFinite(rotation))
360 {
361 rotation = Quaternion.Identity;
362 m_log.Warn("[PHYSICS]: Got nonFinite Object create Rotation");
363 }
364
365 _orientation = rotation;
366 m_taintrot = _orientation;
367 _mesh = mesh;
368 _pbs = pbs;
369 m_shapetype = shapetype;
370 m_taintshapetype = shapetype;
371
372 _parent_scene = parent_scene;
373 m_targetSpace = (IntPtr)0;
374
375 // if (pos.Z < 0)
376 if (pos.Z < parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y))
377 m_isphysical = false;
378 else
379 {
380 m_isphysical = pisPhysical;
381 // If we're physical, we need to be in the master space for now.
382 // linksets *should* be in a space together.. but are not currently
383 if (m_isphysical)
384 m_targetSpace = _parent_scene.space;
385 }
386
387 m_isphantom = pisPhantom;
388 m_taintphantom = pisPhantom;
389
390 _triMeshData = IntPtr.Zero;
391 m_NoColide = false;
392
393// m_taintserial = null;
394 m_primName = primName;
395 m_taintadd = true;
396 _parent_scene.AddPhysicsActorTaint(this);
397 // don't do .add() here; old geoms get recycled with the same hash
398 }
399
400 public override int PhysicsActorType
401 {
402 get { return (int)ActorTypes.Prim; }
403 set { return; }
404 }
405
406 public override bool SetAlwaysRun
407 {
408 get { return false; }
409 set { return; }
410 }
411
412 public override uint LocalID
413 {
414 set
415 {
416 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
417 m_localID = value;
418 }
419 }
420
421 public override bool Grabbed
422 {
423 set { return; }
424 }
425
426 public override bool Selected
427 {
428 set
429 {
430 //Console.WriteLine("Sel {0} {1} {2}", m_primName, value, m_isphysical);
431 // This only makes the object not collidable if the object
432 // is physical or the object is modified somehow *IN THE FUTURE*
433 // without this, if an avatar selects prim, they can walk right
434 // through it while it's selected
435 m_collisionscore = 0;
436 if ((m_isphysical && !_zeroFlag) || !value)
437 {
438 m_taintselected = value;
439 _parent_scene.AddPhysicsActorTaint(this);
440 }
441 else
442 {
443 m_taintselected = value;
444 m_isSelected = value;
445 }
446 if (m_isSelected) disableBodySoft();
447 }
448 }
449
450 public override bool IsPhysical
451 {
452 get { return m_isphysical; }
453 set
454 {
455 m_isphysical = value;
456 if (!m_isphysical)
457 { // Zero the remembered last velocity
458 m_lastVelocity = Vector3.Zero;
459 if (m_type != Vehicle.TYPE_NONE) Halt();
460 }
461 }
462 }
463
464 public override bool IsVolumeDtc
465 {
466 set { return; }
467 get { return m_isVolumeDetect; }
468
469 }
470
471 public override bool Phantom
472 {
473 get { return m_isphantom; }
474 set
475 {
476 m_isphantom = value;
477 }
478 }
479
480 public void setPrimForRemoval()
481 {
482 m_taintremove = true;
483 }
484
485 public override bool Flying
486 {
487 // no flying prims for you
488 get { return false; }
489 set { }
490 }
491
492 public override bool IsColliding
493 {
494 get { return iscolliding; }
495 set { iscolliding = value; }
496 }
497
498 public override bool CollidingGround
499 {
500 get { return false; }
501 set { return; }
502 }
503
504 public override bool CollidingObj
505 {
506 get { return false; }
507 set { return; }
508 }
509
510 public override bool ThrottleUpdates
511 {
512 get { return m_throttleUpdates; }
513 set { m_throttleUpdates = value; }
514 }
515
516 public override bool Stopped
517 {
518 get { return _zeroFlag; }
519 }
520
521 public override Vector3 Position
522 {
523 get { return _position; }
524
525 set
526 {
527 _position = value;
528 //m_log.Info("[PHYSICS]: " + _position.ToString());
529 }
530 }
531
532 public override Vector3 Size
533 {
534 get { return _size; }
535 set
536 {
537 if (value.IsFinite())
538 {
539 _size = value;
540 }
541 else
542 {
543 m_log.Warn("[PHYSICS]: Got NaN Size on object");
544 }
545 }
546 }
547
548 public override float Mass
549 {
550 get
551 {
552 CalculateMass();
553 return m_primMass;
554 }
555 }
556
557 public override Vector3 Force
558 {
559 //get { return Vector3.Zero; }
560 get { return m_force; }
561 set
562 {
563 if (value.IsFinite())
564 {
565 m_force = value;
566 }
567 else
568 {
569 m_log.Warn("[PHYSICS]: NaN in Force Applied to an Object");
570 }
571 }
572 }
573
574 public override int VehicleType
575 {
576 get { return (int)m_type; }
577 set { ProcessTypeChange((Vehicle)value); }
578 }
579
580 public override void VehicleFloatParam(int param, float value)
581 {
582 ProcessFloatVehicleParam((Vehicle)param, value);
583 }
584
585 public override void VehicleVectorParam(int param, Vector3 value)
586 {
587 ProcessVectorVehicleParam((Vehicle)param, value);
588 }
589
590 public override void VehicleRotationParam(int param, Quaternion rotation)
591 {
592 ProcessRotationVehicleParam((Vehicle)param, rotation);
593 }
594
595 public override void VehicleFlags(int param, bool remove)
596 {
597 ProcessVehicleFlags(param, remove);
598 }
599
600 public override void SetVolumeDetect(int param)
601 {
602 lock (_parent_scene.OdeLock)
603 {
604 m_isVolumeDetect = (param != 0);
605 }
606 }
607
608
609 public override Vector3 CenterOfMass
610 {
611 get { return Vector3.Zero; }
612 }
613
614 public override Vector3 GeometricCenter
615 {
616 get { return Vector3.Zero; }
617 }
618
619 public override PrimitiveBaseShape Shape
620 {
621 set
622 {
623 _pbs = value;
624 m_taintshape = true;
625 }
626 }
627
628 public override byte PhysicsShapeType
629 {
630 get
631 {
632 return m_shapetype;
633 }
634 set
635 {
636 m_taintshapetype = value;
637 _parent_scene.AddPhysicsActorTaint(this);
638 }
639 }
640
641 public override Vector3 Velocity
642 {
643 get
644 {
645 // Averate previous velocity with the new one so
646 // client object interpolation works a 'little' better
647 if (_zeroFlag)
648 return Vector3.Zero;
649
650 Vector3 returnVelocity = Vector3.Zero;
651 returnVelocity.X = (m_lastVelocity.X + _velocity.X) / 2;
652 returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y) / 2;
653 returnVelocity.Z = (m_lastVelocity.Z + _velocity.Z) / 2;
654 return returnVelocity;
655 }
656 set
657 {
658 if (value.IsFinite())
659 {
660 _velocity = value;
661 if (_velocity.ApproxEquals(Vector3.Zero, 0.001f))
662 _acceleration = Vector3.Zero;
663
664 m_taintVelocity = value;
665 _parent_scene.AddPhysicsActorTaint(this);
666 }
667 else
668 {
669 m_log.Warn("[PHYSICS]: Got NaN Velocity in Object");
670 }
671
672 }
673 }
674
675 public override Vector3 Torque
676 {
677 get
678 {
679 if (!m_isphysical || Body == IntPtr.Zero)
680 return Vector3.Zero;
681
682 return _torque;
683 }
684
685 set
686 {
687 if (value.IsFinite())
688 {
689 m_taintTorque = value;
690 _parent_scene.AddPhysicsActorTaint(this);
691 }
692 else
693 {
694 m_log.Warn("[PHYSICS]: Got NaN Torque in Object");
695 }
696 }
697 }
698
699 public override float CollisionScore
700 {
701 get { return m_collisionscore; }
702 set { m_collisionscore = value; }
703 }
704
705 public override bool Kinematic
706 {
707 get { return false; }
708 set { }
709 }
710
711 public override Quaternion Orientation
712 {
713 get { return _orientation; }
714 set
715 {
716 if (QuaternionIsFinite(value))
717 {
718 _orientation = value;
719 }
720 else
721 m_log.Warn("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object");
722
723 }
724 }
725
726 public override bool FloatOnWater
727 {
728 set
729 {
730 m_taintCollidesWater = value;
731 _parent_scene.AddPhysicsActorTaint(this);
732 }
733 }
734
735 public override void SetMomentum(Vector3 momentum)
736 {
737 }
738
739 public override Vector3 PIDTarget
740 {
741 set
742 {
743 if (value.IsFinite())
744 {
745 m_PIDTarget = value;
746 }
747 else
748 m_log.Warn("[PHYSICS]: Got NaN PIDTarget from Scene on Object");
749 }
750 }
751 public override bool PIDActive { set { m_usePID = value; } }
752 public override float PIDTau { set { m_PIDTau = value; } }
753
754 // For RotLookAt
755 public override Quaternion APIDTarget { set { m_APIDTarget = value; } }
756 public override bool APIDActive { set { m_useAPID = value; } }
757 public override float APIDStrength { set { m_APIDStrength = value; } }
758 public override float APIDDamping { set { m_APIDDamping = value; } }
759
760 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
761 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
762 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
763 public override float PIDHoverTau { set { m_PIDHoverTau = value; } }
764
765 internal static bool QuaternionIsFinite(Quaternion q)
766 {
767 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
768 return false;
769 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
770 return false;
771 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
772 return false;
773 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
774 return false;
775 return true;
776 }
777
778 public override Vector3 Acceleration // client updates read data via here
779 {
780 get
781 {
782 if (_zeroFlag)
783 {
784 return Vector3.Zero;
785 }
786 return _acceleration;
787 }
788 set { _acceleration = value; }
789 }
790
791
792 public void SetAcceleration(Vector3 accel) // No one calls this, and it would not do anything.
793 {
794 _acceleration = accel;
795 }
796
797 public override void AddForce(Vector3 force, bool pushforce)
798 {
799 if (force.IsFinite())
800 {
801 lock (m_forcelist)
802 m_forcelist.Add(force);
803
804 m_taintforce = true;
805 }
806 else
807 {
808 m_log.Warn("[PHYSICS]: Got Invalid linear force vector from Scene in Object");
809 }
810 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
811 }
812
813 public override void AddAngularForce(Vector3 force, bool pushforce)
814 {
815 if (force.IsFinite())
816 {
817 m_angularforcelist.Add(force);
818 m_taintaddangularforce = true;
819 }
820 else
821 {
822 m_log.Warn("[PHYSICS]: Got Invalid Angular force vector from Scene in Object");
823 }
824 }
825
826 public override Vector3 RotationalVelocity
827 {
828 get
829 {
830 return m_rotationalVelocity;
831 }
832 set
833 {
834 if (value.IsFinite())
835 {
836 m_rotationalVelocity = value;
837 }
838 else
839 {
840 m_log.Warn("[PHYSICS]: Got NaN RotationalVelocity in Object");
841 }
842 }
843 }
844
845 public override void CrossingFailure()
846 {
847 if (m_outofBounds)
848 {
849 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
850 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
851 _position.Z = Util.Clip(_position.Z, -100f, 50000f);
852 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
853
854 m_lastposition = _position;
855
856 _velocity = Vector3.Zero;
857 m_lastVelocity = _velocity;
858
859
860 if (m_type != Vehicle.TYPE_NONE)
861 Halt();
862
863 d.BodySetLinearVel(Body, 0, 0, 0);
864 base.RequestPhysicsterseUpdate();
865 m_outofBounds = false;
866 }
867 /*
868 int tmp = Interlocked.Increment(ref m_crossingfailures);
869 if (tmp > _parent_scene.geomCrossingFailuresBeforeOutofbounds)
870 {
871 base.RaiseOutOfBounds(_position);
872 return;
873 }
874 else if (tmp == _parent_scene.geomCrossingFailuresBeforeOutofbounds)
875 {
876 m_log.Warn("[PHYSICS]: Too many crossing failures for: " + m_primName);
877 }
878 */
879 }
880
881 public override float Buoyancy
882 {
883 get { return m_buoyancy; }
884 set { m_buoyancy = value; }
885 }
886
887 public override void link(PhysicsActor obj)
888 {
889 m_taintparent = obj;
890 }
891
892 public override void delink()
893 {
894 m_taintparent = null;
895 }
896
897 public override void LockAngularMotion(Vector3 axis)
898 {
899 // This is actually ROTATION ENABLE, not a lock.
900 // default is <1,1,1> which is all enabled.
901 // The lock value is updated inside Move(), no point in using the taint system.
902 // OS 'm_taintAngularLock' etc change to m_rotateEnable.
903 if (axis.IsFinite())
904 {
905 axis.X = (axis.X > 0) ? 1f : 0f;
906 axis.Y = (axis.Y > 0) ? 1f : 0f;
907 axis.Z = (axis.Z > 0) ? 1f : 0f;
908 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
909 m_rotateEnableRequest = axis;
910 m_rotateEnableUpdate = true;
911 }
912 else
913 {
914 m_log.Warn("[PHYSICS]: Got NaN locking axis from Scene on Object");
915 }
916 }
917
918 public void SetGeom(IntPtr geom)
919 {
920 if (prim_geom != IntPtr.Zero)
921 {
922 // Remove any old entries
923 //string tPA;
924 //_parent_scene.geom_name_map.TryGetValue(prim_geom, out tPA);
925 //Console.WriteLine("**** Remove {0}", tPA);
926 if (_parent_scene.geom_name_map.ContainsKey(prim_geom)) _parent_scene.geom_name_map.Remove(prim_geom);
927 if (_parent_scene.actor_name_map.ContainsKey(prim_geom)) _parent_scene.actor_name_map.Remove(prim_geom);
928 d.GeomDestroy(prim_geom);
929 }
930
931 prim_geom = geom;
932 //Console.WriteLine("SetGeom to " + prim_geom + " for " + m_primName);
933 if (prim_geom != IntPtr.Zero)
934 {
935 _parent_scene.geom_name_map[prim_geom] = this.m_primName;
936 _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this;
937 //Console.WriteLine("**** Create {2} Dicts: actor={0} name={1}", _parent_scene.actor_name_map.Count, _parent_scene.geom_name_map.Count, this.m_primName);
938 if (m_NoColide)
939 {
940 d.GeomSetCategoryBits(prim_geom, 0);
941 if (m_isphysical && !m_isVolumeDetect)
942 {
943 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
944 }
945 else
946 {
947 d.GeomSetCollideBits(prim_geom, 0);
948 d.GeomDisable(prim_geom);
949 }
950 }
951 else
952 {
953 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
954 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
955 }
956 }
957
958 if (childPrim)
959 {
960 if (_parent != null && _parent is OdePrim)
961 {
962 OdePrim parent = (OdePrim)_parent;
963 //Console.WriteLine("SetGeom calls ChildSetGeom");
964 parent.ChildSetGeom(this);
965 }
966 }
967 //m_log.Warn("Setting Geom to: " + prim_geom);
968 }
969
970 public void enableBodySoft()
971 {
972 if (!childPrim)
973 {
974 if (m_isphysical && Body != IntPtr.Zero)
975 {
976 d.BodyEnable(Body);
977 if (m_type != Vehicle.TYPE_NONE)
978 Enable(Body, _parent_scene);
979 }
980
981 m_disabled = false;
982 }
983 }
984
985 public void disableBodySoft()
986 {
987 m_disabled = true;
988
989 if (m_isphysical && Body != IntPtr.Zero)
990 {
991 d.BodyDisable(Body);
992 Halt();
993 }
994 }
995
996 public void enableBody()
997 {
998 // Don't enable this body if we're a child prim
999 // this should be taken care of in the parent function not here
1000 if (!childPrim)
1001 {
1002 // Sets the geom to a body
1003 Body = d.BodyCreate(_parent_scene.world);
1004
1005 setMass();
1006 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
1007 d.Quaternion myrot = new d.Quaternion();
1008 myrot.X = _orientation.X;
1009 myrot.Y = _orientation.Y;
1010 myrot.Z = _orientation.Z;
1011 myrot.W = _orientation.W;
1012 d.BodySetQuaternion(Body, ref myrot);
1013 d.GeomSetBody(prim_geom, Body);
1014
1015 m_collisionCategories |= CollisionCategories.Body;
1016 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1017
1018 if (m_NoColide)
1019 {
1020 d.GeomSetCategoryBits(prim_geom, 0);
1021 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1022 }
1023 else
1024 {
1025 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1026 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1027 }
1028
1029 d.BodySetAutoDisableFlag(Body, true);
1030 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1031
1032 // disconnect from world gravity so we can apply buoyancy
1033 d.BodySetGravityMode(Body, false);
1034
1035 m_interpenetrationcount = 0;
1036 m_collisionscore = 0;
1037 m_disabled = false;
1038
1039 if (m_type != Vehicle.TYPE_NONE)
1040 {
1041 Enable(Body, _parent_scene);
1042 }
1043
1044 _parent_scene.addActivePrim(this);
1045 }
1046 }
1047
1048 #region Mass Calculation
1049
1050 private float CalculateMass()
1051 {
1052 float volume = _size.X * _size.Y * _size.Z; // default
1053 float tmp;
1054
1055 float returnMass = 0;
1056 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
1057 float hollowVolume = hollowAmount * hollowAmount;
1058
1059 switch (_pbs.ProfileShape)
1060 {
1061 case ProfileShape.Square:
1062 // default box
1063
1064 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1065 {
1066 if (hollowAmount > 0.0)
1067 {
1068 switch (_pbs.HollowShape)
1069 {
1070 case HollowShape.Square:
1071 case HollowShape.Same:
1072 break;
1073
1074 case HollowShape.Circle:
1075
1076 hollowVolume *= 0.78539816339f;
1077 break;
1078
1079 case HollowShape.Triangle:
1080
1081 hollowVolume *= (0.5f * .5f);
1082 break;
1083
1084 default:
1085 hollowVolume = 0;
1086 break;
1087 }
1088 volume *= (1.0f - hollowVolume);
1089 }
1090 }
1091
1092 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1093 {
1094 //a tube
1095
1096 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
1097 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
1098 volume -= volume * tmp * tmp;
1099
1100 if (hollowAmount > 0.0)
1101 {
1102 hollowVolume *= hollowAmount;
1103
1104 switch (_pbs.HollowShape)
1105 {
1106 case HollowShape.Square:
1107 case HollowShape.Same:
1108 break;
1109
1110 case HollowShape.Circle:
1111 hollowVolume *= 0.78539816339f; ;
1112 break;
1113
1114 case HollowShape.Triangle:
1115 hollowVolume *= 0.5f * 0.5f;
1116 break;
1117 default:
1118 hollowVolume = 0;
1119 break;
1120 }
1121 volume *= (1.0f - hollowVolume);
1122 }
1123 }
1124
1125 break;
1126
1127 case ProfileShape.Circle:
1128
1129 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1130 {
1131 volume *= 0.78539816339f; // elipse base
1132
1133 if (hollowAmount > 0.0)
1134 {
1135 switch (_pbs.HollowShape)
1136 {
1137 case HollowShape.Same:
1138 case HollowShape.Circle:
1139 break;
1140
1141 case HollowShape.Square:
1142 hollowVolume *= 0.5f * 2.5984480504799f;
1143 break;
1144
1145 case HollowShape.Triangle:
1146 hollowVolume *= .5f * 1.27323954473516f;
1147 break;
1148
1149 default:
1150 hollowVolume = 0;
1151 break;
1152 }
1153 volume *= (1.0f - hollowVolume);
1154 }
1155 }
1156
1157 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1158 {
1159 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
1160 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1161 volume *= (1.0f - tmp * tmp);
1162
1163 if (hollowAmount > 0.0)
1164 {
1165
1166 // calculate the hollow volume by it's shape compared to the prim shape
1167 hollowVolume *= hollowAmount;
1168
1169 switch (_pbs.HollowShape)
1170 {
1171 case HollowShape.Same:
1172 case HollowShape.Circle:
1173 break;
1174
1175 case HollowShape.Square:
1176 hollowVolume *= 0.5f * 2.5984480504799f;
1177 break;
1178
1179 case HollowShape.Triangle:
1180 hollowVolume *= .5f * 1.27323954473516f;
1181 break;
1182
1183 default:
1184 hollowVolume = 0;
1185 break;
1186 }
1187 volume *= (1.0f - hollowVolume);
1188 }
1189 }
1190 break;
1191
1192 case ProfileShape.HalfCircle:
1193 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1194 {
1195 volume *= 0.52359877559829887307710723054658f;
1196 }
1197 break;
1198
1199 case ProfileShape.EquilateralTriangle:
1200
1201 if (_pbs.PathCurve == (byte)Extrusion.Straight)
1202 {
1203 volume *= 0.32475953f;
1204
1205 if (hollowAmount > 0.0)
1206 {
1207
1208 // calculate the hollow volume by it's shape compared to the prim shape
1209 switch (_pbs.HollowShape)
1210 {
1211 case HollowShape.Same:
1212 case HollowShape.Triangle:
1213 hollowVolume *= .25f;
1214 break;
1215
1216 case HollowShape.Square:
1217 hollowVolume *= 0.499849f * 3.07920140172638f;
1218 break;
1219
1220 case HollowShape.Circle:
1221 // Hollow shape is a perfect cyllinder in respect to the cube's scale
1222 // Cyllinder hollow volume calculation
1223
1224 hollowVolume *= 0.1963495f * 3.07920140172638f;
1225 break;
1226
1227 default:
1228 hollowVolume = 0;
1229 break;
1230 }
1231 volume *= (1.0f - hollowVolume);
1232 }
1233 }
1234 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
1235 {
1236 volume *= 0.32475953f;
1237 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
1238 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
1239 volume *= (1.0f - tmp * tmp);
1240
1241 if (hollowAmount > 0.0)
1242 {
1243
1244 hollowVolume *= hollowAmount;
1245
1246 switch (_pbs.HollowShape)
1247 {
1248 case HollowShape.Same:
1249 case HollowShape.Triangle:
1250 hollowVolume *= .25f;
1251 break;
1252
1253 case HollowShape.Square:
1254 hollowVolume *= 0.499849f * 3.07920140172638f;
1255 break;
1256
1257 case HollowShape.Circle:
1258
1259 hollowVolume *= 0.1963495f * 3.07920140172638f;
1260 break;
1261
1262 default:
1263 hollowVolume = 0;
1264 break;
1265 }
1266 volume *= (1.0f - hollowVolume);
1267 }
1268 }
1269 break;
1270
1271 default:
1272 break;
1273 }
1274
1275
1276
1277 float taperX1;
1278 float taperY1;
1279 float taperX;
1280 float taperY;
1281 float pathBegin;
1282 float pathEnd;
1283 float profileBegin;
1284 float profileEnd;
1285
1286 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
1287 {
1288 taperX1 = _pbs.PathScaleX * 0.01f;
1289 if (taperX1 > 1.0f)
1290 taperX1 = 2.0f - taperX1;
1291 taperX = 1.0f - taperX1;
1292
1293 taperY1 = _pbs.PathScaleY * 0.01f;
1294 if (taperY1 > 1.0f)
1295 taperY1 = 2.0f - taperY1;
1296 taperY = 1.0f - taperY1;
1297 }
1298 else
1299 {
1300 taperX = _pbs.PathTaperX * 0.01f;
1301 if (taperX < 0.0f)
1302 taperX = -taperX;
1303 taperX1 = 1.0f - taperX;
1304
1305 taperY = _pbs.PathTaperY * 0.01f;
1306 if (taperY < 0.0f)
1307 taperY = -taperY;
1308 taperY1 = 1.0f - taperY;
1309
1310 }
1311
1312
1313 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
1314
1315 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
1316 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
1317 volume *= (pathEnd - pathBegin);
1318
1319 // this is crude aproximation
1320 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
1321 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
1322 volume *= (profileEnd - profileBegin);
1323
1324 returnMass = m_density * volume;
1325
1326 if (returnMass <= 0)
1327 returnMass = 0.0001f;//ckrinke: Mass must be greater then zero.
1328 // else if (returnMass > _parent_scene.maximumMassObject)
1329 // returnMass = _parent_scene.maximumMassObject;
1330
1331
1332
1333 m_primMass = returnMass;
1334 if (m_primMass > _parent_scene.maximumMassObject)
1335 m_primMass = _parent_scene.maximumMassObject;
1336
1337 // Recursively calculate mass
1338 bool HasChildPrim = false;
1339 lock (childrenPrim)
1340 {
1341 if (childrenPrim.Count > 0)
1342 {
1343 HasChildPrim = true;
1344 }
1345
1346 }
1347 if (HasChildPrim)
1348 {
1349 OdePrim[] childPrimArr = new OdePrim[0];
1350
1351 lock (childrenPrim)
1352 childPrimArr = childrenPrim.ToArray();
1353
1354 for (int i = 0; i < childPrimArr.Length; i++)
1355 {
1356 if (childPrimArr[i] != null && !childPrimArr[i].m_taintremove)
1357 returnMass += childPrimArr[i].CalculateMass();
1358 // failsafe, this shouldn't happen but with OpenSim, you never know :)
1359 if (i > 256)
1360 break;
1361 }
1362 }
1363 if (returnMass > _parent_scene.maximumMassObject)
1364 returnMass = _parent_scene.maximumMassObject;
1365 return returnMass;
1366 }// end CalculateMass
1367
1368 #endregion
1369
1370 public void setMass()
1371 {
1372 if (Body != (IntPtr)0)
1373 {
1374 float newmass = CalculateMass();
1375
1376 //m_log.Info("[PHYSICS]: New Mass: " + newmass.ToString());
1377
1378 d.MassSetBoxTotal(out pMass, newmass, _size.X, _size.Y, _size.Z);
1379 d.BodySetMass(Body, ref pMass);
1380 }
1381 }
1382
1383
1384 private void UpdateDataFromGeom()
1385 {
1386 if (prim_geom != IntPtr.Zero)
1387 {
1388 d.Quaternion qtmp;
1389 d.GeomCopyQuaternion(prim_geom, out qtmp);
1390 _orientation.W = qtmp.W;
1391 _orientation.X = qtmp.X;
1392 _orientation.Y = qtmp.Y;
1393 _orientation.Z = qtmp.Z;
1394
1395 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
1396 _position.X = lpos.X;
1397 _position.Y = lpos.Y;
1398 _position.Z = lpos.Z;
1399 }
1400 }
1401
1402 public void disableBody()
1403 {
1404 //this kills the body so things like 'mesh' can re-create it.
1405 lock (this)
1406 {
1407 if (!childPrim)
1408 {
1409 if (Body != IntPtr.Zero)
1410 {
1411 _parent_scene.remActivePrim(this);
1412 m_collisionCategories &= ~CollisionCategories.Body;
1413 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1414
1415 if (prim_geom != IntPtr.Zero)
1416 {
1417 if (m_NoColide)
1418 {
1419 d.GeomSetCategoryBits(prim_geom, 0);
1420 d.GeomSetCollideBits(prim_geom, 0);
1421 d.GeomDisable(prim_geom);
1422 }
1423 else
1424 {
1425 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1426 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1427 }
1428 }
1429
1430 UpdateDataFromGeom();
1431
1432 lock (childrenPrim)
1433 {
1434 if (childrenPrim.Count > 0)
1435 {
1436 foreach (OdePrim prm in childrenPrim)
1437 {
1438 if (prm.prim_geom != IntPtr.Zero)
1439 {
1440 if (prm.m_NoColide)
1441 {
1442 d.GeomSetCategoryBits(prm.prim_geom, 0);
1443 d.GeomSetCollideBits(prm.prim_geom, 0);
1444 d.GeomDisable(prm.prim_geom);
1445
1446 }
1447 prm.UpdateDataFromGeom();
1448 }
1449 _parent_scene.remActivePrim(prm);
1450 prm.Body = IntPtr.Zero;
1451 }
1452 }
1453 }
1454 d.BodyDestroy(Body);
1455 Body = IntPtr.Zero;
1456 }
1457 }
1458 else
1459 {
1460 _parent_scene.remActivePrim(this);
1461
1462 m_collisionCategories &= ~CollisionCategories.Body;
1463 m_collisionFlags &= ~(CollisionCategories.Wind | CollisionCategories.Land);
1464
1465 if (prim_geom != IntPtr.Zero)
1466 {
1467 if (m_NoColide)
1468 {
1469 d.GeomSetCategoryBits(prim_geom, 0);
1470 d.GeomSetCollideBits(prim_geom, 0);
1471 d.GeomDisable(prim_geom);
1472 }
1473 else
1474 {
1475 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1476 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1477 }
1478 }
1479
1480 Body = IntPtr.Zero;
1481 }
1482 }
1483 m_disabled = true;
1484 m_collisionscore = 0;
1485 }
1486
1487// private static Dictionary<IMesh, IntPtr> m_MeshToTriMeshMap = new Dictionary<IMesh, IntPtr>();
1488
1489 public bool setMesh(OdeScene parent_scene, IMesh mesh)
1490 {
1491 //Kill Body so that mesh can re-make the geom
1492 if (IsPhysical && Body != IntPtr.Zero)
1493 {
1494 if (childPrim)
1495 {
1496 if (_parent != null)
1497 {
1498 OdePrim parent = (OdePrim)_parent;
1499 parent.ChildDelink(this);
1500 }
1501 }
1502 else
1503 {
1504 disableBody();
1505 }
1506 }
1507
1508 IntPtr vertices, indices;
1509 int vertexCount, indexCount;
1510 int vertexStride, triStride;
1511 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1512 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1513
1514 // warning this destroys the mesh for eventual future use. Only pinned float arrays stay valid
1515 mesh.releaseSourceMeshData(); // free up the original mesh data to save memory
1516
1517 if (vertexCount == 0 || indexCount == 0)
1518 {
1519 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}", Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1520 return false;
1521 }
1522
1523 IntPtr geo = IntPtr.Zero;
1524 try
1525 {
1526 _triMeshData = d.GeomTriMeshDataCreate();
1527 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1528 d.GeomTriMeshDataPreprocess(_triMeshData);
1529
1530 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1531
1532 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1533 }
1534 catch (Exception e)
1535 {
1536 m_log.ErrorFormat("[PHYSICS]: Create trimesh failed on prim {0} : {1}",Name,e.Message);
1537
1538 if (_triMeshData != IntPtr.Zero)
1539 {
1540 d.GeomTriMeshDataDestroy(_triMeshData);
1541 _triMeshData = IntPtr.Zero;
1542 }
1543 return false;
1544 }
1545
1546 SetGeom(geo);
1547
1548 return true;
1549 }
1550
1551 public void ProcessTaints(float timestep) //=============================================================================
1552 {
1553 if (m_taintadd)
1554 {
1555 changeadd(timestep);
1556 }
1557
1558 if (m_taintremove)
1559 return;
1560
1561 if (prim_geom != IntPtr.Zero)
1562 {
1563 if (!_position.ApproxEquals(m_taintposition, 0f))
1564 {
1565 changemove(timestep);
1566 }
1567 if (m_taintrot != _orientation)
1568 {
1569 if (childPrim && IsPhysical) // For physical child prim...
1570 {
1571 rotate(timestep);
1572 // KF: ODE will also rotate the parent prim!
1573 // so rotate the root back to where it was
1574 OdePrim parent = (OdePrim)_parent;
1575 parent.rotate(timestep);
1576 }
1577 else
1578 {
1579 //Just rotate the prim
1580 rotate(timestep);
1581 }
1582 }
1583 //
1584 if (m_taintphantom != m_isphantom )
1585 {
1586 changePhantomStatus();
1587 }//
1588
1589 if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent))
1590 {
1591 changePhysicsStatus(timestep);
1592 }//
1593
1594
1595 if (!_size.ApproxEquals(m_taintsize, 0f))
1596 changesize(timestep);
1597 //
1598
1599 if(m_taintshapetype != m_shapetype)
1600 {
1601 m_shapetype = m_taintshapetype;
1602 changeshape(timestep);
1603 }
1604
1605 if (m_taintshape)
1606 changeshape(timestep);
1607 //
1608
1609 if (m_taintforce)
1610 changeAddForce(timestep);
1611
1612 if (m_taintaddangularforce)
1613 changeAddAngularForce(timestep);
1614
1615 if (!m_taintTorque.ApproxEquals(Vector3.Zero, 0.001f))
1616 changeSetTorque(timestep);
1617
1618 if (m_taintdisable)
1619 changedisable(timestep);
1620
1621 if (m_taintselected != m_isSelected)
1622 changeSelectedStatus();
1623
1624 if (!m_taintVelocity.ApproxEquals(Vector3.Zero, 0.001f))
1625 changevelocity(timestep);
1626
1627 if (m_taintparent != _parent)
1628 changelink(timestep);
1629
1630 if (m_taintCollidesWater != m_collidesWater)
1631 changefloatonwater(timestep);
1632
1633 if (m_taintvehicledata != null)
1634 DoSetVehicle();
1635
1636 /* obsolete
1637 if (!m_angularLock.ApproxEquals(m_taintAngularLock,0f))
1638 changeAngularLock(timestep);
1639 */
1640 }
1641
1642 else
1643 {
1644 m_log.Error("[PHYSICS]: prim {0} at <{1},{2},{3}> as invalid geom");
1645
1646 // not sure this will not flame...
1647 m_taintremove = true;
1648 _parent_scene.AddPhysicsActorTaint(this);
1649 }
1650
1651 }
1652
1653 private void changelink(float timestep)
1654 {
1655 // If the newly set parent is not null
1656 // create link
1657 if (_parent == null && m_taintparent != null)
1658 {
1659 if (m_taintparent.PhysicsActorType == (int)ActorTypes.Prim)
1660 {
1661 OdePrim obj = (OdePrim)m_taintparent;
1662 obj.ParentPrim(this);
1663 }
1664 }
1665 // If the newly set parent is null
1666 // destroy link
1667 else if (_parent != null && m_taintparent == null)
1668 {
1669 if (_parent is OdePrim)
1670 {
1671 OdePrim obj = (OdePrim)_parent;
1672 obj.ChildDelink(this);
1673 childPrim = false;
1674 }
1675 }
1676
1677 _parent = m_taintparent;
1678 m_taintPhysics = m_isphysical;
1679 }
1680
1681 // I'm the parent
1682 // prim is the child
1683 public void ParentPrim(OdePrim prim)
1684 {
1685 if (this.m_localID != prim.m_localID)
1686 {
1687 if (Body == IntPtr.Zero)
1688 {
1689 Body = d.BodyCreate(_parent_scene.world);
1690 // disconnect from world gravity so we can apply buoyancy
1691 d.BodySetGravityMode(Body, false);
1692
1693 setMass();
1694 }
1695 if (Body != IntPtr.Zero)
1696 {
1697 lock (childrenPrim)
1698 {
1699 if (!childrenPrim.Contains(prim))
1700 {
1701 childrenPrim.Add(prim);
1702
1703 foreach (OdePrim prm in childrenPrim)
1704 {
1705 d.Mass m2;
1706 d.MassSetZero(out m2);
1707 d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z);
1708
1709
1710 d.Quaternion quat = new d.Quaternion();
1711 quat.W = prm._orientation.W;
1712 quat.X = prm._orientation.X;
1713 quat.Y = prm._orientation.Y;
1714 quat.Z = prm._orientation.Z;
1715
1716 d.Matrix3 mat = new d.Matrix3();
1717 d.RfromQ(out mat, ref quat);
1718 d.MassRotate(ref m2, ref mat);
1719 d.MassTranslate(ref m2, Position.X - prm.Position.X, Position.Y - prm.Position.Y, Position.Z - prm.Position.Z);
1720 d.MassAdd(ref pMass, ref m2);
1721 }
1722 foreach (OdePrim prm in childrenPrim)
1723 {
1724 if (m_isphantom && !prm.m_isVolumeDetect)
1725 {
1726 prm.m_collisionCategories = 0;
1727 prm.m_collisionFlags = CollisionCategories.Land;
1728 }
1729 else
1730 {
1731 prm.m_collisionCategories |= CollisionCategories.Body;
1732 prm.m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1733 }
1734 if (prm.prim_geom == IntPtr.Zero)
1735 {
1736 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements. No geom yet");
1737 continue;
1738 }
1739
1740 if (prm.m_NoColide)
1741 {
1742 d.GeomSetCategoryBits(prm.prim_geom, 0);
1743 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1744 }
1745 else
1746 {
1747 d.GeomSetCategoryBits(prm.prim_geom, (int)prm.m_collisionCategories);
1748 d.GeomSetCollideBits(prm.prim_geom, (int)prm.m_collisionFlags);
1749 }
1750
1751 d.Quaternion quat = new d.Quaternion();
1752 quat.W = prm._orientation.W;
1753 quat.X = prm._orientation.X;
1754 quat.Y = prm._orientation.Y;
1755 quat.Z = prm._orientation.Z;
1756
1757 d.Matrix3 mat = new d.Matrix3();
1758 d.RfromQ(out mat, ref quat);
1759 if (Body != IntPtr.Zero)
1760 {
1761 d.GeomSetBody(prm.prim_geom, Body);
1762 prm.childPrim = true;
1763 d.GeomSetOffsetWorldPosition(prm.prim_geom, prm.Position.X, prm.Position.Y, prm.Position.Z);
1764 //d.GeomSetOffsetPosition(prim.prim_geom,
1765 // (Position.X - prm.Position.X) - pMass.c.X,
1766 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1767 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1768 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat);
1769 //d.GeomSetOffsetRotation(prm.prim_geom, ref mat);
1770 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1771 d.BodySetMass(Body, ref pMass);
1772 }
1773 else
1774 {
1775 m_log.Debug("[PHYSICS]:I ain't got no boooooooooddy, no body");
1776 }
1777
1778 prm.m_interpenetrationcount = 0;
1779 prm.m_collisionscore = 0;
1780 prm.m_disabled = false;
1781
1782 prm.Body = Body;
1783
1784 _parent_scene.addActivePrim(prm);
1785 }
1786
1787 if (m_isphantom && !m_isVolumeDetect)
1788 {
1789 m_collisionCategories = 0;
1790 m_collisionFlags = CollisionCategories.Land;
1791 }
1792 else
1793 {
1794 m_collisionCategories |= CollisionCategories.Body;
1795 m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind);
1796 }
1797
1798 if (m_NoColide)
1799 {
1800 d.GeomSetCategoryBits(prim_geom, 0);
1801 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1802 }
1803 else
1804 {
1805 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1806 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1807 }
1808
1809 d.Quaternion quat2 = new d.Quaternion();
1810 quat2.W = _orientation.W;
1811 quat2.X = _orientation.X;
1812 quat2.Y = _orientation.Y;
1813 quat2.Z = _orientation.Z;
1814
1815 d.Matrix3 mat2 = new d.Matrix3();
1816 d.RfromQ(out mat2, ref quat2);
1817 d.GeomSetBody(prim_geom, Body);
1818 d.GeomSetOffsetWorldPosition(prim_geom, Position.X - pMass.c.X, Position.Y - pMass.c.Y, Position.Z - pMass.c.Z);
1819 //d.GeomSetOffsetPosition(prim.prim_geom,
1820 // (Position.X - prm.Position.X) - pMass.c.X,
1821 // (Position.Y - prm.Position.Y) - pMass.c.Y,
1822 // (Position.Z - prm.Position.Z) - pMass.c.Z);
1823 //d.GeomSetOffsetRotation(prim_geom, ref mat2);
1824 d.MassTranslate(ref pMass, -pMass.c.X, -pMass.c.Y, -pMass.c.Z);
1825 d.BodySetMass(Body, ref pMass);
1826
1827 d.BodySetAutoDisableFlag(Body, true);
1828 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1829
1830 m_interpenetrationcount = 0;
1831 m_collisionscore = 0;
1832 m_disabled = false;
1833
1834 d.BodySetPosition(Body, Position.X, Position.Y, Position.Z);
1835 if (m_type != Vehicle.TYPE_NONE) Enable(Body, _parent_scene);
1836
1837 _parent_scene.addActivePrim(this);
1838 }
1839 }
1840 }
1841 }
1842 }
1843
1844 private void ChildSetGeom(OdePrim odePrim)
1845 {
1846 lock (childrenPrim)
1847 {
1848 foreach (OdePrim prm in childrenPrim)
1849 {
1850 prm.disableBody();
1851 }
1852 }
1853 disableBody();
1854
1855 if (Body != IntPtr.Zero)
1856 {
1857 _parent_scene.remActivePrim(this);
1858 }
1859
1860 lock (childrenPrim)
1861 {
1862 foreach (OdePrim prm in childrenPrim)
1863 {
1864 ParentPrim(prm);
1865 }
1866 }
1867 }
1868
1869 private void ChildDelink(OdePrim odePrim)
1870 {
1871 // Okay, we have a delinked child.. need to rebuild the body.
1872 lock (childrenPrim)
1873 {
1874 foreach (OdePrim prm in childrenPrim)
1875 {
1876 prm.childPrim = true;
1877 prm.disableBody();
1878 }
1879 }
1880 disableBody();
1881
1882 lock (childrenPrim)
1883 {
1884 childrenPrim.Remove(odePrim);
1885 }
1886
1887 if (Body != IntPtr.Zero)
1888 {
1889 _parent_scene.remActivePrim(this);
1890 }
1891
1892 lock (childrenPrim)
1893 {
1894 foreach (OdePrim prm in childrenPrim)
1895 {
1896 ParentPrim(prm);
1897 }
1898 }
1899 }
1900
1901 private void changePhantomStatus()
1902 {
1903 m_taintphantom = m_isphantom;
1904 changeSelectedStatus();
1905 }
1906
1907/* not in use
1908 private void SetCollider()
1909 {
1910 SetCollider(m_isSelected, m_isphysical, m_isphantom, m_isSelected);
1911 }
1912
1913 private void SetCollider(bool sel, bool phys, bool phan, bool vdtc)
1914 {
1915 if (sel)
1916 {
1917 m_collisionCategories = CollisionCategories.Selected;
1918 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1919 }
1920 else
1921 {
1922 if (phan && !vdtc)
1923 {
1924 m_collisionCategories = 0;
1925 if (phys)
1926 m_collisionFlags = CollisionCategories.Land;
1927 else
1928 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
1929 }
1930 else
1931 {
1932 m_collisionCategories = CollisionCategories.Geom;
1933 if (phys)
1934 m_collisionCategories |= CollisionCategories.Body;
1935
1936 m_collisionFlags = m_default_collisionFlags;
1937
1938 if (m_collidesLand)
1939 m_collisionFlags |= CollisionCategories.Land;
1940 if (m_collidesWater)
1941 m_collisionFlags |= CollisionCategories.Water;
1942 }
1943 }
1944
1945 if (prim_geom != IntPtr.Zero)
1946 {
1947 if (m_NoColide)
1948 {
1949 d.GeomSetCategoryBits(prim_geom, 0);
1950 if (phys)
1951 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
1952 else
1953 {
1954 d.GeomSetCollideBits(prim_geom, 0);
1955 d.GeomDisable(prim_geom);
1956 }
1957 }
1958 else
1959 {
1960 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
1961 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
1962 }
1963 }
1964 }
1965*/
1966
1967 private void changeSelectedStatus()
1968 {
1969 if (m_taintselected)
1970 {
1971 m_collisionCategories = CollisionCategories.Selected;
1972 m_collisionFlags = (CollisionCategories.Sensor | CollisionCategories.Space);
1973
1974 // We do the body disable soft twice because 'in theory' a collision could have happened
1975 // in between the disabling and the collision properties setting
1976 // which would wake the physical body up from a soft disabling and potentially cause it to fall
1977 // through the ground.
1978
1979 // NOTE FOR JOINTS: this doesn't always work for jointed assemblies because if you select
1980 // just one part of the assembly, the rest of the assembly is non-selected and still simulating,
1981 // so that causes the selected part to wake up and continue moving.
1982
1983 // even if you select all parts of a jointed assembly, it is not guaranteed that the entire
1984 // assembly will stop simulating during the selection, because of the lack of atomicity
1985 // of select operations (their processing could be interrupted by a thread switch, causing
1986 // simulation to continue before all of the selected object notifications trickle down to
1987 // the physics engine).
1988
1989 // e.g. we select 100 prims that are connected by joints. non-atomically, the first 50 are
1990 // selected and disabled. then, due to a thread switch, the selection processing is
1991 // interrupted and the physics engine continues to simulate, so the last 50 items, whose
1992 // selection was not yet processed, continues to simulate. this wakes up ALL of the
1993 // first 50 again. then the last 50 are disabled. then the first 50, which were just woken
1994 // up, start simulating again, which in turn wakes up the last 50.
1995
1996 if (m_isphysical)
1997 {
1998 disableBodySoft();
1999 }
2000
2001 if (prim_geom != IntPtr.Zero)
2002 {
2003 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2004 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2005 if (m_NoColide)
2006 d.GeomDisable(prim_geom);
2007 }
2008
2009 if (m_isphysical)
2010 {
2011 disableBodySoft();
2012 }
2013 if (Body != IntPtr.Zero)
2014 {
2015 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2016 d.BodySetForce(Body, 0f, 0f, 0f);
2017 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2018 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2019 }
2020 }
2021 else
2022 {
2023 if (m_isphantom && !m_isVolumeDetect)
2024 {
2025 m_collisionCategories = 0;
2026 if (m_isphysical)
2027 m_collisionFlags = CollisionCategories.Land;
2028 else
2029 m_collisionFlags = 0; // this case should not happen non physical phantoms should not have physics
2030 }
2031 else
2032 {
2033 m_collisionCategories = CollisionCategories.Geom;
2034 if (m_isphysical)
2035 m_collisionCategories |= CollisionCategories.Body;
2036
2037 m_collisionFlags = m_default_collisionFlags;
2038
2039 if (m_collidesLand)
2040 m_collisionFlags |= CollisionCategories.Land;
2041 if (m_collidesWater)
2042 m_collisionFlags |= CollisionCategories.Water;
2043 }
2044
2045 if (prim_geom != IntPtr.Zero)
2046 {
2047 if (m_NoColide)
2048 {
2049 d.GeomSetCategoryBits(prim_geom, 0);
2050 if (m_isphysical)
2051 d.GeomSetCollideBits(prim_geom, (int)CollisionCategories.Land);
2052 else
2053 {
2054 d.GeomSetCollideBits(prim_geom, 0);
2055 d.GeomDisable(prim_geom);
2056 }
2057 }
2058 else
2059 {
2060 d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories);
2061 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2062 }
2063 }
2064 if (Body != IntPtr.Zero)
2065 {
2066 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2067 d.BodySetForce(Body, 0f, 0f, 0f);
2068 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
2069 d.BodySetTorque(Body, 0.0f, 0.0f, 0.0f);
2070 }
2071
2072 if (m_isphysical)
2073 {
2074 if (Body != IntPtr.Zero)
2075 {
2076 enableBodySoft();
2077 }
2078 }
2079 }
2080
2081 resetCollisionAccounting();
2082 m_isSelected = m_taintselected;
2083 }//end changeSelectedStatus
2084
2085 public void ResetTaints()
2086 {
2087 m_taintposition = _position;
2088 m_taintrot = _orientation;
2089 m_taintPhysics = m_isphysical;
2090 m_taintselected = m_isSelected;
2091 m_taintsize = _size;
2092 m_taintshape = false;
2093 m_taintforce = false;
2094 m_taintdisable = false;
2095 m_taintVelocity = Vector3.Zero;
2096 }
2097
2098 public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh)
2099 {
2100 bool gottrimesh = false;
2101
2102 m_NoColide = false; // assume all will go well
2103
2104 if (_triMeshData != IntPtr.Zero)
2105 {
2106 d.GeomTriMeshDataDestroy(_triMeshData);
2107 _triMeshData = IntPtr.Zero;
2108 }
2109
2110 if (_mesh != null)
2111 {
2112 gottrimesh = setMesh(_parent_scene, _mesh);
2113 if (!gottrimesh)
2114 {
2115 // getting a mesh failed,
2116 // lets go on having a basic box or sphere, with prim size but not coliding
2117 // physical colides with land, non with nothing
2118
2119 m_NoColide = true;
2120 }
2121 }
2122
2123 if (!gottrimesh)
2124 { // we will have a basic box or sphere
2125 IntPtr geo = IntPtr.Zero;
2126
2127 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
2128 && _size.X == _size.Y && _size.X == _size.Z)
2129 {
2130 // its a sphere
2131 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2132 try
2133 {
2134 geo = d.CreateSphere(m_targetSpace, _size.X * 0.5f);
2135 }
2136 catch (Exception e)
2137 {
2138 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2139 geo = IntPtr.Zero;
2140 ode.dunlock(_parent_scene.world);
2141 }
2142 }
2143 else // make it a box
2144 {
2145 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2146 try
2147 {
2148 geo = d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z);
2149 }
2150 catch (Exception e)
2151 {
2152 m_log.WarnFormat("[PHYSICS]: Unable to create basic sphere for object {0}", e.Message);
2153 geo = IntPtr.Zero;
2154 ode.dunlock(_parent_scene.world);
2155 }
2156 }
2157
2158 if (geo == IntPtr.Zero) // if this happens it must be fixed
2159 {
2160 // if it does lets stop what we can
2161 // not sure this will not flame...
2162
2163 m_taintremove = true;
2164 _parent_scene.AddPhysicsActorTaint(this);
2165 return;
2166 }
2167
2168 SetGeom(geo); // this processes the m_NoColide
2169 }
2170 }
2171
2172 public void changeadd(float timestep)
2173 {
2174 int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2175 IntPtr targetspace = _parent_scene.calculateSpaceForGeom(_position);
2176
2177 if (targetspace == IntPtr.Zero)
2178 targetspace = _parent_scene.createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2179
2180 m_targetSpace = targetspace;
2181
2182 if (_mesh == null) // && m_meshfailed == false)
2183 {
2184 if (_parent_scene.needsMeshing(_pbs))
2185 {
2186 bool convex;
2187 if (m_shapetype == 2)
2188 convex = true;
2189 else
2190 convex = false;
2191 try
2192 {
2193 _mesh = _parent_scene.mesher.CreateMesh(m_primName, _pbs, _size, (int)LevelOfDetail.High, true,convex);
2194 }
2195 catch
2196 {
2197 //Don't continuously try to mesh prims when meshing has failed
2198 m_meshfailed = true;
2199 _mesh = null;
2200 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2201 }
2202 }
2203 }
2204
2205 lock (_parent_scene.OdeLock)
2206 {
2207 CreateGeom(m_targetSpace, _mesh);
2208
2209 if (prim_geom != IntPtr.Zero)
2210 {
2211 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2212 d.Quaternion myrot = new d.Quaternion();
2213 myrot.X = _orientation.X;
2214 myrot.Y = _orientation.Y;
2215 myrot.Z = _orientation.Z;
2216 myrot.W = _orientation.W;
2217 d.GeomSetQuaternion(prim_geom, ref myrot);
2218 }
2219
2220 if (m_isphysical && Body == IntPtr.Zero)
2221 {
2222 enableBody();
2223 }
2224 }
2225
2226 changeSelectedStatus();
2227
2228 m_taintadd = false;
2229 }
2230
2231 public void changemove(float timestep)
2232 {
2233 if (m_isphysical)
2234 {
2235 // if (!m_disabled && !m_taintremove && !childPrim) After one edit m_disabled is sometimes set, disabling further edits!
2236 if (!m_taintremove && !childPrim)
2237 {
2238 if (Body == IntPtr.Zero)
2239 enableBody();
2240 //Prim auto disable after 20 frames,
2241 //if you move it, re-enable the prim manually.
2242 if (_parent != null)
2243 {
2244 if (m_linkJoint != IntPtr.Zero)
2245 {
2246 d.JointDestroy(m_linkJoint);
2247 m_linkJoint = IntPtr.Zero;
2248 }
2249 }
2250 if (Body != IntPtr.Zero)
2251 {
2252 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
2253
2254 if (_parent != null)
2255 {
2256 OdePrim odParent = (OdePrim)_parent;
2257 if (Body != (IntPtr)0 && odParent.Body != (IntPtr)0 && Body != odParent.Body)
2258 {
2259 // KF: Fixed Joints were removed? Anyway - this Console.WriteLine does not show up, so routine is not used??
2260 Console.WriteLine("ODEPrim JointCreateFixed !!!");
2261 m_linkJoint = d.JointCreateFixed(_parent_scene.world, _linkJointGroup);
2262 d.JointAttach(m_linkJoint, Body, odParent.Body);
2263 d.JointSetFixed(m_linkJoint);
2264 }
2265 }
2266 d.BodyEnable(Body);
2267 if (m_type != Vehicle.TYPE_NONE)
2268 {
2269 Enable(Body, _parent_scene);
2270 }
2271 }
2272 else
2273 {
2274 m_log.Warn("[PHYSICS]: Body Still null after enableBody(). This is a crash scenario.");
2275 }
2276 }
2277 //else
2278 // {
2279 //m_log.Debug("[BUG]: race!");
2280 //}
2281 }
2282 else
2283 {
2284 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
2285 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
2286 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2287
2288 IntPtr tempspace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
2289 m_targetSpace = tempspace;
2290
2291 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2292 if (prim_geom != IntPtr.Zero)
2293 {
2294 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2295
2296 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2297 d.SpaceAdd(m_targetSpace, prim_geom);
2298 }
2299 }
2300
2301 changeSelectedStatus();
2302
2303 resetCollisionAccounting();
2304 m_taintposition = _position;
2305 }
2306
2307 public void rotate(float timestep)
2308 {
2309 d.Quaternion myrot = new d.Quaternion();
2310 myrot.X = _orientation.X;
2311 myrot.Y = _orientation.Y;
2312 myrot.Z = _orientation.Z;
2313 myrot.W = _orientation.W;
2314 if (Body != IntPtr.Zero)
2315 {
2316 // KF: If this is a root prim do BodySet
2317 d.BodySetQuaternion(Body, ref myrot);
2318 }
2319 else
2320 {
2321 // daughter prim, do Geom set
2322 d.GeomSetQuaternion(prim_geom, ref myrot);
2323 }
2324
2325 resetCollisionAccounting();
2326 m_taintrot = _orientation;
2327 }
2328
2329 private void resetCollisionAccounting()
2330 {
2331 m_collisionscore = 0;
2332 m_interpenetrationcount = 0;
2333 m_disabled = false;
2334 }
2335
2336 public void changedisable(float timestep)
2337 {
2338 m_disabled = true;
2339 if (Body != IntPtr.Zero)
2340 {
2341 d.BodyDisable(Body);
2342 Body = IntPtr.Zero;
2343 }
2344
2345 m_taintdisable = false;
2346 }
2347
2348 public void changePhysicsStatus(float timestep)
2349 {
2350 if (m_isphysical == true)
2351 {
2352 if (Body == IntPtr.Zero)
2353 {
2354 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2355 {
2356 changeshape(2f);
2357 }
2358 else
2359 {
2360 enableBody();
2361 }
2362 }
2363 }
2364 else
2365 {
2366 if (Body != IntPtr.Zero)
2367 {
2368 if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim)
2369 {
2370 _mesh = null;
2371 changeadd(2f);
2372 }
2373 if (childPrim)
2374 {
2375 if (_parent != null)
2376 {
2377 OdePrim parent = (OdePrim)_parent;
2378 parent.ChildDelink(this);
2379 }
2380 }
2381 else
2382 {
2383 disableBody();
2384 }
2385 }
2386 }
2387
2388 changeSelectedStatus();
2389
2390 resetCollisionAccounting();
2391 m_taintPhysics = m_isphysical;
2392 }
2393
2394 public void changesize(float timestamp)
2395 {
2396
2397 string oldname = _parent_scene.geom_name_map[prim_geom];
2398
2399 if (_size.X <= 0) _size.X = 0.01f;
2400 if (_size.Y <= 0) _size.Y = 0.01f;
2401 if (_size.Z <= 0) _size.Z = 0.01f;
2402
2403 // Cleanup of old prim geometry
2404 if (_mesh != null)
2405 {
2406 // Cleanup meshing here
2407 }
2408 //kill body to rebuild
2409 if (IsPhysical && Body != IntPtr.Zero)
2410 {
2411 if (childPrim)
2412 {
2413 if (_parent != null)
2414 {
2415 OdePrim parent = (OdePrim)_parent;
2416 parent.ChildDelink(this);
2417 }
2418 }
2419 else
2420 {
2421 disableBody();
2422 }
2423 }
2424 if (d.SpaceQuery(m_targetSpace, prim_geom))
2425 {
2426 _parent_scene.waitForSpaceUnlock(m_targetSpace);
2427 d.SpaceRemove(m_targetSpace, prim_geom);
2428 }
2429 // we don't need to do space calculation because the client sends a position update also.
2430
2431 // Construction of new prim
2432 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2433 {
2434 float meshlod = _parent_scene.meshSculptLOD;
2435
2436 if (IsPhysical)
2437 meshlod = _parent_scene.MeshSculptphysicalLOD;
2438 // Don't need to re-enable body.. it's done in SetMesh
2439
2440 IMesh mesh = null;
2441
2442 try
2443 {
2444 if (_parent_scene.needsMeshing(_pbs))
2445 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true);
2446 }
2447 catch
2448 {
2449 m_meshfailed = true;
2450 mesh = null;
2451 m_log.WarnFormat("[PHYSICS]: changeSize CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2452 }
2453
2454 //IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical);
2455 CreateGeom(m_targetSpace, mesh);
2456 }
2457 else
2458 {
2459 _mesh = null;
2460 CreateGeom(m_targetSpace, _mesh);
2461 }
2462
2463 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2464 d.Quaternion myrot = new d.Quaternion();
2465 myrot.X = _orientation.X;
2466 myrot.Y = _orientation.Y;
2467 myrot.Z = _orientation.Z;
2468 myrot.W = _orientation.W;
2469 d.GeomSetQuaternion(prim_geom, ref myrot);
2470
2471 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2472 if (IsPhysical && Body == IntPtr.Zero && !childPrim)
2473 {
2474 // Re creates body on size.
2475 // EnableBody also does setMass()
2476 enableBody();
2477 d.BodyEnable(Body);
2478 }
2479
2480 _parent_scene.geom_name_map[prim_geom] = oldname;
2481
2482 changeSelectedStatus();
2483 if (childPrim)
2484 {
2485 if (_parent is OdePrim)
2486 {
2487 OdePrim parent = (OdePrim)_parent;
2488 parent.ChildSetGeom(this);
2489 }
2490 }
2491 resetCollisionAccounting();
2492 m_taintsize = _size;
2493 }
2494
2495
2496
2497 public void changefloatonwater(float timestep)
2498 {
2499 m_collidesWater = m_taintCollidesWater;
2500
2501 if (prim_geom != IntPtr.Zero)
2502 {
2503 if (m_collidesWater)
2504 {
2505 m_collisionFlags |= CollisionCategories.Water;
2506 }
2507 else
2508 {
2509 m_collisionFlags &= ~CollisionCategories.Water;
2510 }
2511 d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags);
2512 }
2513 }
2514
2515 public void changeshape(float timestamp)
2516 {
2517 string oldname = _parent_scene.geom_name_map[prim_geom];
2518
2519 // Cleanup of old prim geometry and Bodies
2520 if (IsPhysical && Body != IntPtr.Zero)
2521 {
2522 if (childPrim)
2523 {
2524 if (_parent != null)
2525 {
2526 OdePrim parent = (OdePrim)_parent;
2527 parent.ChildDelink(this);
2528 }
2529 }
2530 else
2531 {
2532 disableBody();
2533 }
2534 }
2535
2536
2537 // we don't need to do space calculation because the client sends a position update also.
2538 if (_size.X <= 0) _size.X = 0.01f;
2539 if (_size.Y <= 0) _size.Y = 0.01f;
2540 if (_size.Z <= 0) _size.Z = 0.01f;
2541 // Construction of new prim
2542
2543 if (_parent_scene.needsMeshing(_pbs))// && m_meshfailed == false)
2544 {
2545 // Don't need to re-enable body.. it's done in SetMesh
2546 float meshlod = _parent_scene.meshSculptLOD;
2547 IMesh mesh;
2548
2549 if (IsPhysical)
2550 meshlod = _parent_scene.MeshSculptphysicalLOD;
2551
2552 bool convex;
2553 if (m_shapetype == 2)
2554 convex = true;
2555 else
2556 convex = false;
2557
2558 try
2559 {
2560 mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, (int)LevelOfDetail.High, true, convex);
2561 }
2562 catch
2563 {
2564 mesh = null;
2565 m_meshfailed = true;
2566 m_log.WarnFormat("[PHYSICS]: changeAdd CreateMesh fail on prim {0} at <{1},{2},{3}>", Name, _position.X, _position.Y, _position.Z);
2567 }
2568
2569 CreateGeom(m_targetSpace, mesh);
2570
2571 // createmesh returns null when it doesn't mesh.
2572 }
2573 else
2574 {
2575 _mesh = null;
2576 CreateGeom(m_targetSpace, null);
2577 }
2578
2579 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2580 d.Quaternion myrot = new d.Quaternion();
2581 //myrot.W = _orientation.w;
2582 myrot.W = _orientation.W;
2583 myrot.X = _orientation.X;
2584 myrot.Y = _orientation.Y;
2585 myrot.Z = _orientation.Z;
2586 d.GeomSetQuaternion(prim_geom, ref myrot);
2587
2588 //d.GeomBoxSetLengths(prim_geom, _size.X, _size.Y, _size.Z);
2589 if (IsPhysical && Body == IntPtr.Zero)
2590 {
2591 // Re creates body on size.
2592 // EnableBody also does setMass()
2593 enableBody();
2594 if (Body != IntPtr.Zero)
2595 {
2596 d.BodyEnable(Body);
2597 }
2598 }
2599 _parent_scene.geom_name_map[prim_geom] = oldname;
2600
2601 changeSelectedStatus();
2602 if (childPrim)
2603 {
2604 if (_parent is OdePrim)
2605 {
2606 OdePrim parent = (OdePrim)_parent;
2607 parent.ChildSetGeom(this);
2608 }
2609 }
2610 resetCollisionAccounting();
2611 m_taintshape = false;
2612 }
2613
2614 public void changeAddForce(float timestamp)
2615 {
2616 if (!m_isSelected)
2617 {
2618 lock (m_forcelist)
2619 {
2620 //m_log.Info("[PHYSICS]: dequeing forcelist");
2621 if (IsPhysical)
2622 {
2623 Vector3 iforce = Vector3.Zero;
2624 int i = 0;
2625 try
2626 {
2627 for (i = 0; i < m_forcelist.Count; i++)
2628 {
2629
2630 iforce = iforce + (m_forcelist[i] * 100);
2631 }
2632 }
2633 catch (IndexOutOfRangeException)
2634 {
2635 m_forcelist = new List<Vector3>();
2636 m_collisionscore = 0;
2637 m_interpenetrationcount = 0;
2638 m_taintforce = false;
2639 return;
2640 }
2641 catch (ArgumentOutOfRangeException)
2642 {
2643 m_forcelist = new List<Vector3>();
2644 m_collisionscore = 0;
2645 m_interpenetrationcount = 0;
2646 m_taintforce = false;
2647 return;
2648 }
2649 d.BodyEnable(Body);
2650
2651 d.BodyAddForce(Body, iforce.X, iforce.Y, iforce.Z);
2652 }
2653 m_forcelist.Clear();
2654 }
2655
2656 m_collisionscore = 0;
2657 m_interpenetrationcount = 0;
2658 }
2659
2660 m_taintforce = false;
2661
2662 }
2663
2664
2665
2666 public void changeSetTorque(float timestamp)
2667 {
2668 if (!m_isSelected)
2669 {
2670 if (IsPhysical && Body != IntPtr.Zero)
2671 {
2672 d.BodySetTorque(Body, m_taintTorque.X, m_taintTorque.Y, m_taintTorque.Z);
2673 }
2674 }
2675
2676 m_taintTorque = Vector3.Zero;
2677 }
2678
2679 public void changeAddAngularForce(float timestamp)
2680 {
2681 if (!m_isSelected)
2682 {
2683 lock (m_angularforcelist)
2684 {
2685 //m_log.Info("[PHYSICS]: dequeing forcelist");
2686 if (IsPhysical)
2687 {
2688 Vector3 iforce = Vector3.Zero;
2689 for (int i = 0; i < m_angularforcelist.Count; i++)
2690 {
2691 iforce = iforce + (m_angularforcelist[i] * 100);
2692 }
2693 d.BodyEnable(Body);
2694 d.BodyAddTorque(Body, iforce.X, iforce.Y, iforce.Z);
2695
2696 }
2697 m_angularforcelist.Clear();
2698 }
2699
2700 m_collisionscore = 0;
2701 m_interpenetrationcount = 0;
2702 }
2703
2704 m_taintaddangularforce = false;
2705 }
2706
2707 private void changevelocity(float timestep)
2708 {
2709 if (!m_isSelected)
2710 {
2711 Thread.Sleep(20);
2712 if (IsPhysical)
2713 {
2714 if (Body != IntPtr.Zero)
2715 d.BodySetLinearVel(Body, m_taintVelocity.X, m_taintVelocity.Y, m_taintVelocity.Z);
2716 }
2717
2718 //resetCollisionAccounting();
2719 }
2720 m_taintVelocity = Vector3.Zero;
2721 }
2722
2723 public void UpdatePositionAndVelocity()
2724 {
2725 return; // moved to the Move () method
2726 }
2727
2728 public d.Mass FromMatrix4(Matrix4 pMat, ref d.Mass obj)
2729 {
2730 obj.I.M00 = pMat[0, 0];
2731 obj.I.M01 = pMat[0, 1];
2732 obj.I.M02 = pMat[0, 2];
2733 obj.I.M10 = pMat[1, 0];
2734 obj.I.M11 = pMat[1, 1];
2735 obj.I.M12 = pMat[1, 2];
2736 obj.I.M20 = pMat[2, 0];
2737 obj.I.M21 = pMat[2, 1];
2738 obj.I.M22 = pMat[2, 2];
2739 return obj;
2740 }
2741
2742 public override void SubscribeEvents(int ms)
2743 {
2744 m_eventsubscription = ms;
2745 _parent_scene.addCollisionEventReporting(this);
2746 }
2747
2748 public override void UnSubscribeEvents()
2749 {
2750 _parent_scene.remCollisionEventReporting(this);
2751 m_eventsubscription = 0;
2752 }
2753
2754 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
2755 {
2756 if (CollisionEventsThisFrame == null)
2757 CollisionEventsThisFrame = new CollisionEventUpdate();
2758 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
2759 }
2760
2761 public void SendCollisions()
2762 {
2763 if (CollisionEventsThisFrame == null)
2764 return;
2765
2766 base.SendCollisionUpdate(CollisionEventsThisFrame);
2767
2768 if (CollisionEventsThisFrame.m_objCollisionList.Count == 0)
2769 CollisionEventsThisFrame = null;
2770 else
2771 CollisionEventsThisFrame = new CollisionEventUpdate();
2772 }
2773
2774 public override bool SubscribedEvents()
2775 {
2776 if (m_eventsubscription > 0)
2777 return true;
2778 return false;
2779 }
2780
2781 public static Matrix4 Inverse(Matrix4 pMat)
2782 {
2783 if (determinant3x3(pMat) == 0)
2784 {
2785 return Matrix4.Identity; // should probably throw an error. singluar matrix inverse not possible
2786 }
2787
2788
2789
2790 return (Adjoint(pMat) / determinant3x3(pMat));
2791 }
2792
2793 public static Matrix4 Adjoint(Matrix4 pMat)
2794 {
2795 Matrix4 adjointMatrix = new Matrix4();
2796 for (int i = 0; i < 4; i++)
2797 {
2798 for (int j = 0; j < 4; j++)
2799 {
2800 Matrix4SetValue(ref adjointMatrix, i, j, (float)(Math.Pow(-1, i + j) * (determinant3x3(Minor(pMat, i, j)))));
2801 }
2802 }
2803
2804 adjointMatrix = Transpose(adjointMatrix);
2805 return adjointMatrix;
2806 }
2807
2808 public static Matrix4 Minor(Matrix4 matrix, int iRow, int iCol)
2809 {
2810 Matrix4 minor = new Matrix4();
2811 int m = 0, n = 0;
2812 for (int i = 0; i < 4; i++)
2813 {
2814 if (i == iRow)
2815 continue;
2816 n = 0;
2817 for (int j = 0; j < 4; j++)
2818 {
2819 if (j == iCol)
2820 continue;
2821 Matrix4SetValue(ref minor, m, n, matrix[i, j]);
2822 n++;
2823 }
2824 m++;
2825 }
2826 return minor;
2827 }
2828
2829 public static Matrix4 Transpose(Matrix4 pMat)
2830 {
2831 Matrix4 transposeMatrix = new Matrix4();
2832 for (int i = 0; i < 4; i++)
2833 for (int j = 0; j < 4; j++)
2834 Matrix4SetValue(ref transposeMatrix, i, j, pMat[j, i]);
2835 return transposeMatrix;
2836 }
2837
2838 public static void Matrix4SetValue(ref Matrix4 pMat, int r, int c, float val)
2839 {
2840 switch (r)
2841 {
2842 case 0:
2843 switch (c)
2844 {
2845 case 0:
2846 pMat.M11 = val;
2847 break;
2848 case 1:
2849 pMat.M12 = val;
2850 break;
2851 case 2:
2852 pMat.M13 = val;
2853 break;
2854 case 3:
2855 pMat.M14 = val;
2856 break;
2857 }
2858
2859 break;
2860 case 1:
2861 switch (c)
2862 {
2863 case 0:
2864 pMat.M21 = val;
2865 break;
2866 case 1:
2867 pMat.M22 = val;
2868 break;
2869 case 2:
2870 pMat.M23 = val;
2871 break;
2872 case 3:
2873 pMat.M24 = val;
2874 break;
2875 }
2876
2877 break;
2878 case 2:
2879 switch (c)
2880 {
2881 case 0:
2882 pMat.M31 = val;
2883 break;
2884 case 1:
2885 pMat.M32 = val;
2886 break;
2887 case 2:
2888 pMat.M33 = val;
2889 break;
2890 case 3:
2891 pMat.M34 = val;
2892 break;
2893 }
2894
2895 break;
2896 case 3:
2897 switch (c)
2898 {
2899 case 0:
2900 pMat.M41 = val;
2901 break;
2902 case 1:
2903 pMat.M42 = val;
2904 break;
2905 case 2:
2906 pMat.M43 = val;
2907 break;
2908 case 3:
2909 pMat.M44 = val;
2910 break;
2911 }
2912
2913 break;
2914 }
2915 }
2916 private static float determinant3x3(Matrix4 pMat)
2917 {
2918 float det = 0;
2919 float diag1 = pMat[0, 0] * pMat[1, 1] * pMat[2, 2];
2920 float diag2 = pMat[0, 1] * pMat[2, 1] * pMat[2, 0];
2921 float diag3 = pMat[0, 2] * pMat[1, 0] * pMat[2, 1];
2922 float diag4 = pMat[2, 0] * pMat[1, 1] * pMat[0, 2];
2923 float diag5 = pMat[2, 1] * pMat[1, 2] * pMat[0, 0];
2924 float diag6 = pMat[2, 2] * pMat[1, 0] * pMat[0, 1];
2925
2926 det = diag1 + diag2 + diag3 - (diag4 + diag5 + diag6);
2927 return det;
2928
2929 }
2930
2931 private static void DMassCopy(ref d.Mass src, ref d.Mass dst)
2932 {
2933 dst.c.W = src.c.W;
2934 dst.c.X = src.c.X;
2935 dst.c.Y = src.c.Y;
2936 dst.c.Z = src.c.Z;
2937 dst.mass = src.mass;
2938 dst.I.M00 = src.I.M00;
2939 dst.I.M01 = src.I.M01;
2940 dst.I.M02 = src.I.M02;
2941 dst.I.M10 = src.I.M10;
2942 dst.I.M11 = src.I.M11;
2943 dst.I.M12 = src.I.M12;
2944 dst.I.M20 = src.I.M20;
2945 dst.I.M21 = src.I.M21;
2946 dst.I.M22 = src.I.M22;
2947 }
2948
2949 public override void SetMaterial(int pMaterial)
2950 {
2951 m_material = pMaterial;
2952 }
2953
2954 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
2955 {
2956 switch (pParam)
2957 {
2958 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
2959 if (pValue < 0.01f) pValue = 0.01f;
2960 // m_angularDeflectionEfficiency = pValue;
2961 break;
2962 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
2963 if (pValue < 0.1f) pValue = 0.1f;
2964 // m_angularDeflectionTimescale = pValue;
2965 break;
2966 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
2967 if (pValue < 0.3f) pValue = 0.3f;
2968 m_angularMotorDecayTimescale = pValue;
2969 break;
2970 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
2971 if (pValue < 0.3f) pValue = 0.3f;
2972 m_angularMotorTimescale = pValue;
2973 break;
2974 case Vehicle.BANKING_EFFICIENCY:
2975 if (pValue < 0.01f) pValue = 0.01f;
2976 // m_bankingEfficiency = pValue;
2977 break;
2978 case Vehicle.BANKING_MIX:
2979 if (pValue < 0.01f) pValue = 0.01f;
2980 // m_bankingMix = pValue;
2981 break;
2982 case Vehicle.BANKING_TIMESCALE:
2983 if (pValue < 0.01f) pValue = 0.01f;
2984 // m_bankingTimescale = pValue;
2985 break;
2986 case Vehicle.BUOYANCY:
2987 if (pValue < -1f) pValue = -1f;
2988 if (pValue > 1f) pValue = 1f;
2989 m_VehicleBuoyancy = pValue;
2990 break;
2991 // case Vehicle.HOVER_EFFICIENCY:
2992 // if (pValue < 0f) pValue = 0f;
2993 // if (pValue > 1f) pValue = 1f;
2994 // m_VhoverEfficiency = pValue;
2995 // break;
2996 case Vehicle.HOVER_HEIGHT:
2997 m_VhoverHeight = pValue;
2998 break;
2999 case Vehicle.HOVER_TIMESCALE:
3000 if (pValue < 0.1f) pValue = 0.1f;
3001 m_VhoverTimescale = pValue;
3002 break;
3003 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
3004 if (pValue < 0.01f) pValue = 0.01f;
3005 // m_linearDeflectionEfficiency = pValue;
3006 break;
3007 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
3008 if (pValue < 0.01f) pValue = 0.01f;
3009 // m_linearDeflectionTimescale = pValue;
3010 break;
3011 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
3012 if (pValue < 0.3f) pValue = 0.3f;
3013 m_linearMotorDecayTimescale = pValue;
3014 break;
3015 case Vehicle.LINEAR_MOTOR_TIMESCALE:
3016 if (pValue < 0.1f) pValue = 0.1f;
3017 m_linearMotorTimescale = pValue;
3018 break;
3019 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
3020 if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable
3021 if (pValue > 1.0f) pValue = 1.0f;
3022 m_verticalAttractionEfficiency = pValue;
3023 break;
3024 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
3025 if (pValue < 0.1f) pValue = 0.1f;
3026 m_verticalAttractionTimescale = pValue;
3027 break;
3028
3029 // These are vector properties but the engine lets you use a single float value to
3030 // set all of the components to the same value
3031 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3032 if (pValue > 30f) pValue = 30f;
3033 if (pValue < 0.1f) pValue = 0.1f;
3034 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
3035 break;
3036 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3037 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
3038 UpdateAngDecay();
3039 break;
3040 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3041 if (pValue < 0.1f) pValue = 0.1f;
3042 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
3043 break;
3044 case Vehicle.LINEAR_MOTOR_DIRECTION:
3045 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
3046 UpdateLinDecay();
3047 break;
3048 case Vehicle.LINEAR_MOTOR_OFFSET:
3049 // m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
3050 break;
3051
3052 }
3053
3054 }//end ProcessFloatVehicleParam
3055
3056 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
3057 {
3058 switch (pParam)
3059 {
3060 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
3061 if (pValue.X > 30f) pValue.X = 30f;
3062 if (pValue.X < 0.1f) pValue.X = 0.1f;
3063 if (pValue.Y > 30f) pValue.Y = 30f;
3064 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3065 if (pValue.Z > 30f) pValue.Z = 30f;
3066 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3067 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3068 break;
3069 case Vehicle.ANGULAR_MOTOR_DIRECTION:
3070 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
3071 // Limit requested angular speed to 2 rps= 4 pi rads/sec
3072 if (m_angularMotorDirection.X > 12.56f) m_angularMotorDirection.X = 12.56f;
3073 if (m_angularMotorDirection.X < -12.56f) m_angularMotorDirection.X = -12.56f;
3074 if (m_angularMotorDirection.Y > 12.56f) m_angularMotorDirection.Y = 12.56f;
3075 if (m_angularMotorDirection.Y < -12.56f) m_angularMotorDirection.Y = -12.56f;
3076 if (m_angularMotorDirection.Z > 12.56f) m_angularMotorDirection.Z = 12.56f;
3077 if (m_angularMotorDirection.Z < -12.56f) m_angularMotorDirection.Z = -12.56f;
3078 UpdateAngDecay();
3079 break;
3080 case Vehicle.LINEAR_FRICTION_TIMESCALE:
3081 if (pValue.X < 0.1f) pValue.X = 0.1f;
3082 if (pValue.Y < 0.1f) pValue.Y = 0.1f;
3083 if (pValue.Z < 0.1f) pValue.Z = 0.1f;
3084 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
3085 break;
3086 case Vehicle.LINEAR_MOTOR_DIRECTION:
3087 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); // velocity requested by LSL, for max limiting
3088 UpdateLinDecay();
3089 break;
3090 case Vehicle.LINEAR_MOTOR_OFFSET:
3091 // m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
3092 break;
3093 }
3094
3095 }//end ProcessVectorVehicleParam
3096
3097 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
3098 {
3099 switch (pParam)
3100 {
3101 case Vehicle.REFERENCE_FRAME:
3102 // m_referenceFrame = pValue;
3103 break;
3104 }
3105
3106 }//end ProcessRotationVehicleParam
3107
3108 internal void ProcessVehicleFlags(int pParam, bool remove)
3109 {
3110 if (remove)
3111 {
3112 m_flags &= ~((VehicleFlag)pParam);
3113 }
3114 else
3115 {
3116 m_flags |= (VehicleFlag)pParam;
3117 }
3118 }
3119
3120 internal void ProcessTypeChange(Vehicle pType)
3121 {
3122 // Set Defaults For Type
3123 m_type = pType;
3124 switch (pType)
3125 {
3126 case Vehicle.TYPE_SLED:
3127 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
3128 m_angularFrictionTimescale = new Vector3(30, 30, 30);
3129 // m_lLinMotorVel = Vector3.Zero;
3130 m_linearMotorTimescale = 1000;
3131 m_linearMotorDecayTimescale = 120;
3132 m_angularMotorDirection = Vector3.Zero;
3133 m_angularMotorDVel = Vector3.Zero;
3134 m_angularMotorTimescale = 1000;
3135 m_angularMotorDecayTimescale = 120;
3136 m_VhoverHeight = 0;
3137 // m_VhoverEfficiency = 1;
3138 m_VhoverTimescale = 10;
3139 m_VehicleBuoyancy = 0;
3140 // m_linearDeflectionEfficiency = 1;
3141 // m_linearDeflectionTimescale = 1;
3142 // m_angularDeflectionEfficiency = 1;
3143 // m_angularDeflectionTimescale = 1000;
3144 // m_bankingEfficiency = 0;
3145 // m_bankingMix = 1;
3146 // m_bankingTimescale = 10;
3147 // m_referenceFrame = Quaternion.Identity;
3148 m_flags &=
3149 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3150 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3151 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3152 break;
3153 case Vehicle.TYPE_CAR:
3154 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
3155 m_angularFrictionTimescale = new Vector3(30, 30, 30); // was 1000, but sl max frict time is 30.
3156 // m_lLinMotorVel = Vector3.Zero;
3157 m_linearMotorTimescale = 1;
3158 m_linearMotorDecayTimescale = 60;
3159 m_angularMotorDirection = Vector3.Zero;
3160 m_angularMotorDVel = Vector3.Zero;
3161 m_angularMotorTimescale = 1;
3162 m_angularMotorDecayTimescale = 0.8f;
3163 m_VhoverHeight = 0;
3164 // m_VhoverEfficiency = 0;
3165 m_VhoverTimescale = 1000;
3166 m_VehicleBuoyancy = 0;
3167 // // m_linearDeflectionEfficiency = 1;
3168 // // m_linearDeflectionTimescale = 2;
3169 // // m_angularDeflectionEfficiency = 0;
3170 // m_angularDeflectionTimescale = 10;
3171 m_verticalAttractionEfficiency = 1f;
3172 m_verticalAttractionTimescale = 10f;
3173 // m_bankingEfficiency = -0.2f;
3174 // m_bankingMix = 1;
3175 // m_bankingTimescale = 1;
3176 // m_referenceFrame = Quaternion.Identity;
3177 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3178 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_UP_ONLY |
3179 VehicleFlag.LIMIT_MOTOR_UP);
3180 break;
3181 case Vehicle.TYPE_BOAT:
3182 m_linearFrictionTimescale = new Vector3(10, 3, 2);
3183 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3184 // m_lLinMotorVel = Vector3.Zero;
3185 m_linearMotorTimescale = 5;
3186 m_linearMotorDecayTimescale = 60;
3187 m_angularMotorDirection = Vector3.Zero;
3188 m_angularMotorDVel = Vector3.Zero;
3189 m_angularMotorTimescale = 4;
3190 m_angularMotorDecayTimescale = 4;
3191 m_VhoverHeight = 0;
3192 // m_VhoverEfficiency = 0.5f;
3193 m_VhoverTimescale = 2;
3194 m_VehicleBuoyancy = 1;
3195 // m_linearDeflectionEfficiency = 0.5f;
3196 // m_linearDeflectionTimescale = 3;
3197 // m_angularDeflectionEfficiency = 0.5f;
3198 // m_angularDeflectionTimescale = 5;
3199 m_verticalAttractionEfficiency = 0.5f;
3200 m_verticalAttractionTimescale = 5f;
3201 // m_bankingEfficiency = -0.3f;
3202 // m_bankingMix = 0.8f;
3203 // m_bankingTimescale = 1;
3204 // m_referenceFrame = Quaternion.Identity;
3205 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.LIMIT_ROLL_ONLY |
3206 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
3207 m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY |
3208 VehicleFlag.LIMIT_MOTOR_UP);
3209 break;
3210 case Vehicle.TYPE_AIRPLANE:
3211 m_linearFrictionTimescale = new Vector3(200, 10, 5);
3212 m_angularFrictionTimescale = new Vector3(20, 20, 20);
3213 // m_lLinMotorVel = Vector3.Zero;
3214 m_linearMotorTimescale = 2;
3215 m_linearMotorDecayTimescale = 60;
3216 m_angularMotorDirection = Vector3.Zero;
3217 m_angularMotorDVel = Vector3.Zero;
3218 m_angularMotorTimescale = 4;
3219 m_angularMotorDecayTimescale = 4;
3220 m_VhoverHeight = 0;
3221 // m_VhoverEfficiency = 0.5f;
3222 m_VhoverTimescale = 1000;
3223 m_VehicleBuoyancy = 0;
3224 // m_linearDeflectionEfficiency = 0.5f;
3225 // m_linearDeflectionTimescale = 3;
3226 // m_angularDeflectionEfficiency = 1;
3227 // m_angularDeflectionTimescale = 2;
3228 m_verticalAttractionEfficiency = 0.9f;
3229 m_verticalAttractionTimescale = 2f;
3230 // m_bankingEfficiency = 1;
3231 // m_bankingMix = 0.7f;
3232 // m_bankingTimescale = 2;
3233 // m_referenceFrame = Quaternion.Identity;
3234 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3235 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3236 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
3237 break;
3238 case Vehicle.TYPE_BALLOON:
3239 m_linearFrictionTimescale = new Vector3(5, 5, 5);
3240 m_angularFrictionTimescale = new Vector3(10, 10, 10);
3241 m_linearMotorTimescale = 5;
3242 m_linearMotorDecayTimescale = 60;
3243 m_angularMotorDirection = Vector3.Zero;
3244 m_angularMotorDVel = Vector3.Zero;
3245 m_angularMotorTimescale = 6;
3246 m_angularMotorDecayTimescale = 10;
3247 m_VhoverHeight = 5;
3248 // m_VhoverEfficiency = 0.8f;
3249 m_VhoverTimescale = 10;
3250 m_VehicleBuoyancy = 1;
3251 // m_linearDeflectionEfficiency = 0;
3252 // m_linearDeflectionTimescale = 5;
3253 // m_angularDeflectionEfficiency = 0;
3254 // m_angularDeflectionTimescale = 5;
3255 m_verticalAttractionEfficiency = 1f;
3256 m_verticalAttractionTimescale = 100f;
3257 // m_bankingEfficiency = 0;
3258 // m_bankingMix = 0.7f;
3259 // m_bankingTimescale = 5;
3260 // m_referenceFrame = Quaternion.Identity;
3261 m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
3262 VehicleFlag.HOVER_UP_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
3263 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
3264 break;
3265
3266 }
3267 }//end SetDefaultsForType
3268
3269 internal void Enable(IntPtr pBody, OdeScene pParentScene)
3270 {
3271 if (m_type == Vehicle.TYPE_NONE)
3272 return;
3273
3274 m_body = pBody;
3275 }
3276
3277
3278 internal void Halt()
3279 { // Kill all motions, when non-physical
3280 // m_linearMotorDirection = Vector3.Zero;
3281 m_lLinMotorDVel = Vector3.Zero;
3282 m_lLinObjectVel = Vector3.Zero;
3283 m_wLinObjectVel = Vector3.Zero;
3284 m_angularMotorDirection = Vector3.Zero;
3285 m_lastAngularVelocity = Vector3.Zero;
3286 m_angularMotorDVel = Vector3.Zero;
3287 _acceleration = Vector3.Zero;
3288 }
3289
3290 private void UpdateLinDecay()
3291 {
3292 m_lLinMotorDVel.X = m_linearMotorDirection.X;
3293 m_lLinMotorDVel.Y = m_linearMotorDirection.Y;
3294 m_lLinMotorDVel.Z = m_linearMotorDirection.Z;
3295 } // else let the motor decay on its own
3296
3297 private void UpdateAngDecay()
3298 {
3299 m_angularMotorDVel.X = m_angularMotorDirection.X;
3300 m_angularMotorDVel.Y = m_angularMotorDirection.Y;
3301 m_angularMotorDVel.Z = m_angularMotorDirection.Z;
3302 } // else let the motor decay on its own
3303
3304 public void Move(float timestep)
3305 {
3306 float fx = 0;
3307 float fy = 0;
3308 float fz = 0;
3309 Vector3 linvel; // velocity applied, including any reversal
3310
3311 // If geomCrossingFailuresBeforeOutofbounds is set to 0 in OpenSim.ini then phys objects bounce off region borders.
3312 // This is a temp patch until proper region crossing is developed.
3313
3314
3315 if (IsPhysical && (Body != IntPtr.Zero) && !m_isSelected && !childPrim && !m_outofBounds) // Only move root prims.
3316 {
3317 // Old public void UpdatePositionAndVelocity(), more accuratley calculated here
3318 bool lastZeroFlag = _zeroFlag; // was it stopped
3319
3320 d.Vector3 vec = d.BodyGetPosition(Body);
3321 Vector3 l_position = Vector3.Zero;
3322 l_position.X = vec.X;
3323 l_position.Y = vec.Y;
3324 l_position.Z = vec.Z;
3325 m_lastposition = _position;
3326 _position = l_position;
3327
3328 d.Quaternion ori = d.BodyGetQuaternion(Body);
3329 // Quaternion l_orientation = Quaternion.Identity;
3330 _orientation.X = ori.X;
3331 _orientation.Y = ori.Y;
3332 _orientation.Z = ori.Z;
3333 _orientation.W = ori.W;
3334 m_lastorientation = _orientation;
3335
3336 d.Vector3 vel = d.BodyGetLinearVel(Body);
3337 m_lastVelocity = _velocity;
3338 _velocity.X = vel.X;
3339 _velocity.Y = vel.Y;
3340 _velocity.Z = vel.Z;
3341 _acceleration = ((_velocity - m_lastVelocity) / timestep);
3342
3343 d.Vector3 torque = d.BodyGetTorque(Body);
3344 _torque = new Vector3(torque.X, torque.Y, torque.Z);
3345
3346
3347 if (_position.X < 0f || _position.X > _parent_scene.WorldExtents.X
3348 || _position.Y < 0f || _position.Y > _parent_scene.WorldExtents.Y
3349 )
3350 {
3351 // we are outside current region
3352 // clip position to a stop just outside region and stop it only internally
3353 // do it only once using m_crossingfailures as control
3354 _position.X = Util.Clip(l_position.X, -0.2f, _parent_scene.WorldExtents.X + .2f);
3355 _position.Y = Util.Clip(l_position.Y, -0.2f, _parent_scene.WorldExtents.Y + .2f);
3356 _position.Z = Util.Clip(l_position.Z, -100f, 50000f);
3357 d.BodySetPosition(Body, _position.X, _position.Y, _position.Z);
3358 d.BodySetLinearVel(Body, 0, 0, 0);
3359 m_outofBounds = true;
3360 base.RequestPhysicsterseUpdate();
3361 return;
3362 }
3363
3364 base.RequestPhysicsterseUpdate();
3365
3366 if (l_position.Z < 0)
3367 {
3368 // This is so prim that get lost underground don't fall forever and suck up
3369 //
3370 // Sim resources and memory.
3371 // Disables the prim's movement physics....
3372 // It's a hack and will generate a console message if it fails.
3373
3374 //IsPhysical = false;
3375 if (_parent == null) base.RaiseOutOfBounds(_position);
3376
3377
3378 _acceleration.X = 0; // This stuff may stop client display but it has no
3379 _acceleration.Y = 0; // effect on the object in phys engine!
3380 _acceleration.Z = 0;
3381
3382 _velocity.X = 0;
3383 _velocity.Y = 0;
3384 _velocity.Z = 0;
3385 m_lastVelocity = Vector3.Zero;
3386 m_rotationalVelocity.X = 0;
3387 m_rotationalVelocity.Y = 0;
3388 m_rotationalVelocity.Z = 0;
3389
3390 if (_parent == null) base.RequestPhysicsterseUpdate();
3391
3392 m_throttleUpdates = false;
3393 throttleCounter = 0;
3394 _zeroFlag = true;
3395 //outofBounds = true;
3396 } // end neg Z check
3397
3398 // Is it moving?
3399 /* if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
3400 && (Math.Abs(m_lastposition.Y - l_position.Y) < 0.02)
3401 && (Math.Abs(m_lastposition.Z - l_position.Z) < 0.02) */
3402 if ((Vector3.Mag(_velocity) < 0.01) && // moving very slowly
3403 (Vector3.Mag(_velocity) < Vector3.Mag(m_lastVelocity)) && // decelerating
3404 (1.0 - Math.Abs(Quaternion.Dot(m_lastorientation, _orientation)) < 0.0001)) // spinning very slowly
3405 {
3406 _zeroFlag = true;
3407 m_throttleUpdates = false;
3408 }
3409 else
3410 {
3411 //m_log.Debug(Math.Abs(m_lastposition.X - l_position.X).ToString());
3412 _zeroFlag = false;
3413 m_lastUpdateSent = false;
3414 //m_throttleUpdates = false;
3415 }
3416
3417 if (_zeroFlag)
3418 { // Its stopped
3419 _velocity.X = 0.0f;
3420 _velocity.Y = 0.0f;
3421 // _velocity.Z = 0.0f;
3422
3423 _acceleration.X = 0;
3424 _acceleration.Y = 0;
3425 // _acceleration.Z = 0;
3426
3427 m_rotationalVelocity.X = 0;
3428 m_rotationalVelocity.Y = 0;
3429 m_rotationalVelocity.Z = 0;
3430 // Stop it in the phys engine
3431 d.BodySetLinearVel(Body, 0.0f, 0.0f, _velocity.Z);
3432 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
3433 d.BodySetForce(Body, 0f, 0f, 0f);
3434
3435 if (!m_lastUpdateSent)
3436 {
3437 m_throttleUpdates = false;
3438 throttleCounter = 0;
3439 if (_parent == null)
3440 {
3441 base.RequestPhysicsterseUpdate();
3442 }
3443
3444 m_lastUpdateSent = true;
3445 }
3446 }
3447 else
3448 { // Its moving
3449 if (lastZeroFlag != _zeroFlag)
3450 {
3451 if (_parent == null)
3452 {
3453 base.RequestPhysicsterseUpdate();
3454 }
3455 }
3456 m_lastUpdateSent = false;
3457 if (!m_throttleUpdates || throttleCounter > _parent_scene.geomUpdatesPerThrottledUpdate)
3458 {
3459 if (_parent == null)
3460 {
3461 base.RequestPhysicsterseUpdate();
3462 }
3463 }
3464 else
3465 {
3466 throttleCounter++;
3467 }
3468 }
3469 m_lastposition = l_position;
3470
3471 /// End UpdatePositionAndVelocity insert
3472
3473
3474 // Rotation lock =====================================
3475 if (m_rotateEnableUpdate)
3476 {
3477 // Snapshot current angles, set up Amotor(s)
3478 m_rotateEnableUpdate = false;
3479 m_rotateEnable = m_rotateEnableRequest;
3480 //Console.WriteLine("RotEnable {0} = {1}",m_primName, m_rotateEnable);
3481
3482 if (Amotor != IntPtr.Zero)
3483 {
3484 d.JointDestroy(Amotor);
3485 Amotor = IntPtr.Zero;
3486 //Console.WriteLine("Old Amotor Destroyed");
3487 }
3488
3489 if (!m_rotateEnable.ApproxEquals(Vector3.One, 0.003f))
3490 { // not all are enabled
3491 d.Quaternion r = d.BodyGetQuaternion(Body);
3492 Quaternion locrot = new Quaternion(r.X, r.Y, r.Z, r.W);
3493 // extract the axes vectors
3494 Vector3 vX = new Vector3(1f, 0f, 0f);
3495 Vector3 vY = new Vector3(0f, 1f, 0f);
3496 Vector3 vZ = new Vector3(0f, 0f, 1f);
3497 vX = vX * locrot;
3498 vY = vY * locrot;
3499 vZ = vZ * locrot;
3500 // snapshot the current angle vectors
3501 m_lockX = vX;
3502 m_lockY = vY;
3503 m_lockZ = vZ;
3504 // m_lockRot = locrot;
3505 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
3506 d.JointAttach(Amotor, Body, IntPtr.Zero);
3507 d.JointSetAMotorMode(Amotor, 0); // User mode??
3508 //Console.WriteLine("New Amotor Created for {0}", m_primName);
3509
3510 float axisnum = 3; // how many to lock
3511 axisnum = (axisnum - (m_rotateEnable.X + m_rotateEnable.Y + m_rotateEnable.Z));
3512 d.JointSetAMotorNumAxes(Amotor, (int)axisnum);
3513 //Console.WriteLine("AxisNum={0}",(int)axisnum);
3514
3515 int i = 0;
3516
3517 if (m_rotateEnable.X == 0)
3518 {
3519 d.JointSetAMotorAxis(Amotor, i, 0, m_lockX.X, m_lockX.Y, m_lockX.Z);
3520 //Console.WriteLine("AxisX {0} set to {1}", i, m_lockX);
3521 i++;
3522 }
3523
3524 if (m_rotateEnable.Y == 0)
3525 {
3526 d.JointSetAMotorAxis(Amotor, i, 0, m_lockY.X, m_lockY.Y, m_lockY.Z);
3527 //Console.WriteLine("AxisY {0} set to {1}", i, m_lockY);
3528 i++;
3529 }
3530
3531 if (m_rotateEnable.Z == 0)
3532 {
3533 d.JointSetAMotorAxis(Amotor, i, 0, m_lockZ.X, m_lockZ.Y, m_lockZ.Z);
3534 //Console.WriteLine("AxisZ {0} set to {1}", i, m_lockZ);
3535 i++;
3536 }
3537
3538 // These lowstops and high stops are effectively (no wiggle room)
3539 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, 0f);
3540 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, 0f);
3541 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, 0f);
3542 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 0f);
3543 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 0f);
3544 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 0f);
3545 d.JointSetAMotorParam(Amotor, (int)dParam.Vel, 0f);
3546 d.JointSetAMotorParam(Amotor, (int)dParam.Vel3, 0f);
3547 d.JointSetAMotorParam(Amotor, (int)dParam.Vel2, 0f);
3548 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f);
3549 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
3550 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
3551 } // else none are locked
3552 } // end Rotation Update
3553
3554
3555 // VEHICLE processing ==========================================
3556 if (m_type != Vehicle.TYPE_NONE)
3557 {
3558 // get body attitude
3559 d.Quaternion rot = d.BodyGetQuaternion(Body);
3560 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
3561 Quaternion irotq = Quaternion.Inverse(rotq);
3562
3563 // VEHICLE Linear Motion
3564 d.Vector3 velnow = d.BodyGetLinearVel(Body); // this is in world frame
3565 Vector3 vel_now = new Vector3(velnow.X, velnow.Y, velnow.Z);
3566 m_lLinObjectVel = vel_now * irotq;
3567 if (m_linearMotorDecayTimescale < 300.0f) //setting of 300 or more disables decay rate
3568 {
3569 if (Vector3.Mag(m_lLinMotorDVel) < 1.0f)
3570 {
3571 float decayfactor = m_linearMotorDecayTimescale / timestep;
3572 Vector3 decayAmount = (m_lLinMotorDVel / decayfactor);
3573 m_lLinMotorDVel -= decayAmount;
3574 }
3575 else
3576 {
3577 float decayfactor = 3.0f - (0.57f * (float)Math.Log((double)(m_linearMotorDecayTimescale)));
3578 Vector3 decel = Vector3.Normalize(m_lLinMotorDVel) * decayfactor * timestep;
3579 m_lLinMotorDVel -= decel;
3580 }
3581 if (m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3582 {
3583 m_lLinMotorDVel = Vector3.Zero;
3584 }
3585
3586 /* else
3587 {
3588 if (Math.Abs(m_lLinMotorDVel.X) < Math.Abs(m_lLinObjectVel.X)) m_lLinObjectVel.X = m_lLinMotorDVel.X;
3589 if (Math.Abs(m_lLinMotorDVel.Y) < Math.Abs(m_lLinObjectVel.Y)) m_lLinObjectVel.Y = m_lLinMotorDVel.Y;
3590 if (Math.Abs(m_lLinMotorDVel.Z) < Math.Abs(m_lLinObjectVel.Z)) m_lLinObjectVel.Z = m_lLinMotorDVel.Z;
3591 } */
3592 } // end linear motor decay
3593
3594 if ((!m_lLinMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!m_lLinObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3595 {
3596 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3597 if (m_linearMotorTimescale < 300.0f)
3598 {
3599 Vector3 attack_error = m_lLinMotorDVel - m_lLinObjectVel;
3600 float linfactor = m_linearMotorTimescale / timestep;
3601 Vector3 attackAmount = (attack_error / linfactor) * 1.3f;
3602 m_lLinObjectVel += attackAmount;
3603 }
3604 if (m_linearFrictionTimescale.X < 300.0f)
3605 {
3606 float fricfactor = m_linearFrictionTimescale.X / timestep;
3607 float fricX = m_lLinObjectVel.X / fricfactor;
3608 m_lLinObjectVel.X -= fricX;
3609 }
3610 if (m_linearFrictionTimescale.Y < 300.0f)
3611 {
3612 float fricfactor = m_linearFrictionTimescale.Y / timestep;
3613 float fricY = m_lLinObjectVel.Y / fricfactor;
3614 m_lLinObjectVel.Y -= fricY;
3615 }
3616 if (m_linearFrictionTimescale.Z < 300.0f)
3617 {
3618 float fricfactor = m_linearFrictionTimescale.Z / timestep;
3619 float fricZ = m_lLinObjectVel.Z / fricfactor;
3620 m_lLinObjectVel.Z -= fricZ;
3621 }
3622 }
3623 m_wLinObjectVel = m_lLinObjectVel * rotq;
3624
3625 // Gravity and Buoyancy
3626 Vector3 grav = Vector3.Zero;
3627 if (m_VehicleBuoyancy < 1.0f)
3628 {
3629 // There is some gravity, make a gravity force vector
3630 // that is applied after object velocity.
3631 d.Mass objMass;
3632 d.BodyGetMass(Body, out objMass);
3633 // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g;
3634 grav.Z = _parent_scene.gravityz * objMass.mass * (1f - m_VehicleBuoyancy); // Applied later as a force
3635 } // else its 1.0, no gravity.
3636
3637 // Hovering
3638 if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0)
3639 {
3640 // We should hover, get the target height
3641 d.Vector3 pos = d.BodyGetPosition(Body);
3642 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) == VehicleFlag.HOVER_WATER_ONLY)
3643 {
3644 m_VhoverTargetHeight = _parent_scene.GetWaterLevel() + m_VhoverHeight;
3645 }
3646 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) == VehicleFlag.HOVER_TERRAIN_ONLY)
3647 {
3648 m_VhoverTargetHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight;
3649 }
3650 else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == VehicleFlag.HOVER_GLOBAL_HEIGHT)
3651 {
3652 m_VhoverTargetHeight = m_VhoverHeight;
3653 }
3654
3655 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == VehicleFlag.HOVER_UP_ONLY)
3656 {
3657 // If body is aready heigher, use its height as target height
3658 if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z;
3659 }
3660
3661 // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped
3662 // m_VhoverTimescale = 0f; // time to acheive height
3663 // timestep is time since last frame,in secs
3664 float herr0 = pos.Z - m_VhoverTargetHeight;
3665 // Replace Vertical speed with correction figure if significant
3666 if (Math.Abs(herr0) > 0.01f)
3667 {
3668 //? d.Mass objMass;
3669 //? d.BodyGetMass(Body, out objMass);
3670 m_wLinObjectVel.Z = -((herr0 * timestep * 50.0f) / m_VhoverTimescale);
3671 //KF: m_VhoverEfficiency is not yet implemented
3672 }
3673 else
3674 {
3675 m_wLinObjectVel.Z = 0f;
3676 }
3677 }
3678 else
3679 { // not hovering
3680 if (m_wLinObjectVel.Z == 0f)
3681 { // Gravity rules
3682 m_wLinObjectVel.Z = vel_now.Z;
3683 } // else the motor has it
3684 }
3685 linvel = m_wLinObjectVel;
3686
3687 // Vehicle Linear Motion done =======================================
3688 // Apply velocity
3689 d.BodySetLinearVel(Body, linvel.X, linvel.Y, linvel.Z);
3690 // apply gravity force
3691 d.BodyAddForce(Body, grav.X, grav.Y, grav.Z);
3692 //if(frcount == 0) Console.WriteLine("Vel={0} Force={1}",linvel , grav);
3693 // end MoveLinear()
3694
3695
3696 // MoveAngular
3697 /*
3698 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
3699
3700 private float m_angularMotorTimescale = 0; // motor angular Attack rate set by LSL
3701 private float m_angularMotorDecayTimescale = 0; // motor angular Decay rate set by LSL
3702 private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular Friction set by LSL
3703
3704 private Vector3 m_angularMotorDVel = Vector3.Zero; // decayed angular motor
3705 private Vector3 m_angObjectVel = Vector3.Zero; // what was last applied to body
3706 */
3707 //if(frcount == 0) Console.WriteLine("MoveAngular ");
3708
3709 d.Vector3 angularObjectVel = d.BodyGetAngularVel(Body);
3710 Vector3 angObjectVel = new Vector3(angularObjectVel.X, angularObjectVel.Y, angularObjectVel.Z);
3711 angObjectVel = angObjectVel * irotq; // ============ Converts to LOCAL rotation
3712
3713 //if(frcount == 0) Console.WriteLine("V0 = {0}", angObjectVel);
3714
3715 // Decay Angular Motor 1. In SL this also depends on attack rate! decay ~= 23/Attack.
3716 float atk_decayfactor = 23.0f / (m_angularMotorTimescale * timestep);
3717 m_angularMotorDVel -= m_angularMotorDVel / atk_decayfactor;
3718 // Decay Angular Motor 2.
3719 if (m_angularMotorDecayTimescale < 300.0f)
3720 {
3721 if (Vector3.Mag(m_angularMotorDVel) < 1.0f)
3722 {
3723 float decayfactor = (m_angularMotorDecayTimescale) / timestep;
3724 Vector3 decayAmount = (m_angularMotorDVel / decayfactor);
3725 m_angularMotorDVel -= decayAmount;
3726 }
3727 else
3728 {
3729 Vector3 decel = Vector3.Normalize(m_angularMotorDVel) * timestep / m_angularMotorDecayTimescale;
3730 m_angularMotorDVel -= decel;
3731 }
3732
3733 if (m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f))
3734 {
3735 m_angularMotorDVel = Vector3.Zero;
3736 }
3737 else
3738 {
3739 if (Math.Abs(m_angularMotorDVel.X) < Math.Abs(angObjectVel.X)) angObjectVel.X = m_angularMotorDVel.X;
3740 if (Math.Abs(m_angularMotorDVel.Y) < Math.Abs(angObjectVel.Y)) angObjectVel.Y = m_angularMotorDVel.Y;
3741 if (Math.Abs(m_angularMotorDVel.Z) < Math.Abs(angObjectVel.Z)) angObjectVel.Z = m_angularMotorDVel.Z;
3742 }
3743 } // end decay angular motor
3744 //if(frcount == 0) Console.WriteLine("MotorDvel {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3745
3746 //if(frcount == 0) Console.WriteLine("VA = {0}", angObjectVel);
3747
3748 if ((!m_angularMotorDVel.ApproxEquals(Vector3.Zero, 0.01f)) || (!angObjectVel.ApproxEquals(Vector3.Zero, 0.01f)))
3749 { // if motor or object have motion
3750 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body);
3751
3752 if (m_angularMotorTimescale < 300.0f)
3753 {
3754 Vector3 attack_error = m_angularMotorDVel - angObjectVel;
3755 float angfactor = m_angularMotorTimescale / timestep;
3756 Vector3 attackAmount = (attack_error / angfactor);
3757 angObjectVel += attackAmount;
3758 //if(frcount == 0) Console.WriteLine("Accel {0} Attk {1}",FrAaccel, attackAmount);
3759 //if(frcount == 0) Console.WriteLine("V2+= {0}", angObjectVel);
3760 }
3761
3762 angObjectVel.X -= angObjectVel.X / (m_angularFrictionTimescale.X * 0.7f / timestep);
3763 angObjectVel.Y -= angObjectVel.Y / (m_angularFrictionTimescale.Y * 0.7f / timestep);
3764 angObjectVel.Z -= angObjectVel.Z / (m_angularFrictionTimescale.Z * 0.7f / timestep);
3765 } // else no signif. motion
3766
3767 //if(frcount == 0) Console.WriteLine("Dmotor {0} Obj {1}", m_angularMotorDVel, angObjectVel);
3768 // Bank section tba
3769 // Deflection section tba
3770 //if(frcount == 0) Console.WriteLine("V3 = {0}", angObjectVel);
3771
3772
3773 /* // Rotation Axis Disables:
3774 if (!m_angularEnable.ApproxEquals(Vector3.One, 0.003f))
3775 {
3776 if (m_angularEnable.X == 0)
3777 angObjectVel.X = 0f;
3778 if (m_angularEnable.Y == 0)
3779 angObjectVel.Y = 0f;
3780 if (m_angularEnable.Z == 0)
3781 angObjectVel.Z = 0f;
3782 }
3783 */
3784 angObjectVel = angObjectVel * rotq; // ================ Converts to WORLD rotation
3785
3786 // Vertical attractor section
3787 Vector3 vertattr = Vector3.Zero;
3788
3789 if (m_verticalAttractionTimescale < 300)
3790 {
3791 float VAservo = 1.0f / (m_verticalAttractionTimescale * timestep);
3792 // make a vector pointing up
3793 Vector3 verterr = Vector3.Zero;
3794 verterr.Z = 1.0f;
3795 // rotate it to Body Angle
3796 verterr = verterr * rotq;
3797 // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1.
3798 // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go
3799 // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body.
3800
3801 if (verterr.Z < 0.0f)
3802 { // Deflection from vertical exceeds 90-degrees. This method will ensure stable return to
3803 // vertical, BUT for some reason a z-rotation is imparted to the object. TBI.
3804 //Console.WriteLine("InvertFlip");
3805 verterr.X = 2.0f - verterr.X;
3806 verterr.Y = 2.0f - verterr.Y;
3807 }
3808 verterr *= 0.5f;
3809 // verterror is 0 (no error) to +/- 1 (max error at 180-deg tilt)
3810 Vector3 xyav = angObjectVel;
3811 xyav.Z = 0.0f;
3812 if ((!xyav.ApproxEquals(Vector3.Zero, 0.001f)) || (verterr.Z < 0.49f))
3813 {
3814 // As the body rotates around the X axis, then verterr.Y increases; Rotated around Y then .X increases, so
3815 // Change Body angular velocity X based on Y, and Y based on X. Z is not changed.
3816 vertattr.X = verterr.Y;
3817 vertattr.Y = -verterr.X;
3818 vertattr.Z = 0f;
3819 //if(frcount == 0) Console.WriteLine("VAerr=" + verterr);
3820
3821 // scaling appears better usingsquare-law
3822 float damped = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency;
3823 float bounce = 1.0f - damped;
3824 // 0 = crit damp, 1 = bouncy
3825 float oavz = angObjectVel.Z; // retain z velocity
3826 // time-scaled correction, which sums, therefore is bouncy:
3827 angObjectVel = (angObjectVel + (vertattr * VAservo * 0.0333f)) * bounce;
3828 // damped, good @ < 90:
3829 angObjectVel = angObjectVel + (vertattr * VAservo * 0.0667f * damped);
3830 angObjectVel.Z = oavz;
3831 //if(frcount == 0) Console.WriteLine("VA+");
3832 //Console.WriteLine("VAttr {0} OAvel {1}", vertattr, angObjectVel);
3833 }
3834 else
3835 {
3836 // else error is very small
3837 angObjectVel.X = 0f;
3838 angObjectVel.Y = 0f;
3839 //if(frcount == 0) Console.WriteLine("VA0");
3840 }
3841 } // else vertical attractor is off
3842 //if(frcount == 0) Console.WriteLine("V1 = {0}", angObjectVel);
3843
3844
3845 m_lastAngularVelocity = angObjectVel;
3846 // apply Angular Velocity to body
3847 d.BodySetAngularVel(Body, m_lastAngularVelocity.X, m_lastAngularVelocity.Y, m_lastAngularVelocity.Z);
3848 //if(frcount == 0) Console.WriteLine("V4 = {0}", m_lastAngularVelocity);
3849
3850 } // end VEHICLES
3851 else
3852 {
3853 // Dyamics (NON-'VEHICLES') are dealt with here ================================================================
3854
3855 if (!d.BodyIsEnabled(Body)) d.BodyEnable(Body); // KF add 161009
3856
3857 /// Dynamics Buoyancy
3858 //KF: m_buoyancy is set by llSetBuoyancy() and is for non-vehicle.
3859 // m_buoyancy: (unlimited value) <0=Falls fast; 0=1g; 1=0g; >1 = floats up
3860 // NB Prims in ODE are no subject to global gravity
3861 // This should only affect gravity operations
3862
3863 float m_mass = CalculateMass();
3864 // calculate z-force due togravity on object.
3865 fz = _parent_scene.gravityz * (1.0f - m_buoyancy) * m_mass; // force = acceleration * mass
3866 if ((m_usePID) && (m_PIDTau > 0.0f)) // Dynamics llMoveToTarget.
3867 {
3868 fz = 0; // llMoveToTarget ignores gravity.
3869 // it also ignores mass of object, and any physical resting on it.
3870 // Vector3 m_PIDTarget is where we are going
3871 // float m_PIDTau is time to get there
3872 fx = 0;
3873 fy = 0;
3874 d.Vector3 pos = d.BodyGetPosition(Body);
3875 Vector3 error = new Vector3(
3876 (m_PIDTarget.X - pos.X),
3877 (m_PIDTarget.Y - pos.Y),
3878 (m_PIDTarget.Z - pos.Z));
3879 if (error.ApproxEquals(Vector3.Zero, 0.01f))
3880 { // Very close, Jump there and quit move
3881
3882 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3883 _target_velocity = Vector3.Zero;
3884 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3885 d.BodySetForce(Body, 0f, 0f, 0f);
3886 }
3887 else
3888 {
3889 float scale = 50.0f * timestep / m_PIDTau;
3890 if ((error.ApproxEquals(Vector3.Zero, 0.5f)) && (_target_velocity != Vector3.Zero))
3891 {
3892 // Nearby, quit update of velocity
3893 }
3894 else
3895 { // Far, calc damped velocity
3896 _target_velocity = error * scale;
3897 }
3898 d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3899 }
3900 } // end PID MoveToTarget
3901
3902
3903 /// Dynamics Hover ===================================================================================
3904 // Hover PID Controller can only run if the PIDcontroller is not in use.
3905 if (m_useHoverPID && !m_usePID)
3906 {
3907 //Console.WriteLine("Hover " + m_primName);
3908
3909 // If we're using the PID controller, then we have no gravity
3910 fz = (-1 * _parent_scene.gravityz) * m_mass;
3911
3912 // no lock; for now it's only called from within Simulate()
3913
3914 // If the PID Controller isn't active then we set our force
3915 // calculating base velocity to the current position
3916
3917 if ((m_PIDTau < 1))
3918 {
3919 PID_G = PID_G / m_PIDTau;
3920 }
3921
3922 if ((PID_G - m_PIDTau) <= 0)
3923 {
3924 PID_G = m_PIDTau + 1;
3925 }
3926
3927
3928 // Where are we, and where are we headed?
3929 d.Vector3 pos = d.BodyGetPosition(Body);
3930 // d.Vector3 vel = d.BodyGetLinearVel(Body);
3931
3932
3933 // Non-Vehicles have a limited set of Hover options.
3934 // determine what our target height really is based on HoverType
3935 switch (m_PIDHoverType)
3936 {
3937 case PIDHoverType.Ground:
3938 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3939 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3940 break;
3941 case PIDHoverType.GroundAndWater:
3942 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(pos.X, pos.Y);
3943 m_waterHeight = _parent_scene.GetWaterLevel();
3944 if (m_groundHeight > m_waterHeight)
3945 {
3946 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3947 }
3948 else
3949 {
3950 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3951 }
3952 break;
3953
3954 } // end switch (m_PIDHoverType)
3955
3956
3957 _target_velocity =
3958 new Vector3(0.0f, 0.0f,
3959 (m_targetHoverHeight - pos.Z) * ((PID_G - m_PIDHoverTau) * timestep)
3960 );
3961
3962 // if velocity is zero, use position control; otherwise, velocity control
3963
3964 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.1f))
3965 {
3966 // keep track of where we stopped. No more slippin' & slidin'
3967
3968 // We only want to deactivate the PID Controller if we think we want to have our surrogate
3969 // react to the physics scene by moving it's position.
3970 // Avatar to Avatar collisions
3971 // Prim to avatar collisions
3972 d.Vector3 dlinvel = vel;
3973 d.BodySetPosition(Body, pos.X, pos.Y, m_targetHoverHeight);
3974 d.BodySetLinearVel(Body, dlinvel.X, dlinvel.Y, dlinvel.Z);
3975 d.BodyAddForce(Body, 0, 0, fz);
3976 //KF this prevents furthur motions return;
3977 }
3978 else
3979 {
3980 _zeroFlag = false;
3981
3982 // We're flying and colliding with something
3983 fz = fz + ((_target_velocity.Z - vel.Z) * (PID_D) * m_mass);
3984 }
3985 } // end m_useHoverPID && !m_usePID
3986
3987
3988 /// Dynamics Apply Forces ===================================================================================
3989 fx *= m_mass;
3990 fy *= m_mass;
3991 //fz *= m_mass;
3992 fx += m_force.X;
3993 fy += m_force.Y;
3994 fz += m_force.Z;
3995
3996 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3997 if (fx != 0 || fy != 0 || fz != 0)
3998 {
3999 //m_taintdisable = true;
4000 //base.RaiseOutOfBounds(Position);
4001 //d.BodySetLinearVel(Body, fx, fy, 0f);
4002 if (!d.BodyIsEnabled(Body))
4003 {
4004 // A physical body at rest on a surface will auto-disable after a while,
4005 // this appears to re-enable it incase the surface it is upon vanishes,
4006 // and the body should fall again.
4007 d.BodySetLinearVel(Body, 0f, 0f, 0f);
4008 d.BodySetForce(Body, 0f, 0f, 0f);
4009 enableBodySoft();
4010 }
4011
4012 // 35x10 = 350n times the mass per second applied maximum.
4013 float nmax = 35f * m_mass;
4014 float nmin = -35f * m_mass;
4015
4016
4017 if (fx > nmax)
4018 fx = nmax;
4019 if (fx < nmin)
4020 fx = nmin;
4021 if (fy > nmax)
4022 fy = nmax;
4023 if (fy < nmin)
4024 fy = nmin;
4025 d.BodyAddForce(Body, fx, fy, fz);
4026 } // end apply forces
4027 } // end Vehicle/Dynamics
4028
4029 /// RotLookAt / LookAt =================================================================================
4030 if (m_useAPID)
4031 {
4032 // RotLookAt, apparently overrides all other rotation sources. Inputs:
4033 // Quaternion m_APIDTarget
4034 // float m_APIDStrength // From SL experiments, this is the time to get there
4035 // float m_APIDDamping // From SL experiments, this is damping, 1.0 = damped, 0.1 = wobbly
4036 // Also in SL the mass of the object has no effect on time to get there.
4037 // Factors:
4038 // get present body rotation
4039 float limit = 1.0f;
4040 float rscaler = 50f; // adjusts rotation damping time
4041 float lscaler = 10f; // adjusts linear damping time in llLookAt
4042 float RLAservo = 0f;
4043 Vector3 diff_axis;
4044 float diff_angle;
4045 d.Quaternion rot = d.BodyGetQuaternion(Body); // prim present rotation
4046 Quaternion rotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W);
4047 Quaternion rtarget = new Quaternion();
4048
4049 if (m_APIDTarget.W == -99.9f)
4050 {
4051 // this is really a llLookAt(), x,y,z is the target vector
4052 Vector3 target = new Vector3(m_APIDTarget.X, m_APIDTarget.Y, m_APIDTarget.Z);
4053 Vector3 ospin = new Vector3(1.0f, 0.0f, 0.0f) * rotq;
4054 Vector3 error = new Vector3(0.0f, 0.0f, 0.0f);
4055 float twopi = 2.0f * (float)Math.PI;
4056 Vector3 dir = target - _position;
4057 dir.Normalize();
4058 float tzrot = (float)Math.Atan2(dir.Y, dir.X);
4059 float txy = (float)Math.Sqrt((dir.X * dir.X) + (dir.Y * dir.Y));
4060 float terot = (float)Math.Atan2(dir.Z, txy);
4061 float ozrot = (float)Math.Atan2(ospin.Y, ospin.X);
4062 float oxy = (float)Math.Sqrt((ospin.X * ospin.X) + (ospin.Y * ospin.Y));
4063 float oerot = (float)Math.Atan2(ospin.Z, oxy);
4064 float ra = 2.0f * ((rotq.W * rotq.X) + (rotq.Y * rotq.Z));
4065 float rb = 1.0f - 2.0f * ((rotq.Y * rotq.Y) + (rotq.X * rotq.X));
4066 float roll = (float)Math.Atan2(ra, rb);
4067 float errorz = tzrot - ozrot;
4068 if (errorz > (float)Math.PI) errorz -= twopi;
4069 else if (errorz < -(float)Math.PI) errorz += twopi;
4070 float errory = oerot - terot;
4071 if (errory > (float)Math.PI) errory -= twopi;
4072 else if (errory < -(float)Math.PI) errory += twopi;
4073 diff_angle = Math.Abs(errorz) + Math.Abs(errory) + Math.Abs(roll);
4074 if (diff_angle > 0.01f * m_APIDdamper)
4075 {
4076 m_APIDdamper = 1.0f;
4077 RLAservo = timestep / m_APIDStrength * rscaler;
4078 errorz *= RLAservo;
4079 errory *= RLAservo;
4080 error.X = -roll * 8.0f;
4081 error.Y = errory;
4082 error.Z = errorz;
4083 error *= rotq;
4084 d.BodySetAngularVel(Body, error.X, error.Y, error.Z);
4085 }
4086 else
4087 {
4088 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4089 m_APIDdamper = 2.0f;
4090 }
4091 }
4092 else
4093 {
4094 // this is a llRotLookAt()
4095 rtarget = m_APIDTarget;
4096
4097 Quaternion rot_diff = Quaternion.Inverse(rotq) * rtarget; // difference to desired rot
4098 rot_diff.GetAxisAngle(out diff_axis, out diff_angle); // convert to axis to point at & error angle
4099 //if(frcount == 0) Console.WriteLine("axis {0} angle {1}",diff_axis * 57.3f, diff_angle);
4100
4101 // diff_axis.Normalize(); it already is!
4102 if (diff_angle > 0.01f * m_APIDdamper) // diff_angle is always +ve // if there is enough error
4103 {
4104 m_APIDdamper = 1.0f;
4105 Vector3 rotforce = new Vector3(diff_axis.X, diff_axis.Y, diff_axis.Z);
4106 rotforce = rotforce * rotq;
4107 if (diff_angle > limit) diff_angle = limit; // cap the rotate rate
4108 RLAservo = timestep / m_APIDStrength * lscaler;
4109 rotforce = rotforce * RLAservo * diff_angle;
4110 d.BodySetAngularVel(Body, rotforce.X, rotforce.Y, rotforce.Z);
4111 //Console.WriteLine("axis= " + diff_axis + " angle= " + diff_angle + "servo= " + RLAservo);
4112 }
4113 else
4114 { // close enough
4115 d.BodySetAngularVel(Body, 0.0f, 0.0f, 0.0f);
4116 m_APIDdamper = 2.0f;
4117 }
4118 } // end llLookAt/llRotLookAt
4119 //if(frcount == 0) Console.WriteLine("mass= " + m_mass + " servo= " + RLAservo + " angle= " + diff_angle);
4120 } // end m_useAPID
4121 } // end root prims
4122 } // end Move()
4123 } // end class
4124}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
new file mode 100644
index 0000000..712029e
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/ODERayCastRequestManager.cs
@@ -0,0 +1,384 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31using System.Runtime.InteropServices;
32using System.Text;
33using OpenMetaverse;
34using OpenSim.Region.Physics.Manager;
35using Ode.NET;
36using log4net;
37
38namespace OpenSim.Region.Physics.OdePlugin
39{
40 /// <summary>
41 /// Processes raycast requests as ODE is in a state to be able to do them.
42 /// This ensures that it's thread safe and there will be no conflicts.
43 /// Requests get returned by a different thread then they were requested by.
44 /// </summary>
45 public class ODERayCastRequestManager
46 {
47 /// <summary>
48 /// Pending Raycast Requests
49 /// </summary>
50 protected List<ODERayCastRequest> m_PendingRequests = new List<ODERayCastRequest>();
51
52 /// <summary>
53 /// Scene that created this object.
54 /// </summary>
55 private OdeScene m_scene;
56
57 /// <summary>
58 /// ODE contact array to be filled by the collision testing
59 /// </summary>
60 d.ContactGeom[] contacts = new d.ContactGeom[5];
61
62 /// <summary>
63 /// ODE near callback delegate
64 /// </summary>
65 private d.NearCallback nearCallback;
66 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
67 private List<ContactResult> m_contactResults = new List<ContactResult>();
68
69
70 public ODERayCastRequestManager(OdeScene pScene)
71 {
72 m_scene = pScene;
73 nearCallback = near;
74
75 }
76
77 /// <summary>
78 /// Queues a raycast
79 /// </summary>
80 /// <param name="position">Origin of Ray</param>
81 /// <param name="direction">Ray normal</param>
82 /// <param name="length">Ray length</param>
83 /// <param name="retMethod">Return method to send the results</param>
84 public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
85 {
86 lock (m_PendingRequests)
87 {
88 ODERayCastRequest req = new ODERayCastRequest();
89 req.callbackMethod = retMethod;
90 req.length = length;
91 req.Normal = direction;
92 req.Origin = position;
93
94 m_PendingRequests.Add(req);
95 }
96 }
97
98 /// <summary>
99 /// Process all queued raycast requests
100 /// </summary>
101 /// <returns>Time in MS the raycasts took to process.</returns>
102 public int ProcessQueuedRequests()
103 {
104 int time = System.Environment.TickCount;
105 lock (m_PendingRequests)
106 {
107 if (m_PendingRequests.Count > 0)
108 {
109 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
110 for (int i = 0; i < reqs.Length; i++)
111 {
112 try
113 {
114 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
115 RayCast(reqs[i]); // if there isn't anyone to send results
116 }
117 catch
118 {
119 //Fail silently
120 //This can genuinely happen because raycast requests are queued, and the actor may have
121 //been removed from the scene since it was queued
122 }
123 }
124 /*
125 foreach (ODERayCastRequest req in m_PendingRequests)
126 {
127 if (req.callbackMethod != null) // quick optimization here, don't raycast
128 RayCast(req); // if there isn't anyone to send results to
129
130 }
131 */
132 m_PendingRequests.Clear();
133 }
134 }
135
136 lock (m_contactResults)
137 m_contactResults.Clear();
138
139 return System.Environment.TickCount - time;
140 }
141
142 /// <summary>
143 /// Method that actually initiates the raycast
144 /// </summary>
145 /// <param name="req"></param>
146 private void RayCast(ODERayCastRequest req)
147 {
148 // Create the ray
149 IntPtr ray = d.CreateRay(m_scene.space, req.length);
150 d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
151
152 // Collide test
153 d.SpaceCollide2(m_scene.space, ray, IntPtr.Zero, nearCallback);
154
155 // Remove Ray
156 d.GeomDestroy(ray);
157
158
159 // Define default results
160 bool hitYN = false;
161 uint hitConsumerID = 0;
162 float distance = 999999999999f;
163 Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
164 Vector3 snormal = Vector3.Zero;
165
166 // Find closest contact and object.
167 lock (m_contactResults)
168 {
169 foreach (ContactResult cResult in m_contactResults)
170 {
171 if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
172 {
173 closestcontact = cResult.Pos;
174 hitConsumerID = cResult.ConsumerID;
175 distance = cResult.Depth;
176 hitYN = true;
177 snormal = cResult.Normal;
178 }
179 }
180
181 m_contactResults.Clear();
182 }
183
184 // Return results
185 if (req.callbackMethod != null)
186 req.callbackMethod(hitYN, closestcontact, hitConsumerID, distance, snormal);
187 }
188
189 // This is the standard Near. Uses space AABBs to speed up detection.
190 private void near(IntPtr space, IntPtr g1, IntPtr g2)
191 {
192
193 //Don't test against heightfield Geom, or you'll be sorry!
194
195 /*
196 terminate called after throwing an instance of 'std::bad_alloc'
197 what(): std::bad_alloc
198 Stacktrace:
199
200 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0x00004>
201 at (wrapper managed-to-native) Ode.NET.d.Collide (intptr,intptr,int,Ode.NET.d/ContactGeom[],int) <0xffffffff>
202 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0x00280>
203 at (wrapper native-to-managed) OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.near (intptr,intptr,intptr) <0xfff
204 fffff>
205 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0x00004>
206 at (wrapper managed-to-native) Ode.NET.d.SpaceCollide2 (intptr,intptr,intptr,Ode.NET.d/NearCallback) <0xffffffff>
207 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.RayCast (OpenSim.Region.Physics.OdePlugin.ODERayCastRequest) <
208 0x00114>
209 at OpenSim.Region.Physics.OdePlugin.ODERayCastRequestManager.ProcessQueuedRequests () <0x000eb>
210 at OpenSim.Region.Physics.OdePlugin.OdeScene.Simulate (single) <0x017e6>
211 at OpenSim.Region.Framework.Scenes.SceneGraph.UpdatePhysics (double) <0x00042>
212 at OpenSim.Region.Framework.Scenes.Scene.Update () <0x0039e>
213 at OpenSim.Region.Framework.Scenes.Scene.Heartbeat (object) <0x00019>
214 at (wrapper runtime-invoke) object.runtime_invoke_void__this___object (object,intptr,intptr,intptr) <0xffffffff>
215
216 Native stacktrace:
217
218 mono [0x80d2a42]
219 [0xb7f5840c]
220 /lib/i686/cmov/libc.so.6(abort+0x188) [0xb7d1a018]
221 /usr/lib/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x158) [0xb45fc988]
222 /usr/lib/libstdc++.so.6 [0xb45fa865]
223 /usr/lib/libstdc++.so.6 [0xb45fa8a2]
224 /usr/lib/libstdc++.so.6 [0xb45fa9da]
225 /usr/lib/libstdc++.so.6(_Znwj+0x83) [0xb45fb033]
226 /usr/lib/libstdc++.so.6(_Znaj+0x1d) [0xb45fb11d]
227 libode.so(_ZN13dxHeightfield23dCollideHeightfieldZoneEiiiiP6dxGeomiiP12dContactGeomi+0xd04) [0xb46678e4]
228 libode.so(_Z19dCollideHeightfieldP6dxGeomS0_iP12dContactGeomi+0x54b) [0xb466832b]
229 libode.so(dCollide+0x102) [0xb46571b2]
230 [0x95cfdec9]
231 [0x8ea07fe1]
232 [0xab260146]
233 libode.so [0xb465a5c4]
234 libode.so(_ZN11dxHashSpace8collide2EPvP6dxGeomPFvS0_S2_S2_E+0x75) [0xb465bcf5]
235 libode.so(dSpaceCollide2+0x177) [0xb465ac67]
236 [0x95cf978e]
237 [0x8ea07945]
238 [0x95cf2bbc]
239 [0xab2787e7]
240 [0xab419fb3]
241 [0xab416657]
242 [0xab415bda]
243 [0xb609b08e]
244 mono(mono_runtime_delegate_invoke+0x34) [0x8192534]
245 mono [0x81a2f0f]
246 mono [0x81d28b6]
247 mono [0x81ea2c6]
248 /lib/i686/cmov/libpthread.so.0 [0xb7e744c0]
249 /lib/i686/cmov/libc.so.6(clone+0x5e) [0xb7dcd6de]
250 */
251
252 // Exclude heightfield geom
253
254 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
255 return;
256 if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass || d.GeomGetClass(g2) == d.GeomClassID.HeightfieldClass)
257 return;
258
259 // Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
260 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
261 {
262 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
263 return;
264
265 // Separating static prim geometry spaces.
266 // We'll be calling near recursivly if one
267 // of them is a space to find all of the
268 // contact points in the space
269 try
270 {
271 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
272 }
273 catch (AccessViolationException)
274 {
275 m_log.Warn("[PHYSICS]: Unable to collide test a space");
276 return;
277 }
278 //Colliding a space or a geom with a space or a geom. so drill down
279
280 //Collide all geoms in each space..
281 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
282 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
283 return;
284 }
285
286 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
287 return;
288
289 int count = 0;
290 try
291 {
292
293 if (g1 == g2)
294 return; // Can't collide with yourself
295
296 lock (contacts)
297 {
298 count = d.Collide(g1, g2, contacts.GetLength(0), contacts, d.ContactGeom.SizeOf);
299 }
300 }
301 catch (SEHException)
302 {
303 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
304 }
305 catch (Exception e)
306 {
307 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
308 return;
309 }
310
311 PhysicsActor p1 = null;
312 PhysicsActor p2 = null;
313
314 if (g1 != IntPtr.Zero)
315 m_scene.actor_name_map.TryGetValue(g1, out p1);
316
317 if (g2 != IntPtr.Zero)
318 m_scene.actor_name_map.TryGetValue(g1, out p2);
319
320 // Loop over contacts, build results.
321 for (int i = 0; i < count; i++)
322 {
323 if (p1 != null) {
324 if (p1 is OdePrim)
325 {
326 ContactResult collisionresult = new ContactResult();
327
328 collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
329 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
330 collisionresult.Depth = contacts[i].depth;
331 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
332 contacts[i].normal.Z);
333 lock (m_contactResults)
334 m_contactResults.Add(collisionresult);
335 }
336 }
337
338 if (p2 != null)
339 {
340 if (p2 is OdePrim)
341 {
342 ContactResult collisionresult = new ContactResult();
343
344 collisionresult.ConsumerID = ((OdePrim)p2).m_localID;
345 collisionresult.Pos = new Vector3(contacts[i].pos.X, contacts[i].pos.Y, contacts[i].pos.Z);
346 collisionresult.Depth = contacts[i].depth;
347 collisionresult.Normal = new Vector3(contacts[i].normal.X, contacts[i].normal.Y,
348 contacts[i].normal.Z);
349
350 lock (m_contactResults)
351 m_contactResults.Add(collisionresult);
352 }
353 }
354
355
356 }
357
358 }
359
360 /// <summary>
361 /// Dereference the creator scene so that it can be garbage collected if needed.
362 /// </summary>
363 internal void Dispose()
364 {
365 m_scene = null;
366 }
367 }
368
369 public struct ODERayCastRequest
370 {
371 public Vector3 Origin;
372 public Vector3 Normal;
373 public float length;
374 public RaycastCallback callbackMethod;
375 }
376
377 public struct ContactResult
378 {
379 public Vector3 Pos;
380 public float Depth;
381 public uint ConsumerID;
382 public Vector3 Normal;
383 }
384}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
new file mode 100644
index 0000000..b4a3c48
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePhysicsJoint.cs
@@ -0,0 +1,48 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using OpenMetaverse;
30using Ode.NET;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenSim.Region.Physics.OdePlugin;
34
35namespace OpenSim.Region.Physics.OdePlugin
36{
37 class OdePhysicsJoint : PhysicsJoint
38 {
39 public override bool IsInPhysicsEngine
40 {
41 get
42 {
43 return (jointID != IntPtr.Zero);
44 }
45 }
46 public IntPtr jointID;
47 }
48}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
new file mode 100644
index 0000000..00f5122
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
@@ -0,0 +1,3887 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define USE_DRAWSTUFF
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using Ode.NET;
40#if USE_DRAWSTUFF
41using Drawstuff.NET;
42#endif
43using OpenSim.Framework;
44using OpenSim.Region.Physics.Manager;
45using OpenMetaverse;
46
47//using OpenSim.Region.Physics.OdePlugin.Meshing;
48
49namespace OpenSim.Region.Physics.OdePlugin
50{
51 /// <summary>
52 /// ODE plugin
53 /// </summary>
54 public class OdePlugin : IPhysicsPlugin
55 {
56 //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
57
58 private CollisionLocker ode;
59 private OdeScene _mScene;
60
61 public OdePlugin()
62 {
63 ode = new CollisionLocker();
64 }
65
66 public bool Init()
67 {
68 return true;
69 }
70
71 public PhysicsScene GetScene(String sceneIdentifier)
72 {
73 if (_mScene == null)
74 {
75 if (Util.IsWindows())
76 Util.LoadArchSpecificWindowsDll("ode.dll");
77
78 // Initializing ODE only when a scene is created allows alternative ODE plugins to co-habit (according to
79 // http://opensimulator.org/mantis/view.php?id=2750).
80 d.InitODE();
81
82 _mScene = new OdeScene(ode, sceneIdentifier);
83 }
84 return (_mScene);
85 }
86
87 public string GetName()
88 {
89 return ("ChODE");
90 }
91
92 public void Dispose()
93 {
94 }
95 }
96
97 public enum StatusIndicators : int
98 {
99 Generic = 0,
100 Start = 1,
101 End = 2
102 }
103
104 public struct sCollisionData
105 {
106 public uint ColliderLocalId;
107 public uint CollidedWithLocalId;
108 public int NumberOfCollisions;
109 public int CollisionType;
110 public int StatusIndicator;
111 public int lastframe;
112 }
113
114 [Flags]
115 public enum CollisionCategories : int
116 {
117 Disabled = 0,
118 Geom = 0x00000001,
119 Body = 0x00000002,
120 Space = 0x00000004,
121 Character = 0x00000008,
122 Land = 0x00000010,
123 Water = 0x00000020,
124 Wind = 0x00000040,
125 Sensor = 0x00000080,
126 Selected = 0x00000100
127 }
128
129 /// <summary>
130 /// Material type for a primitive
131 /// </summary>
132 public enum Material : int
133 {
134 /// <summary></summary>
135 Stone = 0,
136 /// <summary></summary>
137 Metal = 1,
138 /// <summary></summary>
139 Glass = 2,
140 /// <summary></summary>
141 Wood = 3,
142 /// <summary></summary>
143 Flesh = 4,
144 /// <summary></summary>
145 Plastic = 5,
146 /// <summary></summary>
147 Rubber = 6
148
149 }
150
151 public sealed class OdeScene : PhysicsScene
152 {
153 private readonly ILog m_log;
154 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
155
156 CollisionLocker ode;
157
158 private Random fluidRandomizer = new Random(Environment.TickCount);
159
160 private const uint m_regionWidth = Constants.RegionSize;
161 private const uint m_regionHeight = Constants.RegionSize;
162
163 private float ODE_STEPSIZE = 0.020f;
164 private float metersInSpace = 29.9f;
165 private float m_timeDilation = 1.0f;
166
167 public float gravityx = 0f;
168 public float gravityy = 0f;
169 public float gravityz = -9.8f;
170
171 private float contactsurfacelayer = 0.001f;
172
173 private int worldHashspaceLow = -4;
174 private int worldHashspaceHigh = 128;
175
176 private int smallHashspaceLow = -4;
177 private int smallHashspaceHigh = 66;
178
179 private float waterlevel = 0f;
180 private int framecount = 0;
181 //private int m_returncollisions = 10;
182
183 private readonly IntPtr contactgroup;
184
185 internal IntPtr LandGeom;
186 internal IntPtr WaterGeom;
187
188 private float nmTerrainContactFriction = 255.0f;
189 private float nmTerrainContactBounce = 0.1f;
190 private float nmTerrainContactERP = 0.1025f;
191
192 private float mTerrainContactFriction = 75f;
193 private float mTerrainContactBounce = 0.1f;
194 private float mTerrainContactERP = 0.05025f;
195
196 private float nmAvatarObjectContactFriction = 250f;
197 private float nmAvatarObjectContactBounce = 0.1f;
198
199 private float mAvatarObjectContactFriction = 75f;
200 private float mAvatarObjectContactBounce = 0.1f;
201
202 private float avPIDD = 3200f;
203 private float avPIDP = 1400f;
204 private float avCapRadius = 0.37f;
205 private float avStandupTensor = 2000000f;
206 private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
207 public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
208 private float avDensity = 80f;
209 private float avHeightFudgeFactor = 0.52f;
210 private float avMovementDivisorWalk = 1.3f;
211 private float avMovementDivisorRun = 0.8f;
212 private float minimumGroundFlightOffset = 3f;
213 public float maximumMassObject = 10000.01f;
214
215 public bool meshSculptedPrim = true;
216 public bool forceSimplePrimMeshing = false;
217
218 public float meshSculptLOD = 32;
219 public float MeshSculptphysicalLOD = 16;
220
221 public float geomDefaultDensity = 10.000006836f;
222
223 public int geomContactPointsStartthrottle = 3;
224 public int geomUpdatesPerThrottledUpdate = 15;
225
226 public float bodyPIDD = 35f;
227 public float bodyPIDG = 25;
228
229 public int geomCrossingFailuresBeforeOutofbounds = 5;
230 public float geomRegionFence = 0.0f;
231
232 public float bodyMotorJointMaxforceTensor = 2;
233
234 public int bodyFramesAutoDisable = 20;
235
236 private DateTime m_lastframe = DateTime.UtcNow;
237
238 private float[] _watermap;
239 private bool m_filterCollisions = true;
240
241 private d.NearCallback nearCallback;
242 public d.TriCallback triCallback;
243 public d.TriArrayCallback triArrayCallback;
244 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
245 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
246 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
247 private readonly HashSet<OdePrim> _taintedPrimH = new HashSet<OdePrim>();
248 private readonly Object _taintedPrimLock = new Object();
249 private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>();
250 private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>();
251 private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>();
252 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
253 private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>();
254 public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>();
255 public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>();
256 private bool m_NINJA_physics_joints_enabled = false;
257 //private Dictionary<String, IntPtr> jointpart_name_map = new Dictionary<String,IntPtr>();
258 private readonly Dictionary<String, List<PhysicsJoint>> joints_connecting_actor = new Dictionary<String, List<PhysicsJoint>>();
259 private d.ContactGeom[] contacts;
260 private readonly List<PhysicsJoint> requestedJointsToBeCreated = new List<PhysicsJoint>(); // lock only briefly. accessed by external code (to request new joints) and by OdeScene.Simulate() to move those joints into pending/active
261 private readonly List<PhysicsJoint> pendingJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
262 private readonly List<PhysicsJoint> activeJoints = new List<PhysicsJoint>(); // can lock for longer. accessed only by OdeScene.
263 private readonly List<string> requestedJointsToBeDeleted = new List<string>(); // lock only briefly. accessed by external code (to request deletion of joints) and by OdeScene.Simulate() to move those joints out of pending/active
264 private Object externalJointRequestsLock = new Object();
265 private readonly Dictionary<String, PhysicsJoint> SOPName_to_activeJoint = new Dictionary<String, PhysicsJoint>();
266 private readonly Dictionary<String, PhysicsJoint> SOPName_to_pendingJoint = new Dictionary<String, PhysicsJoint>();
267 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
268 private readonly Dictionary<IntPtr,float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
269
270 private d.Contact ContactCopy; // local copy that can be modified
271 private d.Contact TerrainContact;
272 private d.Contact AvatarStaticprimContact; // was 'contact'
273 private d.Contact AvatarMovementprimContact;
274 private d.Contact AvatarMovementTerrainContact;
275 private d.Contact WaterContact;
276 private d.Contact[,] m_materialContacts;
277
278//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
279//Ckrinke private int m_randomizeWater = 200;
280 private int m_physicsiterations = 10;
281 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
282 private readonly PhysicsActor PANull = new NullPhysicsActor();
283 private float step_time = 0.0f;
284//Ckrinke: Comment out until used. We declare it, initialize it, but do not use it
285//Ckrinke private int ms = 0;
286 public IntPtr world;
287 //private bool returncollisions = false;
288 // private uint obj1LocalID = 0;
289 private uint obj2LocalID = 0;
290 //private int ctype = 0;
291 private OdeCharacter cc1;
292 private OdePrim cp1;
293 private OdeCharacter cc2;
294 private OdePrim cp2;
295 //private int cStartStop = 0;
296 //private string cDictKey = "";
297
298 public IntPtr space;
299
300 //private IntPtr tmpSpace;
301 // split static geometry collision handling into spaces of 30 meters
302 public IntPtr[,] staticPrimspace;
303
304 public Object OdeLock;
305
306 public IMesher mesher;
307
308 private IConfigSource m_config;
309
310 public bool physics_logging = false;
311 public int physics_logging_interval = 0;
312 public bool physics_logging_append_existing_logfile = false;
313
314 public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
315 public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
316
317 // TODO: unused: private uint heightmapWidth = m_regionWidth + 1;
318 // TODO: unused: private uint heightmapHeight = m_regionHeight + 1;
319 // TODO: unused: private uint heightmapWidthSamples;
320 // TODO: unused: private uint heightmapHeightSamples;
321
322 private volatile int m_global_contactcount = 0;
323
324 private Vector3 m_worldOffset = Vector3.Zero;
325 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
326 private PhysicsScene m_parentScene = null;
327
328 private ODERayCastRequestManager m_rayCastManager;
329
330 /// <summary>
331 /// Initiailizes the scene
332 /// Sets many properties that ODE requires to be stable
333 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
334 /// </summary>
335 public OdeScene(CollisionLocker dode, string sceneIdentifier)
336 {
337 m_log
338 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
339
340 OdeLock = new Object();
341 ode = dode;
342 nearCallback = near;
343 triCallback = TriCallback;
344 triArrayCallback = TriArrayCallback;
345 m_rayCastManager = new ODERayCastRequestManager(this);
346 lock (OdeLock)
347 {
348 // Create the world and the first space
349 world = d.WorldCreate();
350 space = d.HashSpaceCreate(IntPtr.Zero);
351
352
353 contactgroup = d.JointGroupCreate(0);
354 //contactgroup
355
356 d.WorldSetAutoDisableFlag(world, false);
357 #if USE_DRAWSTUFF
358
359 Thread viewthread = new Thread(new ParameterizedThreadStart(startvisualization));
360 viewthread.Start();
361 #endif
362 }
363
364
365 _watermap = new float[258 * 258];
366
367 // Zero out the prim spaces array (we split our space into smaller spaces so
368 // we can hit test less.
369 }
370
371#if USE_DRAWSTUFF
372 public void startvisualization(object o)
373 {
374 ds.Functions fn;
375 fn.version = ds.VERSION;
376 fn.start = new ds.CallbackFunction(start);
377 fn.step = new ds.CallbackFunction(step);
378 fn.command = new ds.CallbackFunction(command);
379 fn.stop = null;
380 fn.path_to_textures = "./textures";
381 string[] args = new string[0];
382 ds.SimulationLoop(args.Length, args, 352, 288, ref fn);
383 }
384#endif
385
386 // Initialize the mesh plugin
387 public override void Initialise(IMesher meshmerizer, IConfigSource config)
388 {
389 mesher = meshmerizer;
390 m_config = config;
391 // Defaults
392
393 if (Environment.OSVersion.Platform == PlatformID.Unix)
394 {
395 avPIDD = 3200.0f;
396 avPIDP = 1400.0f;
397 avStandupTensor = 2000000f;
398 }
399 else
400 {
401 avPIDD = 2200.0f;
402 avPIDP = 900.0f;
403 avStandupTensor = 550000f;
404 }
405
406 int contactsPerCollision = 80;
407
408 if (m_config != null)
409 {
410 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
411 if (physicsconfig != null)
412 {
413 gravityx = physicsconfig.GetFloat("world_gravityx", 0f);
414 gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
415 gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
416
417 worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
418 worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
419
420 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", 29.9f);
421 smallHashspaceLow = physicsconfig.GetInt("small_hashspace_size_low", -4);
422 smallHashspaceHigh = physicsconfig.GetInt("small_hashspace_size_high", 66);
423
424 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", 0.001f);
425
426 nmTerrainContactFriction = physicsconfig.GetFloat("nm_terraincontact_friction", 255.0f);
427 nmTerrainContactBounce = physicsconfig.GetFloat("nm_terraincontact_bounce", 0.1f);
428 nmTerrainContactERP = physicsconfig.GetFloat("nm_terraincontact_erp", 0.1025f);
429
430 mTerrainContactFriction = physicsconfig.GetFloat("m_terraincontact_friction", 75f);
431 mTerrainContactBounce = physicsconfig.GetFloat("m_terraincontact_bounce", 0.05f);
432 mTerrainContactERP = physicsconfig.GetFloat("m_terraincontact_erp", 0.05025f);
433
434 nmAvatarObjectContactFriction = physicsconfig.GetFloat("objectcontact_friction", 250f);
435 nmAvatarObjectContactBounce = physicsconfig.GetFloat("objectcontact_bounce", 0.2f);
436
437 mAvatarObjectContactFriction = physicsconfig.GetFloat("m_avatarobjectcontact_friction", 75f);
438 mAvatarObjectContactBounce = physicsconfig.GetFloat("m_avatarobjectcontact_bounce", 0.1f);
439
440 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", 0.020f);
441 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", 10);
442
443 avDensity = physicsconfig.GetFloat("av_density", 80f);
444 avHeightFudgeFactor = physicsconfig.GetFloat("av_height_fudge_factor", 0.52f);
445 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
446 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
447 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
448 avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
449
450 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
451
452 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
453 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
454 geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
455 geomRegionFence = physicsconfig.GetFloat("region_border_fence", 0.0f);
456
457 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", 10.000006836f);
458 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", 20);
459
460 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", 35f);
461 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", 25f);
462
463 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
464 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", true);
465 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", 32f);
466 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
467 m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
468
469 if (Environment.OSVersion.Platform == PlatformID.Unix)
470 {
471 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
472 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", 900.0f);
473 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_linux", 550000f);
474 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_linux", 5f);
475 }
476 else
477 {
478 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", 2200.0f);
479 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", 900.0f);
480 avStandupTensor = physicsconfig.GetFloat("av_capsule_standup_tensor_win", 550000f);
481 bodyMotorJointMaxforceTensor = physicsconfig.GetFloat("body_motor_joint_maxforce_tensor_win", 5f);
482 }
483
484 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
485 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
486 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
487
488 m_NINJA_physics_joints_enabled = physicsconfig.GetBoolean("use_NINJA_physics_joints", false);
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", 3f);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", 10000.01f);
491 }
492 }
493
494 contacts = new d.ContactGeom[contactsPerCollision];
495
496 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
497
498 // Avatar static on a Prim parameters
499 AvatarStaticprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
500 AvatarStaticprimContact.surface.mu = 255.0f;
501 AvatarStaticprimContact.surface.bounce = 0.0f;
502 AvatarStaticprimContact.surface.soft_cfm = 0.0f;
503 AvatarStaticprimContact.surface.soft_erp = 0.30f; // If this is too small static Av will fall through a sloping prim. 1.0 prevents fall-thru
504
505 // Avatar moving on a Prim parameters
506 AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
507 AvatarMovementprimContact.surface.mu = 255.0f;
508 AvatarMovementprimContact.surface.bounce = 0.0f;
509 AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
510 AvatarMovementprimContact.surface.soft_erp = 0.3f;
511
512 // Static Avatar on Terrain parameters
513 // Keeps Avatar in place better
514 TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
515 TerrainContact.surface.mu = 255.0f;
516 TerrainContact.surface.bounce = 0.0f;
517 TerrainContact.surface.soft_cfm = 0.0f;
518 TerrainContact.surface.soft_erp = 0.05f;
519
520 // Moving Avatar on Terrain parameters
521 AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
522 AvatarMovementTerrainContact.surface.mu = 75f;
523 AvatarMovementTerrainContact.surface.bounce = 0.0f;
524 AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
525 AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
526
527 // Avatar or prim the the water, this may not be used, possibly water is same as air?
528 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
529 WaterContact.surface.mu = 0.0f; // No friction
530 WaterContact.surface.bounce = 0.0f; // No bounce
531 WaterContact.surface.soft_cfm = 0.010f;
532 WaterContact.surface.soft_erp = 0.010f;
533
534
535 // Prim static or moving on a prim, depends on material type
536 m_materialContacts = new d.Contact[7,2];
537 // V 1 = Sliding; 0 = static or fell onto
538 m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
539 m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
540 m_materialContacts[(int)Material.Stone, 0].surface.mu = 60f; // friction, 1 = slippery, 255 = no slip
541 m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
542 m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
543 m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f; // erp also changes friction, more erp=less friction
544
545 m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
546 m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
547 m_materialContacts[(int)Material.Stone, 1].surface.mu = 40f;
548 m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
549 m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
550 m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
551
552 m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
553 m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
554 m_materialContacts[(int)Material.Metal, 0].surface.mu = 15f;
555 m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
556 m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
557 m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
558
559 m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
560 m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
561 m_materialContacts[(int)Material.Metal, 1].surface.mu = 10f;
562 m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
563 m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
564 m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
565
566 m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
567 m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
568 m_materialContacts[(int)Material.Glass, 0].surface.mu = 7.5f;
569 m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.0f;
570 m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
571 m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
572
573 m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
574 m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
575 m_materialContacts[(int)Material.Glass, 1].surface.mu = 5f;
576 m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.0f;
577 m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
578 m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
579
580 m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
581 m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
582 m_materialContacts[(int)Material.Wood, 0].surface.mu = 45f;
583 m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
584 m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
585 m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
586
587 m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
588 m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
589 m_materialContacts[(int)Material.Wood, 1].surface.mu = 30f;
590 m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
591 m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
592 m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
593
594 m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
595 m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
596 m_materialContacts[(int)Material.Flesh, 0].surface.mu = 150f;
597 m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
598 m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
599 m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
600
601 m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
602 m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
603 m_materialContacts[(int)Material.Flesh, 1].surface.mu = 100f;
604 m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
605 m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
606 m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
607
608 m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
609 m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
610 m_materialContacts[(int)Material.Plastic, 0].surface.mu = 30f;
611 m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
612 m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
613 m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
614
615 m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
616 m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
617 m_materialContacts[(int)Material.Plastic, 1].surface.mu = 20f;
618 m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
619 m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
620 m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
621
622 m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
623 m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
624 m_materialContacts[(int)Material.Rubber, 0].surface.mu = 150f;
625 m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
626 m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
627 m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
628
629 m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
630 m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
631 m_materialContacts[(int)Material.Rubber, 1].surface.mu = 100f;
632 m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
633 m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
634 m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
635
636 d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
637
638 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
639
640 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
641 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
642
643
644 d.WorldSetLinearDampingThreshold(world, 256f);
645 d.WorldSetLinearDamping(world, 256f);
646// d.WorldSetLinearDampingThreshold(world, 0.01f);
647// d.WorldSetLinearDamping(world, 0.1f);
648 d.WorldSetAngularDampingThreshold(world, 256f);
649 d.WorldSetAngularDamping(world, 256f);
650 d.WorldSetMaxAngularSpeed(world, 256f);
651
652 // Set how many steps we go without running collision testing
653 // This is in addition to the step size.
654 // Essentially Steps * m_physicsiterations
655 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
656 //d.WorldSetContactMaxCorrectingVel(world, 1000.0f);
657
658
659
660 for (int i = 0; i < staticPrimspace.GetLength(0); i++)
661 {
662 for (int j = 0; j < staticPrimspace.GetLength(1); j++)
663 {
664 staticPrimspace[i, j] = IntPtr.Zero;
665 }
666 }
667 }
668
669 internal void waitForSpaceUnlock(IntPtr space)
670 {
671 //if (space != IntPtr.Zero)
672 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
673 }
674
675 /// <summary>
676 /// Debug space message for printing the space that a prim/avatar is in.
677 /// </summary>
678 /// <param name="pos"></param>
679 /// <returns>Returns which split up space the given position is in.</returns>
680 public string whichspaceamIin(Vector3 pos)
681 {
682 return calculateSpaceForGeom(pos).ToString();
683 }
684
685 #region Collision Detection
686
687 /// <summary>
688 /// This is our near callback. A geometry is near a body
689 /// </summary>
690 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
691 /// <param name="g1">a geometry or space</param>
692 /// <param name="g2">another geometry or space</param>
693 private void near(IntPtr space, IntPtr g1, IntPtr g2)
694 {
695 // no lock here! It's invoked from within Simulate(), which is thread-locked
696
697 // Test if we're colliding a geom with a space.
698 // If so we have to drill down into the space recursively
699//Console.WriteLine("near -----------"); //##
700 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
701 {
702 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
703 return;
704
705 // Separating static prim geometry spaces.
706 // We'll be calling near recursivly if one
707 // of them is a space to find all of the
708 // contact points in the space
709 try
710 {
711 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
712 }
713 catch (AccessViolationException)
714 {
715 m_log.Warn("[PHYSICS]: Unable to collide test a space");
716 return;
717 }
718 //Colliding a space or a geom with a space or a geom. so drill down
719
720 //Collide all geoms in each space..
721 //if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
722 //if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
723 return;
724 }
725
726 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
727 return;
728
729 IntPtr b1 = d.GeomGetBody(g1);
730 IntPtr b2 = d.GeomGetBody(g2);
731
732 // d.GeomClassID id = d.GeomGetClass(g1);
733
734 String name1 = null;
735 String name2 = null;
736
737 if (!geom_name_map.TryGetValue(g1, out name1))
738 {
739 name1 = "null";
740 }
741 if (!geom_name_map.TryGetValue(g2, out name2))
742 {
743 name2 = "null";
744 }
745
746 //if (id == d.GeomClassId.TriMeshClass)
747 //{
748 // m_log.InfoFormat("near: A collision was detected between {1} and {2}", 0, name1, name2);
749 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
750 //}
751
752 // Figure out how many contact points we have
753 int count = 0;
754 try
755 {
756 // Colliding Geom To Geom
757 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
758
759 if (g1 == g2)
760 return; // Can't collide with yourself
761
762 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
763 return;
764
765 lock (contacts)
766 {
767 count = d.Collide(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
768 if (count > contacts.Length)
769 m_log.Error("[PHYSICS]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
770 }
771 }
772 catch (SEHException)
773 {
774 m_log.Error("[PHYSICS]: The Operating system shut down ODE because of corrupt memory. This could be a result of really irregular terrain. If this repeats continuously, restart using Basic Physics and terrain fill your terrain. Restarting the sim.");
775 ode.drelease(world);
776 base.TriggerPhysicsBasedRestart();
777 }
778 catch (Exception e)
779 {
780 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
781 return;
782 }
783
784 PhysicsActor p1;
785 PhysicsActor p2;
786
787 if (!actor_name_map.TryGetValue(g1, out p1))
788 {
789 p1 = PANull;
790 }
791
792 if (!actor_name_map.TryGetValue(g2, out p2))
793 {
794 p2 = PANull;
795 }
796
797 ContactPoint maxDepthContact = new ContactPoint();
798 if (p1.CollisionScore + count >= float.MaxValue)
799 p1.CollisionScore = 0;
800 p1.CollisionScore += count;
801
802 if (p2.CollisionScore + count >= float.MaxValue)
803 p2.CollisionScore = 0;
804 p2.CollisionScore += count;
805 for (int i = 0; i < count; i++)
806 {
807 d.ContactGeom curContact = contacts[i];
808
809 if (curContact.depth > maxDepthContact.PenetrationDepth)
810 {
811 maxDepthContact = new ContactPoint(
812 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
813 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
814 curContact.depth
815 );
816 }
817
818 //m_log.Warn("[CCOUNT]: " + count);
819 IntPtr joint;
820 // If we're colliding with terrain, use 'TerrainContact' instead of AvatarStaticprimContact.
821 // allows us to have different settings
822
823 // We only need to test p2 for 'jump crouch purposes'
824 if (p2 is OdeCharacter && p1.PhysicsActorType == (int)ActorTypes.Prim)
825 {
826 // Testing if the collision is at the feet of the avatar
827
828 //m_log.DebugFormat("[PHYSICS]: {0} - {1} - {2} - {3}", curContact.pos.Z, p2.Position.Z, (p2.Position.Z - curContact.pos.Z), (p2.Size.Z * 0.6f));
829//#@ if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f))
830//#@ p2.IsColliding = true;
831 if ((p2.Position.Z - curContact.pos.Z) > (p2.Size.Z * 0.6f)){ //##
832 p2.IsColliding = true; //##
833 }else{
834
835 } //##
836 }
837 else
838 {
839 p2.IsColliding = true;
840 }
841
842 //if ((framecount % m_returncollisions) == 0)
843
844 switch (p1.PhysicsActorType)
845 {
846 case (int)ActorTypes.Agent:
847 p2.CollidingObj = true;
848 break;
849 case (int)ActorTypes.Prim:
850 if (p2.Velocity.LengthSquared() > 0.0f)
851 p2.CollidingObj = true;
852 break;
853 case (int)ActorTypes.Unknown:
854 p2.CollidingGround = true;
855 break;
856 default:
857 p2.CollidingGround = true;
858 break;
859 }
860
861 // we don't want prim or avatar to explode
862
863 #region InterPenetration Handling - Unintended physics explosions
864# region disabled code1
865
866 if (curContact.depth >= 0.08f)
867 {
868 //This is disabled at the moment only because it needs more tweaking
869 //It will eventually be uncommented
870 /*
871 if (AvatarStaticprimContact.depth >= 1.00f)
872 {
873 //m_log.Debug("[PHYSICS]: " + AvatarStaticprimContact.depth.ToString());
874 }
875
876 //If you interpenetrate a prim with an agent
877 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
878 p1.PhysicsActorType == (int) ActorTypes.Prim) ||
879 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
880 p2.PhysicsActorType == (int) ActorTypes.Prim))
881 {
882
883 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth * 4.15f;
884 /*
885 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
886 {
887 p2.CollidingObj = true;
888 AvatarStaticprimContact.depth = 0.003f;
889 p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
890 OdeCharacter character = (OdeCharacter) p2;
891 character.SetPidStatus(true);
892 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p1.Size.X / 2), AvatarStaticprimContact.pos.Y + (p1.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p1.Size.Z / 2));
893
894 }
895 else
896 {
897
898 //AvatarStaticprimContact.depth = 0.0000000f;
899 }
900 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
901 {
902
903 p1.CollidingObj = true;
904 AvatarStaticprimContact.depth = 0.003f;
905 p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
906 AvatarStaticprimContact.pos = new d.Vector3(AvatarStaticprimContact.pos.X + (p2.Size.X / 2), AvatarStaticprimContact.pos.Y + (p2.Size.Y / 2), AvatarStaticprimContact.pos.Z + (p2.Size.Z / 2));
907 OdeCharacter character = (OdeCharacter)p1;
908 character.SetPidStatus(true);
909 }
910 else
911 {
912
913 //AvatarStaticprimContact.depth = 0.0000000f;
914 }
915
916
917
918 }
919*/
920 // If you interpenetrate a prim with another prim
921 /*
922 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
923 {
924 #region disabledcode2
925 //OdePrim op1 = (OdePrim)p1;
926 //OdePrim op2 = (OdePrim)p2;
927 //op1.m_collisionscore++;
928 //op2.m_collisionscore++;
929
930 //if (op1.m_collisionscore > 8000 || op2.m_collisionscore > 8000)
931 //{
932 //op1.m_taintdisable = true;
933 //AddPhysicsActorTaint(p1);
934 //op2.m_taintdisable = true;
935 //AddPhysicsActorTaint(p2);
936 //}
937
938 //if (AvatarStaticprimContact.depth >= 0.25f)
939 //{
940 // Don't collide, one or both prim will expld.
941
942 //op1.m_interpenetrationcount++;
943 //op2.m_interpenetrationcount++;
944 //interpenetrations_before_disable = 200;
945 //if (op1.m_interpenetrationcount >= interpenetrations_before_disable)
946 //{
947 //op1.m_taintdisable = true;
948 //AddPhysicsActorTaint(p1);
949 //}
950 //if (op2.m_interpenetrationcount >= interpenetrations_before_disable)
951 //{
952 // op2.m_taintdisable = true;
953 //AddPhysicsActorTaint(p2);
954 //}
955
956 //AvatarStaticprimContact.depth = AvatarStaticprimContact.depth / 8f;
957 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
958 //}
959 //if (op1.m_disabled || op2.m_disabled)
960 //{
961 //Manually disabled objects stay disabled
962 //AvatarStaticprimContact.depth = 0f;
963 //}
964 #endregion
965 }
966 */
967#endregion
968 if (curContact.depth >= 1.00f)
969 {
970 //m_log.Info("[P]: " + AvatarStaticprimContact.depth.ToString());
971 if ((p2.PhysicsActorType == (int) ActorTypes.Agent &&
972 p1.PhysicsActorType == (int) ActorTypes.Unknown) ||
973 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
974 p2.PhysicsActorType == (int) ActorTypes.Unknown))
975 {
976 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
977 {
978 if (p2 is OdeCharacter)
979 {
980 OdeCharacter character = (OdeCharacter) p2;
981
982 //p2.CollidingObj = true;
983 curContact.depth = 0.00000003f;
984 p2.Velocity = p2.Velocity + new Vector3(0f, 0f, 0.5f);
985 curContact.pos =
986 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
987 curContact.pos.Y + (p1.Size.Y/2),
988 curContact.pos.Z + (p1.Size.Z/2));
989 character.SetPidStatus(true);
990 }
991 }
992
993
994 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
995 {
996 if (p1 is OdeCharacter)
997 {
998 OdeCharacter character = (OdeCharacter) p1;
999
1000 //p2.CollidingObj = true;
1001 curContact.depth = 0.00000003f;
1002 p1.Velocity = p1.Velocity + new Vector3(0f, 0f, 0.5f);
1003 curContact.pos =
1004 new d.Vector3(curContact.pos.X + (p1.Size.X/2),
1005 curContact.pos.Y + (p1.Size.Y/2),
1006 curContact.pos.Z + (p1.Size.Z/2));
1007 character.SetPidStatus(true);
1008 }
1009 }
1010 }
1011 }
1012 }
1013
1014 #endregion
1015
1016 // Logic for collision handling
1017 // Note, that if *all* contacts are skipped (VolumeDetect)
1018 // The prim still detects (and forwards) collision events but
1019 // appears to be phantom for the world
1020 Boolean skipThisContact = false;
1021
1022 if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
1023 skipThisContact = true; // No collision on volume detect prims
1024
1025 if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
1026 skipThisContact = true; // No collision on volume detect prims
1027
1028 if (!skipThisContact && curContact.depth < 0f)
1029 skipThisContact = true;
1030
1031 if (!skipThisContact && checkDupe(curContact, p2.PhysicsActorType))
1032 skipThisContact = true;
1033
1034 const int maxContactsbeforedeath = 4000;
1035 joint = IntPtr.Zero;
1036
1037 if (!skipThisContact)
1038 {
1039 // Add contact joints with materials params----------------------------------
1040 // p1 is what is being hit, p2 is the physical object doing the hitting
1041 int material = (int) Material.Wood;
1042 int movintYN = 0; // 1 = Sliding; 0 = static or fell onto
1043 if (Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f) movintYN = 1;
1044
1045 // If we're colliding against terrain
1046 if (name1 == "Terrain" || name2 == "Terrain")
1047 {
1048 // If we're moving
1049 if ((p2.PhysicsActorType == (int) ActorTypes.Agent) && (movintYN == 1))
1050 {
1051 //$ Av walk/run on terrain (not falling) Use the Avatar movement terrain contact
1052 AvatarMovementTerrainContact.geom = curContact;
1053 _perloopContact.Add(curContact);
1054 if (m_global_contactcount < maxContactsbeforedeath)
1055 {
1056 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementTerrainContact);
1057 m_global_contactcount++;
1058 }
1059 }
1060 else
1061 {
1062 if (p2.PhysicsActorType == (int)ActorTypes.Agent)
1063 {
1064 //$ Av standing on terrain, Use the non moving Avata terrain contact
1065 TerrainContact.geom = curContact;
1066 _perloopContact.Add(curContact);
1067 if (m_global_contactcount < maxContactsbeforedeath)
1068 {
1069 joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
1070 m_global_contactcount++;
1071 }
1072 }
1073 else
1074 {
1075 if (p2.PhysicsActorType == (int)ActorTypes.Prim && p1.PhysicsActorType == (int)ActorTypes.Prim)
1076 {
1077 //& THIS NEVER HAPPENS? prim prim contact In terrain contact?
1078 // int pj294950 = 0;
1079 // prim terrain contact
1080
1081 if (p2 is OdePrim)
1082 material = ((OdePrim)p2).m_material;
1083 //m_log.DebugFormat("Material: {0}", material);
1084 m_materialContacts[material, movintYN].geom = curContact;
1085 _perloopContact.Add(curContact);
1086
1087 if (m_global_contactcount < maxContactsbeforedeath)
1088 {
1089 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1090 m_global_contactcount++;
1091
1092 }
1093
1094 }
1095 else
1096 {
1097 //$ prim on terrain contact
1098 if (p2 is OdePrim)
1099 material = ((OdePrim)p2).m_material;
1100 //m_log.DebugFormat("Material: {0}", material);
1101 m_materialContacts[material, movintYN].geom = curContact;
1102 _perloopContact.Add(curContact);
1103
1104 ContactCopy = m_materialContacts[material, movintYN];
1105 if(movintYN == 1)
1106 {
1107 // prevent excessive slide on terrain
1108 ContactCopy.surface.mu = m_materialContacts[material, movintYN].surface.mu * 30.0f;
1109 }
1110
1111 if (m_global_contactcount < maxContactsbeforedeath)
1112 {
1113 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1114 m_global_contactcount++;
1115 }
1116 }
1117 }
1118 }
1119 }
1120 else if (name1 == "Water" || name2 == "Water")
1121 {
1122 //$ This never happens! Perhaps water is treated like air?
1123 /*
1124 if ((p2.PhysicsActorType == (int) ActorTypes.Prim))
1125 {
1126 }
1127 else
1128 {
1129 }
1130 */
1131 //WaterContact.surface.soft_cfm = 0.0000f;
1132 //WaterContact.surface.soft_erp = 0.00000f;
1133 if (curContact.depth > 0.1f)
1134 {
1135 curContact.depth *= 52;
1136 //AvatarStaticprimContact.normal = new d.Vector3(0, 0, 1);
1137 //AvatarStaticprimContact.pos = new d.Vector3(0, 0, contact.pos.Z - 5f);
1138 }
1139 WaterContact.geom = curContact;
1140 _perloopContact.Add(curContact);
1141 if (m_global_contactcount < maxContactsbeforedeath)
1142 {
1143 joint = d.JointCreateContact(world, contactgroup, ref WaterContact);
1144 m_global_contactcount++;
1145 }
1146 //m_log.Info("[PHYSICS]: Prim Water Contact" + AvatarStaticprimContact.depth);
1147 }
1148 else
1149 {
1150
1151 // no terrain and no water, we're colliding with prim or avatar
1152 // check if we're moving
1153 if ((p2.PhysicsActorType == (int)ActorTypes.Agent))
1154 {
1155 //$ Avatar on Prim or other Avatar
1156 if (movintYN == 1)
1157 {
1158 // Use the AV Movement / prim contact
1159 AvatarMovementprimContact.geom = curContact;
1160 _perloopContact.Add(curContact);
1161 if (m_global_contactcount < maxContactsbeforedeath)
1162 {
1163 joint = d.JointCreateContact(world, contactgroup, ref AvatarMovementprimContact);
1164 m_global_contactcount++;
1165 }
1166 }
1167 else
1168 {
1169 // Use the Av non movement / prim contact
1170 AvatarStaticprimContact.geom = curContact;
1171 _perloopContact.Add(curContact);
1172 ContactCopy = AvatarStaticprimContact; // local copy so we can change locally
1173
1174 if (m_global_contactcount < maxContactsbeforedeath)
1175 {
1176 if (curContact.depth > 0.2)
1177 { // embedded, eject slowly
1178 ContactCopy.surface.soft_erp = 0.1f;
1179 ContactCopy.surface.soft_cfm = 0.1f;
1180 }
1181 else
1182 { // keep on the surface
1183 ContactCopy.surface.soft_erp = 0.3f;
1184 ContactCopy.surface.soft_cfm = 0.0f;
1185 }
1186 joint = d.JointCreateContact(world, contactgroup, ref ContactCopy);
1187 m_global_contactcount++;
1188 }
1189 }
1190 }
1191 else if (p2.PhysicsActorType == (int)ActorTypes.Prim)
1192 {
1193 //$ Prim on Prim
1194 //p1.PhysicsActorType
1195
1196 if (p2 is OdePrim) material = ((OdePrim)p2).m_material;
1197 //m_log.DebugFormat("Material: {0}", material);
1198
1199 m_materialContacts[material, movintYN].geom = curContact;
1200 _perloopContact.Add(curContact);
1201
1202 if (m_global_contactcount < maxContactsbeforedeath)
1203 {
1204 joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]);
1205 m_global_contactcount++;
1206 }
1207 }
1208 }
1209
1210 if (m_global_contactcount < maxContactsbeforedeath && joint != IntPtr.Zero) // stack collide!
1211 {
1212 d.JointAttach(joint, b1, b2);
1213 m_global_contactcount++;
1214 }
1215
1216 }
1217 collision_accounting_events(p1, p2, maxDepthContact);
1218 if (count > geomContactPointsStartthrottle)
1219 {
1220 // If there are more then 3 contact points, it's likely
1221 // that we've got a pile of objects, so ...
1222 // We don't want to send out hundreds of terse updates over and over again
1223 // so lets throttle them and send them again after it's somewhat sorted out.
1224 p2.ThrottleUpdates = true;
1225 }
1226 //m_log.Debug(count.ToString());
1227 //m_log.Debug("near: A collision was detected between {1} and {2}", 0, name1, name2);
1228 } // end for i.. loop
1229 } // end near
1230
1231 private bool checkDupe(d.ContactGeom contactGeom, int atype)
1232 {
1233 bool result = false;
1234 //return result;
1235 if (!m_filterCollisions)
1236 return false;
1237
1238 ActorTypes at = (ActorTypes)atype;
1239 lock (_perloopContact)
1240 {
1241 foreach (d.ContactGeom contact in _perloopContact)
1242 {
1243 //if ((contact.g1 == contactGeom.g1 && contact.g2 == contactGeom.g2))
1244 //{
1245 // || (contact.g2 == contactGeom.g1 && contact.g1 == contactGeom.g2)
1246 if (at == ActorTypes.Agent)
1247 {
1248 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1249 {
1250
1251 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
1252 {
1253 //contactGeom.depth *= .00005f;
1254 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1255 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1256 result = true;
1257 break;
1258 }
1259 else
1260 {
1261 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1262 }
1263 }
1264 else
1265 {
1266 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1267 //int i = 0;
1268 }
1269 }
1270 else if (at == ActorTypes.Prim)
1271 {
1272 //d.AABB aabb1 = new d.AABB();
1273 //d.AABB aabb2 = new d.AABB();
1274
1275 //d.GeomGetAABB(contactGeom.g2, out aabb2);
1276 //d.GeomGetAABB(contactGeom.g1, out aabb1);
1277 //aabb1.
1278 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
1279 {
1280 if (contactGeom.normal.X == contact.normal.X && contactGeom.normal.Y == contact.normal.Y && contactGeom.normal.Z == contact.normal.Z)
1281 {
1282 if (Math.Abs(contact.depth - contactGeom.depth) < 0.272f)
1283 {
1284 result = true;
1285 break;
1286 }
1287 }
1288 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
1289 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
1290 }
1291
1292 }
1293
1294 //}
1295
1296 }
1297 }
1298 return result;
1299 }
1300
1301 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1302 {
1303 // obj1LocalID = 0;
1304 //returncollisions = false;
1305 obj2LocalID = 0;
1306 //ctype = 0;
1307 //cStartStop = 0;
1308 if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
1309 return;
1310
1311 switch ((ActorTypes)p2.PhysicsActorType)
1312 {
1313 case ActorTypes.Agent:
1314 cc2 = (OdeCharacter)p2;
1315
1316 // obj1LocalID = cc2.m_localID;
1317 switch ((ActorTypes)p1.PhysicsActorType)
1318 {
1319 case ActorTypes.Agent:
1320 cc1 = (OdeCharacter)p1;
1321 obj2LocalID = cc1.m_localID;
1322 cc1.AddCollisionEvent(cc2.m_localID, contact);
1323 //ctype = (int)CollisionCategories.Character;
1324
1325 //if (cc1.CollidingObj)
1326 //cStartStop = (int)StatusIndicators.Generic;
1327 //else
1328 //cStartStop = (int)StatusIndicators.Start;
1329
1330 //returncollisions = true;
1331 break;
1332 case ActorTypes.Prim:
1333 if (p1 is OdePrim)
1334 {
1335 cp1 = (OdePrim) p1;
1336 obj2LocalID = cp1.m_localID;
1337 cp1.AddCollisionEvent(cc2.m_localID, contact);
1338 }
1339 //ctype = (int)CollisionCategories.Geom;
1340
1341 //if (cp1.CollidingObj)
1342 //cStartStop = (int)StatusIndicators.Generic;
1343 //else
1344 //cStartStop = (int)StatusIndicators.Start;
1345
1346 //returncollisions = true;
1347 break;
1348
1349 case ActorTypes.Ground:
1350 case ActorTypes.Unknown:
1351 obj2LocalID = 0;
1352 //ctype = (int)CollisionCategories.Land;
1353 //returncollisions = true;
1354 break;
1355 }
1356
1357 cc2.AddCollisionEvent(obj2LocalID, contact);
1358 break;
1359 case ActorTypes.Prim:
1360
1361 if (p2 is OdePrim)
1362 {
1363 cp2 = (OdePrim) p2;
1364
1365 // obj1LocalID = cp2.m_localID;
1366 switch ((ActorTypes) p1.PhysicsActorType)
1367 {
1368 case ActorTypes.Agent:
1369 if (p1 is OdeCharacter)
1370 {
1371 cc1 = (OdeCharacter) p1;
1372 obj2LocalID = cc1.m_localID;
1373 cc1.AddCollisionEvent(cp2.m_localID, contact);
1374 //ctype = (int)CollisionCategories.Character;
1375
1376 //if (cc1.CollidingObj)
1377 //cStartStop = (int)StatusIndicators.Generic;
1378 //else
1379 //cStartStop = (int)StatusIndicators.Start;
1380 //returncollisions = true;
1381 }
1382 break;
1383 case ActorTypes.Prim:
1384
1385 if (p1 is OdePrim)
1386 {
1387 cp1 = (OdePrim) p1;
1388 obj2LocalID = cp1.m_localID;
1389 cp1.AddCollisionEvent(cp2.m_localID, contact);
1390 //ctype = (int)CollisionCategories.Geom;
1391
1392 //if (cp1.CollidingObj)
1393 //cStartStop = (int)StatusIndicators.Generic;
1394 //else
1395 //cStartStop = (int)StatusIndicators.Start;
1396
1397 //returncollisions = true;
1398 }
1399 break;
1400
1401 case ActorTypes.Ground:
1402 case ActorTypes.Unknown:
1403 obj2LocalID = 0;
1404 //ctype = (int)CollisionCategories.Land;
1405
1406 //returncollisions = true;
1407 break;
1408 }
1409
1410 cp2.AddCollisionEvent(obj2LocalID, contact);
1411 }
1412 break;
1413 }
1414 //if (returncollisions)
1415 //{
1416
1417 //lock (m_storedCollisions)
1418 //{
1419 //cDictKey = obj1LocalID.ToString() + obj2LocalID.ToString() + cStartStop.ToString() + ctype.ToString();
1420 //if (m_storedCollisions.ContainsKey(cDictKey))
1421 //{
1422 //sCollisionData objd = m_storedCollisions[cDictKey];
1423 //objd.NumberOfCollisions += 1;
1424 //objd.lastframe = framecount;
1425 //m_storedCollisions[cDictKey] = objd;
1426 //}
1427 //else
1428 //{
1429 //sCollisionData objd = new sCollisionData();
1430 //objd.ColliderLocalId = obj1LocalID;
1431 //objd.CollidedWithLocalId = obj2LocalID;
1432 //objd.CollisionType = ctype;
1433 //objd.NumberOfCollisions = 1;
1434 //objd.lastframe = framecount;
1435 //objd.StatusIndicator = cStartStop;
1436 //m_storedCollisions.Add(cDictKey, objd);
1437 //}
1438 //}
1439 // }
1440 }
1441
1442 public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
1443 {
1444 /* String name1 = null;
1445 String name2 = null;
1446
1447 if (!geom_name_map.TryGetValue(trimesh, out name1))
1448 {
1449 name1 = "null";
1450 }
1451 if (!geom_name_map.TryGetValue(refObject, out name2))
1452 {
1453 name2 = "null";
1454 }
1455
1456 m_log.InfoFormat("TriArrayCallback: A collision was detected between {1} and {2}", 0, name1, name2);
1457 */
1458 return 1;
1459 }
1460
1461 public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex)
1462 {
1463 String name1 = null;
1464 String name2 = null;
1465
1466 if (!geom_name_map.TryGetValue(trimesh, out name1))
1467 {
1468 name1 = "null";
1469 }
1470
1471 if (!geom_name_map.TryGetValue(refObject, out name2))
1472 {
1473 name2 = "null";
1474 }
1475
1476 // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex);
1477
1478 d.Vector3 v0 = new d.Vector3();
1479 d.Vector3 v1 = new d.Vector3();
1480 d.Vector3 v2 = new d.Vector3();
1481
1482 d.GeomTriMeshGetTriangle(trimesh, 0, ref v0, ref v1, ref v2);
1483 // m_log.DebugFormat("Triangle {0} is <{1},{2},{3}>, <{4},{5},{6}>, <{7},{8},{9}>", triangleIndex, v0.X, v0.Y, v0.Z, v1.X, v1.Y, v1.Z, v2.X, v2.Y, v2.Z);
1484
1485 return 1;
1486 }
1487
1488 /// <summary>
1489 /// This is our collision testing routine in ODE
1490 /// </summary>
1491 /// <param name="timeStep"></param>
1492 private void collision_optimized(float timeStep)
1493 {
1494 _perloopContact.Clear();
1495
1496 lock (_characters)
1497 {
1498 foreach (OdeCharacter chr in _characters)
1499 {
1500 // Reset the collision values to false
1501 // since we don't know if we're colliding yet
1502
1503 // For some reason this can happen. Don't ask...
1504 //
1505 if (chr == null)
1506 continue;
1507
1508 if (chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1509 continue;
1510
1511 chr.IsColliding = false;
1512 chr.CollidingGround = false;
1513 chr.CollidingObj = false;
1514
1515 // test the avatar's geometry for collision with the space
1516 // This will return near and the space that they are the closest to
1517 // And we'll run this again against the avatar and the space segment
1518 // This will return with a bunch of possible objects in the space segment
1519 // and we'll run it again on all of them.
1520 try
1521 {
1522 d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
1523 }
1524 catch (AccessViolationException)
1525 {
1526 m_log.Warn("[PHYSICS]: Unable to space collide");
1527 }
1528 //float terrainheight = GetTerrainHeightAtXY(chr.Position.X, chr.Position.Y);
1529 //if (chr.Position.Z + (chr.Velocity.Z * timeStep) < terrainheight + 10)
1530 //{
1531 //chr.Position.Z = terrainheight + 10.0f;
1532 //forcedZ = true;
1533 //}
1534 }
1535 }
1536
1537 lock (_activeprims)
1538 {
1539 List<OdePrim> removeprims = null;
1540 foreach (OdePrim chr in _activeprims)
1541 {
1542 if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
1543 {
1544 try
1545 {
1546 lock (chr)
1547 {
1548 if (space != IntPtr.Zero && chr.prim_geom != IntPtr.Zero && chr.m_taintremove == false)
1549 {
1550 d.SpaceCollide2(space, chr.prim_geom, IntPtr.Zero, nearCallback);
1551 }
1552 else
1553 {
1554 if (removeprims == null)
1555 {
1556 removeprims = new List<OdePrim>();
1557 }
1558 removeprims.Add(chr);
1559 /// Commented this because it triggers on every bullet
1560 //m_log.Debug("[PHYSICS]: unable to collide test active prim against space. The space was zero, the geom was zero or it was in the process of being removed. Removed it from the active prim list. This needs to be fixed!");
1561 }
1562 }
1563 }
1564 catch (AccessViolationException)
1565 {
1566 m_log.Warn("[PHYSICS]: Unable to space collide");
1567 }
1568 }
1569 }
1570 if (removeprims != null)
1571 {
1572 foreach (OdePrim chr in removeprims)
1573 {
1574 _activeprims.Remove(chr);
1575 }
1576 }
1577 }
1578
1579 _perloopContact.Clear();
1580 }
1581
1582 #endregion
1583
1584 public override void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents)
1585 {
1586 m_worldOffset = offset;
1587 WorldExtents = new Vector2(extents.X, extents.Y);
1588 m_parentScene = pScene;
1589
1590 }
1591
1592 // Recovered for use by fly height. Kitto Flora
1593 public float GetTerrainHeightAtXY(float x, float y)
1594 {
1595
1596 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1597 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
1598
1599 IntPtr heightFieldGeom = IntPtr.Zero;
1600
1601 if (RegionTerrain.TryGetValue(new Vector3(offsetX,offsetY,0), out heightFieldGeom))
1602 {
1603 if (heightFieldGeom != IntPtr.Zero)
1604 {
1605 if (TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
1606 {
1607
1608 int index;
1609
1610
1611 if ((int)x > WorldExtents.X || (int)y > WorldExtents.Y ||
1612 (int)x < 0.001f || (int)y < 0.001f)
1613 return 0;
1614
1615 x = x - offsetX;
1616 y = y - offsetY;
1617
1618 index = (int)((int)x * ((int)Constants.RegionSize + 2) + (int)y);
1619
1620 if (index < TerrainHeightFieldHeights[heightFieldGeom].Length)
1621 {
1622 //m_log.DebugFormat("x{0} y{1} = {2}", x, y, (float)TerrainHeightFieldHeights[heightFieldGeom][index]);
1623 return (float)TerrainHeightFieldHeights[heightFieldGeom][index];
1624 }
1625
1626 else
1627 return 0f;
1628 }
1629 else
1630 {
1631 return 0f;
1632 }
1633
1634 }
1635 else
1636 {
1637 return 0f;
1638 }
1639
1640 }
1641 else
1642 {
1643 return 0f;
1644 }
1645
1646
1647 }
1648// End recovered. Kitto Flora
1649
1650 public void addCollisionEventReporting(PhysicsActor obj)
1651 {
1652 lock (_collisionEventPrim)
1653 {
1654 if (!_collisionEventPrim.Contains(obj))
1655 _collisionEventPrim.Add(obj);
1656 }
1657 }
1658
1659 public void remCollisionEventReporting(PhysicsActor obj)
1660 {
1661 lock (_collisionEventPrim)
1662 {
1663 if (!_collisionEventPrim.Contains(obj))
1664 _collisionEventPrim.Remove(obj);
1665 }
1666 }
1667
1668 #region Add/Remove Entities
1669
1670 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1671 {
1672 Vector3 pos;
1673 pos.X = position.X;
1674 pos.Y = position.Y;
1675 pos.Z = position.Z;
1676 OdeCharacter newAv = new OdeCharacter(avName, this, pos, ode, size, avPIDD, avPIDP, avCapRadius, avStandupTensor, avDensity, avHeightFudgeFactor, avMovementDivisorWalk, avMovementDivisorRun);
1677 newAv.Flying = isFlying;
1678 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1679
1680 return newAv;
1681 }
1682
1683 public void AddCharacter(OdeCharacter chr)
1684 {
1685 lock (_characters)
1686 {
1687 if (!_characters.Contains(chr))
1688 {
1689 _characters.Add(chr);
1690 if (chr.bad)
1691 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1692 }
1693 }
1694 }
1695
1696 public void RemoveCharacter(OdeCharacter chr)
1697 {
1698 lock (_characters)
1699 {
1700 if (_characters.Contains(chr))
1701 {
1702 _characters.Remove(chr);
1703 }
1704 }
1705 }
1706 public void BadCharacter(OdeCharacter chr)
1707 {
1708 lock (_badCharacter)
1709 {
1710 if (!_badCharacter.Contains(chr))
1711 _badCharacter.Add(chr);
1712 }
1713 }
1714
1715 public override void RemoveAvatar(PhysicsActor actor)
1716 {
1717 //m_log.Debug("[PHYSICS]:ODELOCK");
1718 ((OdeCharacter) actor).Destroy();
1719
1720 }
1721
1722 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1723 IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, bool isphantom, byte shapetype, uint localid)
1724 {
1725
1726 Vector3 pos = position;
1727 Vector3 siz = size;
1728 Quaternion rot = rotation;
1729
1730 OdePrim newPrim;
1731 lock (OdeLock)
1732 {
1733 newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, isphantom, shapetype, ode, localid);
1734
1735 lock (_prims)
1736 _prims.Add(newPrim);
1737 }
1738
1739 return newPrim;
1740 }
1741
1742
1743 public void addActivePrim(OdePrim activatePrim)
1744 {
1745 // adds active prim.. (ones that should be iterated over in collisions_optimized
1746 lock (_activeprims)
1747 {
1748 if (!_activeprims.Contains(activatePrim))
1749 _activeprims.Add(activatePrim);
1750 //else
1751 // m_log.Warn("[PHYSICS]: Double Entry in _activeprims detected, potential crash immenent");
1752 }
1753 }
1754
1755 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1756 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1757 {
1758 PhysicsActor result;
1759 IMesh mesh = null;
1760
1761 if (needsMeshing(pbs))
1762 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1763
1764 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical,false,0, localid);
1765
1766 return result;
1767 }
1768
1769 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1770 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1771 {
1772 PhysicsActor result;
1773 IMesh mesh = null;
1774
1775 if (needsMeshing(pbs))
1776 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1777
1778 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom,0, localid);
1779
1780 return result;
1781 }
1782
1783 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1784 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
1785 {
1786 PhysicsActor result;
1787 IMesh mesh = null;
1788
1789 if (needsMeshing(pbs))
1790 mesh = mesher.CreateMesh(primName, pbs, size, (int)LevelOfDetail.High, true);
1791
1792 result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, isPhantom, shapetype, localid);
1793
1794 return result;
1795 }
1796
1797 public override float TimeDilation
1798 {
1799 get { return m_timeDilation; }
1800 }
1801
1802 public override bool SupportsNINJAJoints
1803 {
1804 get { return m_NINJA_physics_joints_enabled; }
1805 }
1806
1807 // internal utility function: must be called within a lock (OdeLock)
1808 private void InternalAddActiveJoint(PhysicsJoint joint)
1809 {
1810 activeJoints.Add(joint);
1811 SOPName_to_activeJoint.Add(joint.ObjectNameInScene, joint);
1812 }
1813
1814 // internal utility function: must be called within a lock (OdeLock)
1815 private void InternalAddPendingJoint(OdePhysicsJoint joint)
1816 {
1817 pendingJoints.Add(joint);
1818 SOPName_to_pendingJoint.Add(joint.ObjectNameInScene, joint);
1819 }
1820
1821 // internal utility function: must be called within a lock (OdeLock)
1822 private void InternalRemovePendingJoint(PhysicsJoint joint)
1823 {
1824 pendingJoints.Remove(joint);
1825 SOPName_to_pendingJoint.Remove(joint.ObjectNameInScene);
1826 }
1827
1828 // internal utility function: must be called within a lock (OdeLock)
1829 private void InternalRemoveActiveJoint(PhysicsJoint joint)
1830 {
1831 activeJoints.Remove(joint);
1832 SOPName_to_activeJoint.Remove(joint.ObjectNameInScene);
1833 }
1834
1835 public override void DumpJointInfo()
1836 {
1837 string hdr = "[NINJA] JOINTINFO: ";
1838 foreach (PhysicsJoint j in pendingJoints)
1839 {
1840 m_log.Debug(hdr + " pending joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1841 }
1842 m_log.Debug(hdr + pendingJoints.Count + " total pending joints");
1843 foreach (string jointName in SOPName_to_pendingJoint.Keys)
1844 {
1845 m_log.Debug(hdr + " pending joints dict contains Name: " + jointName);
1846 }
1847 m_log.Debug(hdr + SOPName_to_pendingJoint.Keys.Count + " total pending joints dict entries");
1848 foreach (PhysicsJoint j in activeJoints)
1849 {
1850 m_log.Debug(hdr + " active joint, Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1851 }
1852 m_log.Debug(hdr + activeJoints.Count + " total active joints");
1853 foreach (string jointName in SOPName_to_activeJoint.Keys)
1854 {
1855 m_log.Debug(hdr + " active joints dict contains Name: " + jointName);
1856 }
1857 m_log.Debug(hdr + SOPName_to_activeJoint.Keys.Count + " total active joints dict entries");
1858
1859 m_log.Debug(hdr + " Per-body joint connectivity information follows.");
1860 m_log.Debug(hdr + joints_connecting_actor.Keys.Count + " bodies are connected by joints.");
1861 foreach (string actorName in joints_connecting_actor.Keys)
1862 {
1863 m_log.Debug(hdr + " Actor " + actorName + " has the following joints connecting it");
1864 foreach (PhysicsJoint j in joints_connecting_actor[actorName])
1865 {
1866 m_log.Debug(hdr + " * joint Name: " + j.ObjectNameInScene + " raw parms:" + j.RawParams);
1867 }
1868 m_log.Debug(hdr + joints_connecting_actor[actorName].Count + " connecting joints total for this actor");
1869 }
1870 }
1871
1872 public override void RequestJointDeletion(string ObjectNameInScene)
1873 {
1874 lock (externalJointRequestsLock)
1875 {
1876 if (!requestedJointsToBeDeleted.Contains(ObjectNameInScene)) // forbid same deletion request from entering twice to prevent spurious deletions processed asynchronously
1877 {
1878 requestedJointsToBeDeleted.Add(ObjectNameInScene);
1879 }
1880 }
1881 }
1882
1883 private void DeleteRequestedJoints()
1884 {
1885 List<string> myRequestedJointsToBeDeleted;
1886 lock (externalJointRequestsLock)
1887 {
1888 // make a local copy of the shared list for processing (threading issues)
1889 myRequestedJointsToBeDeleted = new List<string>(requestedJointsToBeDeleted);
1890 }
1891
1892 foreach (string jointName in myRequestedJointsToBeDeleted)
1893 {
1894 lock (OdeLock)
1895 {
1896 //m_log.Debug("[NINJA] trying to deleting requested joint " + jointName);
1897 if (SOPName_to_activeJoint.ContainsKey(jointName) || SOPName_to_pendingJoint.ContainsKey(jointName))
1898 {
1899 OdePhysicsJoint joint = null;
1900 if (SOPName_to_activeJoint.ContainsKey(jointName))
1901 {
1902 joint = SOPName_to_activeJoint[jointName] as OdePhysicsJoint;
1903 InternalRemoveActiveJoint(joint);
1904 }
1905 else if (SOPName_to_pendingJoint.ContainsKey(jointName))
1906 {
1907 joint = SOPName_to_pendingJoint[jointName] as OdePhysicsJoint;
1908 InternalRemovePendingJoint(joint);
1909 }
1910
1911 if (joint != null)
1912 {
1913 //m_log.Debug("joint.BodyNames.Count is " + joint.BodyNames.Count + " and contents " + joint.BodyNames);
1914 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1915 {
1916 string bodyName = joint.BodyNames[iBodyName];
1917 if (bodyName != "NULL")
1918 {
1919 joints_connecting_actor[bodyName].Remove(joint);
1920 if (joints_connecting_actor[bodyName].Count == 0)
1921 {
1922 joints_connecting_actor.Remove(bodyName);
1923 }
1924 }
1925 }
1926
1927 DoJointDeactivated(joint);
1928 if (joint.jointID != IntPtr.Zero)
1929 {
1930 d.JointDestroy(joint.jointID);
1931 joint.jointID = IntPtr.Zero;
1932 //DoJointErrorMessage(joint, "successfully destroyed joint " + jointName);
1933 }
1934 else
1935 {
1936 //m_log.Warn("[NINJA] Ignoring re-request to destroy joint " + jointName);
1937 }
1938 }
1939 else
1940 {
1941 // DoJointErrorMessage(joint, "coult not find joint to destroy based on name " + jointName);
1942 }
1943 }
1944 else
1945 {
1946 // DoJointErrorMessage(joint, "WARNING - joint removal failed, joint " + jointName);
1947 }
1948 }
1949 }
1950
1951 // remove processed joints from the shared list
1952 lock (externalJointRequestsLock)
1953 {
1954 foreach (string jointName in myRequestedJointsToBeDeleted)
1955 {
1956 requestedJointsToBeDeleted.Remove(jointName);
1957 }
1958 }
1959 }
1960
1961 // for pending joints we don't know if their associated bodies exist yet or not.
1962 // the joint is actually created during processing of the taints
1963 private void CreateRequestedJoints()
1964 {
1965 List<PhysicsJoint> myRequestedJointsToBeCreated;
1966 lock (externalJointRequestsLock)
1967 {
1968 // make a local copy of the shared list for processing (threading issues)
1969 myRequestedJointsToBeCreated = new List<PhysicsJoint>(requestedJointsToBeCreated);
1970 }
1971
1972 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
1973 {
1974 lock (OdeLock)
1975 {
1976 if (SOPName_to_pendingJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_pendingJoint[joint.ObjectNameInScene] != null)
1977 {
1978 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already pending joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1979 continue;
1980 }
1981 if (SOPName_to_activeJoint.ContainsKey(joint.ObjectNameInScene) && SOPName_to_activeJoint[joint.ObjectNameInScene] != null)
1982 {
1983 DoJointErrorMessage(joint, "WARNING: ignoring request to re-add already active joint Name:" + joint.ObjectNameInScene + " type:" + joint.Type + " parms: " + joint.RawParams + " pos: " + joint.Position + " rot:" + joint.Rotation);
1984 continue;
1985 }
1986
1987 InternalAddPendingJoint(joint as OdePhysicsJoint);
1988
1989 if (joint.BodyNames.Count >= 2)
1990 {
1991 for (int iBodyName = 0; iBodyName < 2; iBodyName++)
1992 {
1993 string bodyName = joint.BodyNames[iBodyName];
1994 if (bodyName != "NULL")
1995 {
1996 if (!joints_connecting_actor.ContainsKey(bodyName))
1997 {
1998 joints_connecting_actor.Add(bodyName, new List<PhysicsJoint>());
1999 }
2000 joints_connecting_actor[bodyName].Add(joint);
2001 }
2002 }
2003 }
2004 }
2005 }
2006
2007 // remove processed joints from shared list
2008 lock (externalJointRequestsLock)
2009 {
2010 foreach (PhysicsJoint joint in myRequestedJointsToBeCreated)
2011 {
2012 requestedJointsToBeCreated.Remove(joint);
2013 }
2014 }
2015
2016 }
2017
2018 // public function to add an request for joint creation
2019 // this joint will just be added to a waiting list that is NOT processed during the main
2020 // Simulate() loop (to avoid deadlocks). After Simulate() is finished, we handle unprocessed joint requests.
2021
2022 public override PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
2023 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
2024
2025 {
2026
2027 OdePhysicsJoint joint = new OdePhysicsJoint();
2028 joint.ObjectNameInScene = objectNameInScene;
2029 joint.Type = jointType;
2030 joint.Position = position;
2031 joint.Rotation = rotation;
2032 joint.RawParams = parms;
2033 joint.BodyNames = new List<string>(bodyNames);
2034 joint.TrackedBodyName = trackedBodyName;
2035 joint.LocalRotation = localRotation;
2036 joint.jointID = IntPtr.Zero;
2037 joint.ErrorMessageCount = 0;
2038
2039 lock (externalJointRequestsLock)
2040 {
2041 if (!requestedJointsToBeCreated.Contains(joint)) // forbid same creation request from entering twice
2042 {
2043 requestedJointsToBeCreated.Add(joint);
2044 }
2045 }
2046 return joint;
2047 }
2048
2049 private void RemoveAllJointsConnectedToActor(PhysicsActor actor)
2050 {
2051 //m_log.Debug("RemoveAllJointsConnectedToActor: start");
2052 if (actor.SOPName != null && joints_connecting_actor.ContainsKey(actor.SOPName) && joints_connecting_actor[actor.SOPName] != null)
2053 {
2054
2055 List<PhysicsJoint> jointsToRemove = new List<PhysicsJoint>();
2056 //TODO: merge these 2 loops (originally it was needed to avoid altering a list being iterated over, but it is no longer needed due to the joint request queue mechanism)
2057 foreach (PhysicsJoint j in joints_connecting_actor[actor.SOPName])
2058 {
2059 jointsToRemove.Add(j);
2060 }
2061 foreach (PhysicsJoint j in jointsToRemove)
2062 {
2063 //m_log.Debug("RemoveAllJointsConnectedToActor: about to request deletion of " + j.ObjectNameInScene);
2064 RequestJointDeletion(j.ObjectNameInScene);
2065 //m_log.Debug("RemoveAllJointsConnectedToActor: done request deletion of " + j.ObjectNameInScene);
2066 j.TrackedBodyName = null; // *IMMEDIATELY* prevent any further movement of this joint (else a deleted actor might cause spurious tracking motion of the joint for a few frames, leading to the joint proxy object disappearing)
2067 }
2068 }
2069 }
2070
2071 public override void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
2072 {
2073 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: start");
2074 lock (OdeLock)
2075 {
2076 //m_log.Debug("RemoveAllJointsConnectedToActorThreadLocked: got lock");
2077 RemoveAllJointsConnectedToActor(actor);
2078 }
2079 }
2080
2081 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2082 public override Vector3 GetJointAnchor(PhysicsJoint joint)
2083 {
2084 Debug.Assert(joint.IsInPhysicsEngine);
2085 d.Vector3 pos = new d.Vector3();
2086
2087 if (!(joint is OdePhysicsJoint))
2088 {
2089 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2090 }
2091 else
2092 {
2093 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2094 switch (odeJoint.Type)
2095 {
2096 case PhysicsJointType.Ball:
2097 d.JointGetBallAnchor(odeJoint.jointID, out pos);
2098 break;
2099 case PhysicsJointType.Hinge:
2100 d.JointGetHingeAnchor(odeJoint.jointID, out pos);
2101 break;
2102 }
2103 }
2104 return new Vector3(pos.X, pos.Y, pos.Z);
2105 }
2106
2107 // normally called from within OnJointMoved, which is called from within a lock (OdeLock)
2108 // WARNING: ODE sometimes returns <0,0,0> as the joint axis! Therefore this function
2109 // appears to be unreliable. Fortunately we can compute the joint axis ourselves by
2110 // keeping track of the joint's original orientation relative to one of the involved bodies.
2111 public override Vector3 GetJointAxis(PhysicsJoint joint)
2112 {
2113 Debug.Assert(joint.IsInPhysicsEngine);
2114 d.Vector3 axis = new d.Vector3();
2115
2116 if (!(joint is OdePhysicsJoint))
2117 {
2118 DoJointErrorMessage(joint, "warning: non-ODE joint requesting anchor: " + joint.ObjectNameInScene);
2119 }
2120 else
2121 {
2122 OdePhysicsJoint odeJoint = (OdePhysicsJoint)joint;
2123 switch (odeJoint.Type)
2124 {
2125 case PhysicsJointType.Ball:
2126 DoJointErrorMessage(joint, "warning - axis requested for ball joint: " + joint.ObjectNameInScene);
2127 break;
2128 case PhysicsJointType.Hinge:
2129 d.JointGetHingeAxis(odeJoint.jointID, out axis);
2130 break;
2131 }
2132 }
2133 return new Vector3(axis.X, axis.Y, axis.Z);
2134 }
2135
2136
2137 public void remActivePrim(OdePrim deactivatePrim)
2138 {
2139 lock (_activeprims)
2140 {
2141 _activeprims.Remove(deactivatePrim);
2142 }
2143 }
2144
2145 public override void RemovePrim(PhysicsActor prim)
2146 {
2147 if (prim is OdePrim)
2148 {
2149 lock (OdeLock)
2150 {
2151 OdePrim p = (OdePrim) prim;
2152
2153 p.setPrimForRemoval();
2154 AddPhysicsActorTaint(prim);
2155 //RemovePrimThreadLocked(p);
2156 }
2157 }
2158 }
2159
2160 /// <summary>
2161 /// This is called from within simulate but outside the locked portion
2162 /// We need to do our own locking here
2163 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
2164 ///
2165 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
2166 /// that the space was using.
2167 /// </summary>
2168 /// <param name="prim"></param>
2169 public void RemovePrimThreadLocked(OdePrim prim)
2170 {
2171//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
2172 lock (prim)
2173 {
2174 remCollisionEventReporting(prim);
2175 lock (ode)
2176 {
2177 if (prim.prim_geom != IntPtr.Zero)
2178 {
2179 prim.ResetTaints();
2180
2181 try
2182 {
2183 if (prim._triMeshData != IntPtr.Zero)
2184 {
2185 d.GeomTriMeshDataDestroy(prim._triMeshData);
2186 prim._triMeshData = IntPtr.Zero;
2187 }
2188 }
2189 catch { };
2190
2191 if (prim.IsPhysical)
2192 {
2193 prim.disableBody();
2194 if (prim.childPrim)
2195 {
2196 prim.childPrim = false;
2197 prim.Body = IntPtr.Zero;
2198 prim.m_disabled = true;
2199 prim.IsPhysical = false;
2200 }
2201
2202 }
2203 // we don't want to remove the main space
2204
2205 // If the geometry is in the targetspace, remove it from the target space
2206 //m_log.Warn(prim.m_targetSpace);
2207
2208 //if (prim.m_targetSpace != IntPtr.Zero)
2209 //{
2210 //if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
2211 //{
2212
2213 //if (d.GeomIsSpace(prim.m_targetSpace))
2214 //{
2215 //waitForSpaceUnlock(prim.m_targetSpace);
2216 //d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
2217 prim.m_targetSpace = IntPtr.Zero;
2218 //}
2219 //else
2220 //{
2221 // m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2222 //((OdePrim)prim).m_targetSpace.ToString());
2223 //}
2224
2225 //}
2226 //}
2227 //m_log.Warn(prim.prim_geom);
2228 try
2229 {
2230 if (prim.prim_geom != IntPtr.Zero)
2231 {
2232
2233//string tPA;
2234//geom_name_map.TryGetValue(prim.prim_geom, out tPA);
2235//Console.WriteLine("**** Remove {0}", tPA);
2236 if(geom_name_map.ContainsKey(prim.prim_geom)) geom_name_map.Remove(prim.prim_geom);
2237 if(actor_name_map.ContainsKey(prim.prim_geom)) actor_name_map.Remove(prim.prim_geom);
2238 d.GeomDestroy(prim.prim_geom);
2239 prim.prim_geom = IntPtr.Zero;
2240 }
2241 else
2242 {
2243 m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
2244 }
2245 }
2246 catch (AccessViolationException)
2247 {
2248 m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
2249 }
2250 lock (_prims)
2251 _prims.Remove(prim);
2252
2253 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2254 //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
2255 //{
2256 //if (prim.m_targetSpace != null)
2257 //{
2258 //if (d.GeomIsSpace(prim.m_targetSpace))
2259 //{
2260 //waitForSpaceUnlock(prim.m_targetSpace);
2261 //d.SpaceRemove(space, prim.m_targetSpace);
2262 // free up memory used by the space.
2263 //d.SpaceDestroy(prim.m_targetSpace);
2264 //int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
2265 //resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
2266 //}
2267 //else
2268 //{
2269 //m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
2270 //((OdePrim) prim).m_targetSpace.ToString());
2271 //}
2272 //}
2273 //}
2274
2275 if (SupportsNINJAJoints)
2276 {
2277 RemoveAllJointsConnectedToActorThreadLocked(prim);
2278 }
2279 }
2280 }
2281 }
2282 }
2283
2284 #endregion
2285
2286 #region Space Separation Calculation
2287
2288 /// <summary>
2289 /// Takes a space pointer and zeros out the array we're using to hold the spaces
2290 /// </summary>
2291 /// <param name="pSpace"></param>
2292 public void resetSpaceArrayItemToZero(IntPtr pSpace)
2293 {
2294 for (int x = 0; x < staticPrimspace.GetLength(0); x++)
2295 {
2296 for (int y = 0; y < staticPrimspace.GetLength(1); y++)
2297 {
2298 if (staticPrimspace[x, y] == pSpace)
2299 staticPrimspace[x, y] = IntPtr.Zero;
2300 }
2301 }
2302 }
2303
2304 public void resetSpaceArrayItemToZero(int arrayitemX, int arrayitemY)
2305 {
2306 staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
2307 }
2308
2309 /// <summary>
2310 /// Called when a static prim moves. Allocates a space for the prim based on its position
2311 /// </summary>
2312 /// <param name="geom">the pointer to the geom that moved</param>
2313 /// <param name="pos">the position that the geom moved to</param>
2314 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
2315 /// <returns>a pointer to the new space it's in</returns>
2316 public IntPtr recalculateSpaceForGeom(IntPtr geom, Vector3 pos, IntPtr currentspace)
2317 {
2318 // Called from setting the Position and Size of an ODEPrim so
2319 // it's already in locked space.
2320
2321 // we don't want to remove the main space
2322 // we don't need to test physical here because this function should
2323 // never be called if the prim is physical(active)
2324
2325 // All physical prim end up in the root space
2326 //Thread.Sleep(20);
2327 if (currentspace != space)
2328 {
2329 //m_log.Info("[SPACE]: C:" + currentspace.ToString() + " g:" + geom.ToString());
2330 //if (currentspace == IntPtr.Zero)
2331 //{
2332 //int adfadf = 0;
2333 //}
2334 if (d.SpaceQuery(currentspace, geom) && currentspace != IntPtr.Zero)
2335 {
2336 if (d.GeomIsSpace(currentspace))
2337 {
2338 waitForSpaceUnlock(currentspace);
2339 d.SpaceRemove(currentspace, geom);
2340 }
2341 else
2342 {
2343 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" + currentspace +
2344 " Geom:" + geom);
2345 }
2346 }
2347 else
2348 {
2349 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2350 if (sGeomIsIn != IntPtr.Zero)
2351 {
2352 if (d.GeomIsSpace(currentspace))
2353 {
2354 waitForSpaceUnlock(sGeomIsIn);
2355 d.SpaceRemove(sGeomIsIn, geom);
2356 }
2357 else
2358 {
2359 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2360 sGeomIsIn + " Geom:" + geom);
2361 }
2362 }
2363 }
2364
2365 //If there are no more geometries in the sub-space, we don't need it in the main space anymore
2366 if (d.SpaceGetNumGeoms(currentspace) == 0)
2367 {
2368 if (currentspace != IntPtr.Zero)
2369 {
2370 if (d.GeomIsSpace(currentspace))
2371 {
2372 waitForSpaceUnlock(currentspace);
2373 waitForSpaceUnlock(space);
2374 d.SpaceRemove(space, currentspace);
2375 // free up memory used by the space.
2376
2377 //d.SpaceDestroy(currentspace);
2378 resetSpaceArrayItemToZero(currentspace);
2379 }
2380 else
2381 {
2382 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2383 currentspace + " Geom:" + geom);
2384 }
2385 }
2386 }
2387 }
2388 else
2389 {
2390 // this is a physical object that got disabled. ;.;
2391 if (currentspace != IntPtr.Zero && geom != IntPtr.Zero)
2392 {
2393 if (d.SpaceQuery(currentspace, geom))
2394 {
2395 if (d.GeomIsSpace(currentspace))
2396 {
2397 waitForSpaceUnlock(currentspace);
2398 d.SpaceRemove(currentspace, geom);
2399 }
2400 else
2401 {
2402 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2403 currentspace + " Geom:" + geom);
2404 }
2405 }
2406 else
2407 {
2408 IntPtr sGeomIsIn = d.GeomGetSpace(geom);
2409 if (sGeomIsIn != IntPtr.Zero)
2410 {
2411 if (d.GeomIsSpace(sGeomIsIn))
2412 {
2413 waitForSpaceUnlock(sGeomIsIn);
2414 d.SpaceRemove(sGeomIsIn, geom);
2415 }
2416 else
2417 {
2418 m_log.Info("[Physics]: Invalid Scene passed to 'recalculatespace':" +
2419 sGeomIsIn + " Geom:" + geom);
2420 }
2421 }
2422 }
2423 }
2424 }
2425
2426 // The routines in the Position and Size sections do the 'inserting' into the space,
2427 // so all we have to do is make sure that the space that we're putting the prim into
2428 // is in the 'main' space.
2429 int[] iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
2430 IntPtr newspace = calculateSpaceForGeom(pos);
2431
2432 if (newspace == IntPtr.Zero)
2433 {
2434 newspace = createprimspace(iprimspaceArrItem[0], iprimspaceArrItem[1]);
2435 d.HashSpaceSetLevels(newspace, smallHashspaceLow, smallHashspaceHigh);
2436 }
2437
2438 return newspace;
2439 }
2440
2441 /// <summary>
2442 /// Creates a new space at X Y
2443 /// </summary>
2444 /// <param name="iprimspaceArrItemX"></param>
2445 /// <param name="iprimspaceArrItemY"></param>
2446 /// <returns>A pointer to the created space</returns>
2447 public IntPtr createprimspace(int iprimspaceArrItemX, int iprimspaceArrItemY)
2448 {
2449 // creating a new space for prim and inserting it into main space.
2450 staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY] = d.HashSpaceCreate(IntPtr.Zero);
2451 d.GeomSetCategoryBits(staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY], (int)CollisionCategories.Space);
2452 waitForSpaceUnlock(space);
2453 d.SpaceSetSublevel(space, 1);
2454 d.SpaceAdd(space, staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY]);
2455 return staticPrimspace[iprimspaceArrItemX, iprimspaceArrItemY];
2456 }
2457
2458 /// <summary>
2459 /// Calculates the space the prim should be in by its position
2460 /// </summary>
2461 /// <param name="pos"></param>
2462 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
2463 public IntPtr calculateSpaceForGeom(Vector3 pos)
2464 {
2465 int[] xyspace = calculateSpaceArrayItemFromPos(pos);
2466 //m_log.Info("[Physics]: Attempting to use arrayItem: " + xyspace[0].ToString() + "," + xyspace[1].ToString());
2467 return staticPrimspace[xyspace[0], xyspace[1]];
2468 }
2469
2470 /// <summary>
2471 /// Holds the space allocation logic
2472 /// </summary>
2473 /// <param name="pos"></param>
2474 /// <returns>an array item based on the position</returns>
2475 public int[] calculateSpaceArrayItemFromPos(Vector3 pos)
2476 {
2477 int[] returnint = new int[2];
2478
2479 returnint[0] = (int) (pos.X/metersInSpace);
2480
2481 if (returnint[0] > ((int) (259f/metersInSpace)))
2482 returnint[0] = ((int) (259f/metersInSpace));
2483 if (returnint[0] < 0)
2484 returnint[0] = 0;
2485
2486 returnint[1] = (int) (pos.Y/metersInSpace);
2487 if (returnint[1] > ((int) (259f/metersInSpace)))
2488 returnint[1] = ((int) (259f/metersInSpace));
2489 if (returnint[1] < 0)
2490 returnint[1] = 0;
2491
2492 return returnint;
2493 }
2494
2495 #endregion
2496
2497 /// <summary>
2498 /// Routine to figure out if we need to mesh this prim with our mesher
2499 /// </summary>
2500 /// <param name="pbs"></param>
2501 /// <returns></returns>
2502 public bool needsMeshing(PrimitiveBaseShape pbs)
2503 {
2504 // most of this is redundant now as the mesher will return null if it cant mesh a prim
2505 // but we still need to check for sculptie meshing being enabled so this is the most
2506 // convenient place to do it for now...
2507
2508 // //if (pbs.PathCurve == (byte)Primitive.PathCurve.Circle && pbs.ProfileCurve == (byte)Primitive.ProfileCurve.Circle && pbs.PathScaleY <= 0.75f)
2509 // //m_log.Debug("needsMeshing: " + " pathCurve: " + pbs.PathCurve.ToString() + " profileCurve: " + pbs.ProfileCurve.ToString() + " pathScaleY: " + Primitive.UnpackPathScale(pbs.PathScaleY).ToString());
2510 int iPropertiesNotSupportedDefault = 0;
2511
2512 if (pbs.SculptEntry && !meshSculptedPrim)
2513 {
2514#if SPAM
2515 m_log.Warn("NonMesh");
2516#endif
2517 return false;
2518 }
2519
2520 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since ODE can use an internal representation for the prim
2521 if (!forceSimplePrimMeshing && !pbs.SculptEntry)
2522 {
2523 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
2524 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
2525 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
2526 {
2527
2528 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
2529 && pbs.ProfileHollow == 0
2530 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
2531 && pbs.PathBegin == 0 && pbs.PathEnd == 0
2532 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
2533 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
2534 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
2535 {
2536#if SPAM
2537 m_log.Warn("NonMesh");
2538#endif
2539 return false;
2540 }
2541 }
2542 }
2543
2544 if (forceSimplePrimMeshing)
2545 return true;
2546
2547 if (pbs.ProfileHollow != 0)
2548 iPropertiesNotSupportedDefault++;
2549
2550 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
2551 iPropertiesNotSupportedDefault++;
2552
2553 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
2554 iPropertiesNotSupportedDefault++;
2555
2556 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
2557 iPropertiesNotSupportedDefault++;
2558
2559 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
2560 iPropertiesNotSupportedDefault++;
2561
2562 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
2563 iPropertiesNotSupportedDefault++;
2564
2565 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X))
2566 iPropertiesNotSupportedDefault++;
2567
2568 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
2569 iPropertiesNotSupportedDefault++;
2570
2571 // test for torus
2572 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
2573 {
2574 if (pbs.PathCurve == (byte)Extrusion.Curve1)
2575 {
2576 iPropertiesNotSupportedDefault++;
2577 }
2578 }
2579 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
2580 {
2581 if (pbs.PathCurve == (byte)Extrusion.Straight)
2582 {
2583 iPropertiesNotSupportedDefault++;
2584 }
2585
2586 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
2587 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2588 {
2589 iPropertiesNotSupportedDefault++;
2590 }
2591 }
2592 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
2593 {
2594 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
2595 {
2596 iPropertiesNotSupportedDefault++;
2597 }
2598 }
2599 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
2600 {
2601 if (pbs.PathCurve == (byte)Extrusion.Straight)
2602 {
2603 iPropertiesNotSupportedDefault++;
2604 }
2605 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
2606 {
2607 iPropertiesNotSupportedDefault++;
2608 }
2609 }
2610
2611 if (pbs.SculptEntry && meshSculptedPrim)
2612 iPropertiesNotSupportedDefault++;
2613
2614 if (iPropertiesNotSupportedDefault == 0)
2615 {
2616#if SPAM
2617 m_log.Warn("NonMesh");
2618#endif
2619 return false;
2620 }
2621#if SPAM
2622 m_log.Debug("Mesh");
2623#endif
2624 return true;
2625 }
2626
2627 /// <summary>
2628 /// Called after our prim properties are set Scale, position etc.
2629 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
2630 /// This assures us that we have no race conditions
2631 /// </summary>
2632 /// <param name="prim"></param>
2633 public override void AddPhysicsActorTaint(PhysicsActor prim)
2634 {
2635
2636 if (prim is OdePrim)
2637 {
2638 OdePrim taintedprim = ((OdePrim) prim);
2639 lock (_taintedPrimLock)
2640 {
2641 if (!(_taintedPrimH.Contains(taintedprim)))
2642 {
2643//Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.m_primName);
2644 _taintedPrimH.Add(taintedprim); // HashSet for searching
2645 _taintedPrimL.Add(taintedprim); // List for ordered readout
2646 }
2647 }
2648 return;
2649 }
2650 else if (prim is OdeCharacter)
2651 {
2652 OdeCharacter taintedchar = ((OdeCharacter)prim);
2653 lock (_taintedActors)
2654 {
2655 if (!(_taintedActors.Contains(taintedchar)))
2656 {
2657 _taintedActors.Add(taintedchar);
2658 if (taintedchar.bad)
2659 m_log.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
2660 }
2661 }
2662 }
2663 }
2664
2665 /// <summary>
2666 /// This is our main simulate loop
2667 /// It's thread locked by a Mutex in the scene.
2668 /// It holds Collisions, it instructs ODE to step through the physical reactions
2669 /// It moves the objects around in memory
2670 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
2671 /// </summary>
2672 /// <param name="timeStep"></param>
2673 /// <returns></returns>
2674 public override float Simulate(float timeStep)
2675 {
2676 if (framecount >= int.MaxValue)
2677 framecount = 0;
2678 //if (m_worldOffset != Vector3.Zero)
2679 // return 0;
2680
2681 framecount++;
2682
2683 DateTime now = DateTime.UtcNow;
2684 TimeSpan SinceLastFrame = now - m_lastframe;
2685 m_lastframe = now;
2686 float realtime = (float)SinceLastFrame.TotalSeconds;
2687// Console.WriteLine("ts={0} rt={1}", timeStep, realtime);
2688 timeStep = realtime;
2689
2690 // float fps = 1.0f / realtime;
2691 float fps = 0.0f; // number of ODE steps in this Simulate step
2692 //m_log.Info(timeStep.ToString());
2693 step_time += timeStep;
2694
2695 // If We're loaded down by something else,
2696 // or debugging with the Visual Studio project on pause
2697 // skip a few frames to catch up gracefully.
2698 // without shooting the physicsactors all over the place
2699
2700 if (step_time >= m_SkipFramesAtms)
2701 {
2702 // Instead of trying to catch up, it'll do 5 physics frames only
2703 step_time = ODE_STEPSIZE;
2704 m_physicsiterations = 5;
2705 }
2706 else
2707 {
2708 m_physicsiterations = 10;
2709 }
2710
2711 if (SupportsNINJAJoints)
2712 {
2713 DeleteRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2714 CreateRequestedJoints(); // this must be outside of the lock (OdeLock) to avoid deadlocks
2715 }
2716
2717 lock (OdeLock)
2718 {
2719 // Process 10 frames if the sim is running normal..
2720 // process 5 frames if the sim is running slow
2721 //try
2722 //{
2723 //d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
2724 //}
2725 //catch (StackOverflowException)
2726 //{
2727 // m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
2728 // ode.drelease(world);
2729 //base.TriggerPhysicsBasedRestart();
2730 //}
2731
2732 int i = 0;
2733
2734 // Figure out the Frames Per Second we're going at.
2735 //(step_time == 0.004f, there's 250 of those per second. Times the step time/step size
2736
2737 // fps = (step_time / ODE_STEPSIZE) * 1000;
2738 // HACK: Using a time dilation of 1.0 to debug rubberbanding issues
2739 //m_timeDilation = Math.Min((step_time / ODE_STEPSIZE) / (0.09375f / ODE_STEPSIZE), 1.0f);
2740
2741 // step_time = 0.09375f;
2742
2743 while (step_time > 0.0f)
2744 {
2745 //lock (ode)
2746 //{
2747 //if (!ode.lockquery())
2748 //{
2749 // ode.dlock(world);
2750 try
2751 {
2752 // Insert, remove Characters
2753 bool processedtaints = false;
2754
2755 lock (_taintedActors)
2756 {
2757 if (_taintedActors.Count > 0)
2758 {
2759 foreach (OdeCharacter character in _taintedActors)
2760 {
2761
2762 character.ProcessTaints(ODE_STEPSIZE);
2763
2764 processedtaints = true;
2765 //character.m_collisionscore = 0;
2766 }
2767
2768 if (processedtaints)
2769 _taintedActors.Clear();
2770 }
2771 } // end lock _taintedActors
2772
2773 // Modify other objects in the scene.
2774 processedtaints = false;
2775
2776 lock (_taintedPrimLock)
2777 {
2778 foreach (OdePrim prim in _taintedPrimL)
2779 {
2780 if (prim.m_taintremove)
2781 {
2782 //Console.WriteLine("Simulate calls RemovePrimThreadLocked");
2783 RemovePrimThreadLocked(prim);
2784 }
2785 else
2786 {
2787 //Console.WriteLine("Simulate calls ProcessTaints");
2788 prim.ProcessTaints(ODE_STEPSIZE);
2789 }
2790 processedtaints = true;
2791 prim.m_collisionscore = 0;
2792
2793 // This loop can block up the Heartbeat for a very long time on large regions.
2794 // We need to let the Watchdog know that the Heartbeat is not dead
2795 // NOTE: This is currently commented out, but if things like OAR loading are
2796 // timing the heartbeat out we will need to uncomment it
2797 //Watchdog.UpdateThread();
2798 }
2799
2800 if (SupportsNINJAJoints)
2801 {
2802 // Create pending joints, if possible
2803
2804 // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating
2805 // a joint requires specifying the body id of both involved bodies
2806 if (pendingJoints.Count > 0)
2807 {
2808 List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>();
2809 //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints");
2810 foreach (PhysicsJoint joint in pendingJoints)
2811 {
2812 //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams);
2813 string[] jointParams = joint.RawParams.Split(" ".ToCharArray(),
2814 System.StringSplitOptions.RemoveEmptyEntries);
2815 List<IntPtr> jointBodies = new List<IntPtr>();
2816 bool allJointBodiesAreReady = true;
2817 foreach (string jointParam in jointParams)
2818 {
2819 if (jointParam == "NULL")
2820 {
2821 //DoJointErrorMessage(joint, "attaching NULL joint to world");
2822 jointBodies.Add(IntPtr.Zero);
2823 }
2824 else
2825 {
2826 //DoJointErrorMessage(joint, "looking for prim name: " + jointParam);
2827 bool foundPrim = false;
2828 lock (_prims)
2829 {
2830 foreach (OdePrim prim in _prims) // FIXME: inefficient
2831 {
2832 if (prim.SOPName == jointParam)
2833 {
2834 //DoJointErrorMessage(joint, "found for prim name: " + jointParam);
2835 if (prim.IsPhysical && prim.Body != IntPtr.Zero)
2836 {
2837 jointBodies.Add(prim.Body);
2838 foundPrim = true;
2839 break;
2840 }
2841 else
2842 {
2843 DoJointErrorMessage(joint, "prim name " + jointParam +
2844 " exists but is not (yet) physical; deferring joint creation. " +
2845 "IsPhysical property is " + prim.IsPhysical +
2846 " and body is " + prim.Body);
2847 foundPrim = false;
2848 break;
2849 }
2850 }
2851 }
2852 }
2853 if (foundPrim)
2854 {
2855 // all is fine
2856 }
2857 else
2858 {
2859 allJointBodiesAreReady = false;
2860 break;
2861 }
2862 }
2863 }
2864 if (allJointBodiesAreReady)
2865 {
2866 //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams);
2867 if (jointBodies[0] == jointBodies[1])
2868 {
2869 DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams);
2870 }
2871 else
2872 {
2873 switch (joint.Type)
2874 {
2875 case PhysicsJointType.Ball:
2876 {
2877 IntPtr odeJoint;
2878 //DoJointErrorMessage(joint, "ODE creating ball joint ");
2879 odeJoint = d.JointCreateBall(world, IntPtr.Zero);
2880 //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2881 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2882 //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position);
2883 d.JointSetBallAnchor(odeJoint,
2884 joint.Position.X,
2885 joint.Position.Y,
2886 joint.Position.Z);
2887 //DoJointErrorMessage(joint, "ODE joint setting OK");
2888 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: ");
2889 //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment"));
2890 //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: ");
2891 //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment"));
2892
2893 if (joint is OdePhysicsJoint)
2894 {
2895 ((OdePhysicsJoint)joint).jointID = odeJoint;
2896 }
2897 else
2898 {
2899 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2900 }
2901 }
2902 break;
2903 case PhysicsJointType.Hinge:
2904 {
2905 IntPtr odeJoint;
2906 //DoJointErrorMessage(joint, "ODE creating hinge joint ");
2907 odeJoint = d.JointCreateHinge(world, IntPtr.Zero);
2908 //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]);
2909 d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]);
2910 //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position);
2911 d.JointSetHingeAnchor(odeJoint,
2912 joint.Position.X,
2913 joint.Position.Y,
2914 joint.Position.Z);
2915 // We use the orientation of the x-axis of the joint's coordinate frame
2916 // as the axis for the hinge.
2917
2918 // Therefore, we must get the joint's coordinate frame based on the
2919 // joint.Rotation field, which originates from the orientation of the
2920 // joint's proxy object in the scene.
2921
2922 // The joint's coordinate frame is defined as the transformation matrix
2923 // that converts a vector from joint-local coordinates into world coordinates.
2924 // World coordinates are defined as the XYZ coordinate system of the sim,
2925 // as shown in the top status-bar of the viewer.
2926
2927 // Once we have the joint's coordinate frame, we extract its X axis (AtAxis)
2928 // and use that as the hinge axis.
2929
2930 //joint.Rotation.Normalize();
2931 Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation);
2932
2933 // Now extract the X axis of the joint's coordinate frame.
2934
2935 // Do not try to use proxyFrame.AtAxis or you will become mired in the
2936 // tar pit of transposed, inverted, and generally messed-up orientations.
2937 // (In other words, Matrix4.AtAxis() is borked.)
2938 // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness
2939
2940 // Instead, compute the X axis of the coordinate frame by transforming
2941 // the (1,0,0) vector. At least that works.
2942
2943 //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame);
2944 Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame);
2945 //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis);
2946 //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis);
2947 d.JointSetHingeAxis(odeJoint,
2948 jointAxis.X,
2949 jointAxis.Y,
2950 jointAxis.Z);
2951 //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f);
2952 if (joint is OdePhysicsJoint)
2953 {
2954 ((OdePhysicsJoint)joint).jointID = odeJoint;
2955 }
2956 else
2957 {
2958 DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!");
2959 }
2960 }
2961 break;
2962 }
2963 successfullyProcessedPendingJoints.Add(joint);
2964 }
2965 }
2966 else
2967 {
2968 DoJointErrorMessage(joint, "joint could not yet be created; still pending");
2969 }
2970 }
2971 foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints)
2972 {
2973 //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams);
2974 //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending");
2975 InternalRemovePendingJoint(successfullyProcessedJoint);
2976 //DoJointErrorMessage(successfullyProcessedJoint, "adding to active");
2977 InternalAddActiveJoint(successfullyProcessedJoint);
2978 //DoJointErrorMessage(successfullyProcessedJoint, "done");
2979 }
2980 }
2981 } // end SupportsNINJAJoints
2982
2983 if (processedtaints)
2984//Console.WriteLine("Simulate calls Clear of _taintedPrim list");
2985 _taintedPrimH.Clear(); // ??? if this only ???
2986 _taintedPrimL.Clear();
2987 } // end lock _taintedPrimLock
2988
2989 // Move characters
2990 lock (_characters)
2991 {
2992 List<OdeCharacter> defects = new List<OdeCharacter>();
2993 foreach (OdeCharacter actor in _characters)
2994 {
2995 if (actor != null)
2996 actor.Move(ODE_STEPSIZE, defects);
2997 }
2998 if (0 != defects.Count)
2999 {
3000 foreach (OdeCharacter defect in defects)
3001 {
3002 RemoveCharacter(defect);
3003 }
3004 }
3005 } // end lock _characters
3006
3007 // Move other active objects
3008 lock (_activeprims)
3009 {
3010 foreach (OdePrim prim in _activeprims)
3011 {
3012 prim.m_collisionscore = 0;
3013 prim.Move(ODE_STEPSIZE);
3014 }
3015 } // end lock _activeprims
3016
3017 //if ((framecount % m_randomizeWater) == 0)
3018 // randomizeWater(waterlevel);
3019
3020 //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests();
3021 m_rayCastManager.ProcessQueuedRequests();
3022
3023 collision_optimized(ODE_STEPSIZE);
3024
3025 lock (_collisionEventPrim)
3026 {
3027 foreach (PhysicsActor obj in _collisionEventPrim)
3028 {
3029 if (obj == null)
3030 continue;
3031
3032 switch ((ActorTypes)obj.PhysicsActorType)
3033 {
3034 case ActorTypes.Agent:
3035 OdeCharacter cobj = (OdeCharacter)obj;
3036 cobj.AddCollisionFrameTime(100);
3037 cobj.SendCollisions();
3038 break;
3039 case ActorTypes.Prim:
3040 OdePrim pobj = (OdePrim)obj;
3041 pobj.SendCollisions();
3042 break;
3043 }
3044 }
3045 } // end lock _collisionEventPrim
3046
3047 //if (m_global_contactcount > 5)
3048 //{
3049 // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount);
3050 //}
3051
3052 m_global_contactcount = 0;
3053
3054 d.WorldQuickStep(world, ODE_STEPSIZE);
3055 d.JointGroupEmpty(contactgroup);
3056 fps++;
3057 //ode.dunlock(world);
3058 } // end try
3059 catch (Exception e)
3060 {
3061 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
3062 ode.dunlock(world);
3063 }
3064
3065 step_time -= ODE_STEPSIZE;
3066 i++;
3067 //}
3068 //else
3069 //{
3070 //fps = 0;
3071 //}
3072 //}
3073 } // end while (step_time > 0.0f)
3074
3075 lock (_characters)
3076 {
3077 foreach (OdeCharacter actor in _characters)
3078 {
3079 if (actor != null)
3080 {
3081 if (actor.bad)
3082 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
3083 actor.UpdatePositionAndVelocity();
3084 }
3085 }
3086 }
3087
3088 lock (_badCharacter)
3089 {
3090 if (_badCharacter.Count > 0)
3091 {
3092 foreach (OdeCharacter chr in _badCharacter)
3093 {
3094 RemoveCharacter(chr);
3095 }
3096 _badCharacter.Clear();
3097 }
3098 }
3099
3100 lock (_activeprims)
3101 {
3102 //if (timeStep < 0.2f)
3103 {
3104 foreach (OdePrim actor in _activeprims)
3105 {
3106 if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
3107 {
3108 actor.UpdatePositionAndVelocity();
3109
3110 if (SupportsNINJAJoints)
3111 {
3112 // If an actor moved, move its joint proxy objects as well.
3113 // There seems to be an event PhysicsActor.OnPositionUpdate that could be used
3114 // for this purpose but it is never called! So we just do the joint
3115 // movement code here.
3116
3117 if (actor.SOPName != null &&
3118 joints_connecting_actor.ContainsKey(actor.SOPName) &&
3119 joints_connecting_actor[actor.SOPName] != null &&
3120 joints_connecting_actor[actor.SOPName].Count > 0)
3121 {
3122 foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName])
3123 {
3124 if (affectedJoint.IsInPhysicsEngine)
3125 {
3126 DoJointMoved(affectedJoint);
3127 }
3128 else
3129 {
3130 DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams);
3131 }
3132 }
3133 }
3134 }
3135 }
3136 }
3137 }
3138 } // end lock _activeprims
3139
3140 //DumpJointInfo();
3141
3142 // Finished with all sim stepping. If requested, dump world state to file for debugging.
3143 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
3144 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
3145 if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0))
3146 {
3147 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
3148 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
3149
3150 if (physics_logging_append_existing_logfile)
3151 {
3152 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
3153 TextWriter fwriter = File.AppendText(fname);
3154 fwriter.WriteLine(header);
3155 fwriter.Close();
3156 }
3157 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
3158 }
3159 } // end lock OdeLock
3160
3161 return fps * 1000.0f; //NB This is a FRAME COUNT, not a time! AND is divide by 1000 in SimStatusReporter!
3162 } // end Simulate
3163
3164 public override void GetResults()
3165 {
3166 }
3167
3168 public override bool IsThreaded
3169 {
3170 // for now we won't be multithreaded
3171 get { return (false); }
3172 }
3173
3174 #region ODE Specific Terrain Fixes
3175 public float[] ResizeTerrain512NearestNeighbour(float[] heightMap)
3176 {
3177 float[] returnarr = new float[262144];
3178 float[,] resultarr = new float[(int)WorldExtents.X, (int)WorldExtents.Y];
3179
3180 // Filling out the array into its multi-dimensional components
3181 for (int y = 0; y < WorldExtents.Y; y++)
3182 {
3183 for (int x = 0; x < WorldExtents.X; x++)
3184 {
3185 resultarr[y, x] = heightMap[y * (int)WorldExtents.Y + x];
3186 }
3187 }
3188
3189 // Resize using Nearest Neighbour
3190
3191 // This particular way is quick but it only works on a multiple of the original
3192
3193 // The idea behind this method can be described with the following diagrams
3194 // second pass and third pass happen in the same loop really.. just separated
3195 // them to show what this does.
3196
3197 // First Pass
3198 // ResultArr:
3199 // 1,1,1,1,1,1
3200 // 1,1,1,1,1,1
3201 // 1,1,1,1,1,1
3202 // 1,1,1,1,1,1
3203 // 1,1,1,1,1,1
3204 // 1,1,1,1,1,1
3205
3206 // Second Pass
3207 // ResultArr2:
3208 // 1,,1,,1,,1,,1,,1,
3209 // ,,,,,,,,,,
3210 // 1,,1,,1,,1,,1,,1,
3211 // ,,,,,,,,,,
3212 // 1,,1,,1,,1,,1,,1,
3213 // ,,,,,,,,,,
3214 // 1,,1,,1,,1,,1,,1,
3215 // ,,,,,,,,,,
3216 // 1,,1,,1,,1,,1,,1,
3217 // ,,,,,,,,,,
3218 // 1,,1,,1,,1,,1,,1,
3219
3220 // Third pass fills in the blanks
3221 // ResultArr2:
3222 // 1,1,1,1,1,1,1,1,1,1,1,1
3223 // 1,1,1,1,1,1,1,1,1,1,1,1
3224 // 1,1,1,1,1,1,1,1,1,1,1,1
3225 // 1,1,1,1,1,1,1,1,1,1,1,1
3226 // 1,1,1,1,1,1,1,1,1,1,1,1
3227 // 1,1,1,1,1,1,1,1,1,1,1,1
3228 // 1,1,1,1,1,1,1,1,1,1,1,1
3229 // 1,1,1,1,1,1,1,1,1,1,1,1
3230 // 1,1,1,1,1,1,1,1,1,1,1,1
3231 // 1,1,1,1,1,1,1,1,1,1,1,1
3232 // 1,1,1,1,1,1,1,1,1,1,1,1
3233
3234 // X,Y = .
3235 // X+1,y = ^
3236 // X,Y+1 = *
3237 // X+1,Y+1 = #
3238
3239 // Filling in like this;
3240 // .*
3241 // ^#
3242 // 1st .
3243 // 2nd *
3244 // 3rd ^
3245 // 4th #
3246 // on single loop.
3247
3248 float[,] resultarr2 = new float[512, 512];
3249 for (int y = 0; y < WorldExtents.Y; y++)
3250 {
3251 for (int x = 0; x < WorldExtents.X; x++)
3252 {
3253 resultarr2[y * 2, x * 2] = resultarr[y, x];
3254
3255 if (y < WorldExtents.Y)
3256 {
3257 resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
3258 }
3259 if (x < WorldExtents.X)
3260 {
3261 resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
3262 }
3263 if (x < WorldExtents.X && y < WorldExtents.Y)
3264 {
3265 resultarr2[(y * 2) + 1, (x * 2) + 1] = resultarr[y, x];
3266 }
3267 }
3268 }
3269
3270 //Flatten out the array
3271 int i = 0;
3272 for (int y = 0; y < 512; y++)
3273 {
3274 for (int x = 0; x < 512; x++)
3275 {
3276 if (resultarr2[y, x] <= 0)
3277 returnarr[i] = 0.0000001f;
3278 else
3279 returnarr[i] = resultarr2[y, x];
3280
3281 i++;
3282 }
3283 }
3284
3285 return returnarr;
3286 }
3287
3288 public float[] ResizeTerrain512Interpolation(float[] heightMap)
3289 {
3290 float[] returnarr = new float[262144];
3291 float[,] resultarr = new float[512,512];
3292
3293 // Filling out the array into its multi-dimensional components
3294 for (int y = 0; y < 256; y++)
3295 {
3296 for (int x = 0; x < 256; x++)
3297 {
3298 resultarr[y, x] = heightMap[y * 256 + x];
3299 }
3300 }
3301
3302 // Resize using interpolation
3303
3304 // This particular way is quick but it only works on a multiple of the original
3305
3306 // The idea behind this method can be described with the following diagrams
3307 // second pass and third pass happen in the same loop really.. just separated
3308 // them to show what this does.
3309
3310 // First Pass
3311 // ResultArr:
3312 // 1,1,1,1,1,1
3313 // 1,1,1,1,1,1
3314 // 1,1,1,1,1,1
3315 // 1,1,1,1,1,1
3316 // 1,1,1,1,1,1
3317 // 1,1,1,1,1,1
3318
3319 // Second Pass
3320 // ResultArr2:
3321 // 1,,1,,1,,1,,1,,1,
3322 // ,,,,,,,,,,
3323 // 1,,1,,1,,1,,1,,1,
3324 // ,,,,,,,,,,
3325 // 1,,1,,1,,1,,1,,1,
3326 // ,,,,,,,,,,
3327 // 1,,1,,1,,1,,1,,1,
3328 // ,,,,,,,,,,
3329 // 1,,1,,1,,1,,1,,1,
3330 // ,,,,,,,,,,
3331 // 1,,1,,1,,1,,1,,1,
3332
3333 // Third pass fills in the blanks
3334 // ResultArr2:
3335 // 1,1,1,1,1,1,1,1,1,1,1,1
3336 // 1,1,1,1,1,1,1,1,1,1,1,1
3337 // 1,1,1,1,1,1,1,1,1,1,1,1
3338 // 1,1,1,1,1,1,1,1,1,1,1,1
3339 // 1,1,1,1,1,1,1,1,1,1,1,1
3340 // 1,1,1,1,1,1,1,1,1,1,1,1
3341 // 1,1,1,1,1,1,1,1,1,1,1,1
3342 // 1,1,1,1,1,1,1,1,1,1,1,1
3343 // 1,1,1,1,1,1,1,1,1,1,1,1
3344 // 1,1,1,1,1,1,1,1,1,1,1,1
3345 // 1,1,1,1,1,1,1,1,1,1,1,1
3346
3347 // X,Y = .
3348 // X+1,y = ^
3349 // X,Y+1 = *
3350 // X+1,Y+1 = #
3351
3352 // Filling in like this;
3353 // .*
3354 // ^#
3355 // 1st .
3356 // 2nd *
3357 // 3rd ^
3358 // 4th #
3359 // on single loop.
3360
3361 float[,] resultarr2 = new float[512,512];
3362 for (int y = 0; y < (int)Constants.RegionSize; y++)
3363 {
3364 for (int x = 0; x < (int)Constants.RegionSize; x++)
3365 {
3366 resultarr2[y*2, x*2] = resultarr[y, x];
3367
3368 if (y < (int)Constants.RegionSize)
3369 {
3370 if (y + 1 < (int)Constants.RegionSize)
3371 {
3372 if (x + 1 < (int)Constants.RegionSize)
3373 {
3374 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x] +
3375 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3376 }
3377 else
3378 {
3379 resultarr2[(y*2) + 1, x*2] = ((resultarr[y, x] + resultarr[y + 1, x])/2);
3380 }
3381 }
3382 else
3383 {
3384 resultarr2[(y*2) + 1, x*2] = resultarr[y, x];
3385 }
3386 }
3387 if (x < (int)Constants.RegionSize)
3388 {
3389 if (x + 1 < (int)Constants.RegionSize)
3390 {
3391 if (y + 1 < (int)Constants.RegionSize)
3392 {
3393 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3394 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3395 }
3396 else
3397 {
3398 resultarr2[y*2, (x*2) + 1] = ((resultarr[y, x] + resultarr[y, x + 1])/2);
3399 }
3400 }
3401 else
3402 {
3403 resultarr2[y*2, (x*2) + 1] = resultarr[y, x];
3404 }
3405 }
3406 if (x < (int)Constants.RegionSize && y < (int)Constants.RegionSize)
3407 {
3408 if ((x + 1 < (int)Constants.RegionSize) && (y + 1 < (int)Constants.RegionSize))
3409 {
3410 resultarr2[(y*2) + 1, (x*2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] +
3411 resultarr[y, x + 1] + resultarr[y + 1, x + 1])/4);
3412 }
3413 else
3414 {
3415 resultarr2[(y*2) + 1, (x*2) + 1] = resultarr[y, x];
3416 }
3417 }
3418 }
3419 }
3420 //Flatten out the array
3421 int i = 0;
3422 for (int y = 0; y < 512; y++)
3423 {
3424 for (int x = 0; x < 512; x++)
3425 {
3426 if (Single.IsNaN(resultarr2[y, x]) || Single.IsInfinity(resultarr2[y, x]))
3427 {
3428 m_log.Warn("[PHYSICS]: Non finite heightfield element detected. Setting it to 0");
3429 resultarr2[y, x] = 0;
3430 }
3431 returnarr[i] = resultarr2[y, x];
3432 i++;
3433 }
3434 }
3435
3436 return returnarr;
3437 }
3438
3439 #endregion
3440
3441 public override void SetTerrain(float[] heightMap)
3442 {
3443 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
3444 {
3445 if (m_parentScene is OdeScene)
3446 {
3447 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
3448 }
3449 }
3450 else
3451 {
3452 SetTerrain(heightMap, m_worldOffset);
3453 }
3454 }
3455
3456 public void SetTerrain(float[] heightMap, Vector3 pOffset)
3457 {
3458
3459 int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
3460
3461 int heightmapWidth = regionsize + 2; // ODE map size 257 x 257 (Meters) (1 extra
3462 int heightmapHeight = regionsize + 2;
3463
3464 int heightmapWidthSamples = (int)regionsize + 2; // Sample file size, 258 x 258 samples
3465 int heightmapHeightSamples = (int)regionsize + 2;
3466
3467 // Array of height samples for ODE
3468 float[] _heightmap;
3469 _heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
3470
3471 // Other ODE parameters
3472 const float scale = 1.0f;
3473 const float offset = 0.0f;
3474 const float thickness = 2.0f; // Was 0.2f, Larger appears to prevent Av fall-through
3475 const int wrap = 0;
3476
3477 float hfmin = 2000f;
3478 float hfmax = -2000f;
3479 float minele = 0.0f; // Dont allow -ve heights
3480
3481 int x = 0;
3482 int y = 0;
3483 int xx = 0;
3484 int yy = 0;
3485
3486 // load the height samples array from the heightMap
3487 for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
3488 {
3489 for ( y = 0; y < heightmapHeightSamples; y++) // 0 to 257
3490 {
3491 xx = x - 1;
3492 if (xx < 0) xx = 0;
3493 if (xx > (regionsize - 1)) xx = regionsize - 1;
3494
3495 yy = y - 1;
3496 if (yy < 0) yy = 0;
3497 if (yy > (regionsize - 1)) yy = regionsize - 1;
3498 // Input xx = 0 0 1 2 ..... 254 255 255 256 total in
3499 // Output x = 0 1 2 3 ..... 255 256 257 258 total out
3500 float val= heightMap[(yy * regionsize) + xx]; // input from heightMap, <0-255 * 256> <0-255>
3501 if (val < minele) val = minele;
3502 _heightmap[x * (regionsize + 2) + y] = val; // samples output to _heightmap, <0-257 * 258> <0-257>
3503 hfmin = (val < hfmin) ? val : hfmin;
3504 hfmax = (val > hfmax) ? val : hfmax;
3505 }
3506 }
3507
3508 lock (OdeLock)
3509 {
3510 IntPtr GroundGeom = IntPtr.Zero;
3511 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
3512 {
3513 RegionTerrain.Remove(pOffset);
3514 if (GroundGeom != IntPtr.Zero)
3515 {
3516 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
3517 {
3518 TerrainHeightFieldHeights.Remove(GroundGeom);
3519 }
3520 d.SpaceRemove(space, GroundGeom);
3521 d.GeomDestroy(GroundGeom);
3522 }
3523 }
3524 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3525 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmap, 0,
3526 heightmapWidth, heightmapHeight, (int)heightmapWidthSamples,
3527 (int)heightmapHeightSamples, scale, offset, thickness, wrap);
3528 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
3529 GroundGeom = d.CreateHeightfield(space, HeightmapData, 1);
3530 if (GroundGeom != IntPtr.Zero)
3531 {
3532 d.GeomSetCategoryBits(GroundGeom, (int)(CollisionCategories.Land));
3533 d.GeomSetCollideBits(GroundGeom, (int)(CollisionCategories.Space));
3534 }
3535 geom_name_map[GroundGeom] = "Terrain";
3536
3537 d.Matrix3 R = new d.Matrix3();
3538
3539 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3540 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3541 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3542
3543 q1 = q1 * q2;
3544 //q1 = q1 * q3;
3545 Vector3 v3;
3546 float angle;
3547 q1.GetAxisAngle(out v3, out angle);
3548
3549 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3550 d.GeomSetRotation(GroundGeom, ref R);
3551 d.GeomSetPosition(GroundGeom, (pOffset.X + (regionsize * 0.5f)) - 0.5f, (pOffset.Y + (regionsize * 0.5f)) - 0.5f, 0);
3552 IntPtr testGround = IntPtr.Zero;
3553 if (RegionTerrain.TryGetValue(pOffset, out testGround))
3554 {
3555 RegionTerrain.Remove(pOffset);
3556 }
3557 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
3558 TerrainHeightFieldHeights.Add(GroundGeom,_heightmap);
3559 }
3560 }
3561
3562 public override void DeleteTerrain()
3563 {
3564 }
3565
3566 public float GetWaterLevel()
3567 {
3568 return waterlevel;
3569 }
3570
3571 public override bool SupportsCombining()
3572 {
3573 return true;
3574 }
3575
3576 public override void UnCombine(PhysicsScene pScene)
3577 {
3578 IntPtr localGround = IntPtr.Zero;
3579// float[] localHeightfield;
3580 bool proceed = false;
3581 List<IntPtr> geomDestroyList = new List<IntPtr>();
3582
3583 lock (OdeLock)
3584 {
3585 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
3586 {
3587 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
3588 {
3589 if (geom == localGround)
3590 {
3591// localHeightfield = TerrainHeightFieldHeights[geom];
3592 proceed = true;
3593 }
3594 else
3595 {
3596 geomDestroyList.Add(geom);
3597 }
3598 }
3599
3600 if (proceed)
3601 {
3602 m_worldOffset = Vector3.Zero;
3603 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
3604 m_parentScene = null;
3605
3606 foreach (IntPtr g in geomDestroyList)
3607 {
3608 // removingHeightField needs to be done or the garbage collector will
3609 // collect the terrain data before we tell ODE to destroy it causing
3610 // memory corruption
3611 if (TerrainHeightFieldHeights.ContainsKey(g))
3612 {
3613// float[] removingHeightField = TerrainHeightFieldHeights[g];
3614 TerrainHeightFieldHeights.Remove(g);
3615
3616 if (RegionTerrain.ContainsKey(g))
3617 {
3618 RegionTerrain.Remove(g);
3619 }
3620
3621 d.GeomDestroy(g);
3622 //removingHeightField = new float[0];
3623 }
3624 }
3625
3626 }
3627 else
3628 {
3629 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
3630
3631 }
3632 }
3633 }
3634 }
3635
3636 public override void SetWaterLevel(float baseheight)
3637 {
3638 waterlevel = baseheight;
3639 randomizeWater(waterlevel);
3640 }
3641
3642 public void randomizeWater(float baseheight)
3643 {
3644 const uint heightmapWidth = m_regionWidth + 2;
3645 const uint heightmapHeight = m_regionHeight + 2;
3646 const uint heightmapWidthSamples = m_regionWidth + 2;
3647 const uint heightmapHeightSamples = m_regionHeight + 2;
3648 const float scale = 1.0f;
3649 const float offset = 0.0f;
3650 const float thickness = 2.9f;
3651 const int wrap = 0;
3652
3653 for (int i = 0; i < (258 * 258); i++)
3654 {
3655 _watermap[i] = (baseheight-0.1f) + ((float)fluidRandomizer.Next(1,9) / 10f);
3656 // m_log.Info((baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f));
3657 }
3658
3659 lock (OdeLock)
3660 {
3661 if (WaterGeom != IntPtr.Zero)
3662 {
3663 d.SpaceRemove(space, WaterGeom);
3664 }
3665 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
3666 d.GeomHeightfieldDataBuildSingle(HeightmapData, _watermap, 0, heightmapWidth, heightmapHeight,
3667 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
3668 offset, thickness, wrap);
3669 d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
3670 WaterGeom = d.CreateHeightfield(space, HeightmapData, 1);
3671 if (WaterGeom != IntPtr.Zero)
3672 {
3673 d.GeomSetCategoryBits(WaterGeom, (int)(CollisionCategories.Water));
3674 d.GeomSetCollideBits(WaterGeom, (int)(CollisionCategories.Space));
3675
3676 }
3677 geom_name_map[WaterGeom] = "Water";
3678
3679 d.Matrix3 R = new d.Matrix3();
3680
3681 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
3682 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
3683 //Axiom.Math.Quaternion q3 = Axiom.Math.Quaternion.FromAngleAxis(3.14f, new Axiom.Math.Vector3(0, 0, 1));
3684
3685 q1 = q1 * q2;
3686 //q1 = q1 * q3;
3687 Vector3 v3;
3688 float angle;
3689 q1.GetAxisAngle(out v3, out angle);
3690
3691 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
3692 d.GeomSetRotation(WaterGeom, ref R);
3693 d.GeomSetPosition(WaterGeom, 128, 128, 0);
3694
3695 }
3696
3697 }
3698
3699 public override void Dispose()
3700 {
3701 m_rayCastManager.Dispose();
3702 m_rayCastManager = null;
3703
3704 lock (OdeLock)
3705 {
3706 lock (_prims)
3707 {
3708 foreach (OdePrim prm in _prims)
3709 {
3710 RemovePrim(prm);
3711 }
3712 }
3713
3714 //foreach (OdeCharacter act in _characters)
3715 //{
3716 //RemoveAvatar(act);
3717 //}
3718 d.WorldDestroy(world);
3719 //d.CloseODE();
3720 }
3721 }
3722 public override Dictionary<uint, float> GetTopColliders()
3723 {
3724 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
3725 int cnt = 0;
3726 lock (_prims)
3727 {
3728 foreach (OdePrim prm in _prims)
3729 {
3730 if (prm.CollisionScore > 0)
3731 {
3732 returncolliders.Add(prm.m_localID, prm.CollisionScore);
3733 cnt++;
3734 prm.CollisionScore = 0f;
3735 if (cnt > 25)
3736 {
3737 break;
3738 }
3739 }
3740 }
3741 }
3742 return returncolliders;
3743 }
3744
3745 public override bool SupportsRayCast()
3746 {
3747 return true;
3748 }
3749
3750 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
3751 {
3752 if (retMethod != null)
3753 {
3754 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
3755 }
3756 }
3757
3758#if USE_DRAWSTUFF
3759 // Keyboard callback
3760 public void command(int cmd)
3761 {
3762 IntPtr geom;
3763 d.Mass mass;
3764 d.Vector3 sides = new d.Vector3(d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f, d.RandReal() * 0.5f + 0.1f);
3765
3766
3767
3768 Char ch = Char.ToLower((Char)cmd);
3769 switch ((Char)ch)
3770 {
3771 case 'w':
3772 try
3773 {
3774 Vector3 rotate = (new Vector3(1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3775
3776 xyz.X += rotate.X; xyz.Y += rotate.Y; xyz.Z += rotate.Z;
3777 ds.SetViewpoint(ref xyz, ref hpr);
3778 }
3779 catch (ArgumentException)
3780 { hpr.X = 0; }
3781 break;
3782
3783 case 'a':
3784 hpr.X++;
3785 ds.SetViewpoint(ref xyz, ref hpr);
3786 break;
3787
3788 case 's':
3789 try
3790 {
3791 Vector3 rotate2 = (new Vector3(-1, 0, 0) * Quaternion.CreateFromEulers(hpr.Z * Utils.DEG_TO_RAD, hpr.Y * Utils.DEG_TO_RAD, hpr.X * Utils.DEG_TO_RAD));
3792
3793 xyz.X += rotate2.X; xyz.Y += rotate2.Y; xyz.Z += rotate2.Z;
3794 ds.SetViewpoint(ref xyz, ref hpr);
3795 }
3796 catch (ArgumentException)
3797 { hpr.X = 0; }
3798 break;
3799 case 'd':
3800 hpr.X--;
3801 ds.SetViewpoint(ref xyz, ref hpr);
3802 break;
3803 case 'r':
3804 xyz.Z++;
3805 ds.SetViewpoint(ref xyz, ref hpr);
3806 break;
3807 case 'f':
3808 xyz.Z--;
3809 ds.SetViewpoint(ref xyz, ref hpr);
3810 break;
3811 case 'e':
3812 xyz.Y++;
3813 ds.SetViewpoint(ref xyz, ref hpr);
3814 break;
3815 case 'q':
3816 xyz.Y--;
3817 ds.SetViewpoint(ref xyz, ref hpr);
3818 break;
3819 }
3820 }
3821
3822 public void step(int pause)
3823 {
3824
3825 ds.SetColor(1.0f, 1.0f, 0.0f);
3826 ds.SetTexture(ds.Texture.Wood);
3827 lock (_prims)
3828 {
3829 foreach (OdePrim prm in _prims)
3830 {
3831 //IntPtr body = d.GeomGetBody(prm.prim_geom);
3832 if (prm.prim_geom != IntPtr.Zero)
3833 {
3834 d.Vector3 pos;
3835 d.GeomCopyPosition(prm.prim_geom, out pos);
3836 //d.BodyCopyPosition(body, out pos);
3837
3838 d.Matrix3 R;
3839 d.GeomCopyRotation(prm.prim_geom, out R);
3840 //d.BodyCopyRotation(body, out R);
3841
3842
3843 d.Vector3 sides = new d.Vector3();
3844 sides.X = prm.Size.X;
3845 sides.Y = prm.Size.Y;
3846 sides.Z = prm.Size.Z;
3847
3848 ds.DrawBox(ref pos, ref R, ref sides);
3849 }
3850 }
3851 }
3852 ds.SetColor(1.0f, 0.0f, 0.0f);
3853 lock (_characters)
3854 {
3855 foreach (OdeCharacter chr in _characters)
3856 {
3857 if (chr.Shell != IntPtr.Zero)
3858 {
3859 IntPtr body = d.GeomGetBody(chr.Shell);
3860
3861 d.Vector3 pos;
3862 d.GeomCopyPosition(chr.Shell, out pos);
3863 //d.BodyCopyPosition(body, out pos);
3864
3865 d.Matrix3 R;
3866 d.GeomCopyRotation(chr.Shell, out R);
3867 //d.BodyCopyRotation(body, out R);
3868
3869 ds.DrawCapsule(ref pos, ref R, chr.Size.Z, 0.35f);
3870 d.Vector3 sides = new d.Vector3();
3871 sides.X = 0.5f;
3872 sides.Y = 0.5f;
3873 sides.Z = 0.5f;
3874
3875 ds.DrawBox(ref pos, ref R, ref sides);
3876 }
3877 }
3878 }
3879 }
3880
3881 public void start(int unused)
3882 {
3883 ds.SetViewpoint(ref xyz, ref hpr);
3884 }
3885#endif
3886 }
3887}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
new file mode 100644
index 0000000..e7e7bb3
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
@@ -0,0 +1,353 @@
1/* Ubit 2012
2 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
3 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
4 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
5 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
6 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
7 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
8 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
9 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
10 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
11 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
12*/
13
14// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
15
16using System;
17using System.IO;
18using OpenMetaverse;
19
20namespace OpenSim.Region.Physics.OdePlugin
21{
22
23 unsafe public class wstreamer
24 {
25 byte[] buf;
26 int index;
27 byte* src;
28
29 public wstreamer()
30 {
31 buf = new byte[1024];
32 index = 0;
33 }
34 public wstreamer(int size)
35 {
36 buf = new byte[size];
37 index = 0;
38 }
39
40 public byte[] close()
41 {
42 byte[] data = new byte[index];
43 Buffer.BlockCopy(buf, 0, data, 0, index);
44 return data;
45 }
46
47 public void Seek(int pos)
48 {
49 index = pos;
50 }
51
52 public void Seekrel(int pos)
53 {
54 index += pos;
55 }
56
57 public void Wbyte(byte value)
58 {
59 buf[index++] = value;
60 }
61 public void Wshort(short value)
62 {
63 src = (byte*)&value;
64 buf[index++] = *src++;
65 buf[index++] = *src;
66 }
67 public void Wushort(ushort value)
68 {
69 src = (byte*)&value;
70 buf[index++] = *src++;
71 buf[index++] = *src;
72 }
73 public void Wint(int value)
74 {
75 src = (byte*)&value;
76 buf[index++] = *src++;
77 buf[index++] = *src++;
78 buf[index++] = *src++;
79 buf[index++] = *src;
80 }
81 public void Wuint(uint value)
82 {
83 src = (byte*)&value;
84 buf[index++] = *src++;
85 buf[index++] = *src++;
86 buf[index++] = *src++;
87 buf[index++] = *src;
88 }
89 public void Wlong(long value)
90 {
91 src = (byte*)&value;
92 buf[index++] = *src++;
93 buf[index++] = *src++;
94 buf[index++] = *src++;
95 buf[index++] = *src++;
96 buf[index++] = *src++;
97 buf[index++] = *src++;
98 buf[index++] = *src++;
99 buf[index++] = *src;
100 }
101 public void Wulong(ulong value)
102 {
103 src = (byte*)&value;
104 buf[index++] = *src++;
105 buf[index++] = *src++;
106 buf[index++] = *src++;
107 buf[index++] = *src++;
108 buf[index++] = *src++;
109 buf[index++] = *src++;
110 buf[index++] = *src++;
111 buf[index++] = *src;
112 }
113
114 public void Wfloat(float value)
115 {
116 src = (byte*)&value;
117 buf[index++] = *src++;
118 buf[index++] = *src++;
119 buf[index++] = *src++;
120 buf[index++] = *src;
121 }
122
123 public void Wdouble(double value)
124 {
125 src = (byte*)&value;
126 buf[index++] = *src++;
127 buf[index++] = *src++;
128 buf[index++] = *src++;
129 buf[index++] = *src++;
130 buf[index++] = *src++;
131 buf[index++] = *src++;
132 buf[index++] = *src++;
133 buf[index++] = *src;
134 }
135
136 public void Wvector3(Vector3 value)
137 {
138 src = (byte*)&value.X;
139 buf[index++] = *src++;
140 buf[index++] = *src++;
141 buf[index++] = *src++;
142 buf[index++] = *src;
143 src = (byte*)&value.Y; // it may have padding ??
144 buf[index++] = *src++;
145 buf[index++] = *src++;
146 buf[index++] = *src++;
147 buf[index++] = *src;
148 src = (byte*)&value.Z;
149 buf[index++] = *src++;
150 buf[index++] = *src++;
151 buf[index++] = *src++;
152 buf[index++] = *src;
153 }
154 public void Wquat(Quaternion value)
155 {
156 src = (byte*)&value.X;
157 buf[index++] = *src++;
158 buf[index++] = *src++;
159 buf[index++] = *src++;
160 buf[index++] = *src;
161 src = (byte*)&value.Y; // it may have padding ??
162 buf[index++] = *src++;
163 buf[index++] = *src++;
164 buf[index++] = *src++;
165 buf[index++] = *src;
166 src = (byte*)&value.Z;
167 buf[index++] = *src++;
168 buf[index++] = *src++;
169 buf[index++] = *src++;
170 buf[index++] = *src;
171 src = (byte*)&value.W;
172 buf[index++] = *src++;
173 buf[index++] = *src++;
174 buf[index++] = *src++;
175 buf[index++] = *src;
176 }
177 }
178
179 unsafe public class rstreamer
180 {
181 private byte[] rbuf;
182 private int ptr;
183 private byte* dst;
184
185 public rstreamer(byte[] data)
186 {
187 rbuf = data;
188 ptr = 0;
189 }
190
191 public void close()
192 {
193 }
194
195 public void Seek(int pos)
196 {
197 ptr = pos;
198 }
199
200 public void Seekrel(int pos)
201 {
202 ptr += pos;
203 }
204
205 public byte Rbyte()
206 {
207 return (byte)rbuf[ptr++];
208 }
209
210 public short Rshort()
211 {
212 short v;
213 dst = (byte*)&v;
214 *dst++ = rbuf[ptr++];
215 *dst = rbuf[ptr++];
216 return v;
217 }
218 public ushort Rushort()
219 {
220 ushort v;
221 dst = (byte*)&v;
222 *dst++ = rbuf[ptr++];
223 *dst = rbuf[ptr++];
224 return v;
225 }
226 public int Rint()
227 {
228 int v;
229 dst = (byte*)&v;
230 *dst++ = rbuf[ptr++];
231 *dst++ = rbuf[ptr++];
232 *dst++ = rbuf[ptr++];
233 *dst = rbuf[ptr++];
234 return v;
235 }
236 public uint Ruint()
237 {
238 uint v;
239 dst = (byte*)&v;
240 *dst++ = rbuf[ptr++];
241 *dst++ = rbuf[ptr++];
242 *dst++ = rbuf[ptr++];
243 *dst = rbuf[ptr++];
244 return v;
245 }
246 public long Rlong()
247 {
248 long v;
249 dst = (byte*)&v;
250 *dst++ = rbuf[ptr++];
251 *dst++ = rbuf[ptr++];
252 *dst++ = rbuf[ptr++];
253 *dst++ = rbuf[ptr++];
254 *dst++ = rbuf[ptr++];
255 *dst++ = rbuf[ptr++];
256 *dst++ = rbuf[ptr++];
257 *dst = rbuf[ptr++];
258 return v;
259 }
260 public ulong Rulong()
261 {
262 ulong v;
263 dst = (byte*)&v;
264 *dst++ = rbuf[ptr++];
265 *dst++ = rbuf[ptr++];
266 *dst++ = rbuf[ptr++];
267 *dst++ = rbuf[ptr++];
268 *dst++ = rbuf[ptr++];
269 *dst++ = rbuf[ptr++];
270 *dst++ = rbuf[ptr++];
271 *dst = rbuf[ptr++];
272 return v;
273 }
274 public float Rfloat()
275 {
276 float v;
277 dst = (byte*)&v;
278 *dst++ = rbuf[ptr++];
279 *dst++ = rbuf[ptr++];
280 *dst++ = rbuf[ptr++];
281 *dst = rbuf[ptr++];
282 return v;
283 }
284
285 public double Rdouble()
286 {
287 double v;
288 dst = (byte*)&v;
289 *dst++ = rbuf[ptr++];
290 *dst++ = rbuf[ptr++];
291 *dst++ = rbuf[ptr++];
292 *dst++ = rbuf[ptr++];
293 *dst++ = rbuf[ptr++];
294 *dst++ = rbuf[ptr++];
295 *dst++ = rbuf[ptr++];
296 *dst = rbuf[ptr++];
297 return v;
298 }
299
300 public Vector3 Rvector3()
301 {
302 Vector3 v;
303 dst = (byte*)&v.X;
304 *dst++ = rbuf[ptr++];
305 *dst++ = rbuf[ptr++];
306 *dst++ = rbuf[ptr++];
307 *dst = rbuf[ptr++];
308
309 dst = (byte*)&v.Y;
310 *dst++ = rbuf[ptr++];
311 *dst++ = rbuf[ptr++];
312 *dst++ = rbuf[ptr++];
313 *dst = rbuf[ptr++];
314
315 dst = (byte*)&v.Z;
316 *dst++ = rbuf[ptr++];
317 *dst++ = rbuf[ptr++];
318 *dst++ = rbuf[ptr++];
319 *dst = rbuf[ptr++];
320 return v;
321 }
322
323 public Quaternion Rquat()
324 {
325 Quaternion v;
326 dst = (byte*)&v.X;
327 *dst++ = rbuf[ptr++];
328 *dst++ = rbuf[ptr++];
329 *dst++ = rbuf[ptr++];
330 *dst = rbuf[ptr++];
331
332 dst = (byte*)&v.Y;
333 *dst++ = rbuf[ptr++];
334 *dst++ = rbuf[ptr++];
335 *dst++ = rbuf[ptr++];
336 *dst = rbuf[ptr++];
337
338 dst = (byte*)&v.Z;
339 *dst++ = rbuf[ptr++];
340 *dst++ = rbuf[ptr++];
341 *dst++ = rbuf[ptr++];
342 *dst = rbuf[ptr++];
343
344 dst = (byte*)&v.W;
345 *dst++ = rbuf[ptr++];
346 *dst++ = rbuf[ptr++];
347 *dst++ = rbuf[ptr++];
348 *dst = rbuf[ptr++];
349
350 return v;
351 }
352 }
353}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
new file mode 100644
index 0000000..69e2d03
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/Tests/ODETestClass.cs
@@ -0,0 +1,122 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using Nini.Config;
30using NUnit.Framework;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager;
34using log4net;
35using System.Reflection;
36
37namespace OpenSim.Region.Physics.OdePlugin
38{
39 [TestFixture]
40 public class ODETestClass
41 {
42 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
43
44 private OdePlugin cbt;
45 private PhysicsScene ps;
46 private IMeshingPlugin imp;
47
48 [SetUp]
49 public void Initialize()
50 {
51 // Loading ODEPlugin
52 cbt = new OdePlugin();
53 // Loading Zero Mesher
54 imp = new ZeroMesherPlugin();
55 // Getting Physics Scene
56 ps = cbt.GetScene("test");
57 // Initializing Physics Scene.
58 ps.Initialise(imp.GetMesher(),null);
59 float[] _heightmap = new float[(int)Constants.RegionSize * (int)Constants.RegionSize];
60 for (int i = 0; i < ((int)Constants.RegionSize * (int)Constants.RegionSize); i++)
61 {
62 _heightmap[i] = 21f;
63 }
64 ps.SetTerrain(_heightmap);
65 }
66
67 [TearDown]
68 public void Terminate()
69 {
70 ps.DeleteTerrain();
71 ps.Dispose();
72
73 }
74
75 [Test]
76 public void CreateAndDropPhysicalCube()
77 {
78 PrimitiveBaseShape newcube = PrimitiveBaseShape.CreateBox();
79 Vector3 position = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f), 128f);
80 Vector3 size = new Vector3(0.5f, 0.5f, 0.5f);
81 Quaternion rot = Quaternion.Identity;
82 PhysicsActor prim = ps.AddPrimShape("CoolShape", newcube, position, size, rot, true);
83 OdePrim oprim = (OdePrim)prim;
84 OdeScene pscene = (OdeScene) ps;
85
86 Assert.That(oprim.m_taintadd);
87
88 prim.LocalID = 5;
89
90 for (int i = 0; i < 58; i++)
91 {
92 ps.Simulate(0.133f);
93
94 Assert.That(oprim.prim_geom != (IntPtr)0);
95
96 Assert.That(oprim.m_targetSpace != (IntPtr)0);
97
98 //Assert.That(oprim.m_targetSpace == pscene.space);
99 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
100
101 Assert.That(!oprim.m_taintadd);
102 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString());
103
104 // Make sure we're above the ground
105 //Assert.That(prim.Position.Z > 20f);
106 //m_log.Info("PrimCollisionScore (" + oprim.m_localID + "): " + oprim.m_collisionscore);
107
108 // Make sure we've got a Body
109 Assert.That(oprim.Body != (IntPtr)0);
110 //m_log.Info(
111 }
112
113 // Make sure we're not somewhere above the ground
114 Assert.That(prim.Position.Z < 21.5f);
115
116 ps.RemovePrim(prim);
117 Assert.That(oprim.m_taintremove);
118 ps.Simulate(0.133f);
119 Assert.That(oprim.Body == (IntPtr)0);
120 }
121 }
122}
diff --git a/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
new file mode 100644
index 0000000..87ca446
--- /dev/null
+++ b/OpenSim/Region/Physics/ChOdePlugin/drawstuff.cs
@@ -0,0 +1,98 @@
1/*
2 * Copyright ODE
3 * Ode.NET - .NET bindings for ODE
4 * Jason Perkins (starkos@industriousone.com)
5 * Licensed under the New BSD
6 * Part of the OpenDynamicsEngine
7Open Dynamics Engine
8Copyright (c) 2001-2007, Russell L. Smith.
9All rights reserved.
10
11Redistribution and use in source and binary forms, with or without
12modification, are permitted provided that the following conditions
13are met:
14
15Redistributions of source code must retain the above copyright notice,
16this list of conditions and the following disclaimer.
17
18Redistributions in binary form must reproduce the above copyright notice,
19this list of conditions and the following disclaimer in the documentation
20and/or other materials provided with the distribution.
21
22Neither the names of ODE's copyright owner nor the names of its
23contributors may be used to endorse or promote products derived from
24this software without specific prior written permission.
25
26THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
27"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
28LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
29FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
30OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
31SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
32TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
33PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
34LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
35NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
36SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
37 *
38 *
39 */
40
41using System;
42using System.Runtime.InteropServices;
43using Ode.NET;
44
45namespace Drawstuff.NET
46{
47#if dDOUBLE
48 using dReal = System.Double;
49#else
50 using dReal = System.Single;
51#endif
52
53 public static class ds
54 {
55 public const int VERSION = 2;
56
57 public enum Texture
58 {
59 None,
60 Wood
61 }
62
63 [UnmanagedFunctionPointer(CallingConvention.Cdecl)]
64 public delegate void CallbackFunction(int arg);
65
66 [StructLayout(LayoutKind.Sequential)]
67 public struct Functions
68 {
69 public int version;
70 public CallbackFunction start;
71 public CallbackFunction step;
72 public CallbackFunction command;
73 public CallbackFunction stop;
74 public string path_to_textures;
75 }
76
77 [DllImport("drawstuff", EntryPoint = "dsDrawBox")]
78 public static extern void DrawBox(ref d.Vector3 pos, ref d.Matrix3 R, ref d.Vector3 sides);
79
80 [DllImport("drawstuff", EntryPoint = "dsDrawCapsule")]
81 public static extern void DrawCapsule(ref d.Vector3 pos, ref d.Matrix3 R, dReal length, dReal radius);
82
83 [DllImport("drawstuff", EntryPoint = "dsDrawConvex")]
84 public static extern void DrawConvex(ref d.Vector3 pos, ref d.Matrix3 R, dReal[] planes, int planeCount, dReal[] points, int pointCount, int[] polygons);
85
86 [DllImport("drawstuff", EntryPoint = "dsSetColor")]
87 public static extern void SetColor(float red, float green, float blue);
88
89 [DllImport("drawstuff", EntryPoint = "dsSetTexture")]
90 public static extern void SetTexture(Texture texture);
91
92 [DllImport("drawstuff", EntryPoint = "dsSetViewpoint")]
93 public static extern void SetViewpoint(ref d.Vector3 xyz, ref d.Vector3 hpr);
94
95 [DllImport("drawstuff", EntryPoint = "dsSimulationLoop")]
96 public static extern void SimulationLoop(int argc, string[] argv, int window_width, int window_height, ref Functions fn);
97 }
98}
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index 3a9ca1b..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..aaeae86 100644
--- a/OpenSim/Region/Physics/Manager/PhysicsActor.cs
+++ b/OpenSim/Region/Physics/Manager/PhysicsActor.cs
@@ -59,15 +59,30 @@ namespace OpenSim.Region.Physics.Manager
59 public Vector3 Position; 59 public Vector3 Position;
60 public Vector3 SurfaceNormal; 60 public Vector3 SurfaceNormal;
61 public float PenetrationDepth; 61 public float PenetrationDepth;
62 public float RelativeSpeed;
62 63
63 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth) 64 public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
64 { 65 {
65 Position = position; 66 Position = position;
66 SurfaceNormal = surfaceNormal; 67 SurfaceNormal = surfaceNormal;
67 PenetrationDepth = penetrationDepth; 68 PenetrationDepth = penetrationDepth;
69 RelativeSpeed = 0f; // for now let this one be set explicity
68 } 70 }
69 } 71 }
70 72
73 public struct ContactData
74 {
75 public float mu;
76 public float bounce;
77 public bool softcolide;
78
79 public ContactData(float _mu, float _bounce, bool _softcolide)
80 {
81 mu = _mu;
82 bounce = _bounce;
83 softcolide = _softcolide;
84 }
85 }
71 /// <summary> 86 /// <summary>
72 /// Used to pass collision information to OnCollisionUpdate listeners. 87 /// Used to pass collision information to OnCollisionUpdate listeners.
73 /// </summary> 88 /// </summary>
@@ -135,6 +150,8 @@ namespace OpenSim.Region.Physics.Manager
135 /// </summary> 150 /// </summary>
136 public event CollisionUpdate OnCollisionUpdate; 151 public event CollisionUpdate OnCollisionUpdate;
137 152
153 public virtual void SetVehicle(object vdata) { }
154
138 public event OutOfBounds OnOutOfBounds; 155 public event OutOfBounds OnOutOfBounds;
139#pragma warning restore 67 156#pragma warning restore 67
140 157
@@ -142,11 +159,29 @@ namespace OpenSim.Region.Physics.Manager
142 { 159 {
143 get { return new NullPhysicsActor(); } 160 get { return new NullPhysicsActor(); }
144 } 161 }
162
163 public virtual bool Building { get; set; }
164
165 public virtual void getContactData(ref ContactData cdata)
166 {
167 cdata.mu = 0;
168 cdata.bounce = 0;
169 }
145 170
146 public abstract bool Stopped { get; } 171 public abstract bool Stopped { get; }
147 172
148 public abstract Vector3 Size { get; set; } 173 public abstract Vector3 Size { get; set; }
149 174
175 public virtual bool Phantom { get; set; }
176
177 public virtual bool IsVolumeDtc
178 {
179 get { return false; }
180 set { return; }
181 }
182
183 public virtual byte PhysicsShapeType { get; set; }
184
150 public abstract PrimitiveBaseShape Shape { set; } 185 public abstract PrimitiveBaseShape Shape { set; }
151 186
152 uint m_baseLocalID; 187 uint m_baseLocalID;
@@ -195,6 +230,11 @@ namespace OpenSim.Region.Physics.Manager
195 } 230 }
196 } 231 }
197 232
233 public virtual byte[] Serialize(bool PhysIsRunning)
234 {
235 return new byte[0];
236 }
237
198 public virtual void RaiseOutOfBounds(Vector3 pos) 238 public virtual void RaiseOutOfBounds(Vector3 pos)
199 { 239 {
200 // Make a temporary copy of the event to avoid possibility of 240 // Make a temporary copy of the event to avoid possibility of
@@ -222,6 +262,11 @@ namespace OpenSim.Region.Physics.Manager
222 { 262 {
223 } 263 }
224 264
265 public virtual float Density { get; set; }
266 public virtual float GravModifier { get; set; }
267 public virtual float Friction { get; set; }
268 public virtual float Bounce { get; set; }
269
225 /// <summary> 270 /// <summary>
226 /// Position of this actor. 271 /// Position of this actor.
227 /// </summary> 272 /// </summary>
@@ -249,6 +294,34 @@ namespace OpenSim.Region.Physics.Manager
249 public abstract Vector3 GeometricCenter { get; } 294 public abstract Vector3 GeometricCenter { get; }
250 public abstract Vector3 CenterOfMass { get; } 295 public abstract Vector3 CenterOfMass { get; }
251 296
297 public virtual Vector3 OOBsize
298 {
299 get
300 {
301 Vector3 s=Size;
302 s.X *=0.5f;
303 s.Y *=0.5f;
304 s.Z *=0.5f;
305 return s;
306 }
307 }
308
309 public virtual Vector3 OOBoffset
310 {
311 get
312 {
313 return Vector3.Zero;
314 }
315 }
316
317 public virtual float OOBRadiusSQ
318 {
319 get
320 {
321 return Size.LengthSquared() * 0.25f; // ((0.5^2)
322 }
323 }
324
252 /// <summary> 325 /// <summary>
253 /// Velocity of this actor. 326 /// Velocity of this actor.
254 /// </summary> 327 /// </summary>
@@ -384,7 +457,6 @@ namespace OpenSim.Region.Physics.Manager
384 457
385 public override void VehicleFloatParam(int param, float value) 458 public override void VehicleFloatParam(int param, float value)
386 { 459 {
387
388 } 460 }
389 461
390 public override void VehicleVectorParam(int param, Vector3 value) 462 public override void VehicleVectorParam(int param, Vector3 value)
@@ -554,5 +626,6 @@ namespace OpenSim.Region.Physics.Manager
554 { 626 {
555 return false; 627 return false;
556 } 628 }
629
557 } 630 }
558} 631}
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs
index b32cd30..cfede55 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; }
@@ -236,7 +285,7 @@ namespace OpenSim.Region.Physics.Manager
236 } 285 }
237 286
238 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {} 287 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
239 288 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
240 public virtual void UnCombine(PhysicsScene pScene) {} 289 public virtual void UnCombine(PhysicsScene pScene) {}
241 290
242 /// <summary> 291 /// <summary>
@@ -274,5 +323,23 @@ namespace OpenSim.Region.Physics.Manager
274 { 323 {
275 return new List<ContactResult>(); 324 return new List<ContactResult>();
276 } 325 }
326
327 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
328 {
329 return null;
330 }
331
332 public virtual bool SuportsRaycastWorldFiltered()
333 {
334 return false;
335 }
336
337 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
338 public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
339 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
340 {
341 return new List<ContactResult>();
342 }
343
277 } 344 }
278} 345}
diff --git a/OpenSim/Region/Physics/Manager/VehicleConstants.cs b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
index f0775c1..8e24b4c 100644
--- a/OpenSim/Region/Physics/Manager/VehicleConstants.cs
+++ b/OpenSim/Region/Physics/Manager/VehicleConstants.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using OpenMetaverse;
29 30
30namespace OpenSim.Region.Physics.Manager 31namespace OpenSim.Region.Physics.Manager
31{ 32{
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
117 NO_DEFLECTION = 16392, 118 NO_DEFLECTION = 16392,
118 LOCK_ROTATION = 32784 119 LOCK_ROTATION = 32784
119 } 120 }
120 121
122 public struct VehicleData
123 {
124 public Vehicle m_type;
125 public VehicleFlag m_flags;
126
127 // Linear properties
128 public Vector3 m_linearMotorDirection;
129 public Vector3 m_linearFrictionTimescale;
130 public float m_linearMotorDecayTimescale;
131 public float m_linearMotorTimescale;
132 public Vector3 m_linearMotorOffset;
133
134 //Angular properties
135 public Vector3 m_angularMotorDirection;
136 public float m_angularMotorTimescale;
137 public float m_angularMotorDecayTimescale;
138 public Vector3 m_angularFrictionTimescale;
139
140 //Deflection properties
141 public float m_angularDeflectionEfficiency;
142 public float m_angularDeflectionTimescale;
143 public float m_linearDeflectionEfficiency;
144 public float m_linearDeflectionTimescale;
145
146 //Banking properties
147 public float m_bankingEfficiency;
148 public float m_bankingMix;
149 public float m_bankingTimescale;
150
151 //Hover and Buoyancy properties
152 public float m_VhoverHeight;
153 public float m_VhoverEfficiency;
154 public float m_VhoverTimescale;
155 public float m_VehicleBuoyancy;
156
157 //Attractor properties
158 public float m_verticalAttractionEfficiency;
159 public float m_verticalAttractionTimescale;
160
161 // Axis
162 public Quaternion m_referenceFrame;
163 }
121} 164}
diff --git a/OpenSim/Region/Physics/Manager/ZeroMesher.cs b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
index ba19db6..8a3b50b 100644
--- a/OpenSim/Region/Physics/Manager/ZeroMesher.cs
+++ b/OpenSim/Region/Physics/Manager/ZeroMesher.cs
@@ -67,6 +67,11 @@ namespace OpenSim.Region.Physics.Manager
67 return CreateMesh(primName, primShape, size, lod, false); 67 return CreateMesh(primName, primShape, size, lod, false);
68 } 68 }
69 69
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
71 {
72 return CreateMesh(primName, primShape, size, lod, false);
73 }
74
70 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 75 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
71 { 76 {
72 // Remove the reference to the encoded JPEG2000 data so it can be GCed 77 // Remove the reference to the encoded JPEG2000 data so it can be GCed
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index f781ff9..c715642 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
46 IntPtr m_indicesPtr = IntPtr.Zero; 46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0; 47 int m_indexCount = 0;
48 public float[] m_normals; 48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
49 70
50 public Mesh() 71 public Mesh()
51 { 72 {
52 m_vertices = new Dictionary<Vertex, int>(); 73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
53 m_triangles = new List<Triangle>(); 76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
54 } 79 }
55 80
56 public Mesh Clone() 81 public Mesh Clone()
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
61 { 86 {
62 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone())); 87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
63 } 88 }
64 89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
65 return result; 91 return result;
66 } 92 }
67 93
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
71 throw new NotSupportedException("Attempt to Add to a pinned Mesh"); 97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
72 // If a vertex of the triangle is not yet in the vertices list, 98 // If a vertex of the triangle is not yet in the vertices list,
73 // add it and set its index to the current index count 99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
74 if (!m_vertices.ContainsKey(triangle.v1)) 116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
75 m_vertices[triangle.v1] = m_vertices.Count; 118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
76 if (!m_vertices.ContainsKey(triangle.v2)) 124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
77 m_vertices[triangle.v2] = m_vertices.Count; 126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
78 if (!m_vertices.ContainsKey(triangle.v3)) 132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
79 m_vertices[triangle.v3] = m_vertices.Count; 134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
80 m_triangles.Add(triangle); 140 m_triangles.Add(triangle);
81 } 141 }
82 142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
83 public void CalcNormals() 151 public void CalcNormals()
84 { 152 {
85 int iTriangles = m_triangles.Count; 153 int iTriangles = m_triangles.Count;
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
index 3bd15ce..825b858 100644
--- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
+++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
74#endif 74#endif
75 75
76 private bool cacheSculptMaps = true; 76 private bool cacheSculptMaps = true;
77 private bool cacheSculptAlphaMaps = true;
78
77 private string decodedSculptMapPath = null; 79 private string decodedSculptMapPath = null;
78 private bool useMeshiesPhysicsMesh = false; 80 private bool useMeshiesPhysicsMesh = false;
79 81
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
87 IConfig mesh_config = config.Configs["Mesh"]; 89 IConfig mesh_config = config.Configs["Mesh"];
88 90
89 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); 91 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
92
90 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); 93 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
94
95 if (Environment.OSVersion.Platform == PlatformID.Unix)
96 {
97 cacheSculptAlphaMaps = false;
98 }
99 else
100 cacheSculptAlphaMaps = cacheSculptMaps;
101
91 if(mesh_config != null) 102 if(mesh_config != null)
92 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); 103 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
93 104
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
268 { 279 {
269 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) 280 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
270 return null; 281 return null;
282 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
283 // don't loose it
284 // primShape.SculptData = Utils.EmptyBytes;
271 } 285 }
286// primShape.SculptDataLoaded = true;
272 } 287 }
273 else 288 else
274 { 289 {
275 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces)) 290 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
276 return null; 291 return null;
277 } 292 }
278 293 // keep compatible
279 // Remove the reference to any JPEG2000 sculpt data so it can be GCed
280 primShape.SculptData = Utils.EmptyBytes; 294 primShape.SculptData = Utils.EmptyBytes;
281 295
282 int numCoords = coords.Count; 296 int numCoords = coords.Count;
@@ -321,7 +335,7 @@ namespace OpenSim.Region.Physics.Meshing
321 335
322 if (primShape.SculptData.Length <= 0) 336 if (primShape.SculptData.Length <= 0)
323 { 337 {
324 m_log.ErrorFormat("[MESH]: asset data for {0} is zero length", primName); 338 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
325 return false; 339 return false;
326 } 340 }
327 341
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
482 496
483 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); 497 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
484 498
485 if (cacheSculptMaps) 499 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
500 // don't cache images with alpha channel in linux since mono can't load them correctly)
486 { 501 {
487 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } 502 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
488 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } 503 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
@@ -702,6 +717,11 @@ namespace OpenSim.Region.Physics.Meshing
702 return CreateMesh(primName, primShape, size, lod, false); 717 return CreateMesh(primName, primShape, size, lod, false);
703 } 718 }
704 719
720 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
721 {
722 return CreateMesh(primName, primShape, size, lod, false);
723 }
724
705 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical) 725 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
706 { 726 {
707#if SPAM 727#if SPAM
diff --git a/OpenSim/Region/Physics/Meshing/SculptMap.cs b/OpenSim/Region/Physics/Meshing/SculptMap.cs
index 740424e..b3d9cb6 100644
--- a/OpenSim/Region/Physics/Meshing/SculptMap.cs
+++ b/OpenSim/Region/Physics/Meshing/SculptMap.cs
@@ -58,28 +58,24 @@ namespace PrimMesher
58 if (bmW == 0 || bmH == 0) 58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data"); 59 throw new Exception("SculptMap: bitmap has no data");
60 60
61 int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image 61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62 62
63 bool smallMap = bmW * bmH <= numLodPixels;
63 bool needsScaling = false; 64 bool needsScaling = false;
64 65
65 bool smallMap = bmW * bmH <= lod * lod;
66
67 width = bmW; 66 width = bmW;
68 height = bmH; 67 height = bmH;
69 while (width * height > numLodPixels) 68 while (width * height > numLodPixels * 4)
70 { 69 {
71 width >>= 1; 70 width >>= 1;
72 height >>= 1; 71 height >>= 1;
73 needsScaling = true; 72 needsScaling = true;
74 } 73 }
75 74
76
77
78 try 75 try
79 { 76 {
80 if (needsScaling) 77 if (needsScaling)
81 bm = ScaleImage(bm, width, height, 78 bm = ScaleImage(bm, width, height);
82 System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
83 } 79 }
84 80
85 catch (Exception e) 81 catch (Exception e)
@@ -87,7 +83,7 @@ namespace PrimMesher
87 throw new Exception("Exception in ScaleImage(): e: " + e.ToString()); 83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
88 } 84 }
89 85
90 if (width * height > lod * lod) 86 if (width * height > numLodPixels)
91 { 87 {
92 width >>= 1; 88 width >>= 1;
93 height >>= 1; 89 height >>= 1;
@@ -144,15 +140,17 @@ namespace PrimMesher
144 int rowNdx, colNdx; 140 int rowNdx, colNdx;
145 int smNdx = 0; 141 int smNdx = 0;
146 142
143
147 for (rowNdx = 0; rowNdx < numRows; rowNdx++) 144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
148 { 145 {
149 List<Coord> row = new List<Coord>(numCols); 146 List<Coord> row = new List<Coord>(numCols);
150 for (colNdx = 0; colNdx < numCols; colNdx++) 147 for (colNdx = 0; colNdx < numCols; colNdx++)
151 { 148 {
149
152 if (mirror) 150 if (mirror)
153 row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f)); 151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
154 else 152 else
155 row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f)); 153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
156 154
157 ++smNdx; 155 ++smNdx;
158 } 156 }
@@ -161,23 +159,39 @@ namespace PrimMesher
161 return rows; 159 return rows;
162 } 160 }
163 161
164 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight, 162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
165 System.Drawing.Drawing2D.InterpolationMode interpMode)
166 { 163 {
167 Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
168 scaledImage.SetResolution(96.0f, 96.0f);
169
170 Graphics grPhoto = Graphics.FromImage(scaledImage);
171 grPhoto.InterpolationMode = interpMode;
172 164
173 grPhoto.DrawImage(srcImage, 165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
174 new Rectangle(0, 0, destWidth, destHeight), 166
175 new Rectangle(0, 0, srcImage.Width, srcImage.Height), 167 Color c;
176 GraphicsUnit.Pixel); 168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
177 185
178 grPhoto.Dispose(); 186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
179 return scaledImage; 191 return scaledImage;
180 } 192 }
193
194 }
195
181 } 196 }
182}
183#endif 197#endif
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
index 0716214..a41c856 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
@@ -601,8 +601,8 @@ namespace OpenSim.Region.Physics.OdePlugin
601 break; 601 break;
602 602
603 case HollowShape.Circle: 603 case HollowShape.Circle:
604 // Hollow shape is a perfect cyllinder in respect to the cube's scale 604 // Hollow shape is a perfect cylinder in respect to the cube's scale
605 // Cyllinder hollow volume calculation 605 // Cylinder hollow volume calculation
606 606
607 hollowVolume *= 0.1963495f * 3.07920140172638f; 607 hollowVolume *= 0.1963495f * 3.07920140172638f;
608 break; 608 break;
@@ -2827,7 +2827,7 @@ Console.WriteLine(" JointCreateFixed");
2827 } 2827 }
2828 public override bool PIDActive { set { m_usePID = value; } } 2828 public override bool PIDActive { set { m_usePID = value; } }
2829 public override float PIDTau { set { m_PIDTau = value; } } 2829 public override float PIDTau { set { m_PIDTau = value; } }
2830 2830
2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } } 2831 public override float PIDHoverHeight { set { m_PIDHoverHeight = value; ; } }
2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } } 2832 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } } 2833 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
diff --git a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
index 8d7d3b3..7e3ec63 100644
--- a/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
+++ b/OpenSim/Region/Physics/OdePlugin/ODERayCastRequestManager.cs
@@ -137,8 +137,15 @@ namespace OpenSim.Region.Physics.OdePlugin
137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray(); 137 ODERayCastRequest[] reqs = m_PendingRequests.ToArray();
138 for (int i = 0; i < reqs.Length; i++) 138 for (int i = 0; i < reqs.Length; i++)
139 { 139 {
140 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast 140 try
141 RayCast(reqs[i]); // if there isn't anyone to send results 141 {
142 if (reqs[i].callbackMethod != null) // quick optimization here, don't raycast
143 RayCast(reqs[i]); // if there isn't anyone to send results
144 }
145 catch
146 {
147 //Fail silently
148 }
142 } 149 }
143 150
144 m_PendingRequests.Clear(); 151 m_PendingRequests.Clear();
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
index e4fd7eb..2ea8bfc 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs
@@ -297,7 +297,7 @@ namespace OpenSim.Region.Physics.POSPlugin
297 { 297 {
298 set { return; } 298 set { return; }
299 } 299 }
300 300
301 public override Quaternion APIDTarget 301 public override Quaternion APIDTarget
302 { 302 {
303 set { return; } 303 set { return; }
diff --git a/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
new file mode 100644
index 0000000..2938257
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/HelperTypes.cs
@@ -0,0 +1,340 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Diagnostics;
31using System.Globalization;
32using OpenMetaverse;
33using OpenSim.Region.Physics.Manager;
34using OpenSim.Region.Physics.Meshing;
35
36public class Vertex : IComparable<Vertex>
37{
38 Vector3 vector;
39
40 public float X
41 {
42 get { return vector.X; }
43 set { vector.X = value; }
44 }
45
46 public float Y
47 {
48 get { return vector.Y; }
49 set { vector.Y = value; }
50 }
51
52 public float Z
53 {
54 get { return vector.Z; }
55 set { vector.Z = value; }
56 }
57
58 public Vertex(float x, float y, float z)
59 {
60 vector.X = x;
61 vector.Y = y;
62 vector.Z = z;
63 }
64
65 public Vertex normalize()
66 {
67 float tlength = vector.Length();
68 if (tlength != 0f)
69 {
70 float mul = 1.0f / tlength;
71 return new Vertex(vector.X * mul, vector.Y * mul, vector.Z * mul);
72 }
73 else
74 {
75 return new Vertex(0f, 0f, 0f);
76 }
77 }
78
79 public Vertex cross(Vertex v)
80 {
81 return new Vertex(vector.Y * v.Z - vector.Z * v.Y, vector.Z * v.X - vector.X * v.Z, vector.X * v.Y - vector.Y * v.X);
82 }
83
84 // disable warning: mono compiler moans about overloading
85 // operators hiding base operator but should not according to C#
86 // language spec
87#pragma warning disable 0108
88 public static Vertex operator *(Vertex v, Quaternion q)
89 {
90 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
91
92 Vertex v2 = new Vertex(0f, 0f, 0f);
93
94 v2.X = q.W * q.W * v.X +
95 2f * q.Y * q.W * v.Z -
96 2f * q.Z * q.W * v.Y +
97 q.X * q.X * v.X +
98 2f * q.Y * q.X * v.Y +
99 2f * q.Z * q.X * v.Z -
100 q.Z * q.Z * v.X -
101 q.Y * q.Y * v.X;
102
103 v2.Y =
104 2f * q.X * q.Y * v.X +
105 q.Y * q.Y * v.Y +
106 2f * q.Z * q.Y * v.Z +
107 2f * q.W * q.Z * v.X -
108 q.Z * q.Z * v.Y +
109 q.W * q.W * v.Y -
110 2f * q.X * q.W * v.Z -
111 q.X * q.X * v.Y;
112
113 v2.Z =
114 2f * q.X * q.Z * v.X +
115 2f * q.Y * q.Z * v.Y +
116 q.Z * q.Z * v.Z -
117 2f * q.W * q.Y * v.X -
118 q.Y * q.Y * v.Z +
119 2f * q.W * q.X * v.Y -
120 q.X * q.X * v.Z +
121 q.W * q.W * v.Z;
122
123 return v2;
124 }
125
126 public static Vertex operator +(Vertex v1, Vertex v2)
127 {
128 return new Vertex(v1.X + v2.X, v1.Y + v2.Y, v1.Z + v2.Z);
129 }
130
131 public static Vertex operator -(Vertex v1, Vertex v2)
132 {
133 return new Vertex(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
134 }
135
136 public static Vertex operator *(Vertex v1, Vertex v2)
137 {
138 return new Vertex(v1.X * v2.X, v1.Y * v2.Y, v1.Z * v2.Z);
139 }
140
141 public static Vertex operator +(Vertex v1, float am)
142 {
143 v1.X += am;
144 v1.Y += am;
145 v1.Z += am;
146 return v1;
147 }
148
149 public static Vertex operator -(Vertex v1, float am)
150 {
151 v1.X -= am;
152 v1.Y -= am;
153 v1.Z -= am;
154 return v1;
155 }
156
157 public static Vertex operator *(Vertex v1, float am)
158 {
159 v1.X *= am;
160 v1.Y *= am;
161 v1.Z *= am;
162 return v1;
163 }
164
165 public static Vertex operator /(Vertex v1, float am)
166 {
167 if (am == 0f)
168 {
169 return new Vertex(0f,0f,0f);
170 }
171 float mul = 1.0f / am;
172 v1.X *= mul;
173 v1.Y *= mul;
174 v1.Z *= mul;
175 return v1;
176 }
177#pragma warning restore 0108
178
179
180 public float dot(Vertex v)
181 {
182 return X * v.X + Y * v.Y + Z * v.Z;
183 }
184
185 public Vertex(Vector3 v)
186 {
187 vector = v;
188 }
189
190 public Vertex Clone()
191 {
192 return new Vertex(X, Y, Z);
193 }
194
195 public static Vertex FromAngle(double angle)
196 {
197 return new Vertex((float) Math.Cos(angle), (float) Math.Sin(angle), 0.0f);
198 }
199
200 public float Length()
201 {
202 return vector.Length();
203 }
204
205 public virtual bool Equals(Vertex v, float tolerance)
206 {
207 Vertex diff = this - v;
208 float d = diff.Length();
209 if (d < tolerance)
210 return true;
211
212 return false;
213 }
214
215
216 public int CompareTo(Vertex other)
217 {
218 if (X < other.X)
219 return -1;
220
221 if (X > other.X)
222 return 1;
223
224 if (Y < other.Y)
225 return -1;
226
227 if (Y > other.Y)
228 return 1;
229
230 if (Z < other.Z)
231 return -1;
232
233 if (Z > other.Z)
234 return 1;
235
236 return 0;
237 }
238
239 public static bool operator >(Vertex me, Vertex other)
240 {
241 return me.CompareTo(other) > 0;
242 }
243
244 public static bool operator <(Vertex me, Vertex other)
245 {
246 return me.CompareTo(other) < 0;
247 }
248
249 public String ToRaw()
250 {
251 // Why this stuff with the number formatter?
252 // Well, the raw format uses the english/US notation of numbers
253 // where the "," separates groups of 1000 while the "." marks the border between 1 and 10E-1.
254 // The german notation uses these characters exactly vice versa!
255 // The Float.ToString() routine is a localized one, giving different results depending on the country
256 // settings your machine works with. Unusable for a machine readable file format :-(
257 NumberFormatInfo nfi = new NumberFormatInfo();
258 nfi.NumberDecimalSeparator = ".";
259 nfi.NumberDecimalDigits = 3;
260
261 String s1 = X.ToString("N2", nfi) + " " + Y.ToString("N2", nfi) + " " + Z.ToString("N2", nfi);
262
263 return s1;
264 }
265}
266
267public class Triangle
268{
269 public Vertex v1;
270 public Vertex v2;
271 public Vertex v3;
272
273 public Triangle(Vertex _v1, Vertex _v2, Vertex _v3)
274 {
275 v1 = _v1;
276 v2 = _v2;
277 v3 = _v3;
278 }
279
280 public Triangle(float _v1x,float _v1y,float _v1z,
281 float _v2x,float _v2y,float _v2z,
282 float _v3x,float _v3y,float _v3z)
283 {
284 v1 = new Vertex(_v1x, _v1y, _v1z);
285 v2 = new Vertex(_v2x, _v2y, _v2z);
286 v3 = new Vertex(_v3x, _v3y, _v3z);
287 }
288
289 public override String ToString()
290 {
291 NumberFormatInfo nfi = new NumberFormatInfo();
292 nfi.CurrencyDecimalDigits = 2;
293 nfi.CurrencyDecimalSeparator = ".";
294
295 String s1 = "<" + v1.X.ToString(nfi) + "," + v1.Y.ToString(nfi) + "," + v1.Z.ToString(nfi) + ">";
296 String s2 = "<" + v2.X.ToString(nfi) + "," + v2.Y.ToString(nfi) + "," + v2.Z.ToString(nfi) + ">";
297 String s3 = "<" + v3.X.ToString(nfi) + "," + v3.Y.ToString(nfi) + "," + v3.Z.ToString(nfi) + ">";
298
299 return s1 + ";" + s2 + ";" + s3;
300 }
301
302 public Vector3 getNormal()
303 {
304 // Vertices
305
306 // Vectors for edges
307 Vector3 e1;
308 Vector3 e2;
309
310 e1 = new Vector3(v1.X - v2.X, v1.Y - v2.Y, v1.Z - v2.Z);
311 e2 = new Vector3(v1.X - v3.X, v1.Y - v3.Y, v1.Z - v3.Z);
312
313 // Cross product for normal
314 Vector3 n = Vector3.Cross(e1, e2);
315
316 // Length
317 float l = n.Length();
318
319 // Normalized "normal"
320 n = n/l;
321
322 return n;
323 }
324
325 public void invertNormal()
326 {
327 Vertex vt;
328 vt = v1;
329 v1 = v2;
330 v2 = vt;
331 }
332
333 // Dumps a triangle in the "raw faces" format, blender can import. This is for visualisation and
334 // debugging purposes
335 public String ToStringRaw()
336 {
337 String output = v1.ToRaw() + " " + v2.ToRaw() + " " + v3.ToRaw();
338 return output;
339 }
340}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
new file mode 100644
index 0000000..c715642
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -0,0 +1,401 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.IO;
31using System.Runtime.InteropServices;
32using OpenSim.Region.Physics.Manager;
33using PrimMesher;
34using OpenMetaverse;
35
36namespace OpenSim.Region.Physics.Meshing
37{
38 public class Mesh : IMesh
39 {
40 private Dictionary<Vertex, int> m_vertices;
41 private List<Triangle> m_triangles;
42 GCHandle m_pinnedVertexes;
43 GCHandle m_pinnedIndex;
44 IntPtr m_verticesPtr = IntPtr.Zero;
45 int m_vertexCount = 0;
46 IntPtr m_indicesPtr = IntPtr.Zero;
47 int m_indexCount = 0;
48 public float[] m_normals;
49 Vector3 _centroid;
50 int _centroidDiv;
51
52 private class vertexcomp : IEqualityComparer<Vertex>
53 {
54 public bool Equals(Vertex v1, Vertex v2)
55 {
56 if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
57 return true;
58 else
59 return false;
60 }
61 public int GetHashCode(Vertex v)
62 {
63 int a = v.X.GetHashCode();
64 int b = v.Y.GetHashCode();
65 int c = v.Z.GetHashCode();
66 return (a << 16) ^ (b << 8) ^ c;
67 }
68
69 }
70
71 public Mesh()
72 {
73 vertexcomp vcomp = new vertexcomp();
74
75 m_vertices = new Dictionary<Vertex, int>(vcomp);
76 m_triangles = new List<Triangle>();
77 _centroid = Vector3.Zero;
78 _centroidDiv = 0;
79 }
80
81 public Mesh Clone()
82 {
83 Mesh result = new Mesh();
84
85 foreach (Triangle t in m_triangles)
86 {
87 result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
88 }
89 result._centroid = _centroid;
90 result._centroidDiv = _centroidDiv;
91 return result;
92 }
93
94 public void Add(Triangle triangle)
95 {
96 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
97 throw new NotSupportedException("Attempt to Add to a pinned Mesh");
98 // If a vertex of the triangle is not yet in the vertices list,
99 // add it and set its index to the current index count
100 // vertex == seems broken
101 // skip colapsed triangles
102 if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
103 || (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
104 || (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
105 )
106 {
107 return;
108 }
109
110 if (m_vertices.Count == 0)
111 {
112 _centroidDiv = 0;
113 _centroid = Vector3.Zero;
114 }
115
116 if (!m_vertices.ContainsKey(triangle.v1))
117 {
118 m_vertices[triangle.v1] = m_vertices.Count;
119 _centroid.X += triangle.v1.X;
120 _centroid.Y += triangle.v1.Y;
121 _centroid.Z += triangle.v1.Z;
122 _centroidDiv++;
123 }
124 if (!m_vertices.ContainsKey(triangle.v2))
125 {
126 m_vertices[triangle.v2] = m_vertices.Count;
127 _centroid.X += triangle.v2.X;
128 _centroid.Y += triangle.v2.Y;
129 _centroid.Z += triangle.v2.Z;
130 _centroidDiv++;
131 }
132 if (!m_vertices.ContainsKey(triangle.v3))
133 {
134 m_vertices[triangle.v3] = m_vertices.Count;
135 _centroid.X += triangle.v3.X;
136 _centroid.Y += triangle.v3.Y;
137 _centroid.Z += triangle.v3.Z;
138 _centroidDiv++;
139 }
140 m_triangles.Add(triangle);
141 }
142
143 public Vector3 GetCentroid()
144 {
145 if (_centroidDiv > 0)
146 return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
147 else
148 return Vector3.Zero;
149 }
150
151 public void CalcNormals()
152 {
153 int iTriangles = m_triangles.Count;
154
155 this.m_normals = new float[iTriangles * 3];
156
157 int i = 0;
158 foreach (Triangle t in m_triangles)
159 {
160 float ux, uy, uz;
161 float vx, vy, vz;
162 float wx, wy, wz;
163
164 ux = t.v1.X;
165 uy = t.v1.Y;
166 uz = t.v1.Z;
167
168 vx = t.v2.X;
169 vy = t.v2.Y;
170 vz = t.v2.Z;
171
172 wx = t.v3.X;
173 wy = t.v3.Y;
174 wz = t.v3.Z;
175
176
177 // Vectors for edges
178 float e1x, e1y, e1z;
179 float e2x, e2y, e2z;
180
181 e1x = ux - vx;
182 e1y = uy - vy;
183 e1z = uz - vz;
184
185 e2x = ux - wx;
186 e2y = uy - wy;
187 e2z = uz - wz;
188
189
190 // Cross product for normal
191 float nx, ny, nz;
192 nx = e1y * e2z - e1z * e2y;
193 ny = e1z * e2x - e1x * e2z;
194 nz = e1x * e2y - e1y * e2x;
195
196 // Length
197 float l = (float)Math.Sqrt(nx * nx + ny * ny + nz * nz);
198 float lReciprocal = 1.0f / l;
199
200 // Normalized "normal"
201 //nx /= l;
202 //ny /= l;
203 //nz /= l;
204
205 m_normals[i] = nx * lReciprocal;
206 m_normals[i + 1] = ny * lReciprocal;
207 m_normals[i + 2] = nz * lReciprocal;
208
209 i += 3;
210 }
211 }
212
213 public List<Vector3> getVertexList()
214 {
215 List<Vector3> result = new List<Vector3>();
216 foreach (Vertex v in m_vertices.Keys)
217 {
218 result.Add(new Vector3(v.X, v.Y, v.Z));
219 }
220 return result;
221 }
222
223 private float[] getVertexListAsFloat()
224 {
225 if (m_vertices == null)
226 throw new NotSupportedException();
227 float[] result = new float[m_vertices.Count * 3];
228 foreach (KeyValuePair<Vertex, int> kvp in m_vertices)
229 {
230 Vertex v = kvp.Key;
231 int i = kvp.Value;
232 result[3 * i + 0] = v.X;
233 result[3 * i + 1] = v.Y;
234 result[3 * i + 2] = v.Z;
235 }
236 return result;
237 }
238
239 public float[] getVertexListAsFloatLocked()
240 {
241 if (m_pinnedVertexes.IsAllocated)
242 return (float[])(m_pinnedVertexes.Target);
243
244 float[] result = getVertexListAsFloat();
245 m_pinnedVertexes = GCHandle.Alloc(result, GCHandleType.Pinned);
246 // Inform the garbage collector of this unmanaged allocation so it can schedule
247 // the next GC round more intelligently
248 GC.AddMemoryPressure(Buffer.ByteLength(result));
249
250 return result;
251 }
252
253 public void getVertexListAsPtrToFloatArray(out IntPtr vertices, out int vertexStride, out int vertexCount)
254 {
255 // A vertex is 3 floats
256 vertexStride = 3 * sizeof(float);
257
258 // If there isn't an unmanaged array allocated yet, do it now
259 if (m_verticesPtr == IntPtr.Zero)
260 {
261 float[] vertexList = getVertexListAsFloat();
262 // Each vertex is 3 elements (floats)
263 m_vertexCount = vertexList.Length / 3;
264 int byteCount = m_vertexCount * vertexStride;
265 m_verticesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
266 System.Runtime.InteropServices.Marshal.Copy(vertexList, 0, m_verticesPtr, m_vertexCount * 3);
267 }
268 vertices = m_verticesPtr;
269 vertexCount = m_vertexCount;
270 }
271
272 public int[] getIndexListAsInt()
273 {
274 if (m_triangles == null)
275 throw new NotSupportedException();
276 int[] result = new int[m_triangles.Count * 3];
277 for (int i = 0; i < m_triangles.Count; i++)
278 {
279 Triangle t = m_triangles[i];
280 result[3 * i + 0] = m_vertices[t.v1];
281 result[3 * i + 1] = m_vertices[t.v2];
282 result[3 * i + 2] = m_vertices[t.v3];
283 }
284 return result;
285 }
286
287 /// <summary>
288 /// creates a list of index values that defines triangle faces. THIS METHOD FREES ALL NON-PINNED MESH DATA
289 /// </summary>
290 /// <returns></returns>
291 public int[] getIndexListAsIntLocked()
292 {
293 if (m_pinnedIndex.IsAllocated)
294 return (int[])(m_pinnedIndex.Target);
295
296 int[] result = getIndexListAsInt();
297 m_pinnedIndex = GCHandle.Alloc(result, GCHandleType.Pinned);
298 // Inform the garbage collector of this unmanaged allocation so it can schedule
299 // the next GC round more intelligently
300 GC.AddMemoryPressure(Buffer.ByteLength(result));
301
302 return result;
303 }
304
305 public void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount)
306 {
307 // If there isn't an unmanaged array allocated yet, do it now
308 if (m_indicesPtr == IntPtr.Zero)
309 {
310 int[] indexList = getIndexListAsInt();
311 m_indexCount = indexList.Length;
312 int byteCount = m_indexCount * sizeof(int);
313 m_indicesPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(byteCount);
314 System.Runtime.InteropServices.Marshal.Copy(indexList, 0, m_indicesPtr, m_indexCount);
315 }
316 // A triangle is 3 ints (indices)
317 triStride = 3 * sizeof(int);
318 indices = m_indicesPtr;
319 indexCount = m_indexCount;
320 }
321
322 public void releasePinned()
323 {
324 if (m_pinnedVertexes.IsAllocated)
325 m_pinnedVertexes.Free();
326 if (m_pinnedIndex.IsAllocated)
327 m_pinnedIndex.Free();
328 if (m_verticesPtr != IntPtr.Zero)
329 {
330 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_verticesPtr);
331 m_verticesPtr = IntPtr.Zero;
332 }
333 if (m_indicesPtr != IntPtr.Zero)
334 {
335 System.Runtime.InteropServices.Marshal.FreeHGlobal(m_indicesPtr);
336 m_indicesPtr = IntPtr.Zero;
337 }
338 }
339
340 /// <summary>
341 /// frees up the source mesh data to minimize memory - call this method after calling get*Locked() functions
342 /// </summary>
343 public void releaseSourceMeshData()
344 {
345 m_triangles = null;
346 m_vertices = null;
347 }
348
349 public void Append(IMesh newMesh)
350 {
351 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
352 throw new NotSupportedException("Attempt to Append to a pinned Mesh");
353
354 if (!(newMesh is Mesh))
355 return;
356
357 foreach (Triangle t in ((Mesh)newMesh).m_triangles)
358 Add(t);
359 }
360
361 // Do a linear transformation of mesh.
362 public void TransformLinear(float[,] matrix, float[] offset)
363 {
364 if (m_pinnedIndex.IsAllocated || m_pinnedVertexes.IsAllocated || m_indicesPtr != IntPtr.Zero || m_verticesPtr != IntPtr.Zero)
365 throw new NotSupportedException("Attempt to TransformLinear a pinned Mesh");
366
367 foreach (Vertex v in m_vertices.Keys)
368 {
369 if (v == null)
370 continue;
371 float x, y, z;
372 x = v.X*matrix[0, 0] + v.Y*matrix[1, 0] + v.Z*matrix[2, 0];
373 y = v.X*matrix[0, 1] + v.Y*matrix[1, 1] + v.Z*matrix[2, 1];
374 z = v.X*matrix[0, 2] + v.Y*matrix[1, 2] + v.Z*matrix[2, 2];
375 v.X = x + offset[0];
376 v.Y = y + offset[1];
377 v.Z = z + offset[2];
378 }
379 }
380
381 public void DumpRaw(String path, String name, String title)
382 {
383 if (path == null)
384 return;
385 String fileName = name + "_" + title + ".raw";
386 String completePath = System.IO.Path.Combine(path, fileName);
387 StreamWriter sw = new StreamWriter(completePath);
388 foreach (Triangle t in m_triangles)
389 {
390 String s = t.ToStringRaw();
391 sw.WriteLine(s);
392 }
393 sw.Close();
394 }
395
396 public void TrimExcess()
397 {
398 m_triangles.TrimExcess();
399 }
400 }
401}
diff --git a/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
new file mode 100644
index 0000000..f002bba
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/Meshmerizer.cs
@@ -0,0 +1,1026 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27//#define SPAM
28
29using System;
30using System.Collections.Generic;
31using OpenSim.Framework;
32using OpenSim.Region.Physics.Manager;
33using OpenMetaverse;
34using OpenMetaverse.StructuredData;
35using System.Drawing;
36using System.Drawing.Imaging;
37using System.IO.Compression;
38using PrimMesher;
39using log4net;
40using Nini.Config;
41using System.Reflection;
42using System.IO;
43using ComponentAce.Compression.Libs.zlib;
44using OpenSim.Region.Physics.ConvexDecompositionDotNet;
45
46namespace OpenSim.Region.Physics.Meshing
47{
48 public class MeshmerizerPlugin : IMeshingPlugin
49 {
50 public MeshmerizerPlugin()
51 {
52 }
53
54 public string GetName()
55 {
56 return "UbitMeshmerizer";
57 }
58
59 public IMesher GetMesher(IConfigSource config)
60 {
61 return new Meshmerizer(config);
62 }
63 }
64
65 public class Meshmerizer : IMesher
66 {
67 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
68
69 // Setting baseDir to a path will enable the dumping of raw files
70 // raw files can be imported by blender so a visual inspection of the results can be done
71#if SPAM
72 const string baseDir = "rawFiles";
73#else
74 private const string baseDir = null; //"rawFiles";
75#endif
76
77 private bool cacheSculptMaps = true;
78 private bool cacheSculptAlphaMaps = true;
79
80 private string decodedSculptMapPath = null;
81 private bool useMeshiesPhysicsMesh = false;
82
83 private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh
84
85 private Dictionary<ulong, Mesh> m_uniqueMeshes = new Dictionary<ulong, Mesh>();
86
87 public Meshmerizer(IConfigSource config)
88 {
89 IConfig start_config = config.Configs["Startup"];
90 IConfig mesh_config = config.Configs["Mesh"];
91
92 decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
93
94 cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
95
96 if (Environment.OSVersion.Platform == PlatformID.Unix)
97 {
98 cacheSculptAlphaMaps = false;
99 }
100 else
101 cacheSculptAlphaMaps = cacheSculptMaps;
102
103 if(mesh_config != null)
104 useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
105
106 try
107 {
108 if (!Directory.Exists(decodedSculptMapPath))
109 Directory.CreateDirectory(decodedSculptMapPath);
110 }
111 catch (Exception e)
112 {
113 m_log.WarnFormat("[SCULPT]: Unable to create {0} directory: ", decodedSculptMapPath, e.Message);
114 }
115 }
116
117 /// <summary>
118 /// creates a simple box mesh of the specified size. This mesh is of very low vertex count and may
119 /// be useful as a backup proxy when level of detail is not needed or when more complex meshes fail
120 /// for some reason
121 /// </summary>
122 /// <param name="minX"></param>
123 /// <param name="maxX"></param>
124 /// <param name="minY"></param>
125 /// <param name="maxY"></param>
126 /// <param name="minZ"></param>
127 /// <param name="maxZ"></param>
128 /// <returns></returns>
129 private static Mesh CreateSimpleBoxMesh(float minX, float maxX, float minY, float maxY, float minZ, float maxZ)
130 {
131 Mesh box = new Mesh();
132 List<Vertex> vertices = new List<Vertex>();
133 // bottom
134
135 vertices.Add(new Vertex(minX, maxY, minZ));
136 vertices.Add(new Vertex(maxX, maxY, minZ));
137 vertices.Add(new Vertex(maxX, minY, minZ));
138 vertices.Add(new Vertex(minX, minY, minZ));
139
140 box.Add(new Triangle(vertices[0], vertices[1], vertices[2]));
141 box.Add(new Triangle(vertices[0], vertices[2], vertices[3]));
142
143 // top
144
145 vertices.Add(new Vertex(maxX, maxY, maxZ));
146 vertices.Add(new Vertex(minX, maxY, maxZ));
147 vertices.Add(new Vertex(minX, minY, maxZ));
148 vertices.Add(new Vertex(maxX, minY, maxZ));
149
150 box.Add(new Triangle(vertices[4], vertices[5], vertices[6]));
151 box.Add(new Triangle(vertices[4], vertices[6], vertices[7]));
152
153 // sides
154
155 box.Add(new Triangle(vertices[5], vertices[0], vertices[3]));
156 box.Add(new Triangle(vertices[5], vertices[3], vertices[6]));
157
158 box.Add(new Triangle(vertices[1], vertices[0], vertices[5]));
159 box.Add(new Triangle(vertices[1], vertices[5], vertices[4]));
160
161 box.Add(new Triangle(vertices[7], vertices[1], vertices[4]));
162 box.Add(new Triangle(vertices[7], vertices[2], vertices[1]));
163
164 box.Add(new Triangle(vertices[3], vertices[2], vertices[7]));
165 box.Add(new Triangle(vertices[3], vertices[7], vertices[6]));
166
167 return box;
168 }
169
170 /// <summary>
171 /// Creates a simple bounding box mesh for a complex input mesh
172 /// </summary>
173 /// <param name="meshIn"></param>
174 /// <returns></returns>
175 private static Mesh CreateBoundingBoxMesh(Mesh meshIn)
176 {
177 float minX = float.MaxValue;
178 float maxX = float.MinValue;
179 float minY = float.MaxValue;
180 float maxY = float.MinValue;
181 float minZ = float.MaxValue;
182 float maxZ = float.MinValue;
183
184 foreach (Vector3 v in meshIn.getVertexList())
185 {
186 if (v.X < minX) minX = v.X;
187 if (v.Y < minY) minY = v.Y;
188 if (v.Z < minZ) minZ = v.Z;
189
190 if (v.X > maxX) maxX = v.X;
191 if (v.Y > maxY) maxY = v.Y;
192 if (v.Z > maxZ) maxZ = v.Z;
193 }
194
195 return CreateSimpleBoxMesh(minX, maxX, minY, maxY, minZ, maxZ);
196 }
197
198 private void ReportPrimError(string message, string primName, PrimMesh primMesh)
199 {
200 m_log.Error(message);
201 m_log.Error("\nPrim Name: " + primName);
202 m_log.Error("****** PrimMesh Parameters ******\n" + primMesh.ParamsToDisplayString());
203 }
204
205 /// <summary>
206 /// Add a submesh to an existing list of coords and faces.
207 /// </summary>
208 /// <param name="subMeshData"></param>
209 /// <param name="size">Size of entire object</param>
210 /// <param name="coords"></param>
211 /// <param name="faces"></param>
212 private void AddSubMesh(OSDMap subMeshData, Vector3 size, List<Coord> coords, List<Face> faces)
213 {
214 // Console.WriteLine("subMeshMap for {0} - {1}", primName, Util.GetFormattedXml((OSD)subMeshMap));
215
216 // As per http://wiki.secondlife.com/wiki/Mesh/Mesh_Asset_Format, some Mesh Level
217 // of Detail Blocks (maps) contain just a NoGeometry key to signal there is no
218 // geometry for this submesh.
219 if (subMeshData.ContainsKey("NoGeometry") && ((OSDBoolean)subMeshData["NoGeometry"]))
220 return;
221
222 OpenMetaverse.Vector3 posMax;
223 OpenMetaverse.Vector3 posMin;
224 if (subMeshData.ContainsKey("PositionDomain"))
225 {
226 posMax = ((OSDMap)subMeshData["PositionDomain"])["Max"].AsVector3();
227 posMin = ((OSDMap)subMeshData["PositionDomain"])["Min"].AsVector3();
228 }
229 else
230 {
231 posMax = new Vector3(0.5f, 0.5f, 0.5f);
232 posMin = new Vector3(-0.5f, -0.5f, -0.5f);
233 }
234
235 ushort faceIndexOffset = (ushort)coords.Count;
236
237 byte[] posBytes = subMeshData["Position"].AsBinary();
238 for (int i = 0; i < posBytes.Length; i += 6)
239 {
240 ushort uX = Utils.BytesToUInt16(posBytes, i);
241 ushort uY = Utils.BytesToUInt16(posBytes, i + 2);
242 ushort uZ = Utils.BytesToUInt16(posBytes, i + 4);
243
244 Coord c = new Coord(
245 Utils.UInt16ToFloat(uX, posMin.X, posMax.X) * size.X,
246 Utils.UInt16ToFloat(uY, posMin.Y, posMax.Y) * size.Y,
247 Utils.UInt16ToFloat(uZ, posMin.Z, posMax.Z) * size.Z);
248
249 coords.Add(c);
250 }
251
252 byte[] triangleBytes = subMeshData["TriangleList"].AsBinary();
253 for (int i = 0; i < triangleBytes.Length; i += 6)
254 {
255 ushort v1 = (ushort)(Utils.BytesToUInt16(triangleBytes, i) + faceIndexOffset);
256 ushort v2 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 2) + faceIndexOffset);
257 ushort v3 = (ushort)(Utils.BytesToUInt16(triangleBytes, i + 4) + faceIndexOffset);
258 Face f = new Face(v1, v2, v3);
259 faces.Add(f);
260 }
261 }
262
263 /// <summary>
264 /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type.
265 /// </summary>
266 /// <param name="primName"></param>
267 /// <param name="primShape"></param>
268 /// <param name="size"></param>
269 /// <param name="lod"></param>
270 /// <returns></returns>
271 private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool convex)
272 {
273// m_log.DebugFormat(
274// "[MESH]: Creating physics proxy for {0}, shape {1}",
275// primName, (OpenMetaverse.SculptType)primShape.SculptType);
276
277 List<Coord> coords;
278 List<Face> faces;
279
280 if (primShape.SculptEntry)
281 {
282 if (((OpenMetaverse.SculptType)primShape.SculptType) == SculptType.Mesh)
283 {
284 if (!useMeshiesPhysicsMesh)
285 return null;
286
287 if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces, convex))
288 return null;
289 }
290 else
291 {
292 if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
293 return null;
294 }
295 }
296 else
297 {
298 if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
299 return null;
300 }
301
302 primShape.SculptData = Utils.EmptyBytes;
303
304 int numCoords = coords.Count;
305 int numFaces = faces.Count;
306
307 Mesh mesh = new Mesh();
308 // Add the corresponding triangles to the mesh
309 for (int i = 0; i < numFaces; i++)
310 {
311 Face f = faces[i];
312 mesh.Add(new Triangle(coords[f.v1].X, coords[f.v1].Y, coords[f.v1].Z,
313 coords[f.v2].X, coords[f.v2].Y, coords[f.v2].Z,
314 coords[f.v3].X, coords[f.v3].Y, coords[f.v3].Z));
315 }
316
317 return mesh;
318 }
319
320 /// <summary>
321 /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim.
322 /// </summary>
323 /// <param name="primName"></param>
324 /// <param name="primShape"></param>
325 /// <param name="size"></param>
326 /// <param name="coords">Coords are added to this list by the method.</param>
327 /// <param name="faces">Faces are added to this list by the method.</param>
328 /// <returns>true if coords and faces were successfully generated, false if not</returns>
329 private bool GenerateCoordsAndFacesFromPrimMeshData(
330 string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces, bool convex)
331 {
332// m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName);
333
334 bool usemesh = false;
335
336 coords = new List<Coord>();
337 faces = new List<Face>();
338 OSD meshOsd = null;
339
340 if (primShape.SculptData.Length <= 0)
341 {
342 m_log.InfoFormat("[MESH]: asset data for {0} is zero length", primName);
343 return false;
344 }
345
346 long start = 0;
347 using (MemoryStream data = new MemoryStream(primShape.SculptData))
348 {
349 try
350 {
351 OSD osd = OSDParser.DeserializeLLSDBinary(data);
352 if (osd is OSDMap)
353 meshOsd = (OSDMap)osd;
354 else
355 {
356 m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap");
357 return false;
358 }
359 }
360 catch (Exception e)
361 {
362 m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString());
363 }
364
365 start = data.Position;
366 }
367
368 if (meshOsd is OSDMap)
369 {
370 OSDMap physicsParms = null;
371 OSDMap map = (OSDMap)meshOsd;
372
373 if (!convex)
374 {
375 if (map.ContainsKey("physics_shape"))
376 physicsParms = (OSDMap)map["physics_shape"]; // old asset format
377 else if (map.ContainsKey("physics_mesh"))
378 physicsParms = (OSDMap)map["physics_mesh"]; // new asset format
379
380 if (physicsParms != null)
381 usemesh = true;
382 }
383
384 if(!usemesh && (map.ContainsKey("physics_convex")))
385 physicsParms = (OSDMap)map["physics_convex"];
386
387
388 if (physicsParms == null)
389 {
390 m_log.Warn("[MESH]: unknown mesh type");
391 return false;
392 }
393
394 int physOffset = physicsParms["offset"].AsInteger() + (int)start;
395 int physSize = physicsParms["size"].AsInteger();
396
397 if (physOffset < 0 || physSize == 0)
398 return false; // no mesh data in asset
399
400 OSD decodedMeshOsd = new OSD();
401 byte[] meshBytes = new byte[physSize];
402 System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize);
403// byte[] decompressed = new byte[physSize * 5];
404 try
405 {
406 using (MemoryStream inMs = new MemoryStream(meshBytes))
407 {
408 using (MemoryStream outMs = new MemoryStream())
409 {
410 using (ZOutputStream zOut = new ZOutputStream(outMs))
411 {
412 byte[] readBuffer = new byte[2048];
413 int readLen = 0;
414 while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0)
415 {
416 zOut.Write(readBuffer, 0, readLen);
417 }
418 zOut.Flush();
419 outMs.Seek(0, SeekOrigin.Begin);
420
421 byte[] decompressedBuf = outMs.GetBuffer();
422
423 decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf);
424 }
425 }
426 }
427 }
428 catch (Exception e)
429 {
430 m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString());
431 return false;
432 }
433
434 if (usemesh)
435 {
436 OSDArray decodedMeshOsdArray = null;
437
438 // physics_shape is an array of OSDMaps, one for each submesh
439 if (decodedMeshOsd is OSDArray)
440 {
441 // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd));
442
443 decodedMeshOsdArray = (OSDArray)decodedMeshOsd;
444 foreach (OSD subMeshOsd in decodedMeshOsdArray)
445 {
446 if (subMeshOsd is OSDMap)
447 AddSubMesh(subMeshOsd as OSDMap, size, coords, faces);
448 }
449 }
450 }
451 else
452 {
453 OSDMap cmap = (OSDMap)decodedMeshOsd;
454 if (cmap == null)
455 return false;
456
457 byte[] data;
458
459 List<float3> vs = new List<float3>();
460 PHullResult hullr = new PHullResult();
461 float3 f3;
462 Coord c;
463 Face f;
464 Vector3 range;
465 Vector3 min;
466
467 const float invMaxU16 = 1.0f / 65535f;
468 int t1;
469 int t2;
470 int t3;
471 int i;
472 int nverts;
473 int nindexs;
474
475 if (cmap.ContainsKey("Max"))
476 range = cmap["Max"].AsVector3();
477 else
478 range = new Vector3(0.5f, 0.5f, 0.5f);
479
480 if (cmap.ContainsKey("Min"))
481 min = cmap["Min"].AsVector3();
482 else
483 min = new Vector3(-0.5f, -0.5f, -0.5f);
484
485 range = range - min;
486 range *= invMaxU16;
487
488 if (!convex && cmap.ContainsKey("HullList") && cmap.ContainsKey("Positions"))
489 {
490 List<int> hsizes = new List<int>();
491 int totalpoints = 0;
492 data = cmap["HullList"].AsBinary();
493 for (i = 0; i < data.Length; i++)
494 {
495 t1 = data[i];
496 if (t1 == 0)
497 t1 = 256;
498 totalpoints += t1;
499 hsizes.Add(t1);
500 }
501
502 data = cmap["Positions"].AsBinary();
503 int ptr = 0;
504 int vertsoffset = 0;
505
506 if (totalpoints == data.Length / 6) // 2 bytes per coord, 3 coords per point
507 {
508 foreach (int hullsize in hsizes)
509 {
510 for (i = 0; i < hullsize; i++ )
511 {
512 t1 = data[ptr++];
513 t1 += data[ptr++] << 8;
514 t2 = data[ptr++];
515 t2 += data[ptr++] << 8;
516 t3 = data[ptr++];
517 t3 += data[ptr++] << 8;
518
519 f3 = new float3((t1 * range.X + min.X) * size.X,
520 (t2 * range.Y + min.Y) * size.Y,
521 (t3 * range.Z + min.Z) * size.Z);
522 vs.Add(f3);
523 }
524
525 if(hullsize <3)
526 {
527 vs.Clear();
528 continue;
529 }
530
531 if (hullsize <5)
532 {
533 foreach (float3 point in vs)
534 {
535 c.X = point.x;
536 c.Y = point.y;
537 c.Z = point.z;
538 coords.Add(c);
539 }
540 f = new Face(vertsoffset, vertsoffset + 1, vertsoffset + 2);
541 faces.Add(f);
542
543 if (hullsize == 4)
544 {
545 // not sure about orientation..
546 f = new Face(vertsoffset, vertsoffset + 2, vertsoffset + 3);
547 faces.Add(f);
548 f = new Face(vertsoffset, vertsoffset + 3, vertsoffset + 1);
549 faces.Add(f);
550 f = new Face(vertsoffset + 3, vertsoffset + 2, vertsoffset + 1);
551 faces.Add(f);
552 }
553 vertsoffset += vs.Count;
554 vs.Clear();
555 continue;
556 }
557
558 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
559 {
560 vs.Clear();
561 continue;
562 }
563
564 nverts = hullr.Vertices.Count;
565 nindexs = hullr.Indices.Count;
566
567 if (nindexs % 3 != 0)
568 {
569 vs.Clear();
570 continue;
571 }
572
573 for (i = 0; i < nverts; i++)
574 {
575 c.X = hullr.Vertices[i].x;
576 c.Y = hullr.Vertices[i].y;
577 c.Z = hullr.Vertices[i].z;
578 coords.Add(c);
579 }
580
581 for (i = 0; i < nindexs; i += 3)
582 {
583 t1 = hullr.Indices[i];
584 if (t1 > nverts)
585 break;
586 t2 = hullr.Indices[i + 1];
587 if (t2 > nverts)
588 break;
589 t3 = hullr.Indices[i + 2];
590 if (t3 > nverts)
591 break;
592 f = new Face(vertsoffset + t1, vertsoffset + t2, vertsoffset + t3);
593 faces.Add(f);
594 }
595 vertsoffset += nverts;
596 vs.Clear();
597 }
598 }
599 if (coords.Count > 0 && faces.Count > 0)
600 return true;
601 }
602
603 vs.Clear();
604
605 if (cmap.ContainsKey("BoundingVerts"))
606 {
607 data = cmap["BoundingVerts"].AsBinary();
608
609 for (i = 0; i < data.Length; )
610 {
611 t1 = data[i++];
612 t1 += data[i++] << 8;
613 t2 = data[i++];
614 t2 += data[i++] << 8;
615 t3 = data[i++];
616 t3 += data[i++] << 8;
617
618 f3 = new float3((t1 * range.X + min.X) * size.X,
619 (t2 * range.Y + min.Y) * size.Y,
620 (t3 * range.Z + min.Z) * size.Z);
621 vs.Add(f3);
622 }
623
624 if (vs.Count < 3)
625 {
626 vs.Clear();
627 return false;
628 }
629
630 if (vs.Count < 5)
631 {
632 foreach (float3 point in vs)
633 {
634 c.X = point.x;
635 c.Y = point.y;
636 c.Z = point.z;
637 coords.Add(c);
638 }
639 f = new Face(0, 1, 2);
640 faces.Add(f);
641
642 if (vs.Count == 4)
643 {
644 f = new Face(0, 2, 3);
645 faces.Add(f);
646 f = new Face(0, 3, 1);
647 faces.Add(f);
648 f = new Face( 3, 2, 1);
649 faces.Add(f);
650 }
651 vs.Clear();
652 return true;
653 }
654
655 if (!HullUtils.ComputeHull(vs, ref hullr, 0, 0.0f))
656 return false;
657
658 nverts = hullr.Vertices.Count;
659 nindexs = hullr.Indices.Count;
660
661 if (nindexs % 3 != 0)
662 return false;
663
664 for (i = 0; i < nverts; i++)
665 {
666 c.X = hullr.Vertices[i].x;
667 c.Y = hullr.Vertices[i].y;
668 c.Z = hullr.Vertices[i].z;
669 coords.Add(c);
670 }
671 for (i = 0; i < nindexs; i += 3)
672 {
673 t1 = hullr.Indices[i];
674 if (t1 > nverts)
675 break;
676 t2 = hullr.Indices[i + 1];
677 if (t2 > nverts)
678 break;
679 t3 = hullr.Indices[i + 2];
680 if (t3 > nverts)
681 break;
682 f = new Face(t1, t2, t3);
683 faces.Add(f);
684 }
685
686 if (coords.Count > 0 && faces.Count > 0)
687 return true;
688 }
689 else
690 return false;
691 }
692 }
693
694 return true;
695 }
696
697 /// <summary>
698 /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim.
699 /// </summary>
700 /// <param name="primName"></param>
701 /// <param name="primShape"></param>
702 /// <param name="size"></param>
703 /// <param name="lod"></param>
704 /// <param name="coords">Coords are added to this list by the method.</param>
705 /// <param name="faces">Faces are added to this list by the method.</param>
706 /// <returns>true if coords and faces were successfully generated, false if not</returns>
707 private bool GenerateCoordsAndFacesFromPrimSculptData(
708 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
709 {
710 coords = new List<Coord>();
711 faces = new List<Face>();
712 PrimMesher.SculptMesh sculptMesh;
713 Image idata = null;
714 string decodedSculptFileName = "";
715
716 if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero)
717 {
718 decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString());
719 try
720 {
721 if (File.Exists(decodedSculptFileName))
722 {
723 idata = Image.FromFile(decodedSculptFileName);
724 }
725 }
726 catch (Exception e)
727 {
728 m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message);
729
730 }
731 //if (idata != null)
732 // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString());
733 }
734
735 if (idata == null)
736 {
737 if (primShape.SculptData == null || primShape.SculptData.Length == 0)
738 return false;
739
740 try
741 {
742 OpenMetaverse.Imaging.ManagedImage unusedData;
743 OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata);
744
745 if (idata == null)
746 {
747 // In some cases it seems that the decode can return a null bitmap without throwing
748 // an exception
749 m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName);
750
751 return false;
752 }
753
754 unusedData = null;
755
756 //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
757
758 if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
759 // don't cache images with alpha channel in linux since mono can't load them correctly)
760 {
761 try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
762 catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
763 }
764 }
765 catch (DllNotFoundException)
766 {
767 m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!");
768 return false;
769 }
770 catch (IndexOutOfRangeException)
771 {
772 m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed");
773 return false;
774 }
775 catch (Exception ex)
776 {
777 m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message);
778 return false;
779 }
780 }
781
782 PrimMesher.SculptMesh.SculptType sculptType;
783 switch ((OpenMetaverse.SculptType)primShape.SculptType)
784 {
785 case OpenMetaverse.SculptType.Cylinder:
786 sculptType = PrimMesher.SculptMesh.SculptType.cylinder;
787 break;
788 case OpenMetaverse.SculptType.Plane:
789 sculptType = PrimMesher.SculptMesh.SculptType.plane;
790 break;
791 case OpenMetaverse.SculptType.Torus:
792 sculptType = PrimMesher.SculptMesh.SculptType.torus;
793 break;
794 case OpenMetaverse.SculptType.Sphere:
795 sculptType = PrimMesher.SculptMesh.SculptType.sphere;
796 break;
797 default:
798 sculptType = PrimMesher.SculptMesh.SculptType.plane;
799 break;
800 }
801
802 bool mirror = ((primShape.SculptType & 128) != 0);
803 bool invert = ((primShape.SculptType & 64) != 0);
804
805 sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert);
806
807 idata.Dispose();
808
809 sculptMesh.DumpRaw(baseDir, primName, "primMesh");
810
811 sculptMesh.Scale(size.X, size.Y, size.Z);
812
813 coords = sculptMesh.coords;
814 faces = sculptMesh.faces;
815
816 return true;
817 }
818
819 /// <summary>
820 /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim.
821 /// </summary>
822 /// <param name="primName"></param>
823 /// <param name="primShape"></param>
824 /// <param name="size"></param>
825 /// <param name="coords">Coords are added to this list by the method.</param>
826 /// <param name="faces">Faces are added to this list by the method.</param>
827 /// <returns>true if coords and faces were successfully generated, false if not</returns>
828 private bool GenerateCoordsAndFacesFromPrimShapeData(
829 string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces)
830 {
831 PrimMesh primMesh;
832 coords = new List<Coord>();
833 faces = new List<Face>();
834
835 float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f;
836 float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f;
837 float pathBegin = (float)primShape.PathBegin * 2.0e-5f;
838 float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f;
839 float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f;
840 float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f;
841
842 float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f;
843 float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f;
844 float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f;
845 if (profileHollow > 0.95f)
846 profileHollow = 0.95f;
847
848 int sides = 4;
849 LevelOfDetail iLOD = (LevelOfDetail)lod;
850 if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
851 sides = 3;
852 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
853 {
854 switch (iLOD)
855 {
856 case LevelOfDetail.High: sides = 24; break;
857 case LevelOfDetail.Medium: sides = 12; break;
858 case LevelOfDetail.Low: sides = 6; break;
859 case LevelOfDetail.VeryLow: sides = 3; break;
860 default: sides = 24; break;
861 }
862 }
863 else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
864 { // half circle, prim is a sphere
865 switch (iLOD)
866 {
867 case LevelOfDetail.High: sides = 24; break;
868 case LevelOfDetail.Medium: sides = 12; break;
869 case LevelOfDetail.Low: sides = 6; break;
870 case LevelOfDetail.VeryLow: sides = 3; break;
871 default: sides = 24; break;
872 }
873
874 profileBegin = 0.5f * profileBegin + 0.5f;
875 profileEnd = 0.5f * profileEnd + 0.5f;
876 }
877
878 int hollowSides = sides;
879 if (primShape.HollowShape == HollowShape.Circle)
880 {
881 switch (iLOD)
882 {
883 case LevelOfDetail.High: hollowSides = 24; break;
884 case LevelOfDetail.Medium: hollowSides = 12; break;
885 case LevelOfDetail.Low: hollowSides = 6; break;
886 case LevelOfDetail.VeryLow: hollowSides = 3; break;
887 default: hollowSides = 24; break;
888 }
889 }
890 else if (primShape.HollowShape == HollowShape.Square)
891 hollowSides = 4;
892 else if (primShape.HollowShape == HollowShape.Triangle)
893 hollowSides = 3;
894
895 primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides);
896
897 if (primMesh.errorMessage != null)
898 if (primMesh.errorMessage.Length > 0)
899 m_log.Error("[ERROR] " + primMesh.errorMessage);
900
901 primMesh.topShearX = pathShearX;
902 primMesh.topShearY = pathShearY;
903 primMesh.pathCutBegin = pathBegin;
904 primMesh.pathCutEnd = pathEnd;
905
906 if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible)
907 {
908 primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10;
909 primMesh.twistEnd = primShape.PathTwist * 18 / 10;
910 primMesh.taperX = pathScaleX;
911 primMesh.taperY = pathScaleY;
912
913 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
914 {
915 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
916 if (profileBegin < 0.0f) profileBegin = 0.0f;
917 if (profileEnd > 1.0f) profileEnd = 1.0f;
918 }
919#if SPAM
920 m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString());
921#endif
922 try
923 {
924 primMesh.ExtrudeLinear();
925 }
926 catch (Exception ex)
927 {
928 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
929 return false;
930 }
931 }
932 else
933 {
934 primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f;
935 primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f;
936 primMesh.radius = 0.01f * primShape.PathRadiusOffset;
937 primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions;
938 primMesh.skew = 0.01f * primShape.PathSkew;
939 primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10;
940 primMesh.twistEnd = primShape.PathTwist * 36 / 10;
941 primMesh.taperX = primShape.PathTaperX * 0.01f;
942 primMesh.taperY = primShape.PathTaperY * 0.01f;
943
944 if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f)
945 {
946 ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh);
947 if (profileBegin < 0.0f) profileBegin = 0.0f;
948 if (profileEnd > 1.0f) profileEnd = 1.0f;
949 }
950#if SPAM
951 m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString());
952#endif
953 try
954 {
955 primMesh.ExtrudeCircular();
956 }
957 catch (Exception ex)
958 {
959 ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh);
960 return false;
961 }
962 }
963
964 primMesh.DumpRaw(baseDir, primName, "primMesh");
965
966 primMesh.Scale(size.X, size.Y, size.Z);
967
968 coords = primMesh.coords;
969 faces = primMesh.faces;
970
971 return true;
972 }
973
974 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod)
975 {
976 return CreateMesh(primName, primShape, size, lod, false,false);
977 }
978
979 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical)
980 {
981 return CreateMesh(primName, primShape, size, lod, false,false);
982 }
983
984 public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod, bool isPhysical, bool convex)
985 {
986#if SPAM
987 m_log.DebugFormat("[MESH]: Creating mesh for {0}", primName);
988#endif
989
990 Mesh mesh = null;
991 ulong key = 0;
992
993 // If this mesh has been created already, return it instead of creating another copy
994 // For large regions with 100k+ prims and hundreds of copies of each, this can save a GB or more of memory
995 key = primShape.GetMeshKey(size, lod, convex);
996 if (m_uniqueMeshes.TryGetValue(key, out mesh))
997 return mesh;
998
999 if (size.X < 0.01f) size.X = 0.01f;
1000 if (size.Y < 0.01f) size.Y = 0.01f;
1001 if (size.Z < 0.01f) size.Z = 0.01f;
1002
1003 mesh = CreateMeshFromPrimMesher(primName, primShape, size, lod,convex);
1004
1005 if (mesh != null)
1006 {
1007 if ((!isPhysical) && size.X < minSizeForComplexMesh && size.Y < minSizeForComplexMesh && size.Z < minSizeForComplexMesh)
1008 {
1009#if SPAM
1010 m_log.Debug("Meshmerizer: prim " + primName + " has a size of " + size.ToString() + " which is below threshold of " +
1011 minSizeForComplexMesh.ToString() + " - creating simple bounding box");
1012#endif
1013 mesh = CreateBoundingBoxMesh(mesh);
1014 mesh.DumpRaw(baseDir, primName, "Z extruded");
1015 }
1016
1017 // trim the vertex and triangle lists to free up memory
1018 mesh.TrimExcess();
1019
1020 m_uniqueMeshes.Add(key, mesh);
1021 }
1022
1023 return mesh;
1024 }
1025 }
1026}
diff --git a/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
new file mode 100644
index 0000000..53022ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/PrimMesher.cs
@@ -0,0 +1,2284 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Text;
31using System.IO;
32
33namespace PrimMesher
34{
35 public struct Quat
36 {
37 /// <summary>X value</summary>
38 public float X;
39 /// <summary>Y value</summary>
40 public float Y;
41 /// <summary>Z value</summary>
42 public float Z;
43 /// <summary>W value</summary>
44 public float W;
45
46 public Quat(float x, float y, float z, float w)
47 {
48 X = x;
49 Y = y;
50 Z = z;
51 W = w;
52 }
53
54 public Quat(Coord axis, float angle)
55 {
56 axis = axis.Normalize();
57
58 angle *= 0.5f;
59 float c = (float)Math.Cos(angle);
60 float s = (float)Math.Sin(angle);
61
62 X = axis.X * s;
63 Y = axis.Y * s;
64 Z = axis.Z * s;
65 W = c;
66
67 Normalize();
68 }
69
70 public float Length()
71 {
72 return (float)Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
73 }
74
75 public Quat Normalize()
76 {
77 const float MAG_THRESHOLD = 0.0000001f;
78 float mag = Length();
79
80 // Catch very small rounding errors when normalizing
81 if (mag > MAG_THRESHOLD)
82 {
83 float oomag = 1f / mag;
84 X *= oomag;
85 Y *= oomag;
86 Z *= oomag;
87 W *= oomag;
88 }
89 else
90 {
91 X = 0f;
92 Y = 0f;
93 Z = 0f;
94 W = 1f;
95 }
96
97 return this;
98 }
99
100 public static Quat operator *(Quat q1, Quat q2)
101 {
102 float x = q1.W * q2.X + q1.X * q2.W + q1.Y * q2.Z - q1.Z * q2.Y;
103 float y = q1.W * q2.Y - q1.X * q2.Z + q1.Y * q2.W + q1.Z * q2.X;
104 float z = q1.W * q2.Z + q1.X * q2.Y - q1.Y * q2.X + q1.Z * q2.W;
105 float w = q1.W * q2.W - q1.X * q2.X - q1.Y * q2.Y - q1.Z * q2.Z;
106 return new Quat(x, y, z, w);
107 }
108
109 public override string ToString()
110 {
111 return "< X: " + this.X.ToString() + ", Y: " + this.Y.ToString() + ", Z: " + this.Z.ToString() + ", W: " + this.W.ToString() + ">";
112 }
113 }
114
115 public struct Coord
116 {
117 public float X;
118 public float Y;
119 public float Z;
120
121 public Coord(float x, float y, float z)
122 {
123 this.X = x;
124 this.Y = y;
125 this.Z = z;
126 }
127
128 public float Length()
129 {
130 return (float)Math.Sqrt(this.X * this.X + this.Y * this.Y + this.Z * this.Z);
131 }
132
133 public Coord Invert()
134 {
135 this.X = -this.X;
136 this.Y = -this.Y;
137 this.Z = -this.Z;
138
139 return this;
140 }
141
142 public Coord Normalize()
143 {
144 const float MAG_THRESHOLD = 0.0000001f;
145 float mag = Length();
146
147 // Catch very small rounding errors when normalizing
148 if (mag > MAG_THRESHOLD)
149 {
150 float oomag = 1.0f / mag;
151 this.X *= oomag;
152 this.Y *= oomag;
153 this.Z *= oomag;
154 }
155 else
156 {
157 this.X = 0.0f;
158 this.Y = 0.0f;
159 this.Z = 0.0f;
160 }
161
162 return this;
163 }
164
165 public override string ToString()
166 {
167 return this.X.ToString() + " " + this.Y.ToString() + " " + this.Z.ToString();
168 }
169
170 public static Coord Cross(Coord c1, Coord c2)
171 {
172 return new Coord(
173 c1.Y * c2.Z - c2.Y * c1.Z,
174 c1.Z * c2.X - c2.Z * c1.X,
175 c1.X * c2.Y - c2.X * c1.Y
176 );
177 }
178
179 public static Coord operator +(Coord v, Coord a)
180 {
181 return new Coord(v.X + a.X, v.Y + a.Y, v.Z + a.Z);
182 }
183
184 public static Coord operator *(Coord v, Coord m)
185 {
186 return new Coord(v.X * m.X, v.Y * m.Y, v.Z * m.Z);
187 }
188
189 public static Coord operator *(Coord v, Quat q)
190 {
191 // From http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/transforms/
192
193 Coord c2 = new Coord(0.0f, 0.0f, 0.0f);
194
195 c2.X = q.W * q.W * v.X +
196 2f * q.Y * q.W * v.Z -
197 2f * q.Z * q.W * v.Y +
198 q.X * q.X * v.X +
199 2f * q.Y * q.X * v.Y +
200 2f * q.Z * q.X * v.Z -
201 q.Z * q.Z * v.X -
202 q.Y * q.Y * v.X;
203
204 c2.Y =
205 2f * q.X * q.Y * v.X +
206 q.Y * q.Y * v.Y +
207 2f * q.Z * q.Y * v.Z +
208 2f * q.W * q.Z * v.X -
209 q.Z * q.Z * v.Y +
210 q.W * q.W * v.Y -
211 2f * q.X * q.W * v.Z -
212 q.X * q.X * v.Y;
213
214 c2.Z =
215 2f * q.X * q.Z * v.X +
216 2f * q.Y * q.Z * v.Y +
217 q.Z * q.Z * v.Z -
218 2f * q.W * q.Y * v.X -
219 q.Y * q.Y * v.Z +
220 2f * q.W * q.X * v.Y -
221 q.X * q.X * v.Z +
222 q.W * q.W * v.Z;
223
224 return c2;
225 }
226 }
227
228 public struct UVCoord
229 {
230 public float U;
231 public float V;
232
233
234 public UVCoord(float u, float v)
235 {
236 this.U = u;
237 this.V = v;
238 }
239 }
240
241 public struct Face
242 {
243 public int primFace;
244
245 // vertices
246 public int v1;
247 public int v2;
248 public int v3;
249
250 //normals
251 public int n1;
252 public int n2;
253 public int n3;
254
255 // uvs
256 public int uv1;
257 public int uv2;
258 public int uv3;
259
260 public Face(int v1, int v2, int v3)
261 {
262 primFace = 0;
263
264 this.v1 = v1;
265 this.v2 = v2;
266 this.v3 = v3;
267
268 this.n1 = 0;
269 this.n2 = 0;
270 this.n3 = 0;
271
272 this.uv1 = 0;
273 this.uv2 = 0;
274 this.uv3 = 0;
275
276 }
277
278 public Face(int v1, int v2, int v3, int n1, int n2, int n3)
279 {
280 primFace = 0;
281
282 this.v1 = v1;
283 this.v2 = v2;
284 this.v3 = v3;
285
286 this.n1 = n1;
287 this.n2 = n2;
288 this.n3 = n3;
289
290 this.uv1 = 0;
291 this.uv2 = 0;
292 this.uv3 = 0;
293 }
294
295 public Coord SurfaceNormal(List<Coord> coordList)
296 {
297 Coord c1 = coordList[this.v1];
298 Coord c2 = coordList[this.v2];
299 Coord c3 = coordList[this.v3];
300
301 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
302 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
303
304 return Coord.Cross(edge1, edge2).Normalize();
305 }
306 }
307
308 public struct ViewerFace
309 {
310 public int primFaceNumber;
311
312 public Coord v1;
313 public Coord v2;
314 public Coord v3;
315
316 public int coordIndex1;
317 public int coordIndex2;
318 public int coordIndex3;
319
320 public Coord n1;
321 public Coord n2;
322 public Coord n3;
323
324 public UVCoord uv1;
325 public UVCoord uv2;
326 public UVCoord uv3;
327
328 public ViewerFace(int primFaceNumber)
329 {
330 this.primFaceNumber = primFaceNumber;
331
332 this.v1 = new Coord();
333 this.v2 = new Coord();
334 this.v3 = new Coord();
335
336 this.coordIndex1 = this.coordIndex2 = this.coordIndex3 = -1; // -1 means not assigned yet
337
338 this.n1 = new Coord();
339 this.n2 = new Coord();
340 this.n3 = new Coord();
341
342 this.uv1 = new UVCoord();
343 this.uv2 = new UVCoord();
344 this.uv3 = new UVCoord();
345 }
346
347 public void Scale(float x, float y, float z)
348 {
349 this.v1.X *= x;
350 this.v1.Y *= y;
351 this.v1.Z *= z;
352
353 this.v2.X *= x;
354 this.v2.Y *= y;
355 this.v2.Z *= z;
356
357 this.v3.X *= x;
358 this.v3.Y *= y;
359 this.v3.Z *= z;
360 }
361
362 public void AddPos(float x, float y, float z)
363 {
364 this.v1.X += x;
365 this.v2.X += x;
366 this.v3.X += x;
367
368 this.v1.Y += y;
369 this.v2.Y += y;
370 this.v3.Y += y;
371
372 this.v1.Z += z;
373 this.v2.Z += z;
374 this.v3.Z += z;
375 }
376
377 public void AddRot(Quat q)
378 {
379 this.v1 *= q;
380 this.v2 *= q;
381 this.v3 *= q;
382
383 this.n1 *= q;
384 this.n2 *= q;
385 this.n3 *= q;
386 }
387
388 public void CalcSurfaceNormal()
389 {
390
391 Coord edge1 = new Coord(this.v2.X - this.v1.X, this.v2.Y - this.v1.Y, this.v2.Z - this.v1.Z);
392 Coord edge2 = new Coord(this.v3.X - this.v1.X, this.v3.Y - this.v1.Y, this.v3.Z - this.v1.Z);
393
394 this.n1 = this.n2 = this.n3 = Coord.Cross(edge1, edge2).Normalize();
395 }
396 }
397
398 internal struct Angle
399 {
400 internal float angle;
401 internal float X;
402 internal float Y;
403
404 internal Angle(float angle, float x, float y)
405 {
406 this.angle = angle;
407 this.X = x;
408 this.Y = y;
409 }
410 }
411
412 internal class AngleList
413 {
414 private float iX, iY; // intersection point
415
416 private static Angle[] angles3 =
417 {
418 new Angle(0.0f, 1.0f, 0.0f),
419 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
420 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
421 new Angle(1.0f, 1.0f, 0.0f)
422 };
423
424 private static Coord[] normals3 =
425 {
426 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize(),
427 new Coord(-0.5f, 0.0f, 0.0f).Normalize(),
428 new Coord(0.25f, -0.4330127019f, 0.0f).Normalize(),
429 new Coord(0.25f, 0.4330127019f, 0.0f).Normalize()
430 };
431
432 private static Angle[] angles4 =
433 {
434 new Angle(0.0f, 1.0f, 0.0f),
435 new Angle(0.25f, 0.0f, 1.0f),
436 new Angle(0.5f, -1.0f, 0.0f),
437 new Angle(0.75f, 0.0f, -1.0f),
438 new Angle(1.0f, 1.0f, 0.0f)
439 };
440
441 private static Coord[] normals4 =
442 {
443 new Coord(0.5f, 0.5f, 0.0f).Normalize(),
444 new Coord(-0.5f, 0.5f, 0.0f).Normalize(),
445 new Coord(-0.5f, -0.5f, 0.0f).Normalize(),
446 new Coord(0.5f, -0.5f, 0.0f).Normalize(),
447 new Coord(0.5f, 0.5f, 0.0f).Normalize()
448 };
449
450 private static Angle[] angles24 =
451 {
452 new Angle(0.0f, 1.0f, 0.0f),
453 new Angle(0.041666666666666664f, 0.96592582628906831f, 0.25881904510252074f),
454 new Angle(0.083333333333333329f, 0.86602540378443871f, 0.5f),
455 new Angle(0.125f, 0.70710678118654757f, 0.70710678118654746f),
456 new Angle(0.16666666666666667f, 0.5f, 0.8660254037844386f),
457 new Angle(0.20833333333333331f, 0.25881904510252096f, 0.9659258262890682f),
458 new Angle(0.25f, 0.0f, 1.0f),
459 new Angle(0.29166666666666663f, -0.25881904510252063f, 0.96592582628906831f),
460 new Angle(0.33333333333333333f, -0.5f, 0.86602540378443871f),
461 new Angle(0.375f, -0.70710678118654746f, 0.70710678118654757f),
462 new Angle(0.41666666666666663f, -0.86602540378443849f, 0.5f),
463 new Angle(0.45833333333333331f, -0.9659258262890682f, 0.25881904510252102f),
464 new Angle(0.5f, -1.0f, 0.0f),
465 new Angle(0.54166666666666663f, -0.96592582628906842f, -0.25881904510252035f),
466 new Angle(0.58333333333333326f, -0.86602540378443882f, -0.5f),
467 new Angle(0.62499999999999989f, -0.70710678118654791f, -0.70710678118654713f),
468 new Angle(0.66666666666666667f, -0.5f, -0.86602540378443837f),
469 new Angle(0.70833333333333326f, -0.25881904510252152f, -0.96592582628906809f),
470 new Angle(0.75f, 0.0f, -1.0f),
471 new Angle(0.79166666666666663f, 0.2588190451025203f, -0.96592582628906842f),
472 new Angle(0.83333333333333326f, 0.5f, -0.86602540378443904f),
473 new Angle(0.875f, 0.70710678118654735f, -0.70710678118654768f),
474 new Angle(0.91666666666666663f, 0.86602540378443837f, -0.5f),
475 new Angle(0.95833333333333326f, 0.96592582628906809f, -0.25881904510252157f),
476 new Angle(1.0f, 1.0f, 0.0f)
477 };
478
479 private Angle interpolatePoints(float newPoint, Angle p1, Angle p2)
480 {
481 float m = (newPoint - p1.angle) / (p2.angle - p1.angle);
482 return new Angle(newPoint, p1.X + m * (p2.X - p1.X), p1.Y + m * (p2.Y - p1.Y));
483 }
484
485 private void intersection(double x1, double y1, double x2, double y2, double x3, double y3, double x4, double y4)
486 { // ref: http://local.wasp.uwa.edu.au/~pbourke/geometry/lineline2d/
487 double denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
488 double uaNumerator = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
489
490 if (denom != 0.0)
491 {
492 double ua = uaNumerator / denom;
493 iX = (float)(x1 + ua * (x2 - x1));
494 iY = (float)(y1 + ua * (y2 - y1));
495 }
496 }
497
498 internal List<Angle> angles;
499 internal List<Coord> normals;
500
501 internal void makeAngles(int sides, float startAngle, float stopAngle)
502 {
503 angles = new List<Angle>();
504 normals = new List<Coord>();
505
506 double twoPi = System.Math.PI * 2.0;
507 float twoPiInv = 1.0f / (float)twoPi;
508
509 if (sides < 1)
510 throw new Exception("number of sides not greater than zero");
511 if (stopAngle <= startAngle)
512 throw new Exception("stopAngle not greater than startAngle");
513
514 if ((sides == 3 || sides == 4 || sides == 24))
515 {
516 startAngle *= twoPiInv;
517 stopAngle *= twoPiInv;
518
519 Angle[] sourceAngles;
520 if (sides == 3)
521 sourceAngles = angles3;
522 else if (sides == 4)
523 sourceAngles = angles4;
524 else sourceAngles = angles24;
525
526 int startAngleIndex = (int)(startAngle * sides);
527 int endAngleIndex = sourceAngles.Length - 1;
528 if (stopAngle < 1.0f)
529 endAngleIndex = (int)(stopAngle * sides) + 1;
530 if (endAngleIndex == startAngleIndex)
531 endAngleIndex++;
532
533 for (int angleIndex = startAngleIndex; angleIndex < endAngleIndex + 1; angleIndex++)
534 {
535 angles.Add(sourceAngles[angleIndex]);
536 if (sides == 3)
537 normals.Add(normals3[angleIndex]);
538 else if (sides == 4)
539 normals.Add(normals4[angleIndex]);
540 }
541
542 if (startAngle > 0.0f)
543 angles[0] = interpolatePoints(startAngle, angles[0], angles[1]);
544
545 if (stopAngle < 1.0f)
546 {
547 int lastAngleIndex = angles.Count - 1;
548 angles[lastAngleIndex] = interpolatePoints(stopAngle, angles[lastAngleIndex - 1], angles[lastAngleIndex]);
549 }
550 }
551 else
552 {
553 double stepSize = twoPi / sides;
554
555 int startStep = (int)(startAngle / stepSize);
556 double angle = stepSize * startStep;
557 int step = startStep;
558 double stopAngleTest = stopAngle;
559 if (stopAngle < twoPi)
560 {
561 stopAngleTest = stepSize * ((int)(stopAngle / stepSize) + 1);
562 if (stopAngleTest < stopAngle)
563 stopAngleTest += stepSize;
564 if (stopAngleTest > twoPi)
565 stopAngleTest = twoPi;
566 }
567
568 while (angle <= stopAngleTest)
569 {
570 Angle newAngle;
571 newAngle.angle = (float)angle;
572 newAngle.X = (float)System.Math.Cos(angle);
573 newAngle.Y = (float)System.Math.Sin(angle);
574 angles.Add(newAngle);
575 step += 1;
576 angle = stepSize * step;
577 }
578
579 if (startAngle > angles[0].angle)
580 {
581 Angle newAngle;
582 intersection(angles[0].X, angles[0].Y, angles[1].X, angles[1].Y, 0.0f, 0.0f, (float)Math.Cos(startAngle), (float)Math.Sin(startAngle));
583 newAngle.angle = startAngle;
584 newAngle.X = iX;
585 newAngle.Y = iY;
586 angles[0] = newAngle;
587 }
588
589 int index = angles.Count - 1;
590 if (stopAngle < angles[index].angle)
591 {
592 Angle newAngle;
593 intersection(angles[index - 1].X, angles[index - 1].Y, angles[index].X, angles[index].Y, 0.0f, 0.0f, (float)Math.Cos(stopAngle), (float)Math.Sin(stopAngle));
594 newAngle.angle = stopAngle;
595 newAngle.X = iX;
596 newAngle.Y = iY;
597 angles[index] = newAngle;
598 }
599 }
600 }
601 }
602
603 /// <summary>
604 /// generates a profile for extrusion
605 /// </summary>
606 internal class Profile
607 {
608 private const float twoPi = 2.0f * (float)Math.PI;
609
610 internal string errorMessage = null;
611
612 internal List<Coord> coords;
613 internal List<Face> faces;
614 internal List<Coord> vertexNormals;
615 internal List<float> us;
616 internal List<UVCoord> faceUVs;
617 internal List<int> faceNumbers;
618
619 // use these for making individual meshes for each prim face
620 internal List<int> outerCoordIndices = null;
621 internal List<int> hollowCoordIndices = null;
622 internal List<int> cut1CoordIndices = null;
623 internal List<int> cut2CoordIndices = null;
624
625 internal Coord faceNormal = new Coord(0.0f, 0.0f, 1.0f);
626 internal Coord cutNormal1 = new Coord();
627 internal Coord cutNormal2 = new Coord();
628
629 internal int numOuterVerts = 0;
630 internal int numHollowVerts = 0;
631
632 internal int outerFaceNumber = -1;
633 internal int hollowFaceNumber = -1;
634
635 internal bool calcVertexNormals = false;
636 internal int bottomFaceNumber = 0;
637 internal int numPrimFaces = 0;
638
639 internal Profile()
640 {
641 this.coords = new List<Coord>();
642 this.faces = new List<Face>();
643 this.vertexNormals = new List<Coord>();
644 this.us = new List<float>();
645 this.faceUVs = new List<UVCoord>();
646 this.faceNumbers = new List<int>();
647 }
648
649 internal Profile(int sides, float profileStart, float profileEnd, float hollow, int hollowSides, bool createFaces, bool calcVertexNormals)
650 {
651 this.calcVertexNormals = calcVertexNormals;
652 this.coords = new List<Coord>();
653 this.faces = new List<Face>();
654 this.vertexNormals = new List<Coord>();
655 this.us = new List<float>();
656 this.faceUVs = new List<UVCoord>();
657 this.faceNumbers = new List<int>();
658
659 Coord center = new Coord(0.0f, 0.0f, 0.0f);
660 //bool hasCenter = false;
661
662 List<Coord> hollowCoords = new List<Coord>();
663 List<Coord> hollowNormals = new List<Coord>();
664 List<float> hollowUs = new List<float>();
665
666 if (calcVertexNormals)
667 {
668 this.outerCoordIndices = new List<int>();
669 this.hollowCoordIndices = new List<int>();
670 this.cut1CoordIndices = new List<int>();
671 this.cut2CoordIndices = new List<int>();
672 }
673
674 bool hasHollow = (hollow > 0.0f);
675
676 bool hasProfileCut = (profileStart > 0.0f || profileEnd < 1.0f);
677
678 AngleList angles = new AngleList();
679 AngleList hollowAngles = new AngleList();
680
681 float xScale = 0.5f;
682 float yScale = 0.5f;
683 if (sides == 4) // corners of a square are sqrt(2) from center
684 {
685 xScale = 0.707f;
686 yScale = 0.707f;
687 }
688
689 float startAngle = profileStart * twoPi;
690 float stopAngle = profileEnd * twoPi;
691
692 try { angles.makeAngles(sides, startAngle, stopAngle); }
693 catch (Exception ex)
694 {
695
696 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
697 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
698
699 return;
700 }
701
702 this.numOuterVerts = angles.angles.Count;
703
704 // flag to create as few triangles as possible for 3 or 4 side profile
705 bool simpleFace = (sides < 5 && !hasHollow && !hasProfileCut);
706
707 if (hasHollow)
708 {
709 if (sides == hollowSides)
710 hollowAngles = angles;
711 else
712 {
713 try { hollowAngles.makeAngles(hollowSides, startAngle, stopAngle); }
714 catch (Exception ex)
715 {
716 errorMessage = "makeAngles failed: Exception: " + ex.ToString()
717 + "\nsides: " + sides.ToString() + " startAngle: " + startAngle.ToString() + " stopAngle: " + stopAngle.ToString();
718
719 return;
720 }
721 }
722 this.numHollowVerts = hollowAngles.angles.Count;
723 }
724 else if (!simpleFace)
725 {
726 this.coords.Add(center);
727 //hasCenter = true;
728 if (this.calcVertexNormals)
729 this.vertexNormals.Add(new Coord(0.0f, 0.0f, 1.0f));
730 this.us.Add(0.0f);
731 }
732
733 float z = 0.0f;
734
735 Angle angle;
736 Coord newVert = new Coord();
737 if (hasHollow && hollowSides != sides)
738 {
739 int numHollowAngles = hollowAngles.angles.Count;
740 for (int i = 0; i < numHollowAngles; i++)
741 {
742 angle = hollowAngles.angles[i];
743 newVert.X = hollow * xScale * angle.X;
744 newVert.Y = hollow * yScale * angle.Y;
745 newVert.Z = z;
746
747 hollowCoords.Add(newVert);
748 if (this.calcVertexNormals)
749 {
750 if (hollowSides < 5)
751 hollowNormals.Add(hollowAngles.normals[i].Invert());
752 else
753 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
754
755 hollowUs.Add(angle.angle * hollow);
756 }
757 }
758 }
759
760 int index = 0;
761 int numAngles = angles.angles.Count;
762
763 for (int i = 0; i < numAngles; i++)
764 {
765 angle = angles.angles[i];
766 newVert.X = angle.X * xScale;
767 newVert.Y = angle.Y * yScale;
768 newVert.Z = z;
769 this.coords.Add(newVert);
770 if (this.calcVertexNormals)
771 {
772 this.outerCoordIndices.Add(this.coords.Count - 1);
773
774 if (sides < 5)
775 {
776 this.vertexNormals.Add(angles.normals[i]);
777 float u = angle.angle;
778 this.us.Add(u);
779 }
780 else
781 {
782 this.vertexNormals.Add(new Coord(angle.X, angle.Y, 0.0f));
783 this.us.Add(angle.angle);
784 }
785 }
786
787 if (hasHollow)
788 {
789 if (hollowSides == sides)
790 {
791 newVert.X *= hollow;
792 newVert.Y *= hollow;
793 newVert.Z = z;
794 hollowCoords.Add(newVert);
795 if (this.calcVertexNormals)
796 {
797 if (sides < 5)
798 {
799 hollowNormals.Add(angles.normals[i].Invert());
800 }
801
802 else
803 hollowNormals.Add(new Coord(-angle.X, -angle.Y, 0.0f));
804
805 hollowUs.Add(angle.angle * hollow);
806 }
807 }
808 }
809 else if (!simpleFace && createFaces && angle.angle > 0.0001f)
810 {
811 Face newFace = new Face();
812 newFace.v1 = 0;
813 newFace.v2 = index;
814 newFace.v3 = index + 1;
815
816 this.faces.Add(newFace);
817 }
818 index += 1;
819 }
820
821 if (hasHollow)
822 {
823 hollowCoords.Reverse();
824 if (this.calcVertexNormals)
825 {
826 hollowNormals.Reverse();
827 hollowUs.Reverse();
828 }
829
830 if (createFaces)
831 {
832 //int numOuterVerts = this.coords.Count;
833 //numOuterVerts = this.coords.Count;
834 //int numHollowVerts = hollowCoords.Count;
835 int numTotalVerts = this.numOuterVerts + this.numHollowVerts;
836
837 if (this.numOuterVerts == this.numHollowVerts)
838 {
839 Face newFace = new Face();
840
841 for (int coordIndex = 0; coordIndex < this.numOuterVerts - 1; coordIndex++)
842 {
843 newFace.v1 = coordIndex;
844 newFace.v2 = coordIndex + 1;
845 newFace.v3 = numTotalVerts - coordIndex - 1;
846 this.faces.Add(newFace);
847
848 newFace.v1 = coordIndex + 1;
849 newFace.v2 = numTotalVerts - coordIndex - 2;
850 newFace.v3 = numTotalVerts - coordIndex - 1;
851 this.faces.Add(newFace);
852 }
853 }
854 else
855 {
856 if (this.numOuterVerts < this.numHollowVerts)
857 {
858 Face newFace = new Face();
859 int j = 0; // j is the index for outer vertices
860 int maxJ = this.numOuterVerts - 1;
861 for (int i = 0; i < this.numHollowVerts; i++) // i is the index for inner vertices
862 {
863 if (j < maxJ)
864 if (angles.angles[j + 1].angle - hollowAngles.angles[i].angle < hollowAngles.angles[i].angle - angles.angles[j].angle + 0.000001f)
865 {
866 newFace.v1 = numTotalVerts - i - 1;
867 newFace.v2 = j;
868 newFace.v3 = j + 1;
869
870 this.faces.Add(newFace);
871 j += 1;
872 }
873
874 newFace.v1 = j;
875 newFace.v2 = numTotalVerts - i - 2;
876 newFace.v3 = numTotalVerts - i - 1;
877
878 this.faces.Add(newFace);
879 }
880 }
881 else // numHollowVerts < numOuterVerts
882 {
883 Face newFace = new Face();
884 int j = 0; // j is the index for inner vertices
885 int maxJ = this.numHollowVerts - 1;
886 for (int i = 0; i < this.numOuterVerts; i++)
887 {
888 if (j < maxJ)
889 if (hollowAngles.angles[j + 1].angle - angles.angles[i].angle < angles.angles[i].angle - hollowAngles.angles[j].angle + 0.000001f)
890 {
891 newFace.v1 = i;
892 newFace.v2 = numTotalVerts - j - 2;
893 newFace.v3 = numTotalVerts - j - 1;
894
895 this.faces.Add(newFace);
896 j += 1;
897 }
898
899 newFace.v1 = numTotalVerts - j - 1;
900 newFace.v2 = i;
901 newFace.v3 = i + 1;
902
903 this.faces.Add(newFace);
904 }
905 }
906 }
907 }
908
909 if (calcVertexNormals)
910 {
911 foreach (Coord hc in hollowCoords)
912 {
913 this.coords.Add(hc);
914 hollowCoordIndices.Add(this.coords.Count - 1);
915 }
916 }
917 else
918 this.coords.AddRange(hollowCoords);
919
920 if (this.calcVertexNormals)
921 {
922 this.vertexNormals.AddRange(hollowNormals);
923 this.us.AddRange(hollowUs);
924
925 }
926 }
927
928 if (simpleFace && createFaces)
929 {
930 if (sides == 3)
931 this.faces.Add(new Face(0, 1, 2));
932 else if (sides == 4)
933 {
934 this.faces.Add(new Face(0, 1, 2));
935 this.faces.Add(new Face(0, 2, 3));
936 }
937 }
938
939 if (calcVertexNormals && hasProfileCut)
940 {
941 int lastOuterVertIndex = this.numOuterVerts - 1;
942
943 if (hasHollow)
944 {
945 this.cut1CoordIndices.Add(0);
946 this.cut1CoordIndices.Add(this.coords.Count - 1);
947
948 this.cut2CoordIndices.Add(lastOuterVertIndex + 1);
949 this.cut2CoordIndices.Add(lastOuterVertIndex);
950
951 this.cutNormal1.X = this.coords[0].Y - this.coords[this.coords.Count - 1].Y;
952 this.cutNormal1.Y = -(this.coords[0].X - this.coords[this.coords.Count - 1].X);
953
954 this.cutNormal2.X = this.coords[lastOuterVertIndex + 1].Y - this.coords[lastOuterVertIndex].Y;
955 this.cutNormal2.Y = -(this.coords[lastOuterVertIndex + 1].X - this.coords[lastOuterVertIndex].X);
956 }
957
958 else
959 {
960 this.cut1CoordIndices.Add(0);
961 this.cut1CoordIndices.Add(1);
962
963 this.cut2CoordIndices.Add(lastOuterVertIndex);
964 this.cut2CoordIndices.Add(0);
965
966 this.cutNormal1.X = this.vertexNormals[1].Y;
967 this.cutNormal1.Y = -this.vertexNormals[1].X;
968
969 this.cutNormal2.X = -this.vertexNormals[this.vertexNormals.Count - 2].Y;
970 this.cutNormal2.Y = this.vertexNormals[this.vertexNormals.Count - 2].X;
971
972 }
973 this.cutNormal1.Normalize();
974 this.cutNormal2.Normalize();
975 }
976
977 this.MakeFaceUVs();
978
979 hollowCoords = null;
980 hollowNormals = null;
981 hollowUs = null;
982
983 if (calcVertexNormals)
984 { // calculate prim face numbers
985
986 // face number order is top, outer, hollow, bottom, start cut, end cut
987 // I know it's ugly but so is the whole concept of prim face numbers
988
989 int faceNum = 1; // start with outer faces
990 this.outerFaceNumber = faceNum;
991
992 int startVert = hasProfileCut && !hasHollow ? 1 : 0;
993 if (startVert > 0)
994 this.faceNumbers.Add(-1);
995 for (int i = 0; i < this.numOuterVerts - 1; i++)
996 //this.faceNumbers.Add(sides < 5 ? faceNum++ : faceNum);
997 this.faceNumbers.Add(sides < 5 && i < sides ? faceNum++ : faceNum);
998
999 //if (!hasHollow && !hasProfileCut)
1000 // this.bottomFaceNumber = faceNum++;
1001
1002 this.faceNumbers.Add(hasProfileCut ? -1 : faceNum++);
1003
1004 if (sides > 4 && (hasHollow || hasProfileCut))
1005 faceNum++;
1006
1007 if (sides < 5 && (hasHollow || hasProfileCut) && this.numOuterVerts < sides)
1008 faceNum++;
1009
1010 if (hasHollow)
1011 {
1012 for (int i = 0; i < this.numHollowVerts; i++)
1013 this.faceNumbers.Add(faceNum);
1014
1015 this.hollowFaceNumber = faceNum++;
1016 }
1017 //if (hasProfileCut || hasHollow)
1018 // this.bottomFaceNumber = faceNum++;
1019 this.bottomFaceNumber = faceNum++;
1020
1021 if (hasHollow && hasProfileCut)
1022 this.faceNumbers.Add(faceNum++);
1023
1024 for (int i = 0; i < this.faceNumbers.Count; i++)
1025 if (this.faceNumbers[i] == -1)
1026 this.faceNumbers[i] = faceNum++;
1027
1028 this.numPrimFaces = faceNum;
1029 }
1030
1031 }
1032
1033 internal void MakeFaceUVs()
1034 {
1035 this.faceUVs = new List<UVCoord>();
1036 foreach (Coord c in this.coords)
1037 this.faceUVs.Add(new UVCoord(0.5f + c.X, 0.5f - c.Y));
1038 }
1039
1040 internal Profile Copy()
1041 {
1042 return this.Copy(true);
1043 }
1044
1045 internal Profile Copy(bool needFaces)
1046 {
1047 Profile copy = new Profile();
1048
1049 copy.coords.AddRange(this.coords);
1050 copy.faceUVs.AddRange(this.faceUVs);
1051
1052 if (needFaces)
1053 copy.faces.AddRange(this.faces);
1054 if ((copy.calcVertexNormals = this.calcVertexNormals) == true)
1055 {
1056 copy.vertexNormals.AddRange(this.vertexNormals);
1057 copy.faceNormal = this.faceNormal;
1058 copy.cutNormal1 = this.cutNormal1;
1059 copy.cutNormal2 = this.cutNormal2;
1060 copy.us.AddRange(this.us);
1061 copy.faceNumbers.AddRange(this.faceNumbers);
1062
1063 copy.cut1CoordIndices = new List<int>(this.cut1CoordIndices);
1064 copy.cut2CoordIndices = new List<int>(this.cut2CoordIndices);
1065 copy.hollowCoordIndices = new List<int>(this.hollowCoordIndices);
1066 copy.outerCoordIndices = new List<int>(this.outerCoordIndices);
1067 }
1068 copy.numOuterVerts = this.numOuterVerts;
1069 copy.numHollowVerts = this.numHollowVerts;
1070
1071 return copy;
1072 }
1073
1074 internal void AddPos(Coord v)
1075 {
1076 this.AddPos(v.X, v.Y, v.Z);
1077 }
1078
1079 internal void AddPos(float x, float y, float z)
1080 {
1081 int i;
1082 int numVerts = this.coords.Count;
1083 Coord vert;
1084
1085 for (i = 0; i < numVerts; i++)
1086 {
1087 vert = this.coords[i];
1088 vert.X += x;
1089 vert.Y += y;
1090 vert.Z += z;
1091 this.coords[i] = vert;
1092 }
1093 }
1094
1095 internal void AddRot(Quat q)
1096 {
1097 int i;
1098 int numVerts = this.coords.Count;
1099
1100 for (i = 0; i < numVerts; i++)
1101 this.coords[i] *= q;
1102
1103 if (this.calcVertexNormals)
1104 {
1105 int numNormals = this.vertexNormals.Count;
1106 for (i = 0; i < numNormals; i++)
1107 this.vertexNormals[i] *= q;
1108
1109 this.faceNormal *= q;
1110 this.cutNormal1 *= q;
1111 this.cutNormal2 *= q;
1112
1113 }
1114 }
1115
1116 internal void Scale(float x, float y)
1117 {
1118 int i;
1119 int numVerts = this.coords.Count;
1120 Coord vert;
1121
1122 for (i = 0; i < numVerts; i++)
1123 {
1124 vert = this.coords[i];
1125 vert.X *= x;
1126 vert.Y *= y;
1127 this.coords[i] = vert;
1128 }
1129 }
1130
1131 /// <summary>
1132 /// Changes order of the vertex indices and negates the center vertex normal. Does not alter vertex normals of radial vertices
1133 /// </summary>
1134 internal void FlipNormals()
1135 {
1136 int i;
1137 int numFaces = this.faces.Count;
1138 Face tmpFace;
1139 int tmp;
1140
1141 for (i = 0; i < numFaces; i++)
1142 {
1143 tmpFace = this.faces[i];
1144 tmp = tmpFace.v3;
1145 tmpFace.v3 = tmpFace.v1;
1146 tmpFace.v1 = tmp;
1147 this.faces[i] = tmpFace;
1148 }
1149
1150 if (this.calcVertexNormals)
1151 {
1152 int normalCount = this.vertexNormals.Count;
1153 if (normalCount > 0)
1154 {
1155 Coord n = this.vertexNormals[normalCount - 1];
1156 n.Z = -n.Z;
1157 this.vertexNormals[normalCount - 1] = n;
1158 }
1159 }
1160
1161 this.faceNormal.X = -this.faceNormal.X;
1162 this.faceNormal.Y = -this.faceNormal.Y;
1163 this.faceNormal.Z = -this.faceNormal.Z;
1164
1165 int numfaceUVs = this.faceUVs.Count;
1166 for (i = 0; i < numfaceUVs; i++)
1167 {
1168 UVCoord uv = this.faceUVs[i];
1169 uv.V = 1.0f - uv.V;
1170 this.faceUVs[i] = uv;
1171 }
1172 }
1173
1174 internal void AddValue2FaceVertexIndices(int num)
1175 {
1176 int numFaces = this.faces.Count;
1177 Face tmpFace;
1178 for (int i = 0; i < numFaces; i++)
1179 {
1180 tmpFace = this.faces[i];
1181 tmpFace.v1 += num;
1182 tmpFace.v2 += num;
1183 tmpFace.v3 += num;
1184
1185 this.faces[i] = tmpFace;
1186 }
1187 }
1188
1189 internal void AddValue2FaceNormalIndices(int num)
1190 {
1191 if (this.calcVertexNormals)
1192 {
1193 int numFaces = this.faces.Count;
1194 Face tmpFace;
1195 for (int i = 0; i < numFaces; i++)
1196 {
1197 tmpFace = this.faces[i];
1198 tmpFace.n1 += num;
1199 tmpFace.n2 += num;
1200 tmpFace.n3 += num;
1201
1202 this.faces[i] = tmpFace;
1203 }
1204 }
1205 }
1206
1207 internal void DumpRaw(String path, String name, String title)
1208 {
1209 if (path == null)
1210 return;
1211 String fileName = name + "_" + title + ".raw";
1212 String completePath = System.IO.Path.Combine(path, fileName);
1213 StreamWriter sw = new StreamWriter(completePath);
1214
1215 for (int i = 0; i < this.faces.Count; i++)
1216 {
1217 string s = this.coords[this.faces[i].v1].ToString();
1218 s += " " + this.coords[this.faces[i].v2].ToString();
1219 s += " " + this.coords[this.faces[i].v3].ToString();
1220
1221 sw.WriteLine(s);
1222 }
1223
1224 sw.Close();
1225 }
1226 }
1227
1228 public struct PathNode
1229 {
1230 public Coord position;
1231 public Quat rotation;
1232 public float xScale;
1233 public float yScale;
1234 public float percentOfPath;
1235 }
1236
1237 public enum PathType { Linear = 0, Circular = 1, Flexible = 2 }
1238
1239 public class Path
1240 {
1241 public List<PathNode> pathNodes = new List<PathNode>();
1242
1243 public float twistBegin = 0.0f;
1244 public float twistEnd = 0.0f;
1245 public float topShearX = 0.0f;
1246 public float topShearY = 0.0f;
1247 public float pathCutBegin = 0.0f;
1248 public float pathCutEnd = 1.0f;
1249 public float dimpleBegin = 0.0f;
1250 public float dimpleEnd = 1.0f;
1251 public float skew = 0.0f;
1252 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1253 public float holeSizeY = 0.25f;
1254 public float taperX = 0.0f;
1255 public float taperY = 0.0f;
1256 public float radius = 0.0f;
1257 public float revolutions = 1.0f;
1258 public int stepsPerRevolution = 24;
1259
1260 private const float twoPi = 2.0f * (float)Math.PI;
1261
1262 public void Create(PathType pathType, int steps)
1263 {
1264 if (pathType == PathType.Linear || pathType == PathType.Flexible)
1265 {
1266 int step = 0;
1267
1268 float length = this.pathCutEnd - this.pathCutBegin;
1269 float twistTotal = twistEnd - twistBegin;
1270 float twistTotalAbs = Math.Abs(twistTotal);
1271 if (twistTotalAbs > 0.01f)
1272 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1273
1274 float start = -0.5f;
1275 float stepSize = length / (float)steps;
1276 float percentOfPathMultiplier = stepSize;
1277 float xOffset = 0.0f;
1278 float yOffset = 0.0f;
1279 float zOffset = start;
1280 float xOffsetStepIncrement = this.topShearX / steps;
1281 float yOffsetStepIncrement = this.topShearY / steps;
1282
1283 float percentOfPath = this.pathCutBegin;
1284 zOffset += percentOfPath;
1285
1286 // sanity checks
1287
1288 bool done = false;
1289
1290 while (!done)
1291 {
1292 PathNode newNode = new PathNode();
1293
1294 newNode.xScale = 1.0f;
1295 if (this.taperX == 0.0f)
1296 newNode.xScale = 1.0f;
1297 else if (this.taperX > 0.0f)
1298 newNode.xScale = 1.0f - percentOfPath * this.taperX;
1299 else newNode.xScale = 1.0f + (1.0f - percentOfPath) * this.taperX;
1300
1301 newNode.yScale = 1.0f;
1302 if (this.taperY == 0.0f)
1303 newNode.yScale = 1.0f;
1304 else if (this.taperY > 0.0f)
1305 newNode.yScale = 1.0f - percentOfPath * this.taperY;
1306 else newNode.yScale = 1.0f + (1.0f - percentOfPath) * this.taperY;
1307
1308 float twist = twistBegin + twistTotal * percentOfPath;
1309
1310 newNode.rotation = new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1311 newNode.position = new Coord(xOffset, yOffset, zOffset);
1312 newNode.percentOfPath = percentOfPath;
1313
1314 pathNodes.Add(newNode);
1315
1316 if (step < steps)
1317 {
1318 step += 1;
1319 percentOfPath += percentOfPathMultiplier;
1320 xOffset += xOffsetStepIncrement;
1321 yOffset += yOffsetStepIncrement;
1322 zOffset += stepSize;
1323 if (percentOfPath > this.pathCutEnd)
1324 done = true;
1325 }
1326 else done = true;
1327 }
1328 } // end of linear path code
1329
1330 else // pathType == Circular
1331 {
1332 float twistTotal = twistEnd - twistBegin;
1333
1334 // if the profile has a lot of twist, add more layers otherwise the layers may overlap
1335 // and the resulting mesh may be quite inaccurate. This method is arbitrary and doesn't
1336 // accurately match the viewer
1337 float twistTotalAbs = Math.Abs(twistTotal);
1338 if (twistTotalAbs > 0.01f)
1339 {
1340 if (twistTotalAbs > Math.PI * 1.5f)
1341 steps *= 2;
1342 if (twistTotalAbs > Math.PI * 3.0f)
1343 steps *= 2;
1344 }
1345
1346 float yPathScale = this.holeSizeY * 0.5f;
1347 float pathLength = this.pathCutEnd - this.pathCutBegin;
1348 float totalSkew = this.skew * 2.0f * pathLength;
1349 float skewStart = this.pathCutBegin * 2.0f * this.skew - this.skew;
1350 float xOffsetTopShearXFactor = this.topShearX * (0.25f + 0.5f * (0.5f - this.holeSizeY));
1351 float yShearCompensation = 1.0f + Math.Abs(this.topShearY) * 0.25f;
1352
1353 // It's not quite clear what pushY (Y top shear) does, but subtracting it from the start and end
1354 // angles appears to approximate it's effects on path cut. Likewise, adding it to the angle used
1355 // to calculate the sine for generating the path radius appears to approximate it's effects there
1356 // too, but there are some subtle differences in the radius which are noticeable as the prim size
1357 // increases and it may affect megaprims quite a bit. The effect of the Y top shear parameter on
1358 // the meshes generated with this technique appear nearly identical in shape to the same prims when
1359 // displayed by the viewer.
1360
1361 float startAngle = (twoPi * this.pathCutBegin * this.revolutions) - this.topShearY * 0.9f;
1362 float endAngle = (twoPi * this.pathCutEnd * this.revolutions) - this.topShearY * 0.9f;
1363 float stepSize = twoPi / this.stepsPerRevolution;
1364
1365 int step = (int)(startAngle / stepSize);
1366 float angle = startAngle;
1367
1368 bool done = false;
1369 while (!done) // loop through the length of the path and add the layers
1370 {
1371 PathNode newNode = new PathNode();
1372
1373 float xProfileScale = (1.0f - Math.Abs(this.skew)) * this.holeSizeX;
1374 float yProfileScale = this.holeSizeY;
1375
1376 float percentOfPath = angle / (twoPi * this.revolutions);
1377 float percentOfAngles = (angle - startAngle) / (endAngle - startAngle);
1378
1379 if (this.taperX > 0.01f)
1380 xProfileScale *= 1.0f - percentOfPath * this.taperX;
1381 else if (this.taperX < -0.01f)
1382 xProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperX;
1383
1384 if (this.taperY > 0.01f)
1385 yProfileScale *= 1.0f - percentOfPath * this.taperY;
1386 else if (this.taperY < -0.01f)
1387 yProfileScale *= 1.0f + (1.0f - percentOfPath) * this.taperY;
1388
1389 newNode.xScale = xProfileScale;
1390 newNode.yScale = yProfileScale;
1391
1392 float radiusScale = 1.0f;
1393 if (this.radius > 0.001f)
1394 radiusScale = 1.0f - this.radius * percentOfPath;
1395 else if (this.radius < 0.001f)
1396 radiusScale = 1.0f + this.radius * (1.0f - percentOfPath);
1397
1398 float twist = twistBegin + twistTotal * percentOfPath;
1399
1400 float xOffset = 0.5f * (skewStart + totalSkew * percentOfAngles);
1401 xOffset += (float)Math.Sin(angle) * xOffsetTopShearXFactor;
1402
1403 float yOffset = yShearCompensation * (float)Math.Cos(angle) * (0.5f - yPathScale) * radiusScale;
1404
1405 float zOffset = (float)Math.Sin(angle + this.topShearY) * (0.5f - yPathScale) * radiusScale;
1406
1407 newNode.position = new Coord(xOffset, yOffset, zOffset);
1408
1409 // now orient the rotation of the profile layer relative to it's position on the path
1410 // adding taperY to the angle used to generate the quat appears to approximate the viewer
1411
1412 newNode.rotation = new Quat(new Coord(1.0f, 0.0f, 0.0f), angle + this.topShearY);
1413
1414 // next apply twist rotation to the profile layer
1415 if (twistTotal != 0.0f || twistBegin != 0.0f)
1416 newNode.rotation *= new Quat(new Coord(0.0f, 0.0f, 1.0f), twist);
1417
1418 newNode.percentOfPath = percentOfPath;
1419
1420 pathNodes.Add(newNode);
1421
1422 // calculate terms for next iteration
1423 // calculate the angle for the next iteration of the loop
1424
1425 if (angle >= endAngle - 0.01)
1426 done = true;
1427 else
1428 {
1429 step += 1;
1430 angle = stepSize * step;
1431 if (angle > endAngle)
1432 angle = endAngle;
1433 }
1434 }
1435 }
1436 }
1437 }
1438
1439 public class PrimMesh
1440 {
1441 public string errorMessage = "";
1442 private const float twoPi = 2.0f * (float)Math.PI;
1443
1444 public List<Coord> coords;
1445 public List<Coord> normals;
1446 public List<Face> faces;
1447
1448 public List<ViewerFace> viewerFaces;
1449
1450 private int sides = 4;
1451 private int hollowSides = 4;
1452 private float profileStart = 0.0f;
1453 private float profileEnd = 1.0f;
1454 private float hollow = 0.0f;
1455 public int twistBegin = 0;
1456 public int twistEnd = 0;
1457 public float topShearX = 0.0f;
1458 public float topShearY = 0.0f;
1459 public float pathCutBegin = 0.0f;
1460 public float pathCutEnd = 1.0f;
1461 public float dimpleBegin = 0.0f;
1462 public float dimpleEnd = 1.0f;
1463 public float skew = 0.0f;
1464 public float holeSizeX = 1.0f; // called pathScaleX in pbs
1465 public float holeSizeY = 0.25f;
1466 public float taperX = 0.0f;
1467 public float taperY = 0.0f;
1468 public float radius = 0.0f;
1469 public float revolutions = 1.0f;
1470 public int stepsPerRevolution = 24;
1471
1472 private int profileOuterFaceNumber = -1;
1473 private int profileHollowFaceNumber = -1;
1474
1475 private bool hasProfileCut = false;
1476 private bool hasHollow = false;
1477 public bool calcVertexNormals = false;
1478 private bool normalsProcessed = false;
1479 public bool viewerMode = false;
1480 public bool sphereMode = false;
1481
1482 public int numPrimFaces = 0;
1483
1484 /// <summary>
1485 /// Human readable string representation of the parameters used to create a mesh.
1486 /// </summary>
1487 /// <returns></returns>
1488 public string ParamsToDisplayString()
1489 {
1490 string s = "";
1491 s += "sides..................: " + this.sides.ToString();
1492 s += "\nhollowSides..........: " + this.hollowSides.ToString();
1493 s += "\nprofileStart.........: " + this.profileStart.ToString();
1494 s += "\nprofileEnd...........: " + this.profileEnd.ToString();
1495 s += "\nhollow...............: " + this.hollow.ToString();
1496 s += "\ntwistBegin...........: " + this.twistBegin.ToString();
1497 s += "\ntwistEnd.............: " + this.twistEnd.ToString();
1498 s += "\ntopShearX............: " + this.topShearX.ToString();
1499 s += "\ntopShearY............: " + this.topShearY.ToString();
1500 s += "\npathCutBegin.........: " + this.pathCutBegin.ToString();
1501 s += "\npathCutEnd...........: " + this.pathCutEnd.ToString();
1502 s += "\ndimpleBegin..........: " + this.dimpleBegin.ToString();
1503 s += "\ndimpleEnd............: " + this.dimpleEnd.ToString();
1504 s += "\nskew.................: " + this.skew.ToString();
1505 s += "\nholeSizeX............: " + this.holeSizeX.ToString();
1506 s += "\nholeSizeY............: " + this.holeSizeY.ToString();
1507 s += "\ntaperX...............: " + this.taperX.ToString();
1508 s += "\ntaperY...............: " + this.taperY.ToString();
1509 s += "\nradius...............: " + this.radius.ToString();
1510 s += "\nrevolutions..........: " + this.revolutions.ToString();
1511 s += "\nstepsPerRevolution...: " + this.stepsPerRevolution.ToString();
1512 s += "\nsphereMode...........: " + this.sphereMode.ToString();
1513 s += "\nhasProfileCut........: " + this.hasProfileCut.ToString();
1514 s += "\nhasHollow............: " + this.hasHollow.ToString();
1515 s += "\nviewerMode...........: " + this.viewerMode.ToString();
1516
1517 return s;
1518 }
1519
1520 public int ProfileOuterFaceNumber
1521 {
1522 get { return profileOuterFaceNumber; }
1523 }
1524
1525 public int ProfileHollowFaceNumber
1526 {
1527 get { return profileHollowFaceNumber; }
1528 }
1529
1530 public bool HasProfileCut
1531 {
1532 get { return hasProfileCut; }
1533 }
1534
1535 public bool HasHollow
1536 {
1537 get { return hasHollow; }
1538 }
1539
1540
1541 /// <summary>
1542 /// Constructs a PrimMesh object and creates the profile for extrusion.
1543 /// </summary>
1544 /// <param name="sides"></param>
1545 /// <param name="profileStart"></param>
1546 /// <param name="profileEnd"></param>
1547 /// <param name="hollow"></param>
1548 /// <param name="hollowSides"></param>
1549 public PrimMesh(int sides, float profileStart, float profileEnd, float hollow, int hollowSides)
1550 {
1551 this.coords = new List<Coord>();
1552 this.faces = new List<Face>();
1553
1554 this.sides = sides;
1555 this.profileStart = profileStart;
1556 this.profileEnd = profileEnd;
1557 this.hollow = hollow;
1558 this.hollowSides = hollowSides;
1559
1560 if (sides < 3)
1561 this.sides = 3;
1562 if (hollowSides < 3)
1563 this.hollowSides = 3;
1564 if (profileStart < 0.0f)
1565 this.profileStart = 0.0f;
1566 if (profileEnd > 1.0f)
1567 this.profileEnd = 1.0f;
1568 if (profileEnd < 0.02f)
1569 this.profileEnd = 0.02f;
1570 if (profileStart >= profileEnd)
1571 this.profileStart = profileEnd - 0.02f;
1572 if (hollow > 0.99f)
1573 this.hollow = 0.99f;
1574 if (hollow < 0.0f)
1575 this.hollow = 0.0f;
1576
1577 //if (sphereMode)
1578 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1579 //else
1580 // //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1581 // this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1582 //this.hasHollow = (this.hollow > 0.001f);
1583 }
1584
1585 /// <summary>
1586 /// Extrudes a profile along a path.
1587 /// </summary>
1588 public void Extrude(PathType pathType)
1589 {
1590 bool needEndFaces = false;
1591
1592 this.coords = new List<Coord>();
1593 this.faces = new List<Face>();
1594
1595 if (this.viewerMode)
1596 {
1597 this.viewerFaces = new List<ViewerFace>();
1598 this.calcVertexNormals = true;
1599 }
1600
1601 if (this.calcVertexNormals)
1602 this.normals = new List<Coord>();
1603
1604 int steps = 1;
1605
1606 float length = this.pathCutEnd - this.pathCutBegin;
1607 normalsProcessed = false;
1608
1609 if (this.viewerMode && this.sides == 3)
1610 {
1611 // prisms don't taper well so add some vertical resolution
1612 // other prims may benefit from this but just do prisms for now
1613 if (Math.Abs(this.taperX) > 0.01 || Math.Abs(this.taperY) > 0.01)
1614 steps = (int)(steps * 4.5 * length);
1615 }
1616
1617 if (sphereMode)
1618 this.hasProfileCut = this.profileEnd - this.profileStart < 0.4999f;
1619 else
1620 //this.hasProfileCut = (this.profileStart > 0.0f || this.profileEnd < 1.0f);
1621 this.hasProfileCut = this.profileEnd - this.profileStart < 0.9999f;
1622 this.hasHollow = (this.hollow > 0.001f);
1623
1624 float twistBegin = this.twistBegin / 360.0f * twoPi;
1625 float twistEnd = this.twistEnd / 360.0f * twoPi;
1626 float twistTotal = twistEnd - twistBegin;
1627 float twistTotalAbs = Math.Abs(twistTotal);
1628 if (twistTotalAbs > 0.01f)
1629 steps += (int)(twistTotalAbs * 3.66); // dahlia's magic number
1630
1631 float hollow = this.hollow;
1632
1633 // sanity checks
1634 float initialProfileRot = 0.0f;
1635 if (pathType == PathType.Circular)
1636 {
1637 if (this.sides == 3)
1638 {
1639 initialProfileRot = (float)Math.PI;
1640 if (this.hollowSides == 4)
1641 {
1642 if (hollow > 0.7f)
1643 hollow = 0.7f;
1644 hollow *= 0.707f;
1645 }
1646 else hollow *= 0.5f;
1647 }
1648 else if (this.sides == 4)
1649 {
1650 initialProfileRot = 0.25f * (float)Math.PI;
1651 if (this.hollowSides != 4)
1652 hollow *= 0.707f;
1653 }
1654 else if (this.sides > 4)
1655 {
1656 initialProfileRot = (float)Math.PI;
1657 if (this.hollowSides == 4)
1658 {
1659 if (hollow > 0.7f)
1660 hollow = 0.7f;
1661 hollow /= 0.7f;
1662 }
1663 }
1664 }
1665 else
1666 {
1667 if (this.sides == 3)
1668 {
1669 if (this.hollowSides == 4)
1670 {
1671 if (hollow > 0.7f)
1672 hollow = 0.7f;
1673 hollow *= 0.707f;
1674 }
1675 else hollow *= 0.5f;
1676 }
1677 else if (this.sides == 4)
1678 {
1679 initialProfileRot = 1.25f * (float)Math.PI;
1680 if (this.hollowSides != 4)
1681 hollow *= 0.707f;
1682 }
1683 else if (this.sides == 24 && this.hollowSides == 4)
1684 hollow *= 1.414f;
1685 }
1686
1687 Profile profile = new Profile(this.sides, this.profileStart, this.profileEnd, hollow, this.hollowSides, true, calcVertexNormals);
1688 this.errorMessage = profile.errorMessage;
1689
1690 this.numPrimFaces = profile.numPrimFaces;
1691
1692 //profileOuterFaceNumber = profile.faceNumbers[0];
1693 //if (!needEndFaces)
1694 // profileOuterFaceNumber--;
1695 //profileOuterFaceNumber = needEndFaces ? 1 : 0;
1696
1697
1698 //if (hasHollow)
1699 //{
1700 // if (needEndFaces)
1701 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts + 1];
1702 // else
1703 // profileHollowFaceNumber = profile.faceNumbers[profile.numOuterVerts] - 1;
1704 //}
1705
1706
1707 profileOuterFaceNumber = profile.outerFaceNumber;
1708 if (!needEndFaces)
1709 profileOuterFaceNumber--;
1710
1711 if (hasHollow)
1712 {
1713 profileHollowFaceNumber = profile.hollowFaceNumber;
1714 if (!needEndFaces)
1715 profileHollowFaceNumber--;
1716 }
1717
1718 int cut1Vert = -1;
1719 int cut2Vert = -1;
1720 if (hasProfileCut)
1721 {
1722 cut1Vert = hasHollow ? profile.coords.Count - 1 : 0;
1723 cut2Vert = hasHollow ? profile.numOuterVerts - 1 : profile.numOuterVerts;
1724 }
1725
1726 if (initialProfileRot != 0.0f)
1727 {
1728 profile.AddRot(new Quat(new Coord(0.0f, 0.0f, 1.0f), initialProfileRot));
1729 if (viewerMode)
1730 profile.MakeFaceUVs();
1731 }
1732
1733 Coord lastCutNormal1 = new Coord();
1734 Coord lastCutNormal2 = new Coord();
1735 float lastV = 1.0f;
1736
1737 Path path = new Path();
1738 path.twistBegin = twistBegin;
1739 path.twistEnd = twistEnd;
1740 path.topShearX = topShearX;
1741 path.topShearY = topShearY;
1742 path.pathCutBegin = pathCutBegin;
1743 path.pathCutEnd = pathCutEnd;
1744 path.dimpleBegin = dimpleBegin;
1745 path.dimpleEnd = dimpleEnd;
1746 path.skew = skew;
1747 path.holeSizeX = holeSizeX;
1748 path.holeSizeY = holeSizeY;
1749 path.taperX = taperX;
1750 path.taperY = taperY;
1751 path.radius = radius;
1752 path.revolutions = revolutions;
1753 path.stepsPerRevolution = stepsPerRevolution;
1754
1755 path.Create(pathType, steps);
1756
1757
1758 if (pathType == PathType.Circular)
1759 {
1760 needEndFaces = false;
1761 if (this.pathCutBegin != 0.0f || this.pathCutEnd != 1.0f)
1762 needEndFaces = true;
1763 else if (this.taperX != 0.0f || this.taperY != 0.0f)
1764 needEndFaces = true;
1765 else if (this.skew != 0.0f)
1766 needEndFaces = true;
1767 else if (twistTotal != 0.0f)
1768 needEndFaces = true;
1769 else if (this.radius != 0.0f)
1770 needEndFaces = true;
1771 }
1772 else needEndFaces = true;
1773
1774 for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
1775 {
1776 PathNode node = path.pathNodes[nodeIndex];
1777 Profile newLayer = profile.Copy();
1778 newLayer.Scale(node.xScale, node.yScale);
1779
1780 newLayer.AddRot(node.rotation);
1781 newLayer.AddPos(node.position);
1782
1783 if (needEndFaces && nodeIndex == 0)
1784 {
1785 newLayer.FlipNormals();
1786
1787 // add the top faces to the viewerFaces list here
1788 if (this.viewerMode)
1789 {
1790 Coord faceNormal = newLayer.faceNormal;
1791 ViewerFace newViewerFace = new ViewerFace(profile.bottomFaceNumber);
1792 int numFaces = newLayer.faces.Count;
1793 List<Face> faces = newLayer.faces;
1794
1795 for (int i = 0; i < numFaces; i++)
1796 {
1797 Face face = faces[i];
1798 newViewerFace.v1 = newLayer.coords[face.v1];
1799 newViewerFace.v2 = newLayer.coords[face.v2];
1800 newViewerFace.v3 = newLayer.coords[face.v3];
1801
1802 newViewerFace.coordIndex1 = face.v1;
1803 newViewerFace.coordIndex2 = face.v2;
1804 newViewerFace.coordIndex3 = face.v3;
1805
1806 newViewerFace.n1 = faceNormal;
1807 newViewerFace.n2 = faceNormal;
1808 newViewerFace.n3 = faceNormal;
1809
1810 newViewerFace.uv1 = newLayer.faceUVs[face.v1];
1811 newViewerFace.uv2 = newLayer.faceUVs[face.v2];
1812 newViewerFace.uv3 = newLayer.faceUVs[face.v3];
1813
1814 this.viewerFaces.Add(newViewerFace);
1815 }
1816 }
1817 } // if (nodeIndex == 0)
1818
1819 // append this layer
1820
1821 int coordsLen = this.coords.Count;
1822 newLayer.AddValue2FaceVertexIndices(coordsLen);
1823
1824 this.coords.AddRange(newLayer.coords);
1825
1826 if (this.calcVertexNormals)
1827 {
1828 newLayer.AddValue2FaceNormalIndices(this.normals.Count);
1829 this.normals.AddRange(newLayer.vertexNormals);
1830 }
1831
1832 if (node.percentOfPath < this.pathCutBegin + 0.01f || node.percentOfPath > this.pathCutEnd - 0.01f)
1833 this.faces.AddRange(newLayer.faces);
1834
1835 // fill faces between layers
1836
1837 int numVerts = newLayer.coords.Count;
1838 Face newFace = new Face();
1839
1840 if (nodeIndex > 0)
1841 {
1842 int startVert = coordsLen + 1;
1843 int endVert = this.coords.Count;
1844
1845 if (sides < 5 || this.hasProfileCut || this.hasHollow)
1846 startVert--;
1847
1848 for (int i = startVert; i < endVert; i++)
1849 {
1850 int iNext = i + 1;
1851 if (i == endVert - 1)
1852 iNext = startVert;
1853
1854 int whichVert = i - startVert;
1855
1856 newFace.v1 = i;
1857 newFace.v2 = i - numVerts;
1858 newFace.v3 = iNext - numVerts;
1859 this.faces.Add(newFace);
1860
1861 newFace.v2 = iNext - numVerts;
1862 newFace.v3 = iNext;
1863 this.faces.Add(newFace);
1864
1865 if (this.viewerMode)
1866 {
1867 // add the side faces to the list of viewerFaces here
1868
1869 int primFaceNum = profile.faceNumbers[whichVert];
1870 if (!needEndFaces)
1871 primFaceNum -= 1;
1872
1873 ViewerFace newViewerFace1 = new ViewerFace(primFaceNum);
1874 ViewerFace newViewerFace2 = new ViewerFace(primFaceNum);
1875
1876 float u1 = newLayer.us[whichVert];
1877 float u2 = 1.0f;
1878 if (whichVert < newLayer.us.Count - 1)
1879 u2 = newLayer.us[whichVert + 1];
1880
1881 if (whichVert == cut1Vert || whichVert == cut2Vert)
1882 {
1883 u1 = 0.0f;
1884 u2 = 1.0f;
1885 }
1886 else if (sides < 5)
1887 {
1888 if (whichVert < profile.numOuterVerts)
1889 { // boxes and prisms have one texture face per side of the prim, so the U values have to be scaled
1890 // to reflect the entire texture width
1891 u1 *= sides;
1892 u2 *= sides;
1893 u2 -= (int)u1;
1894 u1 -= (int)u1;
1895 if (u2 < 0.1f)
1896 u2 = 1.0f;
1897 //this.profileOuterFaceNumber = primFaceNum;
1898 }
1899 else if (whichVert > profile.coords.Count - profile.numHollowVerts - 1)
1900 {
1901 u1 *= 2.0f;
1902 u2 *= 2.0f;
1903 //this.profileHollowFaceNumber = primFaceNum;
1904 }
1905 }
1906
1907 newViewerFace1.uv1.U = u1;
1908 newViewerFace1.uv2.U = u1;
1909 newViewerFace1.uv3.U = u2;
1910
1911 newViewerFace1.uv1.V = 1.0f - node.percentOfPath;
1912 newViewerFace1.uv2.V = lastV;
1913 newViewerFace1.uv3.V = lastV;
1914
1915 newViewerFace2.uv1.U = u1;
1916 newViewerFace2.uv2.U = u2;
1917 newViewerFace2.uv3.U = u2;
1918
1919 newViewerFace2.uv1.V = 1.0f - node.percentOfPath;
1920 newViewerFace2.uv2.V = lastV;
1921 newViewerFace2.uv3.V = 1.0f - node.percentOfPath;
1922
1923 newViewerFace1.v1 = this.coords[i];
1924 newViewerFace1.v2 = this.coords[i - numVerts];
1925 newViewerFace1.v3 = this.coords[iNext - numVerts];
1926
1927 newViewerFace2.v1 = this.coords[i];
1928 newViewerFace2.v2 = this.coords[iNext - numVerts];
1929 newViewerFace2.v3 = this.coords[iNext];
1930
1931 newViewerFace1.coordIndex1 = i;
1932 newViewerFace1.coordIndex2 = i - numVerts;
1933 newViewerFace1.coordIndex3 = iNext - numVerts;
1934
1935 newViewerFace2.coordIndex1 = i;
1936 newViewerFace2.coordIndex2 = iNext - numVerts;
1937 newViewerFace2.coordIndex3 = iNext;
1938
1939 // profile cut faces
1940 if (whichVert == cut1Vert)
1941 {
1942 newViewerFace1.n1 = newLayer.cutNormal1;
1943 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal1;
1944
1945 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal1;
1946 newViewerFace2.n2 = lastCutNormal1;
1947 }
1948 else if (whichVert == cut2Vert)
1949 {
1950 newViewerFace1.n1 = newLayer.cutNormal2;
1951 newViewerFace1.n2 = newViewerFace1.n3 = lastCutNormal2;
1952
1953 newViewerFace2.n1 = newViewerFace2.n3 = newLayer.cutNormal2;
1954 newViewerFace2.n2 = lastCutNormal2;
1955 }
1956
1957 else // outer and hollow faces
1958 {
1959 if ((sides < 5 && whichVert < newLayer.numOuterVerts) || (hollowSides < 5 && whichVert >= newLayer.numOuterVerts))
1960 { // looks terrible when path is twisted... need vertex normals here
1961 newViewerFace1.CalcSurfaceNormal();
1962 newViewerFace2.CalcSurfaceNormal();
1963 }
1964 else
1965 {
1966 newViewerFace1.n1 = this.normals[i];
1967 newViewerFace1.n2 = this.normals[i - numVerts];
1968 newViewerFace1.n3 = this.normals[iNext - numVerts];
1969
1970 newViewerFace2.n1 = this.normals[i];
1971 newViewerFace2.n2 = this.normals[iNext - numVerts];
1972 newViewerFace2.n3 = this.normals[iNext];
1973 }
1974 }
1975
1976 this.viewerFaces.Add(newViewerFace1);
1977 this.viewerFaces.Add(newViewerFace2);
1978
1979 }
1980 }
1981 }
1982
1983 lastCutNormal1 = newLayer.cutNormal1;
1984 lastCutNormal2 = newLayer.cutNormal2;
1985 lastV = 1.0f - node.percentOfPath;
1986
1987 if (needEndFaces && nodeIndex == path.pathNodes.Count - 1 && viewerMode)
1988 {
1989 // add the top faces to the viewerFaces list here
1990 Coord faceNormal = newLayer.faceNormal;
1991 ViewerFace newViewerFace = new ViewerFace();
1992 newViewerFace.primFaceNumber = 0;
1993 int numFaces = newLayer.faces.Count;
1994 List<Face> faces = newLayer.faces;
1995
1996 for (int i = 0; i < numFaces; i++)
1997 {
1998 Face face = faces[i];
1999 newViewerFace.v1 = newLayer.coords[face.v1 - coordsLen];
2000 newViewerFace.v2 = newLayer.coords[face.v2 - coordsLen];
2001 newViewerFace.v3 = newLayer.coords[face.v3 - coordsLen];
2002
2003 newViewerFace.coordIndex1 = face.v1 - coordsLen;
2004 newViewerFace.coordIndex2 = face.v2 - coordsLen;
2005 newViewerFace.coordIndex3 = face.v3 - coordsLen;
2006
2007 newViewerFace.n1 = faceNormal;
2008 newViewerFace.n2 = faceNormal;
2009 newViewerFace.n3 = faceNormal;
2010
2011 newViewerFace.uv1 = newLayer.faceUVs[face.v1 - coordsLen];
2012 newViewerFace.uv2 = newLayer.faceUVs[face.v2 - coordsLen];
2013 newViewerFace.uv3 = newLayer.faceUVs[face.v3 - coordsLen];
2014
2015 this.viewerFaces.Add(newViewerFace);
2016 }
2017 }
2018
2019
2020 } // for (int nodeIndex = 0; nodeIndex < path.pathNodes.Count; nodeIndex++)
2021
2022 }
2023
2024
2025 /// <summary>
2026 /// DEPRICATED - use Extrude(PathType.Linear) instead
2027 /// Extrudes a profile along a straight line path. Used for prim types box, cylinder, and prism.
2028 /// </summary>
2029 ///
2030 public void ExtrudeLinear()
2031 {
2032 this.Extrude(PathType.Linear);
2033 }
2034
2035
2036 /// <summary>
2037 /// DEPRICATED - use Extrude(PathType.Circular) instead
2038 /// Extrude a profile into a circular path prim mesh. Used for prim types torus, tube, and ring.
2039 /// </summary>
2040 ///
2041 public void ExtrudeCircular()
2042 {
2043 this.Extrude(PathType.Circular);
2044 }
2045
2046
2047 private Coord SurfaceNormal(Coord c1, Coord c2, Coord c3)
2048 {
2049 Coord edge1 = new Coord(c2.X - c1.X, c2.Y - c1.Y, c2.Z - c1.Z);
2050 Coord edge2 = new Coord(c3.X - c1.X, c3.Y - c1.Y, c3.Z - c1.Z);
2051
2052 Coord normal = Coord.Cross(edge1, edge2);
2053
2054 normal.Normalize();
2055
2056 return normal;
2057 }
2058
2059 private Coord SurfaceNormal(Face face)
2060 {
2061 return SurfaceNormal(this.coords[face.v1], this.coords[face.v2], this.coords[face.v3]);
2062 }
2063
2064 /// <summary>
2065 /// Calculate the surface normal for a face in the list of faces
2066 /// </summary>
2067 /// <param name="faceIndex"></param>
2068 /// <returns></returns>
2069 public Coord SurfaceNormal(int faceIndex)
2070 {
2071 int numFaces = this.faces.Count;
2072 if (faceIndex < 0 || faceIndex >= numFaces)
2073 throw new Exception("faceIndex out of range");
2074
2075 return SurfaceNormal(this.faces[faceIndex]);
2076 }
2077
2078 /// <summary>
2079 /// Duplicates a PrimMesh object. All object properties are copied by value, including lists.
2080 /// </summary>
2081 /// <returns></returns>
2082 public PrimMesh Copy()
2083 {
2084 PrimMesh copy = new PrimMesh(this.sides, this.profileStart, this.profileEnd, this.hollow, this.hollowSides);
2085 copy.twistBegin = this.twistBegin;
2086 copy.twistEnd = this.twistEnd;
2087 copy.topShearX = this.topShearX;
2088 copy.topShearY = this.topShearY;
2089 copy.pathCutBegin = this.pathCutBegin;
2090 copy.pathCutEnd = this.pathCutEnd;
2091 copy.dimpleBegin = this.dimpleBegin;
2092 copy.dimpleEnd = this.dimpleEnd;
2093 copy.skew = this.skew;
2094 copy.holeSizeX = this.holeSizeX;
2095 copy.holeSizeY = this.holeSizeY;
2096 copy.taperX = this.taperX;
2097 copy.taperY = this.taperY;
2098 copy.radius = this.radius;
2099 copy.revolutions = this.revolutions;
2100 copy.stepsPerRevolution = this.stepsPerRevolution;
2101 copy.calcVertexNormals = this.calcVertexNormals;
2102 copy.normalsProcessed = this.normalsProcessed;
2103 copy.viewerMode = this.viewerMode;
2104 copy.numPrimFaces = this.numPrimFaces;
2105 copy.errorMessage = this.errorMessage;
2106
2107 copy.coords = new List<Coord>(this.coords);
2108 copy.faces = new List<Face>(this.faces);
2109 copy.viewerFaces = new List<ViewerFace>(this.viewerFaces);
2110 copy.normals = new List<Coord>(this.normals);
2111
2112 return copy;
2113 }
2114
2115 /// <summary>
2116 /// Calculate surface normals for all of the faces in the list of faces in this mesh
2117 /// </summary>
2118 public void CalcNormals()
2119 {
2120 if (normalsProcessed)
2121 return;
2122
2123 normalsProcessed = true;
2124
2125 int numFaces = faces.Count;
2126
2127 if (!this.calcVertexNormals)
2128 this.normals = new List<Coord>();
2129
2130 for (int i = 0; i < numFaces; i++)
2131 {
2132 Face face = faces[i];
2133
2134 this.normals.Add(SurfaceNormal(i).Normalize());
2135
2136 int normIndex = normals.Count - 1;
2137 face.n1 = normIndex;
2138 face.n2 = normIndex;
2139 face.n3 = normIndex;
2140
2141 this.faces[i] = face;
2142 }
2143 }
2144
2145 /// <summary>
2146 /// Adds a value to each XYZ vertex coordinate in the mesh
2147 /// </summary>
2148 /// <param name="x"></param>
2149 /// <param name="y"></param>
2150 /// <param name="z"></param>
2151 public void AddPos(float x, float y, float z)
2152 {
2153 int i;
2154 int numVerts = this.coords.Count;
2155 Coord vert;
2156
2157 for (i = 0; i < numVerts; i++)
2158 {
2159 vert = this.coords[i];
2160 vert.X += x;
2161 vert.Y += y;
2162 vert.Z += z;
2163 this.coords[i] = vert;
2164 }
2165
2166 if (this.viewerFaces != null)
2167 {
2168 int numViewerFaces = this.viewerFaces.Count;
2169
2170 for (i = 0; i < numViewerFaces; i++)
2171 {
2172 ViewerFace v = this.viewerFaces[i];
2173 v.AddPos(x, y, z);
2174 this.viewerFaces[i] = v;
2175 }
2176 }
2177 }
2178
2179 /// <summary>
2180 /// Rotates the mesh
2181 /// </summary>
2182 /// <param name="q"></param>
2183 public void AddRot(Quat q)
2184 {
2185 int i;
2186 int numVerts = this.coords.Count;
2187
2188 for (i = 0; i < numVerts; i++)
2189 this.coords[i] *= q;
2190
2191 if (this.normals != null)
2192 {
2193 int numNormals = this.normals.Count;
2194 for (i = 0; i < numNormals; i++)
2195 this.normals[i] *= q;
2196 }
2197
2198 if (this.viewerFaces != null)
2199 {
2200 int numViewerFaces = this.viewerFaces.Count;
2201
2202 for (i = 0; i < numViewerFaces; i++)
2203 {
2204 ViewerFace v = this.viewerFaces[i];
2205 v.v1 *= q;
2206 v.v2 *= q;
2207 v.v3 *= q;
2208
2209 v.n1 *= q;
2210 v.n2 *= q;
2211 v.n3 *= q;
2212 this.viewerFaces[i] = v;
2213 }
2214 }
2215 }
2216
2217#if VERTEX_INDEXER
2218 public VertexIndexer GetVertexIndexer()
2219 {
2220 if (this.viewerMode && this.viewerFaces.Count > 0)
2221 return new VertexIndexer(this);
2222 return null;
2223 }
2224#endif
2225
2226 /// <summary>
2227 /// Scales the mesh
2228 /// </summary>
2229 /// <param name="x"></param>
2230 /// <param name="y"></param>
2231 /// <param name="z"></param>
2232 public void Scale(float x, float y, float z)
2233 {
2234 int i;
2235 int numVerts = this.coords.Count;
2236 //Coord vert;
2237
2238 Coord m = new Coord(x, y, z);
2239 for (i = 0; i < numVerts; i++)
2240 this.coords[i] *= m;
2241
2242 if (this.viewerFaces != null)
2243 {
2244 int numViewerFaces = this.viewerFaces.Count;
2245 for (i = 0; i < numViewerFaces; i++)
2246 {
2247 ViewerFace v = this.viewerFaces[i];
2248 v.v1 *= m;
2249 v.v2 *= m;
2250 v.v3 *= m;
2251 this.viewerFaces[i] = v;
2252 }
2253
2254 }
2255
2256 }
2257
2258 /// <summary>
2259 /// Dumps the mesh to a Blender compatible "Raw" format file
2260 /// </summary>
2261 /// <param name="path"></param>
2262 /// <param name="name"></param>
2263 /// <param name="title"></param>
2264 public void DumpRaw(String path, String name, String title)
2265 {
2266 if (path == null)
2267 return;
2268 String fileName = name + "_" + title + ".raw";
2269 String completePath = System.IO.Path.Combine(path, fileName);
2270 StreamWriter sw = new StreamWriter(completePath);
2271
2272 for (int i = 0; i < this.faces.Count; i++)
2273 {
2274 string s = this.coords[this.faces[i].v1].ToString();
2275 s += " " + this.coords[this.faces[i].v2].ToString();
2276 s += " " + this.coords[this.faces[i].v3].ToString();
2277
2278 sw.WriteLine(s);
2279 }
2280
2281 sw.Close();
2282 }
2283 }
2284}
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
new file mode 100644
index 0000000..b3d9cb6
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMap.cs
@@ -0,0 +1,197 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34
35#if SYSTEM_DRAWING
36using System.Drawing;
37using System.Drawing.Imaging;
38
39namespace PrimMesher
40{
41 public class SculptMap
42 {
43 public int width;
44 public int height;
45 public byte[] redBytes;
46 public byte[] greenBytes;
47 public byte[] blueBytes;
48
49 public SculptMap()
50 {
51 }
52
53 public SculptMap(Bitmap bm, int lod)
54 {
55 int bmW = bm.Width;
56 int bmH = bm.Height;
57
58 if (bmW == 0 || bmH == 0)
59 throw new Exception("SculptMap: bitmap has no data");
60
61 int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
62
63 bool smallMap = bmW * bmH <= numLodPixels;
64 bool needsScaling = false;
65
66 width = bmW;
67 height = bmH;
68 while (width * height > numLodPixels * 4)
69 {
70 width >>= 1;
71 height >>= 1;
72 needsScaling = true;
73 }
74
75 try
76 {
77 if (needsScaling)
78 bm = ScaleImage(bm, width, height);
79 }
80
81 catch (Exception e)
82 {
83 throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
84 }
85
86 if (width * height > numLodPixels)
87 {
88 width >>= 1;
89 height >>= 1;
90 }
91
92 int numBytes = (width + 1) * (height + 1);
93 redBytes = new byte[numBytes];
94 greenBytes = new byte[numBytes];
95 blueBytes = new byte[numBytes];
96
97 int byteNdx = 0;
98
99 try
100 {
101 for (int y = 0; y <= height; y++)
102 {
103 for (int x = 0; x <= width; x++)
104 {
105 Color c;
106
107 if (smallMap)
108 c = bm.GetPixel(x < width ? x : x - 1,
109 y < height ? y : y - 1);
110 else
111 c = bm.GetPixel(x < width ? x * 2 : x * 2 - 1,
112 y < height ? y * 2 : y * 2 - 1);
113
114 redBytes[byteNdx] = c.R;
115 greenBytes[byteNdx] = c.G;
116 blueBytes[byteNdx] = c.B;
117
118 ++byteNdx;
119 }
120 }
121 }
122 catch (Exception e)
123 {
124 throw new Exception("Caught exception processing byte arrays in SculptMap(): e: " + e.ToString());
125 }
126
127 width++;
128 height++;
129 }
130
131 public List<List<Coord>> ToRows(bool mirror)
132 {
133 int numRows = height;
134 int numCols = width;
135
136 List<List<Coord>> rows = new List<List<Coord>>(numRows);
137
138 float pixScale = 1.0f / 255;
139
140 int rowNdx, colNdx;
141 int smNdx = 0;
142
143
144 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
145 {
146 List<Coord> row = new List<Coord>(numCols);
147 for (colNdx = 0; colNdx < numCols; colNdx++)
148 {
149
150 if (mirror)
151 row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
152 else
153 row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
154
155 ++smNdx;
156 }
157 rows.Add(row);
158 }
159 return rows;
160 }
161
162 private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
163 {
164
165 Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
166
167 Color c;
168 float xscale = srcImage.Width / destWidth;
169 float yscale = srcImage.Height / destHeight;
170
171 float sy = 0.5f;
172 for (int y = 0; y < destHeight; y++)
173 {
174 float sx = 0.5f;
175 for (int x = 0; x < destWidth; x++)
176 {
177 try
178 {
179 c = srcImage.GetPixel((int)(sx), (int)(sy));
180 scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
181 }
182 catch (IndexOutOfRangeException)
183 {
184 }
185
186 sx += xscale;
187 }
188 sy += yscale;
189 }
190 srcImage.Dispose();
191 return scaledImage;
192 }
193
194 }
195
196 }
197#endif
diff --git a/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
new file mode 100644
index 0000000..4a7f3ad
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitMeshing/SculptMesh.cs
@@ -0,0 +1,646 @@
1/*
2 * Copyright (c) Contributors
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28// to build without references to System.Drawing, comment this out
29#define SYSTEM_DRAWING
30
31using System;
32using System.Collections.Generic;
33using System.Text;
34using System.IO;
35
36#if SYSTEM_DRAWING
37using System.Drawing;
38using System.Drawing.Imaging;
39#endif
40
41namespace PrimMesher
42{
43
44 public class SculptMesh
45 {
46 public List<Coord> coords;
47 public List<Face> faces;
48
49 public List<ViewerFace> viewerFaces;
50 public List<Coord> normals;
51 public List<UVCoord> uvs;
52
53 public enum SculptType { sphere = 1, torus = 2, plane = 3, cylinder = 4 };
54
55#if SYSTEM_DRAWING
56
57 public SculptMesh SculptMeshFromFile(string fileName, SculptType sculptType, int lod, bool viewerMode)
58 {
59 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
60 SculptMesh sculptMesh = new SculptMesh(bitmap, sculptType, lod, viewerMode);
61 bitmap.Dispose();
62 return sculptMesh;
63 }
64
65
66 public SculptMesh(string fileName, int sculptType, int lod, int viewerMode, int mirror, int invert)
67 {
68 Bitmap bitmap = (Bitmap)Bitmap.FromFile(fileName);
69 _SculptMesh(bitmap, (SculptType)sculptType, lod, viewerMode != 0, mirror != 0, invert != 0);
70 bitmap.Dispose();
71 }
72#endif
73
74 /// <summary>
75 /// ** Experimental ** May disappear from future versions ** not recommeneded for use in applications
76 /// Construct a sculpt mesh from a 2D array of floats
77 /// </summary>
78 /// <param name="zMap"></param>
79 /// <param name="xBegin"></param>
80 /// <param name="xEnd"></param>
81 /// <param name="yBegin"></param>
82 /// <param name="yEnd"></param>
83 /// <param name="viewerMode"></param>
84 public SculptMesh(float[,] zMap, float xBegin, float xEnd, float yBegin, float yEnd, bool viewerMode)
85 {
86 float xStep, yStep;
87 float uStep, vStep;
88
89 int numYElements = zMap.GetLength(0);
90 int numXElements = zMap.GetLength(1);
91
92 try
93 {
94 xStep = (xEnd - xBegin) / (float)(numXElements - 1);
95 yStep = (yEnd - yBegin) / (float)(numYElements - 1);
96
97 uStep = 1.0f / (numXElements - 1);
98 vStep = 1.0f / (numYElements - 1);
99 }
100 catch (DivideByZeroException)
101 {
102 return;
103 }
104
105 coords = new List<Coord>();
106 faces = new List<Face>();
107 normals = new List<Coord>();
108 uvs = new List<UVCoord>();
109
110 viewerFaces = new List<ViewerFace>();
111
112 int p1, p2, p3, p4;
113
114 int x, y;
115 int xStart = 0, yStart = 0;
116
117 for (y = yStart; y < numYElements; y++)
118 {
119 int rowOffset = y * numXElements;
120
121 for (x = xStart; x < numXElements; x++)
122 {
123 /*
124 * p1-----p2
125 * | \ f2 |
126 * | \ |
127 * | f1 \|
128 * p3-----p4
129 */
130
131 p4 = rowOffset + x;
132 p3 = p4 - 1;
133
134 p2 = p4 - numXElements;
135 p1 = p3 - numXElements;
136
137 Coord c = new Coord(xBegin + x * xStep, yBegin + y * yStep, zMap[y, x]);
138 this.coords.Add(c);
139 if (viewerMode)
140 {
141 this.normals.Add(new Coord());
142 this.uvs.Add(new UVCoord(uStep * x, 1.0f - vStep * y));
143 }
144
145 if (y > 0 && x > 0)
146 {
147 Face f1, f2;
148
149 if (viewerMode)
150 {
151 f1 = new Face(p1, p4, p3, p1, p4, p3);
152 f1.uv1 = p1;
153 f1.uv2 = p4;
154 f1.uv3 = p3;
155
156 f2 = new Face(p1, p2, p4, p1, p2, p4);
157 f2.uv1 = p1;
158 f2.uv2 = p2;
159 f2.uv3 = p4;
160 }
161 else
162 {
163 f1 = new Face(p1, p4, p3);
164 f2 = new Face(p1, p2, p4);
165 }
166
167 this.faces.Add(f1);
168 this.faces.Add(f2);
169 }
170 }
171 }
172
173 if (viewerMode)
174 calcVertexNormals(SculptType.plane, numXElements, numYElements);
175 }
176
177#if SYSTEM_DRAWING
178 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode)
179 {
180 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, false, false);
181 }
182
183 public SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
184 {
185 _SculptMesh(sculptBitmap, sculptType, lod, viewerMode, mirror, invert);
186 }
187#endif
188
189 public SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
190 {
191 _SculptMesh(rows, sculptType, viewerMode, mirror, invert);
192 }
193
194#if SYSTEM_DRAWING
195 /// <summary>
196 /// converts a bitmap to a list of lists of coords, while scaling the image.
197 /// the scaling is done in floating point so as to allow for reduced vertex position
198 /// quantization as the position will be averaged between pixel values. this routine will
199 /// likely fail if the bitmap width and height are not powers of 2.
200 /// </summary>
201 /// <param name="bitmap"></param>
202 /// <param name="scale"></param>
203 /// <param name="mirror"></param>
204 /// <returns></returns>
205 private List<List<Coord>> bitmap2Coords(Bitmap bitmap, int scale, bool mirror)
206 {
207 int numRows = bitmap.Height / scale;
208 int numCols = bitmap.Width / scale;
209 List<List<Coord>> rows = new List<List<Coord>>(numRows);
210
211 float pixScale = 1.0f / (scale * scale);
212 pixScale /= 255;
213
214 int imageX, imageY = 0;
215
216 int rowNdx, colNdx;
217
218 for (rowNdx = 0; rowNdx < numRows; rowNdx++)
219 {
220 List<Coord> row = new List<Coord>(numCols);
221 for (colNdx = 0; colNdx < numCols; colNdx++)
222 {
223 imageX = colNdx * scale;
224 int imageYStart = rowNdx * scale;
225 int imageYEnd = imageYStart + scale;
226 int imageXEnd = imageX + scale;
227 float rSum = 0.0f;
228 float gSum = 0.0f;
229 float bSum = 0.0f;
230 for (; imageX < imageXEnd; imageX++)
231 {
232 for (imageY = imageYStart; imageY < imageYEnd; imageY++)
233 {
234 Color c = bitmap.GetPixel(imageX, imageY);
235 if (c.A != 255)
236 {
237 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
238 c = bitmap.GetPixel(imageX, imageY);
239 }
240 rSum += c.R;
241 gSum += c.G;
242 bSum += c.B;
243 }
244 }
245 if (mirror)
246 row.Add(new Coord(-(rSum * pixScale - 0.5f), gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
247 else
248 row.Add(new Coord(rSum * pixScale - 0.5f, gSum * pixScale - 0.5f, bSum * pixScale - 0.5f));
249
250 }
251 rows.Add(row);
252 }
253 return rows;
254 }
255
256 private List<List<Coord>> bitmap2CoordsSampled(Bitmap bitmap, int scale, bool mirror)
257 {
258 int numRows = bitmap.Height / scale;
259 int numCols = bitmap.Width / scale;
260 List<List<Coord>> rows = new List<List<Coord>>(numRows);
261
262 float pixScale = 1.0f / 256.0f;
263
264 int imageX, imageY = 0;
265
266 int rowNdx, colNdx;
267
268 for (rowNdx = 0; rowNdx <= numRows; rowNdx++)
269 {
270 List<Coord> row = new List<Coord>(numCols);
271 imageY = rowNdx * scale;
272 if (rowNdx == numRows) imageY--;
273 for (colNdx = 0; colNdx <= numCols; colNdx++)
274 {
275 imageX = colNdx * scale;
276 if (colNdx == numCols) imageX--;
277
278 Color c = bitmap.GetPixel(imageX, imageY);
279 if (c.A != 255)
280 {
281 bitmap.SetPixel(imageX, imageY, Color.FromArgb(255, c.R, c.G, c.B));
282 c = bitmap.GetPixel(imageX, imageY);
283 }
284
285 if (mirror)
286 row.Add(new Coord(-(c.R * pixScale - 0.5f), c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
287 else
288 row.Add(new Coord(c.R * pixScale - 0.5f, c.G * pixScale - 0.5f, c.B * pixScale - 0.5f));
289
290 }
291 rows.Add(row);
292 }
293 return rows;
294 }
295
296
297 void _SculptMesh(Bitmap sculptBitmap, SculptType sculptType, int lod, bool viewerMode, bool mirror, bool invert)
298 {
299 _SculptMesh(new SculptMap(sculptBitmap, lod).ToRows(mirror), sculptType, viewerMode, mirror, invert);
300 }
301#endif
302
303 void _SculptMesh(List<List<Coord>> rows, SculptType sculptType, bool viewerMode, bool mirror, bool invert)
304 {
305 coords = new List<Coord>();
306 faces = new List<Face>();
307 normals = new List<Coord>();
308 uvs = new List<UVCoord>();
309
310 sculptType = (SculptType)(((int)sculptType) & 0x07);
311
312 if (mirror)
313 invert = !invert;
314
315 viewerFaces = new List<ViewerFace>();
316
317 int width = rows[0].Count;
318
319 int p1, p2, p3, p4;
320
321 int imageX, imageY;
322
323 if (sculptType != SculptType.plane)
324 {
325 if (rows.Count % 2 == 0)
326 {
327 for (int rowNdx = 0; rowNdx < rows.Count; rowNdx++)
328 rows[rowNdx].Add(rows[rowNdx][0]);
329 }
330 else
331 {
332 int lastIndex = rows[0].Count - 1;
333
334 for (int i = 0; i < rows.Count; i++)
335 rows[i][0] = rows[i][lastIndex];
336 }
337 }
338
339 Coord topPole = rows[0][width / 2];
340 Coord bottomPole = rows[rows.Count - 1][width / 2];
341
342 if (sculptType == SculptType.sphere)
343 {
344 if (rows.Count % 2 == 0)
345 {
346 int count = rows[0].Count;
347 List<Coord> topPoleRow = new List<Coord>(count);
348 List<Coord> bottomPoleRow = new List<Coord>(count);
349
350 for (int i = 0; i < count; i++)
351 {
352 topPoleRow.Add(topPole);
353 bottomPoleRow.Add(bottomPole);
354 }
355 rows.Insert(0, topPoleRow);
356 rows.Add(bottomPoleRow);
357 }
358 else
359 {
360 int count = rows[0].Count;
361
362 List<Coord> topPoleRow = rows[0];
363 List<Coord> bottomPoleRow = rows[rows.Count - 1];
364
365 for (int i = 0; i < count; i++)
366 {
367 topPoleRow[i] = topPole;
368 bottomPoleRow[i] = bottomPole;
369 }
370 }
371 }
372
373 if (sculptType == SculptType.torus)
374 rows.Add(rows[0]);
375
376 int coordsDown = rows.Count;
377 int coordsAcross = rows[0].Count;
378// int lastColumn = coordsAcross - 1;
379
380 float widthUnit = 1.0f / (coordsAcross - 1);
381 float heightUnit = 1.0f / (coordsDown - 1);
382
383 for (imageY = 0; imageY < coordsDown; imageY++)
384 {
385 int rowOffset = imageY * coordsAcross;
386
387 for (imageX = 0; imageX < coordsAcross; imageX++)
388 {
389 /*
390 * p1-----p2
391 * | \ f2 |
392 * | \ |
393 * | f1 \|
394 * p3-----p4
395 */
396
397 p4 = rowOffset + imageX;
398 p3 = p4 - 1;
399
400 p2 = p4 - coordsAcross;
401 p1 = p3 - coordsAcross;
402
403 this.coords.Add(rows[imageY][imageX]);
404 if (viewerMode)
405 {
406 this.normals.Add(new Coord());
407 this.uvs.Add(new UVCoord(widthUnit * imageX, heightUnit * imageY));
408 }
409
410 if (imageY > 0 && imageX > 0)
411 {
412 Face f1, f2;
413
414 if (viewerMode)
415 {
416 if (invert)
417 {
418 f1 = new Face(p1, p4, p3, p1, p4, p3);
419 f1.uv1 = p1;
420 f1.uv2 = p4;
421 f1.uv3 = p3;
422
423 f2 = new Face(p1, p2, p4, p1, p2, p4);
424 f2.uv1 = p1;
425 f2.uv2 = p2;
426 f2.uv3 = p4;
427 }
428 else
429 {
430 f1 = new Face(p1, p3, p4, p1, p3, p4);
431 f1.uv1 = p1;
432 f1.uv2 = p3;
433 f1.uv3 = p4;
434
435 f2 = new Face(p1, p4, p2, p1, p4, p2);
436 f2.uv1 = p1;
437 f2.uv2 = p4;
438 f2.uv3 = p2;
439 }
440 }
441 else
442 {
443 if (invert)
444 {
445 f1 = new Face(p1, p4, p3);
446 f2 = new Face(p1, p2, p4);
447 }
448 else
449 {
450 f1 = new Face(p1, p3, p4);
451 f2 = new Face(p1, p4, p2);
452 }
453 }
454
455 this.faces.Add(f1);
456 this.faces.Add(f2);
457 }
458 }
459 }
460
461 if (viewerMode)
462 calcVertexNormals(sculptType, coordsAcross, coordsDown);
463 }
464
465 /// <summary>
466 /// Duplicates a SculptMesh object. All object properties are copied by value, including lists.
467 /// </summary>
468 /// <returns></returns>
469 public SculptMesh Copy()
470 {
471 return new SculptMesh(this);
472 }
473
474 public SculptMesh(SculptMesh sm)
475 {
476 coords = new List<Coord>(sm.coords);
477 faces = new List<Face>(sm.faces);
478 viewerFaces = new List<ViewerFace>(sm.viewerFaces);
479 normals = new List<Coord>(sm.normals);
480 uvs = new List<UVCoord>(sm.uvs);
481 }
482
483 private void calcVertexNormals(SculptType sculptType, int xSize, int ySize)
484 { // compute vertex normals by summing all the surface normals of all the triangles sharing
485 // each vertex and then normalizing
486 int numFaces = this.faces.Count;
487 for (int i = 0; i < numFaces; i++)
488 {
489 Face face = this.faces[i];
490 Coord surfaceNormal = face.SurfaceNormal(this.coords);
491 this.normals[face.n1] += surfaceNormal;
492 this.normals[face.n2] += surfaceNormal;
493 this.normals[face.n3] += surfaceNormal;
494 }
495
496 int numNormals = this.normals.Count;
497 for (int i = 0; i < numNormals; i++)
498 this.normals[i] = this.normals[i].Normalize();
499
500 if (sculptType != SculptType.plane)
501 { // blend the vertex normals at the cylinder seam
502 for (int y = 0; y < ySize; y++)
503 {
504 int rowOffset = y * xSize;
505
506 this.normals[rowOffset] = this.normals[rowOffset + xSize - 1] = (this.normals[rowOffset] + this.normals[rowOffset + xSize - 1]).Normalize();
507 }
508 }
509
510 foreach (Face face in this.faces)
511 {
512 ViewerFace vf = new ViewerFace(0);
513 vf.v1 = this.coords[face.v1];
514 vf.v2 = this.coords[face.v2];
515 vf.v3 = this.coords[face.v3];
516
517 vf.coordIndex1 = face.v1;
518 vf.coordIndex2 = face.v2;
519 vf.coordIndex3 = face.v3;
520
521 vf.n1 = this.normals[face.n1];
522 vf.n2 = this.normals[face.n2];
523 vf.n3 = this.normals[face.n3];
524
525 vf.uv1 = this.uvs[face.uv1];
526 vf.uv2 = this.uvs[face.uv2];
527 vf.uv3 = this.uvs[face.uv3];
528
529 this.viewerFaces.Add(vf);
530 }
531 }
532
533 /// <summary>
534 /// Adds a value to each XYZ vertex coordinate in the mesh
535 /// </summary>
536 /// <param name="x"></param>
537 /// <param name="y"></param>
538 /// <param name="z"></param>
539 public void AddPos(float x, float y, float z)
540 {
541 int i;
542 int numVerts = this.coords.Count;
543 Coord vert;
544
545 for (i = 0; i < numVerts; i++)
546 {
547 vert = this.coords[i];
548 vert.X += x;
549 vert.Y += y;
550 vert.Z += z;
551 this.coords[i] = vert;
552 }
553
554 if (this.viewerFaces != null)
555 {
556 int numViewerFaces = this.viewerFaces.Count;
557
558 for (i = 0; i < numViewerFaces; i++)
559 {
560 ViewerFace v = this.viewerFaces[i];
561 v.AddPos(x, y, z);
562 this.viewerFaces[i] = v;
563 }
564 }
565 }
566
567 /// <summary>
568 /// Rotates the mesh
569 /// </summary>
570 /// <param name="q"></param>
571 public void AddRot(Quat q)
572 {
573 int i;
574 int numVerts = this.coords.Count;
575
576 for (i = 0; i < numVerts; i++)
577 this.coords[i] *= q;
578
579 int numNormals = this.normals.Count;
580 for (i = 0; i < numNormals; i++)
581 this.normals[i] *= q;
582
583 if (this.viewerFaces != null)
584 {
585 int numViewerFaces = this.viewerFaces.Count;
586
587 for (i = 0; i < numViewerFaces; i++)
588 {
589 ViewerFace v = this.viewerFaces[i];
590 v.v1 *= q;
591 v.v2 *= q;
592 v.v3 *= q;
593
594 v.n1 *= q;
595 v.n2 *= q;
596 v.n3 *= q;
597
598 this.viewerFaces[i] = v;
599 }
600 }
601 }
602
603 public void Scale(float x, float y, float z)
604 {
605 int i;
606 int numVerts = this.coords.Count;
607
608 Coord m = new Coord(x, y, z);
609 for (i = 0; i < numVerts; i++)
610 this.coords[i] *= m;
611
612 if (this.viewerFaces != null)
613 {
614 int numViewerFaces = this.viewerFaces.Count;
615 for (i = 0; i < numViewerFaces; i++)
616 {
617 ViewerFace v = this.viewerFaces[i];
618 v.v1 *= m;
619 v.v2 *= m;
620 v.v3 *= m;
621 this.viewerFaces[i] = v;
622 }
623 }
624 }
625
626 public void DumpRaw(String path, String name, String title)
627 {
628 if (path == null)
629 return;
630 String fileName = name + "_" + title + ".raw";
631 String completePath = System.IO.Path.Combine(path, fileName);
632 StreamWriter sw = new StreamWriter(completePath);
633
634 for (int i = 0; i < this.faces.Count; i++)
635 {
636 string s = this.coords[this.faces[i].v1].ToString();
637 s += " " + this.coords[this.faces[i].v2].ToString();
638 s += " " + this.coords[this.faces[i].v3].ToString();
639
640 sw.WriteLine(s);
641 }
642
643 sw.Close();
644 }
645 }
646}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..d46341b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("OdePlugin")]
38[assembly : AssemblyDescription("Ubit Variation")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("http://opensimulator.org")]
41[assembly : AssemblyProduct("OdePlugin")]
42[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("0.6.5.*")]
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
new file mode 100644
index 0000000..6e4e41f
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
@@ -0,0 +1,1470 @@
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 bool m_freemove = false;
107 // private CollisionLocker ode;
108
109 private string m_name = String.Empty;
110 // other filter control
111 int m_colliderfilter = 0;
112 int m_colliderGroundfilter = 0;
113 int m_colliderObjectfilter = 0;
114
115 // Default we're a Character
116 private CollisionCategories m_collisionCategories = (CollisionCategories.Character);
117
118 // Default, Collide with Other Geometries, spaces, bodies and characters.
119 private CollisionCategories m_collisionFlags = (CollisionCategories.Character
120 | CollisionCategories.Geom
121 | CollisionCategories.VolumeDtc
122 );
123 // we do land collisions not ode | CollisionCategories.Land);
124 public IntPtr Body = IntPtr.Zero;
125 private OdeScene _parent_scene;
126 public IntPtr Shell = IntPtr.Zero;
127 public IntPtr Amotor = IntPtr.Zero;
128 public d.Mass ShellMass;
129// public bool collidelock = false;
130
131 public int m_eventsubscription = 0;
132 private int m_cureventsubscription = 0;
133 private CollisionEventUpdate CollisionEventsThisFrame = null;
134 private bool SentEmptyCollisionsEvent;
135
136 // unique UUID of this character object
137 public UUID m_uuid;
138 public bool bad = false;
139
140 float mu;
141
142 public OdeCharacter(String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p, float capsule_radius, float density, float walk_divisor, float rundivisor)
143 {
144 m_uuid = UUID.Random();
145
146 if (pos.IsFinite())
147 {
148 if (pos.Z > 99999f)
149 {
150 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
151 }
152 if (pos.Z < -100f) // shouldn't this be 0 ?
153 {
154 pos.Z = parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
155 }
156 _position = pos;
157 }
158 else
159 {
160 _position = new Vector3(((float)_parent_scene.WorldExtents.X * 0.5f), ((float)_parent_scene.WorldExtents.Y * 0.5f), parent_scene.GetTerrainHeightAtXY(128f, 128f) + 10f);
161 m_log.Warn("[PHYSICS]: Got NaN Position on Character Create");
162 }
163
164 _parent_scene = parent_scene;
165
166 PID_D = pid_d;
167 PID_P = pid_p;
168 CAPSULE_RADIUS = capsule_radius;
169 m_density = density;
170 m_mass = 80f; // sure we have a default
171
172 // force lower density for testing
173 m_density = 3.0f;
174
175
176 mu = parent_scene.AvatarFriction;
177
178 walkDivisor = walk_divisor;
179 runDivisor = rundivisor;
180
181 CAPSULE_LENGTH = size.Z * 1.15f - CAPSULE_RADIUS * 2.0f;
182 //m_log.Info("[SIZE]: " + CAPSULE_LENGTH.ToString());
183
184 m_isPhysical = false; // current status: no ODE information exists
185
186 m_name = avName;
187
188 AddChange(changes.Add, null);
189 }
190
191 public override int PhysicsActorType
192 {
193 get { return (int)ActorTypes.Agent; }
194 set { return; }
195 }
196
197 public override void getContactData(ref ContactData cdata)
198 {
199 cdata.mu = mu;
200 cdata.bounce = 0;
201 cdata.softcolide = false;
202 }
203
204 public override bool Building { get; set; }
205
206 /// <summary>
207 /// If this is set, the avatar will move faster
208 /// </summary>
209 public override bool SetAlwaysRun
210 {
211 get { return m_alwaysRun; }
212 set { m_alwaysRun = value; }
213 }
214
215 public override uint LocalID
216 {
217 set { m_localID = value; }
218 }
219
220 public override bool Grabbed
221 {
222 set { return; }
223 }
224
225 public override bool Selected
226 {
227 set { return; }
228 }
229
230 public override float Buoyancy
231 {
232 get { return m_buoyancy; }
233 set { m_buoyancy = value; }
234 }
235
236 public override bool FloatOnWater
237 {
238 set { return; }
239 }
240
241 public override bool IsPhysical
242 {
243 get { return m_isPhysical; }
244 set { return; }
245 }
246
247 public override bool ThrottleUpdates
248 {
249 get { return false; }
250 set { return; }
251 }
252
253 public override bool Flying
254 {
255 get { return flying; }
256 set
257 {
258 flying = value;
259 // m_log.DebugFormat("[PHYSICS]: Set OdeCharacter Flying to {0}", flying);
260 }
261 }
262
263 /// <summary>
264 /// Returns if the avatar is colliding in general.
265 /// This includes the ground and objects and avatar.
266 /// </summary>
267 public override bool IsColliding
268 {
269 get { return (m_iscolliding || m_iscollidingGround); }
270 set
271 {
272 if (value)
273 {
274 m_colliderfilter += 2;
275 if (m_colliderfilter > 2)
276 m_colliderfilter = 2;
277 }
278 else
279 {
280 m_colliderfilter--;
281 if (m_colliderfilter < 0)
282 m_colliderfilter = 0;
283 }
284
285 if (m_colliderfilter == 0)
286 m_iscolliding = false;
287 else
288 {
289 m_pidControllerActive = true;
290 m_iscolliding = true;
291 }
292 }
293 }
294
295 /// <summary>
296 /// Returns if an avatar is colliding with the ground
297 /// </summary>
298 public override bool CollidingGround
299 {
300 get { return m_iscollidingGround; }
301 set
302 {
303 /* we now control this
304 if (value)
305 {
306 m_colliderGroundfilter += 2;
307 if (m_colliderGroundfilter > 2)
308 m_colliderGroundfilter = 2;
309 }
310 else
311 {
312 m_colliderGroundfilter--;
313 if (m_colliderGroundfilter < 0)
314 m_colliderGroundfilter = 0;
315 }
316
317 if (m_colliderGroundfilter == 0)
318 m_iscollidingGround = false;
319 else
320 m_iscollidingGround = true;
321 */
322 }
323
324 }
325
326 /// <summary>
327 /// Returns if the avatar is colliding with an object
328 /// </summary>
329 public override bool CollidingObj
330 {
331 get { return m_iscollidingObj; }
332 set
333 {
334 // Ubit filter this also
335 if (value)
336 {
337 m_colliderObjectfilter += 2;
338 if (m_colliderObjectfilter > 2)
339 m_colliderObjectfilter = 2;
340 }
341 else
342 {
343 m_colliderObjectfilter--;
344 if (m_colliderObjectfilter < 0)
345 m_colliderObjectfilter = 0;
346 }
347
348 if (m_colliderObjectfilter == 0)
349 m_iscollidingObj = false;
350 else
351 m_iscollidingObj = true;
352
353 // m_iscollidingObj = value;
354
355 if (m_iscollidingObj)
356 m_pidControllerActive = false;
357 else
358 m_pidControllerActive = true;
359 }
360 }
361
362 /// <summary>
363 /// turn the PID controller on or off.
364 /// The PID Controller will turn on all by itself in many situations
365 /// </summary>
366 /// <param name="status"></param>
367 public void SetPidStatus(bool status)
368 {
369 m_pidControllerActive = status;
370 }
371
372 public override bool Stopped
373 {
374 get { return _zeroFlag; }
375 }
376
377 /// <summary>
378 /// This 'puts' an avatar somewhere in the physics space.
379 /// Not really a good choice unless you 'know' it's a good
380 /// spot otherwise you're likely to orbit the avatar.
381 /// </summary>
382 public override Vector3 Position
383 {
384 get { return _position; }
385 set
386 {
387 if (value.IsFinite())
388 {
389 if (value.Z > 9999999f)
390 {
391 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
392 }
393 if (value.Z < -100f)
394 {
395 value.Z = _parent_scene.GetTerrainHeightAtXY(127, 127) + 5;
396 }
397 AddChange(changes.Position, value);
398 }
399 else
400 {
401 m_log.Warn("[PHYSICS]: Got a NaN Position from Scene on a Character");
402 }
403 }
404 }
405
406 public override Vector3 RotationalVelocity
407 {
408 get { return m_rotationalVelocity; }
409 set { m_rotationalVelocity = value; }
410 }
411
412 /// <summary>
413 /// This property sets the height of the avatar only. We use the height to make sure the avatar stands up straight
414 /// and use it to offset landings properly
415 /// </summary>
416 public override Vector3 Size
417 {
418 get {
419 float d = CAPSULE_RADIUS * 2;
420 return new Vector3(d, d, (CAPSULE_LENGTH +d)/1.15f); }
421 set
422 {
423 if (value.IsFinite())
424 {
425 AddChange(changes.Size, value);
426 }
427 else
428 {
429 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
430 }
431 }
432 }
433
434 /// <summary>
435 /// This creates the Avatar's physical Surrogate at the position supplied
436 /// </summary>
437 /// <param name="npositionX"></param>
438 /// <param name="npositionY"></param>
439 /// <param name="npositionZ"></param>
440
441 //
442 /// <summary>
443 /// Uses the capped cyllinder volume formula to calculate the avatar's mass.
444 /// This may be used in calculations in the scene/scenepresence
445 /// </summary>
446 public override float Mass
447 {
448 get
449 {
450 float AVvolume = (float)(Math.PI * CAPSULE_RADIUS * CAPSULE_RADIUS * (1.3333333333f * CAPSULE_RADIUS + CAPSULE_LENGTH));
451 return m_density * AVvolume;
452 }
453 }
454 public override void link(PhysicsActor obj)
455 {
456
457 }
458
459 public override void delink()
460 {
461
462 }
463
464 public override void LockAngularMotion(Vector3 axis)
465 {
466
467 }
468
469
470 public override Vector3 Force
471 {
472 get { return _target_velocity; }
473 set { return; }
474 }
475
476 public override int VehicleType
477 {
478 get { return 0; }
479 set { return; }
480 }
481
482 public override void VehicleFloatParam(int param, float value)
483 {
484
485 }
486
487 public override void VehicleVectorParam(int param, Vector3 value)
488 {
489
490 }
491
492 public override void VehicleRotationParam(int param, Quaternion rotation)
493 {
494
495 }
496
497 public override void VehicleFlags(int param, bool remove)
498 {
499
500 }
501
502 public override void SetVolumeDetect(int param)
503 {
504
505 }
506
507 public override Vector3 CenterOfMass
508 {
509 get
510 {
511 Vector3 pos = _position;
512 return pos;
513 }
514 }
515
516 public override Vector3 GeometricCenter
517 {
518 get
519 {
520 Vector3 pos = _position;
521 return pos;
522 }
523 }
524
525 public override PrimitiveBaseShape Shape
526 {
527 set { return; }
528 }
529
530 public override Vector3 Velocity
531 {
532 get
533 {
534 return _velocity;
535 }
536 set
537 {
538 if (value.IsFinite())
539 {
540 AddChange(changes.Velocity, value);
541 }
542 else
543 {
544 m_log.Warn("[PHYSICS]: Got a NaN velocity from Scene in a Character");
545 }
546 }
547 }
548
549 public override Vector3 Torque
550 {
551 get { return Vector3.Zero; }
552 set { return; }
553 }
554
555 public override float CollisionScore
556 {
557 get { return 0f; }
558 set { }
559 }
560
561 public override bool Kinematic
562 {
563 get { return false; }
564 set { }
565 }
566
567 public override Quaternion Orientation
568 {
569 get { return Quaternion.Identity; }
570 set
571 {
572 }
573 }
574
575 public override Vector3 Acceleration
576 {
577 get { return _acceleration; }
578 set { }
579 }
580
581 public void SetAcceleration(Vector3 accel)
582 {
583 m_pidControllerActive = true;
584 _acceleration = accel;
585 }
586
587 /// <summary>
588 /// Adds the force supplied to the Target Velocity
589 /// The PID controller takes this target velocity and tries to make it a reality
590 /// </summary>
591 /// <param name="force"></param>
592 public override void AddForce(Vector3 force, bool pushforce)
593 {
594 if (force.IsFinite())
595 {
596 if (pushforce)
597 {
598 AddChange(changes.Force, force * m_density / (_parent_scene.ODE_STEPSIZE * 28f));
599 }
600 else
601 {
602 AddChange(changes.Velocity, force);
603 }
604 }
605 else
606 {
607 m_log.Warn("[PHYSICS]: Got a NaN force applied to a Character");
608 }
609 //m_lastUpdateSent = false;
610 }
611
612 public override void AddAngularForce(Vector3 force, bool pushforce)
613 {
614
615 }
616
617 public override void SetMomentum(Vector3 momentum)
618 {
619 if (momentum.IsFinite())
620 AddChange(changes.Momentum, momentum);
621 }
622
623
624 // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access
625 // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only
626 // place that is safe to call this routine AvatarGeomAndBodyCreation.
627 private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ)
628 {
629 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
630 if (CAPSULE_LENGTH <= 0)
631 {
632 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
633 CAPSULE_LENGTH = 0.01f;
634
635 }
636
637 if (CAPSULE_RADIUS <= 0)
638 {
639 m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!");
640 CAPSULE_RADIUS = 0.01f;
641
642 }
643 Shell = d.CreateCapsule(_parent_scene.ActiveSpace, CAPSULE_RADIUS, CAPSULE_LENGTH);
644
645 d.GeomSetCategoryBits(Shell, (uint)m_collisionCategories);
646 d.GeomSetCollideBits(Shell, (uint)m_collisionFlags);
647
648 d.MassSetCapsule(out ShellMass, m_density, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
649
650 m_mass = ShellMass.mass; // update mass
651
652 // rescale PID parameters
653 PID_D = _parent_scene.avPIDD;
654 PID_P = _parent_scene.avPIDP;
655
656 // rescale PID parameters so that this aren't affected by mass
657 // and so don't get unstable for some masses
658 // also scale by ode time step so you don't need to refix them
659
660 PID_D /= 50 * 80; //scale to original mass of around 80 and 50 ODE fps
661 PID_D *= m_mass / _parent_scene.ODE_STEPSIZE;
662 PID_P /= 50 * 80;
663 PID_P *= m_mass / _parent_scene.ODE_STEPSIZE;
664
665 Body = d.BodyCreate(_parent_scene.world);
666
667 _zeroFlag = false;
668 m_pidControllerActive = true;
669 m_freemove = false;
670
671 d.BodySetAutoDisableFlag(Body, false);
672 d.BodySetPosition(Body, npositionX, npositionY, npositionZ);
673
674 _position.X = npositionX;
675 _position.Y = npositionY;
676 _position.Z = npositionZ;
677
678 d.BodySetMass(Body, ref ShellMass);
679 d.GeomSetBody(Shell, Body);
680
681 // The purpose of the AMotor here is to keep the avatar's physical
682 // surrogate from rotating while moving
683 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
684 d.JointAttach(Amotor, Body, IntPtr.Zero);
685
686 d.JointSetAMotorMode(Amotor, 0);
687 d.JointSetAMotorNumAxes(Amotor, 3);
688 d.JointSetAMotorAxis(Amotor, 0, 0, 1, 0, 0);
689 d.JointSetAMotorAxis(Amotor, 1, 0, 0, 1, 0);
690 d.JointSetAMotorAxis(Amotor, 2, 0, 0, 0, 1);
691
692 d.JointSetAMotorAngle(Amotor, 0, 0);
693 d.JointSetAMotorAngle(Amotor, 1, 0);
694 d.JointSetAMotorAngle(Amotor, 2, 0);
695
696 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM, 0f); // make it HARD
697 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM2, 0f);
698 d.JointSetAMotorParam(Amotor, (int)dParam.StopCFM3, 0f);
699 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP, 0.8f);
700 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP2, 0.8f);
701 d.JointSetAMotorParam(Amotor, (int)dParam.StopERP3, 0.8f);
702
703 // These lowstops and high stops are effectively (no wiggle room)
704 d.JointSetAMotorParam(Amotor, (int)dParam.LowStop, -1e-5f);
705 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop, 1e-5f);
706 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop2, -1e-5f);
707 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop2, 1e-5f);
708 d.JointSetAMotorParam(Amotor, (int)dParam.LoStop3, -1e-5f);
709 d.JointSetAMotorParam(Amotor, (int)dParam.HiStop3, 1e-5f);
710
711 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
712 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel2, 0);
713 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel3, 0);
714
715 d.JointSetAMotorParam(Amotor, (int)dParam.FMax, 5e8f);
716 d.JointSetAMotorParam(Amotor, (int)dParam.FMax2, 5e8f);
717 d.JointSetAMotorParam(Amotor, (int)dParam.FMax3, 5e8f);
718 }
719
720 /// <summary>
721 /// Destroys the avatar body and geom
722
723 private void AvatarGeomAndBodyDestroy()
724 {
725 // Kill the Amotor
726 if (Amotor != IntPtr.Zero)
727 {
728 d.JointDestroy(Amotor);
729 Amotor = IntPtr.Zero;
730 }
731
732 if (Body != IntPtr.Zero)
733 {
734 //kill the body
735 d.BodyDestroy(Body);
736 Body = IntPtr.Zero;
737 }
738
739 //kill the Geometry
740 if (Shell != IntPtr.Zero)
741 {
742 _parent_scene.geom_name_map.Remove(Shell);
743 _parent_scene.waitForSpaceUnlock(_parent_scene.ActiveSpace);
744 d.GeomDestroy(Shell);
745 Shell = IntPtr.Zero;
746 }
747 }
748
749 /// <summary>
750 /// Called from Simulate
751 /// This is the avatar's movement control + PID Controller
752 /// </summary>
753 /// <param name="timeStep"></param>
754 public void Move(float timeStep, List<OdeCharacter> defects)
755 {
756 if (Body == IntPtr.Zero)
757 return;
758
759 d.Vector3 dtmp = d.BodyGetPosition(Body);
760 Vector3 localpos = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
761
762 // the Amotor still lets avatar rotation to drift during colisions
763 // so force it back to identity
764
765 d.Quaternion qtmp;
766 qtmp.W = 1;
767 qtmp.X = 0;
768 qtmp.Y = 0;
769 qtmp.Z = 0;
770 d.BodySetQuaternion(Body, ref qtmp);
771
772 if (m_pidControllerActive == false)
773 {
774 _zeroPosition = localpos;
775 }
776
777 if (!localpos.IsFinite())
778 {
779 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
780 defects.Add(this);
781 // _parent_scene.RemoveCharacter(this);
782
783 // destroy avatar capsule and related ODE data
784 AvatarGeomAndBodyDestroy();
785 return;
786 }
787
788 // check outbounds forcing to be in world
789 bool fixbody = false;
790 if (localpos.X < 0.0f)
791 {
792 fixbody = true;
793 localpos.X = 0.1f;
794 }
795 else if (localpos.X > _parent_scene.WorldExtents.X - 0.1f)
796 {
797 fixbody = true;
798 localpos.X = _parent_scene.WorldExtents.X - 0.1f;
799 }
800 if (localpos.Y < 0.0f)
801 {
802 fixbody = true;
803 localpos.Y = 0.1f;
804 }
805 else if (localpos.Y > _parent_scene.WorldExtents.Y - 0.1)
806 {
807 fixbody = true;
808 localpos.Y = _parent_scene.WorldExtents.Y - 0.1f;
809 }
810 if (fixbody)
811 {
812 m_freemove = false;
813 d.BodySetPosition(Body, localpos.X, localpos.Y, localpos.Z);
814 }
815
816 float breakfactor;
817
818 Vector3 vec = Vector3.Zero;
819 dtmp = d.BodyGetLinearVel(Body);
820 Vector3 vel = new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
821 float velLengthSquared = vel.LengthSquared();
822
823 float movementdivisor = 1f;
824 //Ubit change divisions into multiplications below
825 if (!m_alwaysRun)
826 movementdivisor = 1 / walkDivisor;
827 else
828 movementdivisor = 1 / runDivisor;
829
830 //******************************************
831 // colide with land
832 d.AABB aabb;
833 d.GeomGetAABB(Shell, out aabb);
834 float chrminZ = aabb.MinZ;
835
836 Vector3 posch = localpos;
837
838 float ftmp;
839
840 if (flying)
841 {
842 ftmp = timeStep;
843 posch.X += vel.X * ftmp;
844 posch.Y += vel.Y * ftmp;
845 }
846
847 float terrainheight = _parent_scene.GetTerrainHeightAtXY(posch.X, posch.Y);
848 if (chrminZ < terrainheight)
849 {
850 float depth = terrainheight - chrminZ;
851 if (!flying)
852 {
853 vec.Z = -vel.Z * PID_D * 1.5f + depth * PID_P * 50;
854 }
855 else
856 vec.Z = depth * PID_P * 50;
857
858 if (depth < 0.1f)
859 {
860 m_colliderGroundfilter++;
861 if (m_colliderGroundfilter > 2)
862 {
863 m_iscolliding = true;
864 m_colliderfilter = 2;
865
866 if (m_colliderGroundfilter > 10)
867 {
868 m_colliderGroundfilter = 10;
869 m_freemove = false;
870 }
871
872 m_iscollidingGround = true;
873
874 ContactPoint contact = new ContactPoint();
875 contact.PenetrationDepth = depth;
876 contact.Position.X = localpos.X;
877 contact.Position.Y = localpos.Y;
878 contact.Position.Z = chrminZ;
879 contact.SurfaceNormal.X = 0f;
880 contact.SurfaceNormal.Y = 0f;
881 contact.SurfaceNormal.Z = -1f;
882 contact.RelativeSpeed = -vel.Z;
883 AddCollisionEvent(0, contact);
884
885 vec.Z *= 0.5f;
886 }
887 }
888
889 else
890 {
891 m_colliderGroundfilter = 0;
892 m_iscollidingGround = false;
893 }
894 }
895 else
896 {
897 m_colliderGroundfilter = 0;
898 m_iscollidingGround = false;
899 }
900
901 //******************************************
902
903 bool tviszero = (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f);
904
905 // if (!tviszero || m_iscolliding || velLengthSquared <0.01)
906 if (!tviszero)
907 m_freemove = false;
908
909 if (!m_freemove)
910 {
911
912 // if velocity is zero, use position control; otherwise, velocity control
913 if (tviszero && m_iscolliding)
914 {
915 // keep track of where we stopped. No more slippin' & slidin'
916 if (!_zeroFlag)
917 {
918 _zeroFlag = true;
919 _zeroPosition = localpos;
920 }
921 if (m_pidControllerActive)
922 {
923 // We only want to deactivate the PID Controller if we think we want to have our surrogate
924 // react to the physics scene by moving it's position.
925 // Avatar to Avatar collisions
926 // Prim to avatar collisions
927
928 vec.X = -vel.X * PID_D + (_zeroPosition.X - localpos.X) * (PID_P * 2);
929 vec.Y = -vel.Y * PID_D + (_zeroPosition.Y - localpos.Y) * (PID_P * 2);
930 if (flying)
931 {
932 vec.Z += -vel.Z * PID_D + (_zeroPosition.Z - localpos.Z) * PID_P;
933 }
934 }
935 //PidStatus = true;
936 }
937 else
938 {
939 m_pidControllerActive = true;
940 _zeroFlag = false;
941
942 if (m_iscolliding)
943 {
944 if (!flying)
945 {
946 if (_target_velocity.Z > 0.0f)
947 {
948 // We're colliding with something and we're not flying but we're moving
949 // This means we're walking or running. JUMPING
950 vec.Z += (_target_velocity.Z - vel.Z) * PID_D * 1.2f;// +(_zeroPosition.Z - localpos.Z) * PID_P;
951 }
952 // We're standing on something
953 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D);
954 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D);
955 }
956 else
957 {
958 // We're flying and colliding with something
959 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 0.0625f);
960 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 0.0625f);
961 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
962 }
963 }
964 else // ie not colliding
965 {
966 if (flying) //(!m_iscolliding && flying)
967 {
968 // we're in mid air suspended
969 vec.X = ((_target_velocity.X * movementdivisor) - vel.X) * (PID_D * 1.667f);
970 vec.Y = ((_target_velocity.Y * movementdivisor) - vel.Y) * (PID_D * 1.667f);
971 vec.Z += (_target_velocity.Z - vel.Z) * (PID_D);
972 }
973
974 else
975 {
976 // we're not colliding and we're not flying so that means we're falling!
977 // m_iscolliding includes collisions with the ground.
978
979 // d.Vector3 pos = d.BodyGetPosition(Body);
980 vec.X = (_target_velocity.X - vel.X) * PID_D * 0.833f;
981 vec.Y = (_target_velocity.Y - vel.Y) * PID_D * 0.833f;
982 }
983 }
984 }
985
986 if (velLengthSquared > 2500.0f) // 50m/s apply breaks
987 {
988 breakfactor = 0.16f * m_mass;
989 vec.X -= breakfactor * vel.X;
990 vec.Y -= breakfactor * vel.Y;
991 vec.Z -= breakfactor * vel.Z;
992 }
993 }
994 else
995 {
996 breakfactor = m_mass;
997 vec.X -= breakfactor * vel.X;
998 vec.Y -= breakfactor * vel.Y;
999 if (flying)
1000 vec.Z -= breakfactor * vel.Z;
1001 else
1002 vec.Z -= .5f* m_mass * vel.Z;
1003 }
1004
1005 if (flying)
1006 {
1007 vec.Z -= _parent_scene.gravityz * m_mass;
1008
1009 //Added for auto fly height. Kitto Flora
1010 float target_altitude = _parent_scene.GetTerrainHeightAtXY(localpos.X, localpos.Y) + MinimumGroundFlightOffset;
1011
1012 if (localpos.Z < target_altitude)
1013 {
1014 vec.Z += (target_altitude - localpos.Z) * PID_P * 5.0f;
1015 }
1016 // end add Kitto Flora
1017 }
1018
1019 if (vec.IsFinite())
1020 {
1021 if (vec.X != 0 || vec.Y !=0 || vec.Z !=0)
1022 d.BodyAddForce(Body, vec.X, vec.Y, vec.Z);
1023 }
1024 else
1025 {
1026 m_log.Warn("[PHYSICS]: Got a NaN force vector in Move()");
1027 m_log.Warn("[PHYSICS]: Avatar Position is non-finite!");
1028 defects.Add(this);
1029 // _parent_scene.RemoveCharacter(this);
1030 // destroy avatar capsule and related ODE data
1031 AvatarGeomAndBodyDestroy();
1032 return;
1033 }
1034
1035 // update our local ideia of position velocity and aceleration
1036 _position = localpos;
1037 if (_zeroFlag)
1038 {
1039 _velocity = Vector3.Zero;
1040 _acceleration = Vector3.Zero;
1041 }
1042 else
1043 {
1044 _acceleration = _velocity; // previus velocity
1045 _velocity = vel;
1046 _acceleration = (vel - _acceleration) / timeStep;
1047 }
1048
1049 }
1050
1051 /// <summary>
1052 /// Updates the reported position and velocity.
1053 /// Used to copy variables from unmanaged space at heartbeat rate and also trigger scene updates acording
1054 /// also outbounds checking
1055 /// copy and outbounds now done in move(..) at ode rate
1056 ///
1057 /// </summary>
1058 public void UpdatePositionAndVelocity()
1059 {
1060 return;
1061
1062// if (Body == IntPtr.Zero)
1063// return;
1064
1065 }
1066
1067 /// <summary>
1068 /// Cleanup the things we use in the scene.
1069 /// </summary>
1070 public void Destroy()
1071 {
1072 AddChange(changes.Remove, null);
1073 }
1074
1075 public override void CrossingFailure()
1076 {
1077 }
1078
1079 public override Vector3 PIDTarget { set { return; } }
1080 public override bool PIDActive { set { return; } }
1081 public override float PIDTau { set { return; } }
1082
1083 public override float PIDHoverHeight { set { return; } }
1084 public override bool PIDHoverActive { set { return; } }
1085 public override PIDHoverType PIDHoverType { set { return; } }
1086 public override float PIDHoverTau { set { return; } }
1087
1088 public override Quaternion APIDTarget { set { return; } }
1089
1090 public override bool APIDActive { set { return; } }
1091
1092 public override float APIDStrength { set { return; } }
1093
1094 public override float APIDDamping { set { return; } }
1095
1096
1097 public override void SubscribeEvents(int ms)
1098 {
1099 m_eventsubscription = ms;
1100 m_cureventsubscription = 0;
1101 if (CollisionEventsThisFrame == null)
1102 CollisionEventsThisFrame = new CollisionEventUpdate();
1103 SentEmptyCollisionsEvent = false;
1104 }
1105
1106 public override void UnSubscribeEvents()
1107 {
1108 if (CollisionEventsThisFrame != null)
1109 {
1110 CollisionEventsThisFrame.Clear();
1111 CollisionEventsThisFrame = null;
1112 }
1113 m_eventsubscription = 0;
1114 }
1115
1116 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
1117 {
1118 if (CollisionEventsThisFrame == null)
1119 CollisionEventsThisFrame = new CollisionEventUpdate();
1120 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
1121 _parent_scene.AddCollisionEventReporting(this);
1122 }
1123
1124 public void SendCollisions()
1125 {
1126 if (CollisionEventsThisFrame == null)
1127 return;
1128
1129 if (m_cureventsubscription < m_eventsubscription)
1130 return;
1131
1132 m_cureventsubscription = 0;
1133
1134 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
1135
1136 if (!SentEmptyCollisionsEvent || ncolisions > 0)
1137 {
1138 base.SendCollisionUpdate(CollisionEventsThisFrame);
1139
1140 if (ncolisions == 0)
1141 {
1142 SentEmptyCollisionsEvent = true;
1143 _parent_scene.RemoveCollisionEventReporting(this);
1144 }
1145 else
1146 {
1147 SentEmptyCollisionsEvent = false;
1148 CollisionEventsThisFrame.Clear();
1149 }
1150 }
1151 }
1152
1153 internal void AddCollisionFrameTime(int t)
1154 {
1155 // protect it from overflow crashing
1156 if (m_cureventsubscription < 50000)
1157 m_cureventsubscription += t;
1158 }
1159
1160 public override bool SubscribedEvents()
1161 {
1162 if (m_eventsubscription > 0)
1163 return true;
1164 return false;
1165 }
1166
1167 private void changePhysicsStatus(bool NewStatus)
1168 {
1169 if (NewStatus != m_isPhysical)
1170 {
1171 if (NewStatus)
1172 {
1173 // Create avatar capsule and related ODE data
1174 if ((Shell != IntPtr.Zero))
1175 {
1176 // a lost shell ?
1177 m_log.Warn("[PHYSICS]: re-creating the following avatar ODE data, even though it already exists - "
1178 + (Shell != IntPtr.Zero ? "Shell " : "")
1179 + (Body != IntPtr.Zero ? "Body " : "")
1180 + (Amotor != IntPtr.Zero ? "Amotor " : ""));
1181 AvatarGeomAndBodyDestroy();
1182 }
1183
1184 AvatarGeomAndBodyCreation(_position.X, _position.Y, _position.Z);
1185 _parent_scene.geom_name_map[Shell] = m_name;
1186 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1187 _parent_scene.AddCharacter(this);
1188 }
1189 else
1190 {
1191 _parent_scene.RemoveCharacter(this);
1192 // destroy avatar capsule and related ODE data
1193 AvatarGeomAndBodyDestroy();
1194 }
1195 m_freemove = false;
1196 m_isPhysical = NewStatus;
1197 }
1198 }
1199
1200 private void changeAdd()
1201 {
1202 changePhysicsStatus(true);
1203 }
1204
1205 private void changeRemove()
1206 {
1207 changePhysicsStatus(false);
1208 }
1209
1210 private void changeShape(PrimitiveBaseShape arg)
1211 {
1212 }
1213
1214 private void changeSize(Vector3 Size)
1215 {
1216 if (Size.IsFinite())
1217 {
1218 float caplen = Size.Z;
1219
1220 caplen = caplen * 1.15f - CAPSULE_RADIUS * 2.0f;
1221
1222 if (caplen != CAPSULE_LENGTH)
1223 {
1224 if (Shell != IntPtr.Zero && Body != IntPtr.Zero && Amotor != IntPtr.Zero)
1225 {
1226 AvatarGeomAndBodyDestroy();
1227
1228 float prevCapsule = CAPSULE_LENGTH;
1229 CAPSULE_LENGTH = caplen;
1230
1231 AvatarGeomAndBodyCreation(_position.X, _position.Y,
1232 _position.Z + (CAPSULE_LENGTH - prevCapsule) * 0.5f);
1233
1234 Velocity = Vector3.Zero;
1235
1236 _parent_scene.geom_name_map[Shell] = m_name;
1237 _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
1238 }
1239 else
1240 {
1241 m_log.Warn("[PHYSICS]: trying to change capsule size, but the following ODE data is missing - "
1242 + (Shell == IntPtr.Zero ? "Shell " : "")
1243 + (Body == IntPtr.Zero ? "Body " : "")
1244 + (Amotor == IntPtr.Zero ? "Amotor " : ""));
1245 }
1246 }
1247 m_freemove = false;
1248 m_pidControllerActive = true;
1249 }
1250 else
1251 {
1252 m_log.Warn("[PHYSICS]: Got a NaN Size from Scene on a Character");
1253 }
1254 }
1255
1256 private void changePosition( Vector3 newPos)
1257 {
1258 if (Body != IntPtr.Zero)
1259 d.BodySetPosition(Body, newPos.X, newPos.Y, newPos.Z);
1260 _position = newPos;
1261 m_freemove = false;
1262 m_pidControllerActive = true;
1263 }
1264
1265 private void changeOrientation(Quaternion newOri)
1266 {
1267 }
1268
1269 private void changeVelocity(Vector3 newVel)
1270 {
1271 m_pidControllerActive = true;
1272 m_freemove = false;
1273 _target_velocity = newVel;
1274 }
1275
1276 private void changeSetTorque(Vector3 newTorque)
1277 {
1278 }
1279
1280 private void changeAddForce(Vector3 newForce)
1281 {
1282 }
1283
1284 private void changeAddAngularForce(Vector3 arg)
1285 {
1286 }
1287
1288 private void changeAngularLock(Vector3 arg)
1289 {
1290 }
1291
1292 private void changeFloatOnWater(bool arg)
1293 {
1294 }
1295
1296 private void changeVolumedetetion(bool arg)
1297 {
1298 }
1299
1300 private void changeSelectedStatus(bool arg)
1301 {
1302 }
1303
1304 private void changeDisable(bool arg)
1305 {
1306 }
1307
1308 private void changeBuilding(bool arg)
1309 {
1310 }
1311
1312 private void setFreeMove()
1313 {
1314 m_pidControllerActive = true;
1315 _zeroFlag = false;
1316 _target_velocity = Vector3.Zero;
1317 m_freemove = true;
1318 m_colliderfilter = -2;
1319 m_colliderObjectfilter = -2;
1320 m_colliderGroundfilter = -2;
1321
1322 m_iscolliding = false;
1323 m_iscollidingGround = false;
1324 m_iscollidingObj = false;
1325
1326 CollisionEventsThisFrame.Clear();
1327 }
1328
1329 private void changeForce(Vector3 newForce)
1330 {
1331 setFreeMove();
1332
1333 if (Body != IntPtr.Zero)
1334 {
1335 if (newForce.X != 0f || newForce.Y != 0f || newForce.Z != 0)
1336 d.BodyAddForce(Body, newForce.X, newForce.Y, newForce.Z);
1337 }
1338 }
1339
1340 // for now momentum is actually velocity
1341 private void changeMomentum(Vector3 newmomentum)
1342 {
1343 _velocity = newmomentum;
1344 setFreeMove();
1345
1346 if (Body != IntPtr.Zero)
1347 d.BodySetLinearVel(Body, newmomentum.X, newmomentum.Y, newmomentum.Z);
1348 }
1349
1350 private void donullchange()
1351 {
1352 }
1353
1354 public bool DoAChange(changes what, object arg)
1355 {
1356 if (Shell == IntPtr.Zero && what != changes.Add && what != changes.Remove)
1357 {
1358 return false;
1359 }
1360
1361 // nasty switch
1362 switch (what)
1363 {
1364 case changes.Add:
1365 changeAdd();
1366 break;
1367 case changes.Remove:
1368 changeRemove();
1369 break;
1370
1371 case changes.Position:
1372 changePosition((Vector3)arg);
1373 break;
1374
1375 case changes.Orientation:
1376 changeOrientation((Quaternion)arg);
1377 break;
1378
1379 case changes.PosOffset:
1380 donullchange();
1381 break;
1382
1383 case changes.OriOffset:
1384 donullchange();
1385 break;
1386
1387 case changes.Velocity:
1388 changeVelocity((Vector3)arg);
1389 break;
1390
1391 // case changes.Acceleration:
1392 // changeacceleration((Vector3)arg);
1393 // break;
1394 // case changes.AngVelocity:
1395 // changeangvelocity((Vector3)arg);
1396 // break;
1397
1398 case changes.Force:
1399 changeForce((Vector3)arg);
1400 break;
1401
1402 case changes.Torque:
1403 changeSetTorque((Vector3)arg);
1404 break;
1405
1406 case changes.AddForce:
1407 changeAddForce((Vector3)arg);
1408 break;
1409
1410 case changes.AddAngForce:
1411 changeAddAngularForce((Vector3)arg);
1412 break;
1413
1414 case changes.AngLock:
1415 changeAngularLock((Vector3)arg);
1416 break;
1417
1418 case changes.Size:
1419 changeSize((Vector3)arg);
1420 break;
1421
1422 case changes.Momentum:
1423 changeMomentum((Vector3)arg);
1424 break;
1425/* not in use for now
1426 case changes.Shape:
1427 changeShape((PrimitiveBaseShape)arg);
1428 break;
1429
1430 case changes.CollidesWater:
1431 changeFloatOnWater((bool)arg);
1432 break;
1433
1434 case changes.VolumeDtc:
1435 changeVolumedetetion((bool)arg);
1436 break;
1437
1438 case changes.Physical:
1439 changePhysicsStatus((bool)arg);
1440 break;
1441
1442 case changes.Selected:
1443 changeSelectedStatus((bool)arg);
1444 break;
1445
1446 case changes.disabled:
1447 changeDisable((bool)arg);
1448 break;
1449
1450 case changes.building:
1451 changeBuilding((bool)arg);
1452 break;
1453*/
1454 case changes.Null:
1455 donullchange();
1456 break;
1457
1458 default:
1459 donullchange();
1460 break;
1461 }
1462 return false;
1463 }
1464
1465 public void AddChange(changes what, object arg)
1466 {
1467 _parent_scene.AddChange((PhysicsActor)this, what, arg);
1468 }
1469 }
1470}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
new file mode 100644
index 0000000..e27be1e
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
@@ -0,0 +1,1083 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
29 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
30 * ODEPrim.cs contains methods dealing with Prim editing, Prim
31 * characteristics and Kinetic motion.
32 * ODEDynamics.cs contains methods dealing with Prim Physical motion
33 * (dynamics) and the associated settings. Old Linear and angular
34 * motors for dynamic motion have been replace with MoveLinear()
35 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
36 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
37 * switch between 'VEHICLE' parameter use and general dynamics
38 * settings use.
39 */
40
41// Extensive change Ubit 2012
42
43using System;
44using System.Collections.Generic;
45using System.Reflection;
46using System.Runtime.InteropServices;
47using log4net;
48using OpenMetaverse;
49using OdeAPI;
50using OpenSim.Framework;
51using OpenSim.Region.Physics.Manager;
52
53namespace OpenSim.Region.Physics.OdePlugin
54{
55 public class ODEDynamics
56 {
57 public Vehicle Type
58 {
59 get { return m_type; }
60 }
61
62 private OdePrim rootPrim;
63 private OdeScene _pParentScene;
64
65 // Vehicle properties
66 // WARNING this are working copies for internel use
67 // their values may not be the corresponding parameter
68
69 private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
70 private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
71
72 private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
73
74 private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
75 // HOVER_TERRAIN_ONLY
76 // HOVER_GLOBAL_HEIGHT
77 // NO_DEFLECTION_UP
78 // HOVER_WATER_ONLY
79 // HOVER_UP_ONLY
80 // LIMIT_MOTOR_UP
81 // LIMIT_ROLL_ONLY
82 private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
83
84 // Linear properties
85 private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
86 private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
87 private float m_linearMotorDecayTimescale = 120;
88 private float m_linearMotorTimescale = 1000;
89 private Vector3 m_linearMotorOffset = Vector3.Zero;
90
91 //Angular properties
92 private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
93 private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
94 private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
95 private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
96
97 //Deflection properties
98 private float m_angularDeflectionEfficiency = 0;
99 private float m_angularDeflectionTimescale = 1000;
100 private float m_linearDeflectionEfficiency = 0;
101 private float m_linearDeflectionTimescale = 1000;
102
103 //Banking properties
104 private float m_bankingEfficiency = 0;
105 private float m_bankingMix = 0;
106 private float m_bankingTimescale = 1000;
107
108 //Hover and Buoyancy properties
109 private float m_VhoverHeight = 0f;
110 private float m_VhoverEfficiency = 0f;
111 private float m_VhoverTimescale = 1000f;
112 private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
113 // Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
114 // KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
115 // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
116
117 //Attractor properties
118 private float m_verticalAttractionEfficiency = 1.0f; // damped
119 private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
120
121
122 // auxiliar
123 private float m_lmEfect = 0f; // current linear motor eficiency
124 private float m_lmDecay = 0f; // current linear decay
125
126 private float m_amEfect = 0; // current angular motor eficiency
127 private float m_amDecay = 0f; // current linear decay
128
129 private float m_ffactor = 1.0f;
130
131 private float m_timestep = 0.02f;
132 private float m_invtimestep = 50;
133
134
135 float m_ampwr;
136 float m_amdampX;
137 float m_amdampY;
138 float m_amdampZ;
139
140 public float FrictionFactor
141 {
142 get
143 {
144 return m_ffactor;
145 }
146 }
147
148 public ODEDynamics(OdePrim rootp)
149 {
150 rootPrim = rootp;
151 _pParentScene = rootPrim._parent_scene;
152 m_timestep = _pParentScene.ODE_STEPSIZE;
153 m_invtimestep = 1.0f / m_timestep;
154 }
155
156 public void DoSetVehicle(VehicleData vd)
157 {
158 m_type = vd.m_type;
159 m_flags = vd.m_flags;
160
161
162 // Linear properties
163 m_linearMotorDirection = vd.m_linearMotorDirection;
164
165 m_linearFrictionTimescale = vd.m_linearFrictionTimescale;
166 if (m_linearFrictionTimescale.X < m_timestep) m_linearFrictionTimescale.X = m_timestep;
167 if (m_linearFrictionTimescale.Y < m_timestep) m_linearFrictionTimescale.Y = m_timestep;
168 if (m_linearFrictionTimescale.Z < m_timestep) m_linearFrictionTimescale.Z = m_timestep;
169
170 m_linearMotorDecayTimescale = vd.m_linearMotorDecayTimescale;
171 if (m_linearMotorDecayTimescale < m_timestep) m_linearMotorDecayTimescale = m_timestep;
172 m_linearMotorDecayTimescale += 0.2f;
173 m_linearMotorDecayTimescale *= m_invtimestep;
174
175 m_linearMotorTimescale = vd.m_linearMotorTimescale;
176 if (m_linearMotorTimescale < m_timestep) m_linearMotorTimescale = m_timestep;
177
178 m_linearMotorOffset = vd.m_linearMotorOffset;
179
180 //Angular properties
181 m_angularMotorDirection = vd.m_angularMotorDirection;
182 m_angularMotorTimescale = vd.m_angularMotorTimescale;
183 if (m_angularMotorTimescale < m_timestep) m_angularMotorTimescale = m_timestep;
184
185 m_angularMotorDecayTimescale = vd.m_angularMotorDecayTimescale;
186 if (m_angularMotorDecayTimescale < m_timestep) m_angularMotorDecayTimescale = m_timestep;
187 m_angularMotorDecayTimescale *= m_invtimestep;
188
189 m_angularFrictionTimescale = vd.m_angularFrictionTimescale;
190 if (m_angularFrictionTimescale.X < m_timestep) m_angularFrictionTimescale.X = m_timestep;
191 if (m_angularFrictionTimescale.Y < m_timestep) m_angularFrictionTimescale.Y = m_timestep;
192 if (m_angularFrictionTimescale.Z < m_timestep) m_angularFrictionTimescale.Z = m_timestep;
193
194 //Deflection properties
195 m_angularDeflectionEfficiency = vd.m_angularDeflectionEfficiency;
196 m_angularDeflectionTimescale = vd.m_angularDeflectionTimescale;
197 if (m_angularDeflectionTimescale < m_timestep) m_angularDeflectionTimescale = m_timestep;
198
199 m_linearDeflectionEfficiency = vd.m_linearDeflectionEfficiency;
200 m_linearDeflectionTimescale = vd.m_linearDeflectionTimescale;
201 if (m_linearDeflectionTimescale < m_timestep) m_linearDeflectionTimescale = m_timestep;
202
203 //Banking properties
204 m_bankingEfficiency = vd.m_bankingEfficiency;
205 m_bankingMix = vd.m_bankingMix;
206 m_bankingTimescale = vd.m_bankingTimescale;
207 if (m_bankingTimescale < m_timestep) m_bankingTimescale = m_timestep;
208
209 //Hover and Buoyancy properties
210 m_VhoverHeight = vd.m_VhoverHeight;
211 m_VhoverEfficiency = vd.m_VhoverEfficiency;
212 m_VhoverTimescale = vd.m_VhoverTimescale;
213 if (m_VhoverTimescale < m_timestep) m_VhoverTimescale = m_timestep;
214
215 m_VehicleBuoyancy = vd.m_VehicleBuoyancy;
216
217 //Attractor properties
218 m_verticalAttractionEfficiency = vd.m_verticalAttractionEfficiency;
219 m_verticalAttractionTimescale = vd.m_verticalAttractionTimescale;
220 if (m_verticalAttractionTimescale < m_timestep) m_verticalAttractionTimescale = m_timestep;
221
222 // Axis
223 m_referenceFrame = vd.m_referenceFrame;
224
225 m_lmEfect = 0;
226 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
227 m_amEfect = 0;
228 m_ffactor = 1.0f;
229 }
230
231 internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
232 {
233 float len;
234
235 switch (pParam)
236 {
237 case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
238 if (pValue < 0f) pValue = 0f;
239 if (pValue > 1f) pValue = 1f;
240 m_angularDeflectionEfficiency = pValue;
241 break;
242 case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
243 if (pValue < m_timestep) pValue = m_timestep;
244 m_angularDeflectionTimescale = pValue;
245 break;
246 case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
247 if (pValue < m_timestep) pValue = m_timestep;
248 else if (pValue > 120) pValue = 120;
249 m_angularMotorDecayTimescale = pValue * m_invtimestep;
250 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
251 break;
252 case Vehicle.ANGULAR_MOTOR_TIMESCALE:
253 if (pValue < m_timestep) pValue = m_timestep;
254 m_angularMotorTimescale = pValue;
255 break;
256 case Vehicle.BANKING_EFFICIENCY:
257 if (pValue < -1f) pValue = -1f;
258 if (pValue > 1f) pValue = 1f;
259 m_bankingEfficiency = pValue;
260 break;
261 case Vehicle.BANKING_MIX:
262 if (pValue < 0f) pValue = 0f;
263 if (pValue > 1f) pValue = 1f;
264 m_bankingMix = pValue;
265 break;
266 case Vehicle.BANKING_TIMESCALE:
267 if (pValue < m_timestep) pValue = m_timestep;
268 m_bankingTimescale = pValue;
269 break;
270 case Vehicle.BUOYANCY:
271 if (pValue < -1f) pValue = -1f;
272 if (pValue > 1f) pValue = 1f;
273 m_VehicleBuoyancy = pValue;
274 break;
275 case Vehicle.HOVER_EFFICIENCY:
276 if (pValue < 0f) pValue = 0f;
277 if (pValue > 1f) pValue = 1f;
278 m_VhoverEfficiency = pValue;
279 break;
280 case Vehicle.HOVER_HEIGHT:
281 m_VhoverHeight = pValue;
282 break;
283 case Vehicle.HOVER_TIMESCALE:
284 if (pValue < m_timestep) pValue = m_timestep;
285 m_VhoverTimescale = pValue;
286 break;
287 case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
288 if (pValue < 0f) pValue = 0f;
289 if (pValue > 1f) pValue = 1f;
290 m_linearDeflectionEfficiency = pValue;
291 break;
292 case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
293 if (pValue < m_timestep) pValue = m_timestep;
294 m_linearDeflectionTimescale = pValue;
295 break;
296 case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
297 if (pValue < m_timestep) pValue = m_timestep;
298 else if (pValue > 120) pValue = 120;
299 m_linearMotorDecayTimescale = (0.2f +pValue) * m_invtimestep;
300 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
301 break;
302 case Vehicle.LINEAR_MOTOR_TIMESCALE:
303 if (pValue < m_timestep) pValue = m_timestep;
304 m_linearMotorTimescale = pValue;
305 break;
306 case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
307 if (pValue < 0f) pValue = 0f;
308 if (pValue > 1f) pValue = 1f;
309 m_verticalAttractionEfficiency = pValue;
310 break;
311 case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
312 if (pValue < m_timestep) pValue = m_timestep;
313 m_verticalAttractionTimescale = pValue;
314 break;
315
316 // These are vector properties but the engine lets you use a single float value to
317 // set all of the components to the same value
318 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
319 if (pValue < m_timestep) pValue = m_timestep;
320 m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
321 break;
322 case Vehicle.ANGULAR_MOTOR_DIRECTION:
323 m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
324 len = m_angularMotorDirection.Length();
325 if (len > 12.566f)
326 m_angularMotorDirection *= (12.566f / len);
327
328 m_amEfect = 1.0f ; // turn it on
329 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
330
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_FRICTION_TIMESCALE:
336 if (pValue < m_timestep) pValue = m_timestep;
337 m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
338 break;
339 case Vehicle.LINEAR_MOTOR_DIRECTION:
340 m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
341 len = m_linearMotorDirection.Length();
342 if (len > 100.0f)
343 m_linearMotorDirection *= (100.0f / len);
344
345 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
346 m_lmEfect = 1.0f; // turn it on
347
348 m_ffactor = 0.01f;
349 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
350 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
351 d.BodyEnable(rootPrim.Body);
352 break;
353 case Vehicle.LINEAR_MOTOR_OFFSET:
354 m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
355 len = m_linearMotorOffset.Length();
356 if (len > 100.0f)
357 m_linearMotorOffset *= (100.0f / len);
358 break;
359 }
360 }//end ProcessFloatVehicleParam
361
362 internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
363 {
364 float len;
365
366 switch (pParam)
367 {
368 case Vehicle.ANGULAR_FRICTION_TIMESCALE:
369 if (pValue.X < m_timestep) pValue.X = m_timestep;
370 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
371 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
372
373 m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
374 break;
375 case Vehicle.ANGULAR_MOTOR_DIRECTION:
376 m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
377 // Limit requested angular speed to 2 rps= 4 pi rads/sec
378 len = m_angularMotorDirection.Length();
379 if (len > 12.566f)
380 m_angularMotorDirection *= (12.566f / len);
381
382 m_amEfect = 1.0f; // turn it on
383 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
384
385 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
386 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
387 d.BodyEnable(rootPrim.Body);
388 break;
389 case Vehicle.LINEAR_FRICTION_TIMESCALE:
390 if (pValue.X < m_timestep) pValue.X = m_timestep;
391 if (pValue.Y < m_timestep) pValue.Y = m_timestep;
392 if (pValue.Z < m_timestep) pValue.Z = m_timestep;
393 m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
394 break;
395 case Vehicle.LINEAR_MOTOR_DIRECTION:
396 m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
397 len = m_linearMotorDirection.Length();
398 if (len > 100.0f)
399 m_linearMotorDirection *= (100.0f / len);
400
401 m_lmEfect = 1.0f; // turn it on
402 m_lmDecay = 1.0f - 1.0f / m_linearMotorDecayTimescale;
403
404 m_ffactor = 0.01f;
405 if (rootPrim.Body != IntPtr.Zero && !d.BodyIsEnabled(rootPrim.Body)
406 && !rootPrim.m_isSelected && !rootPrim.m_disabled)
407 d.BodyEnable(rootPrim.Body);
408 break;
409 case Vehicle.LINEAR_MOTOR_OFFSET:
410 m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
411 len = m_linearMotorOffset.Length();
412 if (len > 100.0f)
413 m_linearMotorOffset *= (100.0f / len);
414 break;
415 case Vehicle.BLOCK_EXIT:
416 m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
417 break;
418 }
419 }//end ProcessVectorVehicleParam
420
421 internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
422 {
423 switch (pParam)
424 {
425 case Vehicle.REFERENCE_FRAME:
426 m_referenceFrame = Quaternion.Inverse(pValue);
427 break;
428 case Vehicle.ROLL_FRAME:
429 m_RollreferenceFrame = pValue;
430 break;
431 }
432 }//end ProcessRotationVehicleParam
433
434 internal void ProcessVehicleFlags(int pParam, bool remove)
435 {
436 if (remove)
437 {
438 m_flags &= ~((VehicleFlag)pParam);
439 }
440 else
441 {
442 m_flags |= (VehicleFlag)pParam;
443 }
444 }//end ProcessVehicleFlags
445
446 internal void ProcessTypeChange(Vehicle pType)
447 {
448 m_lmEfect = 0;
449
450 m_amEfect = 0;
451 m_ffactor = 1f;
452
453 m_linearMotorDirection = Vector3.Zero;
454 m_angularMotorDirection = Vector3.Zero;
455
456 m_BlockingEndPoint = Vector3.Zero;
457 m_RollreferenceFrame = Quaternion.Identity;
458 m_linearMotorOffset = Vector3.Zero;
459
460 m_referenceFrame = Quaternion.Identity;
461
462 // Set Defaults For Type
463 m_type = pType;
464 switch (pType)
465 {
466 case Vehicle.TYPE_NONE:
467 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
468 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
469 m_linearMotorTimescale = 1000;
470 m_linearMotorDecayTimescale = 120 * m_invtimestep;
471 m_angularMotorTimescale = 1000;
472 m_angularMotorDecayTimescale = 1000 * m_invtimestep;
473 m_VhoverHeight = 0;
474 m_VhoverEfficiency = 1;
475 m_VhoverTimescale = 1000;
476 m_VehicleBuoyancy = 0;
477 m_linearDeflectionEfficiency = 0;
478 m_linearDeflectionTimescale = 1000;
479 m_angularDeflectionEfficiency = 0;
480 m_angularDeflectionTimescale = 1000;
481 m_bankingEfficiency = 0;
482 m_bankingMix = 1;
483 m_bankingTimescale = 1000;
484 m_verticalAttractionEfficiency = 0;
485 m_verticalAttractionTimescale = 1000;
486
487 m_flags = (VehicleFlag)0;
488 break;
489
490 case Vehicle.TYPE_SLED:
491 m_linearFrictionTimescale = new Vector3(30, 1, 1000);
492 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
493 m_linearMotorTimescale = 1000;
494 m_linearMotorDecayTimescale = 120 * m_invtimestep;
495 m_angularMotorTimescale = 1000;
496 m_angularMotorDecayTimescale = 120 * m_invtimestep;
497 m_VhoverHeight = 0;
498 m_VhoverEfficiency = 1;
499 m_VhoverTimescale = 10;
500 m_VehicleBuoyancy = 0;
501 m_linearDeflectionEfficiency = 1;
502 m_linearDeflectionTimescale = 1;
503 m_angularDeflectionEfficiency = 0;
504 m_angularDeflectionTimescale = 10;
505 m_verticalAttractionEfficiency = 1;
506 m_verticalAttractionTimescale = 1000;
507 m_bankingEfficiency = 0;
508 m_bankingMix = 1;
509 m_bankingTimescale = 10;
510 m_flags &=
511 ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
512 VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
513 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
514 VehicleFlag.LIMIT_ROLL_ONLY |
515 VehicleFlag.LIMIT_MOTOR_UP);
516 break;
517
518 case Vehicle.TYPE_CAR:
519 m_linearFrictionTimescale = new Vector3(100, 2, 1000);
520 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
521 m_linearMotorTimescale = 1;
522 m_linearMotorDecayTimescale = 60 * m_invtimestep;
523 m_angularMotorTimescale = 1;
524 m_angularMotorDecayTimescale = 0.8f * m_invtimestep;
525 m_VhoverHeight = 0;
526 m_VhoverEfficiency = 0;
527 m_VhoverTimescale = 1000;
528 m_VehicleBuoyancy = 0;
529 m_linearDeflectionEfficiency = 1;
530 m_linearDeflectionTimescale = 2;
531 m_angularDeflectionEfficiency = 0;
532 m_angularDeflectionTimescale = 10;
533 m_verticalAttractionEfficiency = 1f;
534 m_verticalAttractionTimescale = 10f;
535 m_bankingEfficiency = -0.2f;
536 m_bankingMix = 1;
537 m_bankingTimescale = 1;
538 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
539 VehicleFlag.HOVER_TERRAIN_ONLY |
540 VehicleFlag.HOVER_GLOBAL_HEIGHT);
541 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
542 VehicleFlag.LIMIT_ROLL_ONLY |
543 VehicleFlag.LIMIT_MOTOR_UP |
544 VehicleFlag.HOVER_UP_ONLY);
545 break;
546 case Vehicle.TYPE_BOAT:
547 m_linearFrictionTimescale = new Vector3(10, 3, 2);
548 m_angularFrictionTimescale = new Vector3(10, 10, 10);
549 m_linearMotorTimescale = 5;
550 m_linearMotorDecayTimescale = 60 * m_invtimestep;
551 m_angularMotorTimescale = 4;
552 m_angularMotorDecayTimescale = 4 * m_invtimestep;
553 m_VhoverHeight = 0;
554 m_VhoverEfficiency = 0.5f;
555 m_VhoverTimescale = 2;
556 m_VehicleBuoyancy = 1;
557 m_linearDeflectionEfficiency = 0.5f;
558 m_linearDeflectionTimescale = 3;
559 m_angularDeflectionEfficiency = 0.5f;
560 m_angularDeflectionTimescale = 5;
561 m_verticalAttractionEfficiency = 0.5f;
562 m_verticalAttractionTimescale = 5f;
563 m_bankingEfficiency = -0.3f;
564 m_bankingMix = 0.8f;
565 m_bankingTimescale = 1;
566 m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
567 VehicleFlag.HOVER_GLOBAL_HEIGHT |
568 VehicleFlag.HOVER_UP_ONLY); // |
569// VehicleFlag.LIMIT_ROLL_ONLY);
570 m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
571 VehicleFlag.LIMIT_MOTOR_UP |
572 VehicleFlag.HOVER_UP_ONLY | // new sl
573 VehicleFlag.HOVER_WATER_ONLY);
574 break;
575
576 case Vehicle.TYPE_AIRPLANE:
577 m_linearFrictionTimescale = new Vector3(200, 10, 5);
578 m_angularFrictionTimescale = new Vector3(20, 20, 20);
579 m_linearMotorTimescale = 2;
580 m_linearMotorDecayTimescale = 60 * m_invtimestep;
581 m_angularMotorTimescale = 4;
582 m_angularMotorDecayTimescale = 8 * m_invtimestep;
583 m_VhoverHeight = 0;
584 m_VhoverEfficiency = 0.5f;
585 m_VhoverTimescale = 1000;
586 m_VehicleBuoyancy = 0;
587 m_linearDeflectionEfficiency = 0.5f;
588 m_linearDeflectionTimescale = 0.5f;
589 m_angularDeflectionEfficiency = 1;
590 m_angularDeflectionTimescale = 2;
591 m_verticalAttractionEfficiency = 0.9f;
592 m_verticalAttractionTimescale = 2f;
593 m_bankingEfficiency = 1;
594 m_bankingMix = 0.7f;
595 m_bankingTimescale = 2;
596 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
597 VehicleFlag.HOVER_TERRAIN_ONLY |
598 VehicleFlag.HOVER_GLOBAL_HEIGHT |
599 VehicleFlag.HOVER_UP_ONLY |
600 VehicleFlag.NO_DEFLECTION_UP |
601 VehicleFlag.LIMIT_MOTOR_UP);
602 m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
603 break;
604
605 case Vehicle.TYPE_BALLOON:
606 m_linearFrictionTimescale = new Vector3(5, 5, 5);
607 m_angularFrictionTimescale = new Vector3(10, 10, 10);
608 m_linearMotorTimescale = 5;
609 m_linearMotorDecayTimescale = 60 * m_invtimestep;
610 m_angularMotorTimescale = 6;
611 m_angularMotorDecayTimescale = 10 * m_invtimestep;
612 m_VhoverHeight = 5;
613 m_VhoverEfficiency = 0.8f;
614 m_VhoverTimescale = 10;
615 m_VehicleBuoyancy = 1;
616 m_linearDeflectionEfficiency = 0;
617 m_linearDeflectionTimescale = 5 * m_invtimestep;
618 m_angularDeflectionEfficiency = 0;
619 m_angularDeflectionTimescale = 5;
620 m_verticalAttractionEfficiency = 1f;
621 m_verticalAttractionTimescale = 1000f;
622 m_bankingEfficiency = 0;
623 m_bankingMix = 0.7f;
624 m_bankingTimescale = 5;
625 m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
626 VehicleFlag.HOVER_TERRAIN_ONLY |
627 VehicleFlag.HOVER_UP_ONLY |
628 VehicleFlag.NO_DEFLECTION_UP |
629 VehicleFlag.LIMIT_MOTOR_UP | //);
630 VehicleFlag.LIMIT_ROLL_ONLY | // new sl
631 VehicleFlag.HOVER_GLOBAL_HEIGHT); // new sl
632
633// m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
634// VehicleFlag.HOVER_GLOBAL_HEIGHT);
635 break;
636
637 }
638
639 m_lmDecay = (1.0f - 1.0f / m_linearMotorDecayTimescale);
640 m_amDecay = 1.0f - 1.0f / m_angularMotorDecayTimescale;
641
642 }//end SetDefaultsForType
643
644 internal void Stop()
645 {
646 m_lmEfect = 0;
647 m_lmDecay = 0f;
648 m_amEfect = 0;
649 m_amDecay = 0;
650 m_ffactor = 1f;
651 }
652
653 public static Vector3 Xrot(Quaternion rot)
654 {
655 Vector3 vec;
656 rot.Normalize(); // just in case
657 vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
658 vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
659 vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
660 return vec;
661 }
662
663 public static Vector3 Zrot(Quaternion rot)
664 {
665 Vector3 vec;
666 rot.Normalize(); // just in case
667 vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
668 vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
669 vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
670
671 return vec;
672 }
673
674 private const float pi = (float)Math.PI;
675 private const float halfpi = 0.5f * (float)Math.PI;
676 private const float twopi = 2.0f * pi;
677
678 public static Vector3 ubitRot2Euler(Quaternion rot)
679 {
680 // returns roll in X
681 // pitch in Y
682 // yaw in Z
683 Vector3 vec;
684
685 // assuming rot is normalised
686 // rot.Normalize();
687
688 float zX = rot.X * rot.Z + rot.Y * rot.W;
689
690 if (zX < -0.49999f)
691 {
692 vec.X = 0;
693 vec.Y = -halfpi;
694 vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
695 }
696 else if (zX > 0.49999f)
697 {
698 vec.X = 0;
699 vec.Y = halfpi;
700 vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
701 }
702 else
703 {
704 vec.Y = (float)Math.Asin(2 * zX);
705
706 float sqw = rot.W * rot.W;
707
708 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
709 float zZ = rot.Z * rot.Z + sqw - 0.5f;
710
711 vec.X = (float)Math.Atan2(minuszY, zZ);
712
713 float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
714 float yY = rot.X * rot.X + sqw - 0.5f;
715 vec.Z = (float)Math.Atan2(yX, yY);
716 }
717 return vec;
718 }
719
720 public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
721 {
722 // assuming rot is normalised
723 // rot.Normalize();
724
725 float zX = rot.X * rot.Z + rot.Y * rot.W;
726
727 if (zX < -0.49999f)
728 {
729 roll = 0;
730 pitch = -halfpi;
731 }
732 else if (zX > 0.49999f)
733 {
734 roll = 0;
735 pitch = halfpi;
736 }
737 else
738 {
739 pitch = (float)Math.Asin(2 * zX);
740
741 float minuszY = rot.X * rot.W - rot.Y * rot.Z;
742 float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
743
744 roll = (float)Math.Atan2(minuszY, zZ);
745 }
746 return ;
747 }
748
749 internal void Step()
750 {
751 IntPtr Body = rootPrim.Body;
752
753 d.Mass dmass;
754 d.BodyGetMass(Body, out dmass);
755
756 d.Quaternion rot = d.BodyGetQuaternion(Body);
757 Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
758 Quaternion rotq = objrotq; // rotq = rotation of object
759 rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
760 Quaternion irotq = Quaternion.Inverse(rotq);
761
762 d.Vector3 dvtmp;
763 Vector3 tmpV;
764 Vector3 curVel; // velocity in world
765 Vector3 curAngVel; // angular velocity in world
766 Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
767 Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
768 d.Vector3 dtorque = new d.Vector3();
769
770 dvtmp = d.BodyGetLinearVel(Body);
771 curVel.X = dvtmp.X;
772 curVel.Y = dvtmp.Y;
773 curVel.Z = dvtmp.Z;
774 Vector3 curLocalVel = curVel * irotq; // current velocity in local
775
776 dvtmp = d.BodyGetAngularVel(Body);
777 curAngVel.X = dvtmp.X;
778 curAngVel.Y = dvtmp.Y;
779 curAngVel.Z = dvtmp.Z;
780 Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
781
782 float ldampZ = 0;
783
784 // linear motor
785 if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
786 {
787 tmpV = m_linearMotorDirection - curLocalVel; // velocity error
788 tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
789 tmpV *= rotq; // to world
790
791 if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
792 tmpV.Z = 0;
793
794 if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
795 {
796 // have offset, do it now
797 tmpV *= dmass.mass;
798 d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
799 }
800 else
801 {
802 force.X += tmpV.X;
803 force.Y += tmpV.Y;
804 force.Z += tmpV.Z;
805 }
806
807 m_lmEfect *= m_lmDecay;
808 m_ffactor = 0.01f + 1e-4f * curVel.LengthSquared();
809 }
810 else
811 {
812 m_lmEfect = 0;
813 m_ffactor = 1f;
814 }
815
816 // hover
817 if (m_VhoverTimescale < 300 && rootPrim.prim_geom != IntPtr.Zero)
818 {
819 // d.Vector3 pos = d.BodyGetPosition(Body);
820 d.Vector3 pos = d.GeomGetPosition(rootPrim.prim_geom);
821 pos.Z -= 0.21f; // minor offset that seems to be always there in sl
822
823 float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
824 float perr;
825
826 // default to global but don't go underground
827 perr = m_VhoverHeight - pos.Z;
828
829 if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
830 {
831 if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
832 {
833 perr += _pParentScene.GetWaterLevel();
834 }
835 else if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
836 {
837 perr += t;
838 }
839 else
840 {
841 float w = _pParentScene.GetWaterLevel();
842 if (t > w)
843 perr += t;
844 else
845 perr += w;
846 }
847 }
848 else if (t > m_VhoverHeight)
849 perr = t - pos.Z; ;
850
851 if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > -0.1)
852 {
853 ldampZ = m_VhoverEfficiency * m_invtimestep;
854
855 perr *= (1.0f + ldampZ) / m_VhoverTimescale;
856
857 // force.Z += perr - curVel.Z * tmp;
858 force.Z += perr;
859 ldampZ *= -curVel.Z;
860
861 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
862 }
863 else // no buoyancy
864 force.Z += _pParentScene.gravityz;
865 }
866 else
867 {
868 // default gravity and Buoyancy
869 force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
870 }
871
872 // linear deflection
873 if (m_linearDeflectionEfficiency > 0)
874 {
875 float len = curVel.Length();
876 if (len > 0.01) // if moving
877 {
878 Vector3 atAxis;
879 atAxis = Xrot(rotq); // where are we pointing to
880 atAxis *= len; // make it same size as world velocity vector
881
882 tmpV = -atAxis; // oposite direction
883 atAxis -= curVel; // error to one direction
884 len = atAxis.LengthSquared();
885
886 tmpV -= curVel; // error to oposite
887 float lens = tmpV.LengthSquared();
888
889 if (len > 0.01 || lens > 0.01) // do nothing if close enougth
890 {
891 if (len < lens)
892 tmpV = atAxis;
893
894 tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
895 force.X += tmpV.X;
896 force.Y += tmpV.Y;
897 if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
898 force.Z += tmpV.Z;
899 }
900 }
901 }
902
903 // linear friction/damping
904 if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
905 {
906 tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
907 tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
908 tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
909 tmpV *= rotq; // to world
910
911 if(ldampZ != 0 && Math.Abs(ldampZ) > Math.Abs(tmpV.Z))
912 tmpV.Z = ldampZ;
913 force.X += tmpV.X;
914 force.Y += tmpV.Y;
915 force.Z += tmpV.Z;
916 }
917
918 // vertical atractor
919 if (m_verticalAttractionTimescale < 300)
920 {
921 float roll;
922 float pitch;
923
924
925
926 float ftmp = m_invtimestep / m_verticalAttractionTimescale / m_verticalAttractionTimescale;
927
928 float ftmp2;
929 ftmp2 = 0.5f * m_verticalAttractionEfficiency * m_invtimestep;
930 m_amdampX = ftmp2;
931
932 m_ampwr = 1.0f - 0.8f * m_verticalAttractionEfficiency;
933
934 GetRollPitch(irotq, out roll, out pitch);
935
936 if (roll > halfpi)
937 roll = pi - roll;
938 else if (roll < -halfpi)
939 roll = -pi - roll;
940
941 float effroll = pitch / halfpi;
942 effroll *= effroll;
943 effroll = 1 - effroll;
944 effroll *= roll;
945
946
947 torque.X += effroll * ftmp;
948
949 if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)
950 {
951 float effpitch = roll / halfpi;
952 effpitch *= effpitch;
953 effpitch = 1 - effpitch;
954 effpitch *= pitch;
955
956 torque.Y += effpitch * ftmp;
957 }
958
959 if (m_bankingEfficiency != 0 && Math.Abs(effroll) > 0.01)
960 {
961
962 float broll = effroll;
963 /*
964 if (broll > halfpi)
965 broll = pi - broll;
966 else if (broll < -halfpi)
967 broll = -pi - broll;
968 */
969 broll *= m_bankingEfficiency;
970 if (m_bankingMix != 0)
971 {
972 float vfact = Math.Abs(curLocalVel.X) / 10.0f;
973 if (vfact > 1.0f) vfact = 1.0f;
974
975 if (curLocalVel.X >= 0)
976 broll *= (1 + (vfact - 1) * m_bankingMix);
977 else
978 broll *= -(1 + (vfact - 1) * m_bankingMix);
979 }
980 // make z rot be in world Z not local as seems to be in sl
981
982 broll = broll / m_bankingTimescale;
983
984
985 tmpV = Zrot(irotq);
986 tmpV *= broll;
987
988 torque.X += tmpV.X;
989 torque.Y += tmpV.Y;
990 torque.Z += tmpV.Z;
991
992 m_amdampZ = Math.Abs(m_bankingEfficiency) / m_bankingTimescale;
993 m_amdampY = m_amdampZ;
994
995 }
996 else
997 {
998 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
999 m_amdampY = m_amdampX;
1000 }
1001 }
1002 else
1003 {
1004 m_ampwr = 1.0f;
1005 m_amdampX = 1 / m_angularFrictionTimescale.X;
1006 m_amdampY = 1 / m_angularFrictionTimescale.Y;
1007 m_amdampZ = 1 / m_angularFrictionTimescale.Z;
1008 }
1009
1010 // angular motor
1011 if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
1012 {
1013 tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
1014 tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
1015 torque.X += tmpV.X * m_ampwr;
1016 torque.Y += tmpV.Y * m_ampwr;
1017 torque.Z += tmpV.Z;
1018
1019 m_amEfect *= m_amDecay;
1020 }
1021 else
1022 m_amEfect = 0;
1023
1024 // angular deflection
1025 if (m_angularDeflectionEfficiency > 0)
1026 {
1027 Vector3 dirv;
1028
1029 if (curLocalVel.X > 0.01f)
1030 dirv = curLocalVel;
1031 else if (curLocalVel.X < -0.01f)
1032 // use oposite
1033 dirv = -curLocalVel;
1034 else
1035 {
1036 // make it fall into small positive x case
1037 dirv.X = 0.01f;
1038 dirv.Y = curLocalVel.Y;
1039 dirv.Z = curLocalVel.Z;
1040 }
1041
1042 float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
1043
1044 if (Math.Abs(dirv.Z) > 0.01)
1045 {
1046 torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
1047 }
1048
1049 if (Math.Abs(dirv.Y) > 0.01)
1050 {
1051 torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
1052 }
1053 }
1054
1055 // angular friction
1056 if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
1057 {
1058 torque.X -= curLocalAngVel.X * m_amdampX;
1059 torque.Y -= curLocalAngVel.Y * m_amdampY;
1060 torque.Z -= curLocalAngVel.Z * m_amdampZ;
1061 }
1062
1063
1064
1065 if (force.X != 0 || force.Y != 0 || force.Z != 0)
1066 {
1067 force *= dmass.mass;
1068 d.BodyAddForce(Body, force.X, force.Y, force.Z);
1069 }
1070
1071 if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
1072 {
1073 torque *= m_referenceFrame; // to object frame
1074 dtorque.X = torque.X ;
1075 dtorque.Y = torque.Y;
1076 dtorque.Z = torque.Z;
1077
1078 d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
1079 d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
1080 }
1081 }
1082 }
1083}
diff --git a/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
new file mode 100644
index 0000000..9b3b51b
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
@@ -0,0 +1,4074 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Revision 2011/12 by Ubit Umarov
29 *
30 *
31 */
32
33/*
34 * Revised August 26 2009 by Kitto Flora. ODEDynamics.cs replaces
35 * ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
36 * ODEPrim.cs contains methods dealing with Prim editing, Prim
37 * characteristics and Kinetic motion.
38 * ODEDynamics.cs contains methods dealing with Prim Physical motion
39 * (dynamics) and the associated settings. Old Linear and angular
40 * motors for dynamic motion have been replace with MoveLinear()
41 * and MoveAngular(); 'Physical' is used only to switch ODE dynamic
42 * simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
43 * switch between 'VEHICLE' parameter use and general dynamics
44 * settings use.
45 */
46
47//#define SPAM
48
49using System;
50using System.Collections.Generic;
51using System.Reflection;
52using System.Runtime.InteropServices;
53using System.Threading;
54using log4net;
55using OpenMetaverse;
56using OdeAPI;
57using OpenSim.Framework;
58using OpenSim.Region.Physics.Manager;
59
60
61namespace OpenSim.Region.Physics.OdePlugin
62{
63 public class OdePrim : PhysicsActor
64 {
65 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
66
67 private bool m_isphysical;
68 private bool m_fakeisphysical;
69 private bool m_isphantom;
70 private bool m_fakeisphantom;
71 internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
72 private bool m_fakeisVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively
73
74 protected bool m_building;
75 protected bool m_forcePosOrRotation;
76 private bool m_iscolliding;
77
78 internal bool m_isSelected;
79 private bool m_delaySelect;
80 private bool m_lastdoneSelected;
81 internal bool m_outbounds;
82
83 private Quaternion m_lastorientation = new Quaternion();
84 private Quaternion _orientation;
85
86 private Vector3 _position;
87 private Vector3 _velocity;
88 private Vector3 _torque;
89 private Vector3 m_lastVelocity;
90 private Vector3 m_lastposition;
91 private Vector3 m_rotationalVelocity;
92 private Vector3 _size;
93 private Vector3 _acceleration;
94 private Vector3 m_angularlock = Vector3.One;
95 private IntPtr Amotor = IntPtr.Zero;
96
97 private Vector3 m_force;
98 private Vector3 m_forceacc;
99 private Vector3 m_angularForceacc;
100
101 private float m_invTimeStep = 50.0f;
102 private float m_timeStep = .02f;
103
104
105 private Vector3 m_PIDTarget;
106 private float m_PIDTau;
107 private bool m_usePID;
108
109 // KF: These next 7 params apply to llSetHoverHeight(float height, integer water, float tau),
110 // and are for non-VEHICLES only.
111
112 private float m_PIDHoverHeight;
113 private float m_PIDHoverTau;
114 private bool m_useHoverPID;
115 private PIDHoverType m_PIDHoverType = PIDHoverType.Ground;
116 private float m_targetHoverHeight;
117 private float m_groundHeight;
118 private float m_waterHeight;
119 private float m_buoyancy; //KF: m_buoyancy should be set by llSetBuoyancy() for non-vehicle.
120
121 private int body_autodisable_frames = 5;
122 private int bodydisablecontrol = 0;
123
124
125 // Default we're a Geometry
126 private CollisionCategories m_collisionCategories = (CollisionCategories.Geom);
127 // Default colide nonphysical don't try to colide with anything
128 private const CollisionCategories m_default_collisionFlagsNotPhysical = 0;
129
130 private const CollisionCategories m_default_collisionFlagsPhysical = (CollisionCategories.Geom |
131 CollisionCategories.Character |
132 CollisionCategories.Land |
133 CollisionCategories.VolumeDtc);
134
135// private bool m_collidesLand = true;
136 private bool m_collidesWater;
137 public bool m_returnCollisions;
138
139 private bool m_NoColide; // for now only for internal use for bad meshs
140
141
142 // Default, Collide with Other Geometries, spaces and Bodies
143 private CollisionCategories m_collisionFlags = m_default_collisionFlagsNotPhysical;
144
145 public bool m_disabled;
146
147 public uint m_localID;
148
149 private IMesh m_mesh;
150 private object m_meshlock = new object();
151 private PrimitiveBaseShape _pbs;
152 public OdeScene _parent_scene;
153
154 /// <summary>
155 /// The physics space which contains prim geometry
156 /// </summary>
157 public IntPtr m_targetSpace = IntPtr.Zero;
158
159 public IntPtr prim_geom;
160 public IntPtr _triMeshData;
161
162 private PhysicsActor _parent;
163
164 private List<OdePrim> childrenPrim = new List<OdePrim>();
165
166
167 private bool m_throttleUpdates;
168 private int throttleCounter;
169 public float m_collisionscore;
170 int m_colliderfilter = 0;
171
172 public IntPtr collide_geom; // for objects: geom if single prim space it linkset
173
174 private float m_density = 10.000006836f; // Aluminum g/cm3;
175 private byte m_shapetype;
176 public bool _zeroFlag;
177 private bool m_lastUpdateSent;
178
179 public IntPtr Body = IntPtr.Zero;
180 public String Name { get; private set; }
181 private Vector3 _target_velocity;
182
183 public Vector3 primOOBsize; // prim real dimensions from mesh
184 public Vector3 primOOBoffset; // its centroid out of mesh or rest aabb
185 public float primOOBradiusSQ;
186 public d.Mass primdMass; // prim inertia information on it's own referencial
187 float primMass; // prim own mass
188 float primVolume; // prim own volume;
189 float _mass; // object mass acording to case
190 private bool hasOOBoffsetFromMesh = false; // if true we did compute it form mesh centroid, else from aabb
191
192 public int givefakepos = 0;
193 private Vector3 fakepos;
194 public int givefakeori = 0;
195 private Quaternion fakeori;
196
197 private int m_eventsubscription;
198 private int m_cureventsubscription;
199 private CollisionEventUpdate CollisionEventsThisFrame = null;
200 private bool SentEmptyCollisionsEvent;
201
202 public volatile bool childPrim;
203
204 public ODEDynamics m_vehicle;
205
206 internal int m_material = (int)Material.Wood;
207 private float mu;
208 private float bounce;
209
210 /// <summary>
211 /// Is this prim subject to physics? Even if not, it's still solid for collision purposes.
212 /// </summary>
213 public override bool IsPhysical // this is not reliable for internal use
214 {
215 get { return m_fakeisphysical; }
216 set
217 {
218 m_fakeisphysical = value; // we show imediatly to outside that we changed physical
219 // and also to stop imediatly some updates
220 // but real change will only happen in taintprocessing
221
222 if (!value) // Zero the remembered last velocity
223 m_lastVelocity = Vector3.Zero;
224 AddChange(changes.Physical, value);
225 }
226 }
227
228 public override bool IsVolumeDtc
229 {
230 get { return m_fakeisVolumeDetect; }
231 set
232 {
233 m_fakeisVolumeDetect = value;
234 AddChange(changes.VolumeDtc, value);
235 }
236 }
237
238
239 public override bool Phantom // this is not reliable for internal use
240 {
241 get { return m_fakeisphantom; }
242 set
243 {
244 m_fakeisphantom = value;
245 AddChange(changes.Phantom, value);
246 }
247 }
248
249 public override bool Building // this is not reliable for internal use
250 {
251 get { return m_building; }
252 set
253 {
254 if (value)
255 m_building = true;
256 AddChange(changes.building, value);
257 }
258 }
259
260 public override void getContactData(ref ContactData cdata)
261 {
262 cdata.mu = mu;
263 cdata.bounce = bounce;
264
265 // cdata.softcolide = m_softcolide;
266 cdata.softcolide = false;
267
268 if (m_isphysical)
269 {
270 ODEDynamics veh;
271 if (_parent != null)
272 veh = ((OdePrim)_parent).m_vehicle;
273 else
274 veh = m_vehicle;
275
276 if (veh != null && veh.Type != Vehicle.TYPE_NONE)
277 cdata.mu *= veh.FrictionFactor;
278 }
279 }
280
281 public override int PhysicsActorType
282 {
283 get { return (int)ActorTypes.Prim; }
284 set { return; }
285 }
286
287 public override bool SetAlwaysRun
288 {
289 get { return false; }
290 set { return; }
291 }
292
293 public override uint LocalID
294 {
295 get
296 {
297 return m_localID;
298 }
299 set
300 {
301 //m_log.Info("[PHYSICS]: Setting TrackerID: " + value);
302 m_localID = value;
303 }
304 }
305
306 public override bool Grabbed
307 {
308 set { return; }
309 }
310
311 public override bool Selected
312 {
313 set
314 {
315 if (value)
316 m_isSelected = value; // if true set imediatly to stop moves etc
317 AddChange(changes.Selected, value);
318 }
319 }
320
321 public override bool Flying
322 {
323 // no flying prims for you
324 get { return false; }
325 set { }
326 }
327
328 public override bool IsColliding
329 {
330 get { return m_iscolliding; }
331 set
332 {
333 if (value)
334 {
335 m_colliderfilter += 2;
336 if (m_colliderfilter > 2)
337 m_colliderfilter = 2;
338 }
339 else
340 {
341 m_colliderfilter--;
342 if (m_colliderfilter < 0)
343 m_colliderfilter = 0;
344 }
345
346 if (m_colliderfilter == 0)
347 m_iscolliding = false;
348 else
349 m_iscolliding = true;
350 }
351 }
352
353 public override bool CollidingGround
354 {
355 get { return false; }
356 set { return; }
357 }
358
359 public override bool CollidingObj
360 {
361 get { return false; }
362 set { return; }
363 }
364
365 public override bool ThrottleUpdates
366 {
367 get { return m_throttleUpdates; }
368 set { m_throttleUpdates = value; }
369 }
370
371 public override bool Stopped
372 {
373 get { return _zeroFlag; }
374 }
375
376 public override Vector3 Position
377 {
378 get
379 {
380 if (givefakepos > 0)
381 return fakepos;
382 else
383 return _position;
384 }
385
386 set
387 {
388 fakepos = value;
389 givefakepos++;
390 AddChange(changes.Position, value);
391 }
392 }
393
394 public override Vector3 Size
395 {
396 get { return _size; }
397 set
398 {
399 if (value.IsFinite())
400 {
401 AddChange(changes.Size, value);
402 }
403 else
404 {
405 m_log.WarnFormat("[PHYSICS]: Got NaN Size on object {0}", Name);
406 }
407 }
408 }
409
410 public override float Mass
411 {
412 get { return primMass; }
413 }
414
415 public override Vector3 Force
416 {
417 //get { return Vector3.Zero; }
418 get { return m_force; }
419 set
420 {
421 if (value.IsFinite())
422 {
423 AddChange(changes.Force, value);
424 }
425 else
426 {
427 m_log.WarnFormat("[PHYSICS]: NaN in Force Applied to an Object {0}", Name);
428 }
429 }
430 }
431
432 public override void SetVolumeDetect(int param)
433 {
434 m_fakeisVolumeDetect = (param != 0);
435 AddChange(changes.VolumeDtc, m_fakeisVolumeDetect);
436 }
437
438 public override Vector3 GeometricCenter
439 {
440 // this is not real geometric center but a average of positions relative to root prim acording to
441 // http://wiki.secondlife.com/wiki/llGetGeometricCenter
442 // ignoring tortured prims details since sl also seems to ignore
443 // so no real use in doing it on physics
444 get
445 {
446 return Vector3.Zero;
447 }
448 }
449
450 public override Vector3 CenterOfMass
451 {
452 get
453 {
454 lock (_parent_scene.OdeLock)
455 {
456 d.Vector3 dtmp;
457 if (!childPrim && Body != IntPtr.Zero)
458 {
459 dtmp = d.BodyGetPosition(Body);
460 return new Vector3(dtmp.X, dtmp.Y, dtmp.Z);
461 }
462 else if (prim_geom != IntPtr.Zero)
463 {
464 d.Quaternion dq;
465 d.GeomCopyQuaternion(prim_geom, out dq);
466 Quaternion q;
467 q.X = dq.X;
468 q.Y = dq.Y;
469 q.Z = dq.Z;
470 q.W = dq.W;
471
472 Vector3 Ptot = primOOBoffset * q;
473 dtmp = d.GeomGetPosition(prim_geom);
474 Ptot.X += dtmp.X;
475 Ptot.Y += dtmp.Y;
476 Ptot.Z += dtmp.Z;
477
478 // if(childPrim) we only know about physical linksets
479 return Ptot;
480/*
481 float tmass = _mass;
482 Ptot *= tmass;
483
484 float m;
485
486 foreach (OdePrim prm in childrenPrim)
487 {
488 m = prm._mass;
489 Ptot += prm.CenterOfMass * m;
490 tmass += m;
491 }
492
493 if (tmass == 0)
494 tmass = 0;
495 else
496 tmass = 1.0f / tmass;
497
498 Ptot *= tmass;
499 return Ptot;
500*/
501 }
502 else
503 return _position;
504 }
505 }
506 }
507
508 public override Vector3 OOBsize
509 {
510 get
511 {
512 return primOOBsize;
513 }
514 }
515
516 public override Vector3 OOBoffset
517 {
518 get
519 {
520 return primOOBoffset;
521 }
522 }
523
524 public override float OOBRadiusSQ
525 {
526 get
527 {
528 return primOOBradiusSQ;
529 }
530 }
531
532 public override PrimitiveBaseShape Shape
533 {
534 set
535 {
536/*
537 IMesh mesh = null;
538 if (_parent_scene.needsMeshing(value))
539 {
540 bool convex;
541 if (m_shapetype == 0)
542 convex = false;
543 else
544 convex = true;
545 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
546 }
547
548 if (mesh != null)
549 {
550 lock (m_meshlock)
551 m_mesh = mesh;
552 }
553*/
554 AddChange(changes.Shape, value);
555 }
556 }
557
558 public override byte PhysicsShapeType
559 {
560 get
561 {
562 return m_shapetype;
563 }
564 set
565 {
566 m_shapetype = value;
567 AddChange(changes.Shape, null);
568 }
569 }
570
571
572 public override Vector3 Velocity
573 {
574 get
575 {
576 if (_zeroFlag)
577 return Vector3.Zero;
578 return _velocity;
579 }
580 set
581 {
582 if (value.IsFinite())
583 {
584 AddChange(changes.Velocity, value);
585// _velocity = value;
586
587 }
588 else
589 {
590 m_log.WarnFormat("[PHYSICS]: Got NaN Velocity in Object {0}", Name);
591 }
592
593 }
594 }
595
596 public override Vector3 Torque
597 {
598 get
599 {
600 if (!IsPhysical || Body == IntPtr.Zero)
601 return Vector3.Zero;
602
603 return _torque;
604 }
605
606 set
607 {
608 if (value.IsFinite())
609 {
610 AddChange(changes.Torque, value);
611 }
612 else
613 {
614 m_log.WarnFormat("[PHYSICS]: Got NaN Torque in Object {0}", Name);
615 }
616 }
617 }
618
619 public override float CollisionScore
620 {
621 get { return m_collisionscore; }
622 set { m_collisionscore = value; }
623 }
624
625 public override bool Kinematic
626 {
627 get { return false; }
628 set { }
629 }
630
631 public override Quaternion Orientation
632 {
633 get
634 {
635 if (givefakeori > 0)
636 return fakeori;
637 else
638
639 return _orientation;
640 }
641 set
642 {
643 if (QuaternionIsFinite(value))
644 {
645 fakeori = value;
646 givefakeori++;
647 AddChange(changes.Orientation, value);
648 }
649 else
650 m_log.WarnFormat("[PHYSICS]: Got NaN quaternion Orientation from Scene in Object {0}", Name);
651
652 }
653 }
654
655 public override Vector3 Acceleration
656 {
657 get { return _acceleration; }
658 set { }
659 }
660
661 public override Vector3 RotationalVelocity
662 {
663 get
664 {
665 Vector3 pv = Vector3.Zero;
666 if (_zeroFlag)
667 return pv;
668
669 if (m_rotationalVelocity.ApproxEquals(pv, 0.0001f))
670 return pv;
671
672 return m_rotationalVelocity;
673 }
674 set
675 {
676 if (value.IsFinite())
677 {
678 m_rotationalVelocity = value;
679 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
680 d.BodyEnable(Body);
681 }
682 else
683 {
684 m_log.WarnFormat("[PHYSICS]: Got NaN RotationalVelocity in Object {0}", Name);
685 }
686 }
687 }
688
689
690 public override float Buoyancy
691 {
692 get { return m_buoyancy; }
693 set
694 {
695 m_buoyancy = value;
696 }
697 }
698
699 public override bool FloatOnWater
700 {
701 set
702 {
703 AddChange(changes.CollidesWater, value);
704 }
705 }
706
707 public override Vector3 PIDTarget
708 {
709 set
710 {
711 if (value.IsFinite())
712 {
713 m_PIDTarget = value;
714 }
715 else
716 m_log.WarnFormat("[PHYSICS]: Got NaN PIDTarget from Scene on Object {0}", Name);
717 }
718 }
719
720 public override bool PIDActive { set { m_usePID = value; } }
721 public override float PIDTau
722 {
723 set
724 {
725 if (value <= 0)
726 m_PIDTau = 0;
727 else
728 {
729 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
730 if (value < mint)
731 m_PIDTau = mint;
732 else
733 m_PIDTau = value;
734 }
735 }
736 }
737
738 public override float PIDHoverHeight
739 {
740 set
741 {
742 m_PIDHoverHeight = value;
743 if (value == 0)
744 m_useHoverPID = false;
745 }
746 }
747 public override bool PIDHoverActive { set { m_useHoverPID = value; } }
748 public override PIDHoverType PIDHoverType { set { m_PIDHoverType = value; } }
749 public override float PIDHoverTau
750 {
751 set
752 {
753 if (value <= 0)
754 m_PIDHoverTau = 0;
755 else
756 {
757 float mint = (0.05f > m_timeStep ? 0.05f : m_timeStep);
758 if (value < mint)
759 m_PIDHoverTau = mint;
760 else
761 m_PIDHoverTau = value;
762 }
763 }
764 }
765
766 public override Quaternion APIDTarget { set { return; } }
767
768 public override bool APIDActive { set { return; } }
769
770 public override float APIDStrength { set { return; } }
771
772 public override float APIDDamping { set { return; } }
773
774 public override int VehicleType
775 {
776 // we may need to put a fake on this
777 get
778 {
779 if (m_vehicle == null)
780 return (int)Vehicle.TYPE_NONE;
781 else
782 return (int)m_vehicle.Type;
783 }
784 set
785 {
786 AddChange(changes.VehicleType, value);
787 }
788 }
789
790 public override void VehicleFloatParam(int param, float value)
791 {
792 strVehicleFloatParam fp = new strVehicleFloatParam();
793 fp.param = param;
794 fp.value = value;
795 AddChange(changes.VehicleFloatParam, fp);
796 }
797
798 public override void VehicleVectorParam(int param, Vector3 value)
799 {
800 strVehicleVectorParam fp = new strVehicleVectorParam();
801 fp.param = param;
802 fp.value = value;
803 AddChange(changes.VehicleVectorParam, fp);
804 }
805
806 public override void VehicleRotationParam(int param, Quaternion value)
807 {
808 strVehicleQuatParam fp = new strVehicleQuatParam();
809 fp.param = param;
810 fp.value = value;
811 AddChange(changes.VehicleRotationParam, fp);
812 }
813
814 public override void VehicleFlags(int param, bool value)
815 {
816 strVehicleBoolParam bp = new strVehicleBoolParam();
817 bp.param = param;
818 bp.value = value;
819 AddChange(changes.VehicleFlags, bp);
820 }
821
822 public override void SetVehicle(object vdata)
823 {
824 AddChange(changes.SetVehicle, vdata);
825 }
826 public void SetAcceleration(Vector3 accel)
827 {
828 _acceleration = accel;
829 }
830
831 public override void AddForce(Vector3 force, bool pushforce)
832 {
833 if (force.IsFinite())
834 {
835 if(pushforce)
836 AddChange(changes.AddForce, force);
837 else // a impulse
838 AddChange(changes.AddForce, force * m_invTimeStep);
839 }
840 else
841 {
842 m_log.WarnFormat("[PHYSICS]: Got Invalid linear force vector from Scene in Object {0}", Name);
843 }
844 //m_log.Info("[PHYSICS]: Added Force:" + force.ToString() + " to prim at " + Position.ToString());
845 }
846
847 public override void AddAngularForce(Vector3 force, bool pushforce)
848 {
849 if (force.IsFinite())
850 {
851// if(pushforce) for now applyrotationimpulse seems more happy applied as a force
852 AddChange(changes.AddAngForce, force);
853// else // a impulse
854// AddChange(changes.AddAngForce, force * m_invTimeStep);
855 }
856 else
857 {
858 m_log.WarnFormat("[PHYSICS]: Got Invalid Angular force vector from Scene in Object {0}", Name);
859 }
860 }
861
862 public override void CrossingFailure()
863 {
864 if (m_outbounds)
865 {
866 _position.X = Util.Clip(_position.X, 0.5f, _parent_scene.WorldExtents.X - 0.5f);
867 _position.Y = Util.Clip(_position.Y, 0.5f, _parent_scene.WorldExtents.Y - 0.5f);
868 _position.Z = Util.Clip(_position.Z + 0.2f, -100f, 50000f);
869
870 m_lastposition = _position;
871 _velocity.X = 0;
872 _velocity.Y = 0;
873 _velocity.Z = 0;
874
875 m_lastVelocity = _velocity;
876 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
877 m_vehicle.Stop();
878
879 if(Body != IntPtr.Zero)
880 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
881 if (prim_geom != IntPtr.Zero)
882 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
883
884 m_outbounds = false;
885 changeDisable(false);
886 base.RequestPhysicsterseUpdate();
887 }
888 }
889
890 public override void SetMomentum(Vector3 momentum)
891 {
892 }
893
894 public override void SetMaterial(int pMaterial)
895 {
896 m_material = pMaterial;
897 mu = _parent_scene.m_materialContactsData[pMaterial].mu;
898 bounce = _parent_scene.m_materialContactsData[pMaterial].bounce;
899 }
900
901 public void setPrimForRemoval()
902 {
903 AddChange(changes.Remove, null);
904 }
905
906 public override void link(PhysicsActor obj)
907 {
908 AddChange(changes.Link, obj);
909 }
910
911 public override void delink()
912 {
913 AddChange(changes.DeLink, null);
914 }
915
916 public override void LockAngularMotion(Vector3 axis)
917 {
918 // reverse the zero/non zero values for ODE.
919 if (axis.IsFinite())
920 {
921 axis.X = (axis.X > 0) ? 1f : 0f;
922 axis.Y = (axis.Y > 0) ? 1f : 0f;
923 axis.Z = (axis.Z > 0) ? 1f : 0f;
924 m_log.DebugFormat("[axislock]: <{0},{1},{2}>", axis.X, axis.Y, axis.Z);
925 AddChange(changes.AngLock, axis);
926 }
927 else
928 {
929 m_log.WarnFormat("[PHYSICS]: Got NaN locking axis from Scene on Object {0}", Name);
930 }
931 }
932
933 public override void SubscribeEvents(int ms)
934 {
935 m_eventsubscription = ms;
936 m_cureventsubscription = 0;
937 if (CollisionEventsThisFrame == null)
938 CollisionEventsThisFrame = new CollisionEventUpdate();
939 SentEmptyCollisionsEvent = false;
940 }
941
942 public override void UnSubscribeEvents()
943 {
944 if (CollisionEventsThisFrame != null)
945 {
946 CollisionEventsThisFrame.Clear();
947 CollisionEventsThisFrame = null;
948 }
949 m_eventsubscription = 0;
950 }
951
952 public void AddCollisionEvent(uint CollidedWith, ContactPoint contact)
953 {
954 if (CollisionEventsThisFrame == null)
955 CollisionEventsThisFrame = new CollisionEventUpdate();
956 CollisionEventsThisFrame.AddCollider(CollidedWith, contact);
957 }
958
959 public void SendCollisions()
960 {
961 if (CollisionEventsThisFrame == null)
962 return;
963
964 if (m_cureventsubscription < m_eventsubscription)
965 return;
966
967 m_cureventsubscription = 0;
968
969 int ncolisions = CollisionEventsThisFrame.m_objCollisionList.Count;
970
971 if (!SentEmptyCollisionsEvent || ncolisions > 0)
972 {
973 base.SendCollisionUpdate(CollisionEventsThisFrame);
974
975 if (ncolisions == 0)
976 {
977 SentEmptyCollisionsEvent = true;
978 _parent_scene.RemoveCollisionEventReporting(this);
979 }
980 else
981 {
982 SentEmptyCollisionsEvent = false;
983 CollisionEventsThisFrame.Clear();
984 }
985 }
986 }
987
988 internal void AddCollisionFrameTime(int t)
989 {
990 if (m_cureventsubscription < 50000)
991 m_cureventsubscription += t;
992 }
993
994 public override bool SubscribedEvents()
995 {
996 if (m_eventsubscription > 0)
997 return true;
998 return false;
999 }
1000
1001
1002 public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size,
1003 Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical,bool pisPhantom,byte _shapeType,uint plocalID)
1004 {
1005 Name = primName;
1006 LocalID = plocalID;
1007
1008 m_vehicle = null;
1009
1010 if (!pos.IsFinite())
1011 {
1012 pos = new Vector3(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f),
1013 parent_scene.GetTerrainHeightAtXY(((float)Constants.RegionSize * 0.5f), ((float)Constants.RegionSize * 0.5f)) + 0.5f);
1014 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Position for {0}", Name);
1015 }
1016 _position = pos;
1017 givefakepos = 0;
1018
1019 m_timeStep = parent_scene.ODE_STEPSIZE;
1020 m_invTimeStep = 1f / m_timeStep;
1021
1022 m_density = parent_scene.geomDefaultDensity;
1023 // m_tensor = parent_scene.bodyMotorJointMaxforceTensor;
1024 body_autodisable_frames = parent_scene.bodyFramesAutoDisable;
1025
1026 prim_geom = IntPtr.Zero;
1027 collide_geom = IntPtr.Zero;
1028 Body = IntPtr.Zero;
1029
1030 if (!size.IsFinite())
1031 {
1032 size = new Vector3(0.5f, 0.5f, 0.5f);
1033 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Size for {0}", Name);
1034 }
1035
1036 if (size.X <= 0) size.X = 0.01f;
1037 if (size.Y <= 0) size.Y = 0.01f;
1038 if (size.Z <= 0) size.Z = 0.01f;
1039
1040 _size = size;
1041
1042 if (!QuaternionIsFinite(rotation))
1043 {
1044 rotation = Quaternion.Identity;
1045 m_log.WarnFormat("[PHYSICS]: Got nonFinite Object create Rotation for {0}", Name);
1046 }
1047
1048 _orientation = rotation;
1049 givefakeori = 0;
1050
1051 _pbs = pbs;
1052
1053 _parent_scene = parent_scene;
1054 m_targetSpace = IntPtr.Zero;
1055
1056 if (pos.Z < 0)
1057 {
1058 m_isphysical = false;
1059 }
1060 else
1061 {
1062 m_isphysical = pisPhysical;
1063 }
1064 m_fakeisphysical = m_isphysical;
1065
1066 m_isVolumeDetect = false;
1067 m_fakeisVolumeDetect = false;
1068
1069 m_force = Vector3.Zero;
1070
1071 m_iscolliding = false;
1072 m_colliderfilter = 0;
1073 m_NoColide = false;
1074
1075 hasOOBoffsetFromMesh = false;
1076 _triMeshData = IntPtr.Zero;
1077
1078 m_shapetype = _shapeType;
1079
1080 m_lastdoneSelected = false;
1081 m_isSelected = false;
1082 m_delaySelect = false;
1083
1084 m_isphantom = pisPhantom;
1085 m_fakeisphantom = pisPhantom;
1086
1087 mu = parent_scene.m_materialContactsData[(int)Material.Wood].mu;
1088 bounce = parent_scene.m_materialContactsData[(int)Material.Wood].bounce;
1089
1090 CalcPrimBodyData();
1091
1092 m_mesh = null;
1093 if (_parent_scene.needsMeshing(pbs))
1094 {
1095 bool convex;
1096 if (m_shapetype == 0)
1097 convex = false;
1098 else
1099 convex = true;
1100
1101 m_mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1102 }
1103
1104
1105 m_building = true; // control must set this to false when done
1106
1107 AddChange(changes.Add, null);
1108 }
1109
1110 private void resetCollisionAccounting()
1111 {
1112 m_collisionscore = 0;
1113 }
1114
1115 private void UpdateCollisionCatFlags()
1116 {
1117 if(m_isphysical && m_disabled)
1118 {
1119 m_collisionCategories = 0;
1120 m_collisionFlags = 0;
1121 }
1122
1123 else if (m_isSelected)
1124 {
1125 m_collisionCategories = CollisionCategories.Selected;
1126 m_collisionFlags = 0;
1127 }
1128
1129 else if (m_isVolumeDetect)
1130 {
1131 m_collisionCategories = CollisionCategories.VolumeDtc;
1132 if (m_isphysical)
1133 m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1134 else
1135 m_collisionFlags = 0;
1136 }
1137 else if (m_isphantom)
1138 {
1139 m_collisionCategories = CollisionCategories.Phantom;
1140 if (m_isphysical)
1141 m_collisionFlags = CollisionCategories.Land;
1142 else
1143 m_collisionFlags = 0;
1144 }
1145 else
1146 {
1147 m_collisionCategories = CollisionCategories.Geom;
1148 if (m_isphysical)
1149 m_collisionFlags = m_default_collisionFlagsPhysical;
1150 else
1151 m_collisionFlags = m_default_collisionFlagsNotPhysical;
1152 }
1153 }
1154
1155 private void ApplyCollisionCatFlags()
1156 {
1157 if (prim_geom != IntPtr.Zero)
1158 {
1159 if (!childPrim && childrenPrim.Count > 0)
1160 {
1161 foreach (OdePrim prm in childrenPrim)
1162 {
1163 if (m_isphysical && m_disabled)
1164 {
1165 prm.m_collisionCategories = 0;
1166 prm.m_collisionFlags = 0;
1167 }
1168 else
1169 {
1170 // preserve some
1171 if (prm.m_isSelected)
1172 {
1173 prm.m_collisionCategories = CollisionCategories.Selected;
1174 prm.m_collisionFlags = 0;
1175 }
1176 else if (prm.m_isVolumeDetect)
1177 {
1178 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1179 if (m_isphysical)
1180 prm.m_collisionFlags = CollisionCategories.Geom | CollisionCategories.Character;
1181 else
1182 prm.m_collisionFlags = 0;
1183 }
1184 else if (prm.m_isphantom)
1185 {
1186 prm.m_collisionCategories = CollisionCategories.Phantom;
1187 if (m_isphysical)
1188 prm.m_collisionFlags = CollisionCategories.Land;
1189 else
1190 prm.m_collisionFlags = 0;
1191 }
1192 else
1193 {
1194 prm.m_collisionCategories = m_collisionCategories;
1195 prm.m_collisionFlags = m_collisionFlags;
1196 }
1197 }
1198
1199 if (prm.prim_geom != IntPtr.Zero)
1200 {
1201 if (prm.m_NoColide)
1202 {
1203 d.GeomSetCategoryBits(prm.prim_geom, 0);
1204 if (m_isphysical)
1205 d.GeomSetCollideBits(prm.prim_geom, (int)CollisionCategories.Land);
1206 else
1207 d.GeomSetCollideBits(prm.prim_geom, 0);
1208 }
1209 else
1210 {
1211 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1212 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1213 }
1214 }
1215 }
1216 }
1217
1218 if (m_NoColide)
1219 {
1220 d.GeomSetCategoryBits(prim_geom, 0);
1221 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1222 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1223 {
1224 d.GeomSetCategoryBits(collide_geom, 0);
1225 d.GeomSetCollideBits(collide_geom, (uint)CollisionCategories.Land);
1226 }
1227 }
1228 else
1229 {
1230 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1231 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1232 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
1233 {
1234 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
1235 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
1236 }
1237 }
1238 }
1239 }
1240
1241 private void createAMotor(Vector3 axis)
1242 {
1243 if (Body == IntPtr.Zero)
1244 return;
1245
1246 if (Amotor != IntPtr.Zero)
1247 {
1248 d.JointDestroy(Amotor);
1249 Amotor = IntPtr.Zero;
1250 }
1251
1252 int axisnum = 3 - (int)(axis.X + axis.Y + axis.Z);
1253
1254 if (axisnum <= 0)
1255 return;
1256
1257 // stop it
1258 d.BodySetTorque(Body, 0, 0, 0);
1259 d.BodySetAngularVel(Body, 0, 0, 0);
1260
1261 Amotor = d.JointCreateAMotor(_parent_scene.world, IntPtr.Zero);
1262 d.JointAttach(Amotor, Body, IntPtr.Zero);
1263
1264 d.JointSetAMotorMode(Amotor, 0);
1265
1266 d.JointSetAMotorNumAxes(Amotor, axisnum);
1267
1268 // get current orientation to lock
1269
1270 d.Quaternion dcur = d.BodyGetQuaternion(Body);
1271 Quaternion curr; // crap convertion between identical things
1272 curr.X = dcur.X;
1273 curr.Y = dcur.Y;
1274 curr.Z = dcur.Z;
1275 curr.W = dcur.W;
1276 Vector3 ax;
1277
1278 int i = 0;
1279 int j = 0;
1280 if (axis.X == 0)
1281 {
1282 ax = (new Vector3(1, 0, 0)) * curr; // rotate world X to current local X
1283 // ODE should do this with axis relative to body 1 but seems to fail
1284 d.JointSetAMotorAxis(Amotor, 0, 0, ax.X, ax.Y, ax.Z);
1285 d.JointSetAMotorAngle(Amotor, 0, 0);
1286 d.JointSetAMotorParam(Amotor, (int)d.JointParam.LoStop, -0.000001f);
1287 d.JointSetAMotorParam(Amotor, (int)d.JointParam.HiStop, 0.000001f);
1288 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Vel, 0);
1289 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FudgeFactor, 0.0001f);
1290 d.JointSetAMotorParam(Amotor, (int)d.JointParam.Bounce, 0f);
1291 d.JointSetAMotorParam(Amotor, (int)d.JointParam.FMax, 5e8f);
1292 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopCFM, 0f);
1293 d.JointSetAMotorParam(Amotor, (int)d.JointParam.StopERP, 0.8f);
1294 i++;
1295 j = 256; // move to next axis set
1296 }
1297
1298 if (axis.Y == 0)
1299 {
1300 ax = (new Vector3(0, 1, 0)) * curr;
1301 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1302 d.JointSetAMotorAngle(Amotor, i, 0);
1303 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1304 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1305 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1306 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1307 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1308 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1309 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1310 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1311 i++;
1312 j += 256;
1313 }
1314
1315 if (axis.Z == 0)
1316 {
1317 ax = (new Vector3(0, 0, 1)) * curr;
1318 d.JointSetAMotorAxis(Amotor, i, 0, ax.X, ax.Y, ax.Z);
1319 d.JointSetAMotorAngle(Amotor, i, 0);
1320 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.LoStop, -0.000001f);
1321 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.HiStop, 0.000001f);
1322 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Vel, 0);
1323 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FudgeFactor, 0.0001f);
1324 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.Bounce, 0f);
1325 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.FMax, 5e8f);
1326 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopCFM, 0f);
1327 d.JointSetAMotorParam(Amotor, j + (int)d.JointParam.StopERP, 0.8f);
1328 }
1329 }
1330
1331 private bool setMesh(OdeScene parent_scene)
1332 {
1333 IntPtr vertices, indices;
1334 int vertexCount, indexCount;
1335 int vertexStride, triStride;
1336
1337 if (Body != IntPtr.Zero)
1338 {
1339 if (childPrim)
1340 {
1341 if (_parent != null)
1342 {
1343 OdePrim parent = (OdePrim)_parent;
1344 parent.ChildDelink(this, false);
1345 }
1346 }
1347 else
1348 {
1349 DestroyBody();
1350 }
1351 }
1352
1353 IMesh mesh = null;
1354
1355
1356 lock (m_meshlock)
1357 {
1358 if (m_mesh == null)
1359 {
1360 bool convex;
1361 if (m_shapetype == 0)
1362 convex = false;
1363 else
1364 convex = true;
1365
1366 mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, (int)LevelOfDetail.High, true, convex);
1367 }
1368 else
1369 {
1370 mesh = m_mesh;
1371 }
1372
1373 if (mesh == null)
1374 {
1375 m_log.WarnFormat("[PHYSICS]: CreateMesh Failed on prim {0} at <{1},{2},{3}>.", Name, _position.X, _position.Y, _position.Z);
1376 return false;
1377 }
1378
1379
1380 mesh.getVertexListAsPtrToFloatArray(out vertices, out vertexStride, out vertexCount); // Note, that vertices are fixed in unmanaged heap
1381 mesh.getIndexListAsPtrToIntArray(out indices, out triStride, out indexCount); // Also fixed, needs release after usage
1382
1383 if (vertexCount == 0 || indexCount == 0)
1384 {
1385 m_log.WarnFormat("[PHYSICS]: Got invalid mesh on prim {0} at <{1},{2},{3}>. mesh UUID {4}",
1386 Name, _position.X, _position.Y, _position.Z, _pbs.SculptTexture.ToString());
1387 mesh.releaseSourceMeshData();
1388 return false;
1389 }
1390
1391 primOOBoffset = mesh.GetCentroid();
1392 hasOOBoffsetFromMesh = true;
1393
1394 mesh.releaseSourceMeshData();
1395 m_mesh = null;
1396 }
1397
1398 IntPtr geo = IntPtr.Zero;
1399
1400 try
1401 {
1402 _triMeshData = d.GeomTriMeshDataCreate();
1403
1404 d.GeomTriMeshDataBuildSimple(_triMeshData, vertices, vertexStride, vertexCount, indices, indexCount, triStride);
1405 d.GeomTriMeshDataPreprocess(_triMeshData);
1406
1407 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1408 geo = d.CreateTriMesh(m_targetSpace, _triMeshData, null, null, null);
1409 }
1410
1411 catch (Exception e)
1412 {
1413 m_log.ErrorFormat("[PHYSICS]: SetGeom Mesh failed for {0} exception: {1}", Name, e);
1414 if (_triMeshData != IntPtr.Zero)
1415 {
1416 d.GeomTriMeshDataDestroy(_triMeshData);
1417 _triMeshData = IntPtr.Zero;
1418 }
1419 return false;
1420 }
1421
1422 SetGeom(geo);
1423 return true;
1424 }
1425
1426 private void SetGeom(IntPtr geom)
1427 {
1428 prim_geom = geom;
1429 //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name);
1430 if (prim_geom != IntPtr.Zero)
1431 {
1432 if (m_NoColide)
1433 {
1434 d.GeomSetCategoryBits(prim_geom, 0);
1435 if (m_isphysical)
1436 {
1437 d.GeomSetCollideBits(prim_geom, (uint)CollisionCategories.Land);
1438 }
1439 else
1440 {
1441 d.GeomSetCollideBits(prim_geom, 0);
1442 d.GeomDisable(prim_geom);
1443 }
1444 }
1445 else
1446 {
1447 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1448 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1449 }
1450
1451 CalcPrimBodyData();
1452
1453 _parent_scene.geom_name_map[prim_geom] = Name;
1454 _parent_scene.actor_name_map[prim_geom] = this;
1455
1456 }
1457 else
1458 m_log.Warn("Setting bad Geom");
1459 }
1460
1461
1462 /// <summary>
1463 /// Create a geometry for the given mesh in the given target space.
1464 /// </summary>
1465 /// <param name="m_targetSpace"></param>
1466 /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param>
1467 private void CreateGeom()
1468 {
1469 if (_triMeshData != IntPtr.Zero)
1470 {
1471 d.GeomTriMeshDataDestroy(_triMeshData);
1472 _triMeshData = IntPtr.Zero;
1473 }
1474
1475 bool haveMesh = false;
1476 hasOOBoffsetFromMesh = false;
1477 m_NoColide = false;
1478
1479 if (_parent_scene.needsMeshing(_pbs))
1480 {
1481 haveMesh = setMesh(_parent_scene); // this will give a mesh to non trivial known prims
1482 if (!haveMesh)
1483 m_NoColide = true;
1484 }
1485
1486 if (!haveMesh)
1487 {
1488 if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1
1489 && _size.X == _size.Y && _size.Y == _size.Z)
1490 { // it's a sphere
1491 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1492 try
1493 {
1494 SetGeom(d.CreateSphere(m_targetSpace, _size.X * 0.5f));
1495 }
1496 catch (Exception e)
1497 {
1498 m_log.WarnFormat("[PHYSICS]: Create sphere failed: {0}", e);
1499 return;
1500 }
1501 }
1502 else
1503 {// do it as a box
1504 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1505 try
1506 {
1507 //Console.WriteLine(" CreateGeom 4");
1508 SetGeom(d.CreateBox(m_targetSpace, _size.X, _size.Y, _size.Z));
1509 }
1510 catch (Exception e)
1511 {
1512 m_log.Warn("[PHYSICS]: Create box failed: {0}", e);
1513 return;
1514 }
1515 }
1516 }
1517 }
1518
1519 /// <summary>
1520 /// Set a new geometry for this prim.
1521 /// </summary>
1522 /// <param name="geom"></param>
1523 private void RemoveGeom()
1524 {
1525 if (prim_geom != IntPtr.Zero)
1526 {
1527 _parent_scene.geom_name_map.Remove(prim_geom);
1528 _parent_scene.actor_name_map.Remove(prim_geom);
1529 try
1530 {
1531 d.GeomDestroy(prim_geom);
1532 if (_triMeshData != IntPtr.Zero)
1533 {
1534 d.GeomTriMeshDataDestroy(_triMeshData);
1535 _triMeshData = IntPtr.Zero;
1536 }
1537 }
1538 // catch (System.AccessViolationException)
1539 catch (Exception e)
1540 {
1541 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction failed for {0} exception {1}", Name, e);
1542 }
1543
1544 prim_geom = IntPtr.Zero;
1545 collide_geom = IntPtr.Zero;
1546 }
1547 else
1548 {
1549 m_log.ErrorFormat("[PHYSICS]: PrimGeom destruction BAD {0}", Name);
1550 }
1551 Body = IntPtr.Zero;
1552 hasOOBoffsetFromMesh = false;
1553 }
1554/*
1555 private void ChildSetGeom(OdePrim odePrim)
1556 {
1557 // well..
1558 DestroyBody();
1559 MakeBody();
1560 }
1561*/
1562 //sets non physical prim m_targetSpace to right space in spaces grid for static prims
1563 // should only be called for non physical prims unless they are becoming non physical
1564 private void SetInStaticSpace(OdePrim prim)
1565 {
1566 IntPtr targetSpace = _parent_scene.MoveGeomToStaticSpace(prim.prim_geom, prim._position, prim.m_targetSpace);
1567 prim.m_targetSpace = targetSpace;
1568 collide_geom = IntPtr.Zero;
1569 }
1570
1571 public void enableBodySoft()
1572 {
1573 m_disabled = false;
1574 if (!childPrim && !m_isSelected)
1575 {
1576 if (m_isphysical && Body != IntPtr.Zero)
1577 {
1578 UpdateCollisionCatFlags();
1579 ApplyCollisionCatFlags();
1580
1581 d.BodyEnable(Body);
1582 }
1583 }
1584 resetCollisionAccounting();
1585 }
1586
1587 private void disableBodySoft()
1588 {
1589 m_disabled = true;
1590 if (!childPrim)
1591 {
1592 if (m_isphysical && Body != IntPtr.Zero)
1593 {
1594 if (m_isSelected)
1595 m_collisionFlags = CollisionCategories.Selected;
1596 else
1597 m_collisionCategories = 0;
1598 m_collisionFlags = 0;
1599 ApplyCollisionCatFlags();
1600 d.BodyDisable(Body);
1601 }
1602 }
1603 }
1604
1605 private void MakeBody()
1606 {
1607 if (!m_isphysical) // only physical get bodies
1608 return;
1609
1610 if (childPrim) // child prims don't get bodies;
1611 return;
1612
1613 if (m_building)
1614 return;
1615
1616 if (prim_geom == IntPtr.Zero)
1617 {
1618 m_log.Warn("[PHYSICS]: Unable to link the linkset. Root has no geom yet");
1619 return;
1620 }
1621
1622 if (Body != IntPtr.Zero)
1623 {
1624// d.BodyDestroy(Body);
1625// Body = IntPtr.Zero;
1626 // do a more complet destruction
1627 DestroyBody();
1628 m_log.Warn("[PHYSICS]: MakeBody called having a body");
1629 }
1630
1631 if (d.GeomGetBody(prim_geom) != IntPtr.Zero)
1632 {
1633 d.GeomSetBody(prim_geom, IntPtr.Zero);
1634 m_log.Warn("[PHYSICS]: MakeBody root geom already had a body");
1635 }
1636
1637 d.Matrix3 mymat = new d.Matrix3();
1638 d.Quaternion myrot = new d.Quaternion();
1639 d.Mass objdmass = new d.Mass { };
1640
1641 Body = d.BodyCreate(_parent_scene.world);
1642
1643 objdmass = primdMass;
1644
1645 // rotate inertia
1646 myrot.X = _orientation.X;
1647 myrot.Y = _orientation.Y;
1648 myrot.Z = _orientation.Z;
1649 myrot.W = _orientation.W;
1650
1651 d.RfromQ(out mymat, ref myrot);
1652 d.MassRotate(ref objdmass, ref mymat);
1653
1654 // set the body rotation
1655 d.BodySetRotation(Body, ref mymat);
1656
1657 // recompute full object inertia if needed
1658 if (childrenPrim.Count > 0)
1659 {
1660 d.Matrix3 mat = new d.Matrix3();
1661 d.Quaternion quat = new d.Quaternion();
1662 d.Mass tmpdmass = new d.Mass { };
1663 Vector3 rcm;
1664
1665 rcm.X = _position.X;
1666 rcm.Y = _position.Y;
1667 rcm.Z = _position.Z;
1668
1669 lock (childrenPrim)
1670 {
1671 foreach (OdePrim prm in childrenPrim)
1672 {
1673 if (prm.prim_geom == IntPtr.Zero)
1674 {
1675 m_log.Warn("[PHYSICS]: Unable to link one of the linkset elements, skipping it. No geom yet");
1676 continue;
1677 }
1678
1679 tmpdmass = prm.primdMass;
1680
1681 // apply prim current rotation to inertia
1682 quat.X = prm._orientation.X;
1683 quat.Y = prm._orientation.Y;
1684 quat.Z = prm._orientation.Z;
1685 quat.W = prm._orientation.W;
1686 d.RfromQ(out mat, ref quat);
1687 d.MassRotate(ref tmpdmass, ref mat);
1688
1689 Vector3 ppos = prm._position;
1690 ppos.X -= rcm.X;
1691 ppos.Y -= rcm.Y;
1692 ppos.Z -= rcm.Z;
1693 // refer inertia to root prim center of mass position
1694 d.MassTranslate(ref tmpdmass,
1695 ppos.X,
1696 ppos.Y,
1697 ppos.Z);
1698
1699 d.MassAdd(ref objdmass, ref tmpdmass); // add to total object inertia
1700 // fix prim colision cats
1701
1702 if (d.GeomGetBody(prm.prim_geom) != IntPtr.Zero)
1703 {
1704 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
1705 m_log.Warn("[PHYSICS]: MakeBody child geom already had a body");
1706 }
1707
1708 d.GeomClearOffset(prm.prim_geom);
1709 d.GeomSetBody(prm.prim_geom, Body);
1710 prm.Body = Body;
1711 d.GeomSetOffsetWorldRotation(prm.prim_geom, ref mat); // set relative rotation
1712 }
1713 }
1714 }
1715
1716 d.GeomClearOffset(prim_geom); // make sure we don't have a hidden offset
1717 // associate root geom with body
1718 d.GeomSetBody(prim_geom, Body);
1719
1720 d.BodySetPosition(Body, _position.X + objdmass.c.X, _position.Y + objdmass.c.Y, _position.Z + objdmass.c.Z);
1721 d.GeomSetOffsetWorldPosition(prim_geom, _position.X, _position.Y, _position.Z);
1722
1723 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1724 myrot.X = -myrot.X;
1725 myrot.Y = -myrot.Y;
1726 myrot.Z = -myrot.Z;
1727
1728 d.RfromQ(out mymat, ref myrot);
1729 d.MassRotate(ref objdmass, ref mymat);
1730
1731 d.BodySetMass(Body, ref objdmass);
1732 _mass = objdmass.mass;
1733
1734 // disconnect from world gravity so we can apply buoyancy
1735 d.BodySetGravityMode(Body, false);
1736
1737 d.BodySetAutoDisableFlag(Body, true);
1738 d.BodySetAutoDisableSteps(Body, body_autodisable_frames);
1739// d.BodySetLinearDampingThreshold(Body, 0.01f);
1740// d.BodySetAngularDampingThreshold(Body, 0.001f);
1741 d.BodySetDamping(Body, .002f, .002f);
1742
1743 if (m_targetSpace != IntPtr.Zero)
1744 {
1745 _parent_scene.waitForSpaceUnlock(m_targetSpace);
1746 if (d.SpaceQuery(m_targetSpace, prim_geom))
1747 d.SpaceRemove(m_targetSpace, prim_geom);
1748 }
1749
1750
1751 if (childrenPrim.Count == 0)
1752 {
1753 collide_geom = prim_geom;
1754 m_targetSpace = _parent_scene.ActiveSpace;
1755 d.SpaceAdd(m_targetSpace, prim_geom);
1756 }
1757 else
1758 {
1759 m_targetSpace = d.HashSpaceCreate(_parent_scene.ActiveSpace);
1760 d.HashSpaceSetLevels(m_targetSpace, -2, 8);
1761 d.SpaceSetSublevel(m_targetSpace, 3);
1762 d.SpaceSetCleanup(m_targetSpace, false);
1763 d.SpaceAdd(m_targetSpace, prim_geom);
1764
1765 d.GeomSetCategoryBits(m_targetSpace, (uint)(CollisionCategories.Space |
1766 CollisionCategories.Geom |
1767 CollisionCategories.Phantom |
1768 CollisionCategories.VolumeDtc
1769 ));
1770 d.GeomSetCollideBits(m_targetSpace, 0);
1771 collide_geom = m_targetSpace;
1772 }
1773
1774 if (m_delaySelect)
1775 {
1776 m_isSelected = true;
1777 m_delaySelect = false;
1778 }
1779
1780 lock (childrenPrim)
1781 {
1782 foreach (OdePrim prm in childrenPrim)
1783 {
1784 if (prm.prim_geom == IntPtr.Zero)
1785 continue;
1786
1787 Vector3 ppos = prm._position;
1788 d.GeomSetOffsetWorldPosition(prm.prim_geom, ppos.X, ppos.Y, ppos.Z); // set relative position
1789
1790 if (prm.m_targetSpace != m_targetSpace)
1791 {
1792 if (prm.m_targetSpace != IntPtr.Zero)
1793 {
1794 _parent_scene.waitForSpaceUnlock(prm.m_targetSpace);
1795 if (d.SpaceQuery(prm.m_targetSpace, prm.prim_geom))
1796 d.SpaceRemove(prm.m_targetSpace, prm.prim_geom);
1797 }
1798 prm.m_targetSpace = m_targetSpace;
1799 d.SpaceAdd(m_targetSpace, prm.prim_geom);
1800 }
1801
1802 prm.m_collisionscore = 0;
1803
1804 if(!m_disabled)
1805 prm.m_disabled = false;
1806
1807 _parent_scene.addActivePrim(prm);
1808 }
1809 }
1810
1811 // The body doesn't already have a finite rotation mode set here
1812 if ((!m_angularlock.ApproxEquals(Vector3.One, 0.0f)) && _parent == null)
1813 {
1814 createAMotor(m_angularlock);
1815 }
1816
1817 m_collisionscore = 0;
1818
1819 UpdateCollisionCatFlags();
1820 ApplyCollisionCatFlags();
1821
1822 if (m_isSelected || m_disabled)
1823 {
1824 d.BodyDisable(Body);
1825 }
1826 else
1827 {
1828 d.BodySetAngularVel(Body, m_rotationalVelocity.X, m_rotationalVelocity.Y, m_rotationalVelocity.Z);
1829 d.BodySetLinearVel(Body, _velocity.X, _velocity.Y, _velocity.Z);
1830 }
1831
1832 _parent_scene.addActivePrim(this);
1833 _parent_scene.addActiveGroups(this);
1834 }
1835
1836 private void DestroyBody()
1837 {
1838 if (Body != IntPtr.Zero)
1839 {
1840 _parent_scene.remActivePrim(this);
1841
1842 collide_geom = IntPtr.Zero;
1843
1844 if (m_disabled)
1845 m_collisionCategories = 0;
1846 else if (m_isSelected)
1847 m_collisionCategories = CollisionCategories.Selected;
1848 else if (m_isVolumeDetect)
1849 m_collisionCategories = CollisionCategories.VolumeDtc;
1850 else if (m_isphantom)
1851 m_collisionCategories = CollisionCategories.Phantom;
1852 else
1853 m_collisionCategories = CollisionCategories.Geom;
1854
1855 m_collisionFlags = 0;
1856
1857 if (prim_geom != IntPtr.Zero)
1858 {
1859 if (m_NoColide)
1860 {
1861 d.GeomSetCategoryBits(prim_geom, 0);
1862 d.GeomSetCollideBits(prim_geom, 0);
1863 }
1864 else
1865 {
1866 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
1867 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
1868 }
1869 UpdateDataFromGeom();
1870 d.GeomSetBody(prim_geom, IntPtr.Zero);
1871 SetInStaticSpace(this);
1872 }
1873
1874 if (!childPrim)
1875 {
1876 lock (childrenPrim)
1877 {
1878 foreach (OdePrim prm in childrenPrim)
1879 {
1880 _parent_scene.remActivePrim(prm);
1881
1882 if (prm.m_isSelected)
1883 prm.m_collisionCategories = CollisionCategories.Selected;
1884 else if (prm.m_isVolumeDetect)
1885 prm.m_collisionCategories = CollisionCategories.VolumeDtc;
1886 else if (prm.m_isphantom)
1887 prm.m_collisionCategories = CollisionCategories.Phantom;
1888 else
1889 prm.m_collisionCategories = CollisionCategories.Geom;
1890
1891 prm.m_collisionFlags = 0;
1892
1893 if (prm.prim_geom != IntPtr.Zero)
1894 {
1895 if (prm.m_NoColide)
1896 {
1897 d.GeomSetCategoryBits(prm.prim_geom, 0);
1898 d.GeomSetCollideBits(prm.prim_geom, 0);
1899 }
1900 else
1901 {
1902 d.GeomSetCategoryBits(prm.prim_geom, (uint)prm.m_collisionCategories);
1903 d.GeomSetCollideBits(prm.prim_geom, (uint)prm.m_collisionFlags);
1904 }
1905 prm.UpdateDataFromGeom();
1906 SetInStaticSpace(prm);
1907 }
1908 prm.Body = IntPtr.Zero;
1909 prm._mass = prm.primMass;
1910 prm.m_collisionscore = 0;
1911 }
1912 }
1913 if (Amotor != IntPtr.Zero)
1914 {
1915 d.JointDestroy(Amotor);
1916 Amotor = IntPtr.Zero;
1917 }
1918 _parent_scene.remActiveGroup(this);
1919 d.BodyDestroy(Body);
1920 }
1921 Body = IntPtr.Zero;
1922 }
1923 _mass = primMass;
1924 m_collisionscore = 0;
1925 }
1926
1927 private void FixInertia(Vector3 NewPos,Quaternion newrot)
1928 {
1929 d.Matrix3 mat = new d.Matrix3();
1930 d.Quaternion quat = new d.Quaternion();
1931
1932 d.Mass tmpdmass = new d.Mass { };
1933 d.Mass objdmass = new d.Mass { };
1934
1935 d.BodyGetMass(Body, out tmpdmass);
1936 objdmass = tmpdmass;
1937
1938 d.Vector3 dobjpos;
1939 d.Vector3 thispos;
1940
1941 // get current object position and rotation
1942 dobjpos = d.BodyGetPosition(Body);
1943
1944 // get prim own inertia in its local frame
1945 tmpdmass = primdMass;
1946
1947 // transform to object frame
1948 mat = d.GeomGetOffsetRotation(prim_geom);
1949 d.MassRotate(ref tmpdmass, ref mat);
1950
1951 thispos = d.GeomGetOffsetPosition(prim_geom);
1952 d.MassTranslate(ref tmpdmass,
1953 thispos.X,
1954 thispos.Y,
1955 thispos.Z);
1956
1957 // subtract current prim inertia from object
1958 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
1959
1960 // back prim own inertia
1961 tmpdmass = primdMass;
1962
1963 // update to new position and orientation
1964 _position = NewPos;
1965 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
1966 _orientation = newrot;
1967 quat.X = newrot.X;
1968 quat.Y = newrot.Y;
1969 quat.Z = newrot.Z;
1970 quat.W = newrot.W;
1971 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
1972
1973 mat = d.GeomGetOffsetRotation(prim_geom);
1974 d.MassRotate(ref tmpdmass, ref mat);
1975
1976 thispos = d.GeomGetOffsetPosition(prim_geom);
1977 d.MassTranslate(ref tmpdmass,
1978 thispos.X,
1979 thispos.Y,
1980 thispos.Z);
1981
1982 d.MassAdd(ref objdmass, ref tmpdmass);
1983
1984 // fix all positions
1985 IntPtr g = d.BodyGetFirstGeom(Body);
1986 while (g != IntPtr.Zero)
1987 {
1988 thispos = d.GeomGetOffsetPosition(g);
1989 thispos.X -= objdmass.c.X;
1990 thispos.Y -= objdmass.c.Y;
1991 thispos.Z -= objdmass.c.Z;
1992 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
1993 g = d.dBodyGetNextGeom(g);
1994 }
1995 d.BodyVectorToWorld(Body,objdmass.c.X, objdmass.c.Y, objdmass.c.Z,out thispos);
1996
1997 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
1998 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
1999 d.BodySetMass(Body, ref objdmass);
2000 _mass = objdmass.mass;
2001 }
2002
2003
2004
2005 private void FixInertia(Vector3 NewPos)
2006 {
2007 d.Matrix3 primmat = new d.Matrix3();
2008 d.Mass tmpdmass = new d.Mass { };
2009 d.Mass objdmass = new d.Mass { };
2010 d.Mass primmass = new d.Mass { };
2011
2012 d.Vector3 dobjpos;
2013 d.Vector3 thispos;
2014
2015 d.BodyGetMass(Body, out objdmass);
2016
2017 // get prim own inertia in its local frame
2018 primmass = primdMass;
2019 // transform to object frame
2020 primmat = d.GeomGetOffsetRotation(prim_geom);
2021 d.MassRotate(ref primmass, ref primmat);
2022
2023 tmpdmass = primmass;
2024
2025 thispos = d.GeomGetOffsetPosition(prim_geom);
2026 d.MassTranslate(ref tmpdmass,
2027 thispos.X,
2028 thispos.Y,
2029 thispos.Z);
2030
2031 // subtract current prim inertia from object
2032 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2033
2034 // update to new position
2035 _position = NewPos;
2036 d.GeomSetOffsetWorldPosition(prim_geom, NewPos.X, NewPos.Y, NewPos.Z);
2037
2038 thispos = d.GeomGetOffsetPosition(prim_geom);
2039 d.MassTranslate(ref primmass,
2040 thispos.X,
2041 thispos.Y,
2042 thispos.Z);
2043
2044 d.MassAdd(ref objdmass, ref primmass);
2045
2046 // fix all positions
2047 IntPtr g = d.BodyGetFirstGeom(Body);
2048 while (g != IntPtr.Zero)
2049 {
2050 thispos = d.GeomGetOffsetPosition(g);
2051 thispos.X -= objdmass.c.X;
2052 thispos.Y -= objdmass.c.Y;
2053 thispos.Z -= objdmass.c.Z;
2054 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2055 g = d.dBodyGetNextGeom(g);
2056 }
2057
2058 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2059
2060 // get current object position and rotation
2061 dobjpos = d.BodyGetPosition(Body);
2062
2063 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2064 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2065 d.BodySetMass(Body, ref objdmass);
2066 _mass = objdmass.mass;
2067 }
2068
2069 private void FixInertia(Quaternion newrot)
2070 {
2071 d.Matrix3 mat = new d.Matrix3();
2072 d.Quaternion quat = new d.Quaternion();
2073
2074 d.Mass tmpdmass = new d.Mass { };
2075 d.Mass objdmass = new d.Mass { };
2076 d.Vector3 dobjpos;
2077 d.Vector3 thispos;
2078
2079 d.BodyGetMass(Body, out objdmass);
2080
2081 // get prim own inertia in its local frame
2082 tmpdmass = primdMass;
2083 mat = d.GeomGetOffsetRotation(prim_geom);
2084 d.MassRotate(ref tmpdmass, ref mat);
2085 // transform to object frame
2086 thispos = d.GeomGetOffsetPosition(prim_geom);
2087 d.MassTranslate(ref tmpdmass,
2088 thispos.X,
2089 thispos.Y,
2090 thispos.Z);
2091
2092 // subtract current prim inertia from object
2093 DMassSubPartFromObj(ref tmpdmass, ref objdmass);
2094
2095 // update to new orientation
2096 _orientation = newrot;
2097 quat.X = newrot.X;
2098 quat.Y = newrot.Y;
2099 quat.Z = newrot.Z;
2100 quat.W = newrot.W;
2101 d.GeomSetOffsetWorldQuaternion(prim_geom, ref quat);
2102
2103 tmpdmass = primdMass;
2104 mat = d.GeomGetOffsetRotation(prim_geom);
2105 d.MassRotate(ref tmpdmass, ref mat);
2106 d.MassTranslate(ref tmpdmass,
2107 thispos.X,
2108 thispos.Y,
2109 thispos.Z);
2110
2111 d.MassAdd(ref objdmass, ref tmpdmass);
2112
2113 // fix all positions
2114 IntPtr g = d.BodyGetFirstGeom(Body);
2115 while (g != IntPtr.Zero)
2116 {
2117 thispos = d.GeomGetOffsetPosition(g);
2118 thispos.X -= objdmass.c.X;
2119 thispos.Y -= objdmass.c.Y;
2120 thispos.Z -= objdmass.c.Z;
2121 d.GeomSetOffsetPosition(g, thispos.X, thispos.Y, thispos.Z);
2122 g = d.dBodyGetNextGeom(g);
2123 }
2124
2125 d.BodyVectorToWorld(Body, objdmass.c.X, objdmass.c.Y, objdmass.c.Z, out thispos);
2126 // get current object position and rotation
2127 dobjpos = d.BodyGetPosition(Body);
2128
2129 d.BodySetPosition(Body, dobjpos.X + thispos.X, dobjpos.Y + thispos.Y, dobjpos.Z + thispos.Z);
2130 d.MassTranslate(ref objdmass, -objdmass.c.X, -objdmass.c.Y, -objdmass.c.Z); // ode wants inertia at center of body
2131 d.BodySetMass(Body, ref objdmass);
2132 _mass = objdmass.mass;
2133 }
2134
2135
2136 #region Mass Calculation
2137
2138 private float CalculatePrimVolume()
2139 {
2140 float volume = _size.X * _size.Y * _size.Z; // default
2141 float tmp;
2142
2143 float hollowAmount = (float)_pbs.ProfileHollow * 2.0e-5f;
2144 float hollowVolume = hollowAmount * hollowAmount;
2145
2146 switch (_pbs.ProfileShape)
2147 {
2148 case ProfileShape.Square:
2149 // default box
2150
2151 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2152 {
2153 if (hollowAmount > 0.0)
2154 {
2155 switch (_pbs.HollowShape)
2156 {
2157 case HollowShape.Square:
2158 case HollowShape.Same:
2159 break;
2160
2161 case HollowShape.Circle:
2162
2163 hollowVolume *= 0.78539816339f;
2164 break;
2165
2166 case HollowShape.Triangle:
2167
2168 hollowVolume *= (0.5f * .5f);
2169 break;
2170
2171 default:
2172 hollowVolume = 0;
2173 break;
2174 }
2175 volume *= (1.0f - hollowVolume);
2176 }
2177 }
2178
2179 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2180 {
2181 //a tube
2182
2183 volume *= 0.78539816339e-2f * (float)(200 - _pbs.PathScaleX);
2184 tmp = 1.0f - 2.0e-2f * (float)(200 - _pbs.PathScaleY);
2185 volume -= volume * tmp * tmp;
2186
2187 if (hollowAmount > 0.0)
2188 {
2189 hollowVolume *= hollowAmount;
2190
2191 switch (_pbs.HollowShape)
2192 {
2193 case HollowShape.Square:
2194 case HollowShape.Same:
2195 break;
2196
2197 case HollowShape.Circle:
2198 hollowVolume *= 0.78539816339f;
2199 break;
2200
2201 case HollowShape.Triangle:
2202 hollowVolume *= 0.5f * 0.5f;
2203 break;
2204 default:
2205 hollowVolume = 0;
2206 break;
2207 }
2208 volume *= (1.0f - hollowVolume);
2209 }
2210 }
2211
2212 break;
2213
2214 case ProfileShape.Circle:
2215
2216 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2217 {
2218 volume *= 0.78539816339f; // elipse base
2219
2220 if (hollowAmount > 0.0)
2221 {
2222 switch (_pbs.HollowShape)
2223 {
2224 case HollowShape.Same:
2225 case HollowShape.Circle:
2226 break;
2227
2228 case HollowShape.Square:
2229 hollowVolume *= 0.5f * 2.5984480504799f;
2230 break;
2231
2232 case HollowShape.Triangle:
2233 hollowVolume *= .5f * 1.27323954473516f;
2234 break;
2235
2236 default:
2237 hollowVolume = 0;
2238 break;
2239 }
2240 volume *= (1.0f - hollowVolume);
2241 }
2242 }
2243
2244 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2245 {
2246 volume *= 0.61685027506808491367715568749226e-2f * (float)(200 - _pbs.PathScaleX);
2247 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2248 volume *= (1.0f - tmp * tmp);
2249
2250 if (hollowAmount > 0.0)
2251 {
2252
2253 // calculate the hollow volume by it's shape compared to the prim shape
2254 hollowVolume *= hollowAmount;
2255
2256 switch (_pbs.HollowShape)
2257 {
2258 case HollowShape.Same:
2259 case HollowShape.Circle:
2260 break;
2261
2262 case HollowShape.Square:
2263 hollowVolume *= 0.5f * 2.5984480504799f;
2264 break;
2265
2266 case HollowShape.Triangle:
2267 hollowVolume *= .5f * 1.27323954473516f;
2268 break;
2269
2270 default:
2271 hollowVolume = 0;
2272 break;
2273 }
2274 volume *= (1.0f - hollowVolume);
2275 }
2276 }
2277 break;
2278
2279 case ProfileShape.HalfCircle:
2280 if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2281 {
2282 volume *= 0.5236f;
2283
2284 if (hollowAmount > 0.0)
2285 {
2286 hollowVolume *= hollowAmount;
2287
2288 switch (_pbs.HollowShape)
2289 {
2290 case HollowShape.Circle:
2291 case HollowShape.Triangle: // diference in sl is minor and odd
2292 case HollowShape.Same:
2293 break;
2294
2295 case HollowShape.Square:
2296 hollowVolume *= 0.909f;
2297 break;
2298
2299 // case HollowShape.Triangle:
2300 // hollowVolume *= .827f;
2301 // break;
2302 default:
2303 hollowVolume = 0;
2304 break;
2305 }
2306 volume *= (1.0f - hollowVolume);
2307 }
2308
2309 }
2310 break;
2311
2312 case ProfileShape.EquilateralTriangle:
2313
2314 if (_pbs.PathCurve == (byte)Extrusion.Straight)
2315 {
2316 volume *= 0.32475953f;
2317
2318 if (hollowAmount > 0.0)
2319 {
2320
2321 // calculate the hollow volume by it's shape compared to the prim shape
2322 switch (_pbs.HollowShape)
2323 {
2324 case HollowShape.Same:
2325 case HollowShape.Triangle:
2326 hollowVolume *= .25f;
2327 break;
2328
2329 case HollowShape.Square:
2330 hollowVolume *= 0.499849f * 3.07920140172638f;
2331 break;
2332
2333 case HollowShape.Circle:
2334 // Hollow shape is a perfect cyllinder in respect to the cube's scale
2335 // Cyllinder hollow volume calculation
2336
2337 hollowVolume *= 0.1963495f * 3.07920140172638f;
2338 break;
2339
2340 default:
2341 hollowVolume = 0;
2342 break;
2343 }
2344 volume *= (1.0f - hollowVolume);
2345 }
2346 }
2347 else if (_pbs.PathCurve == (byte)Extrusion.Curve1)
2348 {
2349 volume *= 0.32475953f;
2350 volume *= 0.01f * (float)(200 - _pbs.PathScaleX);
2351 tmp = 1.0f - .02f * (float)(200 - _pbs.PathScaleY);
2352 volume *= (1.0f - tmp * tmp);
2353
2354 if (hollowAmount > 0.0)
2355 {
2356
2357 hollowVolume *= hollowAmount;
2358
2359 switch (_pbs.HollowShape)
2360 {
2361 case HollowShape.Same:
2362 case HollowShape.Triangle:
2363 hollowVolume *= .25f;
2364 break;
2365
2366 case HollowShape.Square:
2367 hollowVolume *= 0.499849f * 3.07920140172638f;
2368 break;
2369
2370 case HollowShape.Circle:
2371
2372 hollowVolume *= 0.1963495f * 3.07920140172638f;
2373 break;
2374
2375 default:
2376 hollowVolume = 0;
2377 break;
2378 }
2379 volume *= (1.0f - hollowVolume);
2380 }
2381 }
2382 break;
2383
2384 default:
2385 break;
2386 }
2387
2388 float taperX1;
2389 float taperY1;
2390 float taperX;
2391 float taperY;
2392 float pathBegin;
2393 float pathEnd;
2394 float profileBegin;
2395 float profileEnd;
2396
2397 if (_pbs.PathCurve == (byte)Extrusion.Straight || _pbs.PathCurve == (byte)Extrusion.Flexible)
2398 {
2399 taperX1 = _pbs.PathScaleX * 0.01f;
2400 if (taperX1 > 1.0f)
2401 taperX1 = 2.0f - taperX1;
2402 taperX = 1.0f - taperX1;
2403
2404 taperY1 = _pbs.PathScaleY * 0.01f;
2405 if (taperY1 > 1.0f)
2406 taperY1 = 2.0f - taperY1;
2407 taperY = 1.0f - taperY1;
2408 }
2409 else
2410 {
2411 taperX = _pbs.PathTaperX * 0.01f;
2412 if (taperX < 0.0f)
2413 taperX = -taperX;
2414 taperX1 = 1.0f - taperX;
2415
2416 taperY = _pbs.PathTaperY * 0.01f;
2417 if (taperY < 0.0f)
2418 taperY = -taperY;
2419 taperY1 = 1.0f - taperY;
2420 }
2421
2422 volume *= (taperX1 * taperY1 + 0.5f * (taperX1 * taperY + taperX * taperY1) + 0.3333333333f * taperX * taperY);
2423
2424 pathBegin = (float)_pbs.PathBegin * 2.0e-5f;
2425 pathEnd = 1.0f - (float)_pbs.PathEnd * 2.0e-5f;
2426 volume *= (pathEnd - pathBegin);
2427
2428 // this is crude aproximation
2429 profileBegin = (float)_pbs.ProfileBegin * 2.0e-5f;
2430 profileEnd = 1.0f - (float)_pbs.ProfileEnd * 2.0e-5f;
2431 volume *= (profileEnd - profileBegin);
2432
2433 return volume;
2434 }
2435
2436
2437 private void CalcPrimBodyData()
2438 {
2439 float volume;
2440
2441 if (prim_geom == IntPtr.Zero)
2442 {
2443 // Ubit let's have a initial basic OOB
2444 primOOBsize.X = _size.X;
2445 primOOBsize.Y = _size.Y;
2446 primOOBsize.Z = _size.Z;
2447 primOOBoffset = Vector3.Zero;
2448 }
2449 else
2450 {
2451 d.AABB AABB;
2452 d.GeomGetAABB(prim_geom, out AABB); // get the AABB from engine geom
2453
2454 primOOBsize.X = (AABB.MaxX - AABB.MinX);
2455 primOOBsize.Y = (AABB.MaxY - AABB.MinY);
2456 primOOBsize.Z = (AABB.MaxZ - AABB.MinZ);
2457 if (!hasOOBoffsetFromMesh)
2458 {
2459 primOOBoffset.X = (AABB.MaxX + AABB.MinX) * 0.5f;
2460 primOOBoffset.Y = (AABB.MaxY + AABB.MinY) * 0.5f;
2461 primOOBoffset.Z = (AABB.MaxZ + AABB.MinZ) * 0.5f;
2462 }
2463 }
2464
2465 // also its own inertia and mass
2466 // keep using basic shape mass for now
2467 volume = CalculatePrimVolume();
2468
2469 primVolume = volume;
2470 primMass = m_density * volume;
2471
2472 if (primMass <= 0)
2473 primMass = 0.0001f;//ckrinke: Mass must be greater then zero.
2474 if (primMass > _parent_scene.maximumMassObject)
2475 primMass = _parent_scene.maximumMassObject;
2476
2477 _mass = primMass; // just in case
2478
2479 d.MassSetBoxTotal(out primdMass, primMass, primOOBsize.X, primOOBsize.Y, primOOBsize.Z);
2480
2481 d.MassTranslate(ref primdMass,
2482 primOOBoffset.X,
2483 primOOBoffset.Y,
2484 primOOBoffset.Z);
2485
2486 primOOBsize *= 0.5f; // let obb size be a corner coords
2487 primOOBradiusSQ = primOOBsize.LengthSquared();
2488 }
2489
2490
2491 #endregion
2492
2493
2494 /// <summary>
2495 /// Add a child prim to this parent prim.
2496 /// </summary>
2497 /// <param name="prim">Child prim</param>
2498 // I'm the parent
2499 // prim is the child
2500 public void ParentPrim(OdePrim prim)
2501 {
2502 //Console.WriteLine("ParentPrim " + m_primName);
2503 if (this.m_localID != prim.m_localID)
2504 {
2505 DestroyBody(); // for now we need to rebuil entire object on link change
2506
2507 lock (childrenPrim)
2508 {
2509 // adopt the prim
2510 if (!childrenPrim.Contains(prim))
2511 childrenPrim.Add(prim);
2512
2513 // see if this prim has kids and adopt them also
2514 // should not happen for now
2515 foreach (OdePrim prm in prim.childrenPrim)
2516 {
2517 if (!childrenPrim.Contains(prm))
2518 {
2519 if (prm.Body != IntPtr.Zero)
2520 {
2521 if (prm.prim_geom != IntPtr.Zero)
2522 d.GeomSetBody(prm.prim_geom, IntPtr.Zero);
2523 if (prm.Body != prim.Body)
2524 prm.DestroyBody(); // don't loose bodies around
2525 prm.Body = IntPtr.Zero;
2526 }
2527
2528 childrenPrim.Add(prm);
2529 prm._parent = this;
2530 }
2531 }
2532 }
2533 //Remove old children from the prim
2534 prim.childrenPrim.Clear();
2535
2536 if (prim.Body != IntPtr.Zero)
2537 {
2538 if (prim.prim_geom != IntPtr.Zero)
2539 d.GeomSetBody(prim.prim_geom, IntPtr.Zero);
2540 prim.DestroyBody(); // don't loose bodies around
2541 prim.Body = IntPtr.Zero;
2542 }
2543
2544 prim.childPrim = true;
2545 prim._parent = this;
2546
2547 MakeBody(); // full nasty reconstruction
2548 }
2549 }
2550
2551 private void UpdateChildsfromgeom()
2552 {
2553 if (childrenPrim.Count > 0)
2554 {
2555 foreach (OdePrim prm in childrenPrim)
2556 prm.UpdateDataFromGeom();
2557 }
2558 }
2559
2560 private void UpdateDataFromGeom()
2561 {
2562 if (prim_geom != IntPtr.Zero)
2563 {
2564 d.Quaternion qtmp;
2565 d.GeomCopyQuaternion(prim_geom, out qtmp);
2566 _orientation.X = qtmp.X;
2567 _orientation.Y = qtmp.Y;
2568 _orientation.Z = qtmp.Z;
2569 _orientation.W = qtmp.W;
2570
2571 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
2572 _position.X = lpos.X;
2573 _position.Y = lpos.Y;
2574 _position.Z = lpos.Z;
2575 }
2576 }
2577
2578 private void ChildDelink(OdePrim odePrim, bool remakebodies)
2579 {
2580 // Okay, we have a delinked child.. destroy all body and remake
2581 if (odePrim != this && !childrenPrim.Contains(odePrim))
2582 return;
2583
2584 DestroyBody();
2585
2586 if (odePrim == this) // delinking the root prim
2587 {
2588 OdePrim newroot = null;
2589 lock (childrenPrim)
2590 {
2591 if (childrenPrim.Count > 0)
2592 {
2593 newroot = childrenPrim[0];
2594 childrenPrim.RemoveAt(0);
2595 foreach (OdePrim prm in childrenPrim)
2596 {
2597 newroot.childrenPrim.Add(prm);
2598 }
2599 childrenPrim.Clear();
2600 }
2601 if (newroot != null)
2602 {
2603 newroot.childPrim = false;
2604 newroot._parent = null;
2605 if (remakebodies)
2606 newroot.MakeBody();
2607 }
2608 }
2609 }
2610
2611 else
2612 {
2613 lock (childrenPrim)
2614 {
2615 childrenPrim.Remove(odePrim);
2616 odePrim.childPrim = false;
2617 odePrim._parent = null;
2618 // odePrim.UpdateDataFromGeom();
2619 if (remakebodies)
2620 odePrim.MakeBody();
2621 }
2622 }
2623 if (remakebodies)
2624 MakeBody();
2625 }
2626
2627 protected void ChildRemove(OdePrim odePrim, bool reMakeBody)
2628 {
2629 // Okay, we have a delinked child.. destroy all body and remake
2630 if (odePrim != this && !childrenPrim.Contains(odePrim))
2631 return;
2632
2633 DestroyBody();
2634
2635 if (odePrim == this)
2636 {
2637 OdePrim newroot = null;
2638 lock (childrenPrim)
2639 {
2640 if (childrenPrim.Count > 0)
2641 {
2642 newroot = childrenPrim[0];
2643 childrenPrim.RemoveAt(0);
2644 foreach (OdePrim prm in childrenPrim)
2645 {
2646 newroot.childrenPrim.Add(prm);
2647 }
2648 childrenPrim.Clear();
2649 }
2650 if (newroot != null)
2651 {
2652 newroot.childPrim = false;
2653 newroot._parent = null;
2654 newroot.MakeBody();
2655 }
2656 }
2657 if (reMakeBody)
2658 MakeBody();
2659 return;
2660 }
2661 else
2662 {
2663 lock (childrenPrim)
2664 {
2665 childrenPrim.Remove(odePrim);
2666 odePrim.childPrim = false;
2667 odePrim._parent = null;
2668 if (reMakeBody)
2669 odePrim.MakeBody();
2670 }
2671 }
2672 MakeBody();
2673 }
2674
2675 #region changes
2676
2677 private void changeadd()
2678 {
2679 CreateGeom();
2680
2681 if (prim_geom != IntPtr.Zero)
2682 {
2683 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
2684 d.Quaternion myrot = new d.Quaternion();
2685 myrot.X = _orientation.X;
2686 myrot.Y = _orientation.Y;
2687 myrot.Z = _orientation.Z;
2688 myrot.W = _orientation.W;
2689 d.GeomSetQuaternion(prim_geom, ref myrot);
2690
2691 if (!m_isphysical)
2692 {
2693 SetInStaticSpace(this);
2694 UpdateCollisionCatFlags();
2695 ApplyCollisionCatFlags();
2696 }
2697 else
2698 MakeBody();
2699 }
2700 }
2701
2702 private void changeAngularLock(Vector3 newLock)
2703 {
2704 // do we have a Physical object?
2705 if (Body != IntPtr.Zero)
2706 {
2707 //Check that we have a Parent
2708 //If we have a parent then we're not authorative here
2709 if (_parent == null)
2710 {
2711 if (!newLock.ApproxEquals(Vector3.One, 0f))
2712 {
2713 createAMotor(newLock);
2714 }
2715 else
2716 {
2717 if (Amotor != IntPtr.Zero)
2718 {
2719 d.JointDestroy(Amotor);
2720 Amotor = IntPtr.Zero;
2721 }
2722 }
2723 }
2724 }
2725 // Store this for later in case we get turned into a separate body
2726 m_angularlock = newLock;
2727 }
2728
2729 private void changeLink(OdePrim NewParent)
2730 {
2731 if (_parent == null && NewParent != null)
2732 {
2733 NewParent.ParentPrim(this);
2734 }
2735 else if (_parent != null)
2736 {
2737 if (_parent is OdePrim)
2738 {
2739 if (NewParent != _parent)
2740 {
2741 (_parent as OdePrim).ChildDelink(this, false); // for now...
2742 childPrim = false;
2743
2744 if (NewParent != null)
2745 {
2746 NewParent.ParentPrim(this);
2747 }
2748 }
2749 }
2750 }
2751 _parent = NewParent;
2752 }
2753
2754
2755 private void Stop()
2756 {
2757 if (!childPrim)
2758 {
2759 m_force = Vector3.Zero;
2760 m_forceacc = Vector3.Zero;
2761 m_angularForceacc = Vector3.Zero;
2762 _torque = Vector3.Zero;
2763 _velocity = Vector3.Zero;
2764 _acceleration = Vector3.Zero;
2765 m_rotationalVelocity = Vector3.Zero;
2766 _target_velocity = Vector3.Zero;
2767 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
2768 m_vehicle.Stop();
2769 }
2770
2771 if (Body != IntPtr.Zero)
2772 {
2773 d.BodySetForce(Body, 0f, 0f, 0f);
2774 d.BodySetTorque(Body, 0f, 0f, 0f);
2775 d.BodySetLinearVel(Body, 0f, 0f, 0f);
2776 d.BodySetAngularVel(Body, 0f, 0f, 0f);
2777 }
2778 }
2779
2780 private void changePhantomStatus(bool newval)
2781 {
2782 m_isphantom = newval;
2783
2784 UpdateCollisionCatFlags();
2785 ApplyCollisionCatFlags();
2786 }
2787
2788/* not in use
2789 internal void ChildSelectedChange(bool childSelect)
2790 {
2791 if(childPrim)
2792 return;
2793
2794 if (childSelect == m_isSelected)
2795 return;
2796
2797 if (childSelect)
2798 {
2799 DoSelectedStatus(true);
2800 }
2801
2802 else
2803 {
2804 foreach (OdePrim prm in childrenPrim)
2805 {
2806 if (prm.m_isSelected)
2807 return;
2808 }
2809 DoSelectedStatus(false);
2810 }
2811 }
2812*/
2813 private void changeSelectedStatus(bool newval)
2814 {
2815 if (m_lastdoneSelected == newval)
2816 return;
2817
2818 m_lastdoneSelected = newval;
2819 DoSelectedStatus(newval);
2820 }
2821
2822 private void CheckDelaySelect()
2823 {
2824 if (m_delaySelect)
2825 {
2826 DoSelectedStatus(m_isSelected);
2827 }
2828 }
2829
2830 private void DoSelectedStatus(bool newval)
2831 {
2832 m_isSelected = newval;
2833 Stop();
2834
2835 if (newval)
2836 {
2837 if (!childPrim && Body != IntPtr.Zero)
2838 d.BodyDisable(Body);
2839
2840 if (m_delaySelect || m_isphysical)
2841 {
2842 m_collisionCategories = CollisionCategories.Selected;
2843 m_collisionFlags = 0;
2844
2845 if (!childPrim)
2846 {
2847 foreach (OdePrim prm in childrenPrim)
2848 {
2849 prm.m_collisionCategories = m_collisionCategories;
2850 prm.m_collisionFlags = m_collisionFlags;
2851
2852 if (prm.prim_geom != null)
2853 {
2854
2855 if (prm.m_NoColide)
2856 {
2857 d.GeomSetCategoryBits(prm.prim_geom, 0);
2858 d.GeomSetCollideBits(prm.prim_geom, 0);
2859 }
2860 else
2861 {
2862 d.GeomSetCategoryBits(prm.prim_geom, (uint)m_collisionCategories);
2863 d.GeomSetCollideBits(prm.prim_geom, (uint)m_collisionFlags);
2864 }
2865 }
2866 prm.m_delaySelect = false;
2867 }
2868 }
2869// else if (_parent != null)
2870// ((OdePrim)_parent).ChildSelectedChange(true);
2871
2872
2873 if (prim_geom != null)
2874 {
2875 if (m_NoColide)
2876 {
2877 d.GeomSetCategoryBits(prim_geom, 0);
2878 d.GeomSetCollideBits(prim_geom, 0);
2879 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2880 {
2881 d.GeomSetCategoryBits(collide_geom, 0);
2882 d.GeomSetCollideBits(collide_geom, 0);
2883 }
2884
2885 }
2886 else
2887 {
2888 d.GeomSetCategoryBits(prim_geom, (uint)m_collisionCategories);
2889 d.GeomSetCollideBits(prim_geom, (uint)m_collisionFlags);
2890 if (collide_geom != prim_geom && collide_geom != IntPtr.Zero)
2891 {
2892 d.GeomSetCategoryBits(collide_geom, (uint)m_collisionCategories);
2893 d.GeomSetCollideBits(collide_geom, (uint)m_collisionFlags);
2894 }
2895 }
2896 }
2897
2898 m_delaySelect = false;
2899 }
2900 else if(!m_isphysical)
2901 {
2902 m_delaySelect = true;
2903 }
2904 }
2905 else
2906 {
2907 if (!childPrim)
2908 {
2909 if (Body != IntPtr.Zero && !m_disabled)
2910 d.BodyEnable(Body);
2911 }
2912// else if (_parent != null)
2913// ((OdePrim)_parent).ChildSelectedChange(false);
2914
2915 UpdateCollisionCatFlags();
2916 ApplyCollisionCatFlags();
2917
2918 m_delaySelect = false;
2919 }
2920
2921 resetCollisionAccounting();
2922 }
2923
2924 private void changePosition(Vector3 newPos)
2925 {
2926 CheckDelaySelect();
2927 if (m_isphysical)
2928 {
2929 if (childPrim) // inertia is messed, must rebuild
2930 {
2931 if (m_building)
2932 {
2933 _position = newPos;
2934 }
2935
2936 else if (m_forcePosOrRotation && _position != newPos && Body != IntPtr.Zero)
2937 {
2938 FixInertia(newPos);
2939 if (!d.BodyIsEnabled(Body))
2940 d.BodyEnable(Body);
2941 }
2942 }
2943 else
2944 {
2945 if (_position != newPos)
2946 {
2947 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2948 _position = newPos;
2949 }
2950 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
2951 d.BodyEnable(Body);
2952 }
2953 }
2954 else
2955 {
2956 if (prim_geom != IntPtr.Zero)
2957 {
2958 if (newPos != _position)
2959 {
2960 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
2961 _position = newPos;
2962
2963 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
2964 }
2965 }
2966 }
2967 givefakepos--;
2968 if (givefakepos < 0)
2969 givefakepos = 0;
2970// changeSelectedStatus();
2971 resetCollisionAccounting();
2972 }
2973
2974 private void changeOrientation(Quaternion newOri)
2975 {
2976 CheckDelaySelect();
2977 if (m_isphysical)
2978 {
2979 if (childPrim) // inertia is messed, must rebuild
2980 {
2981 if (m_building)
2982 {
2983 _orientation = newOri;
2984 }
2985/*
2986 else if (m_forcePosOrRotation && _orientation != newOri && Body != IntPtr.Zero)
2987 {
2988 FixInertia(_position, newOri);
2989 if (!d.BodyIsEnabled(Body))
2990 d.BodyEnable(Body);
2991 }
2992*/
2993 }
2994 else
2995 {
2996 if (newOri != _orientation)
2997 {
2998 d.Quaternion myrot = new d.Quaternion();
2999 myrot.X = newOri.X;
3000 myrot.Y = newOri.Y;
3001 myrot.Z = newOri.Z;
3002 myrot.W = newOri.W;
3003 d.GeomSetQuaternion(prim_geom, ref myrot);
3004 _orientation = newOri;
3005 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3006 createAMotor(m_angularlock);
3007 }
3008 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3009 d.BodyEnable(Body);
3010 }
3011 }
3012 else
3013 {
3014 if (prim_geom != IntPtr.Zero)
3015 {
3016 if (newOri != _orientation)
3017 {
3018 d.Quaternion myrot = new d.Quaternion();
3019 myrot.X = newOri.X;
3020 myrot.Y = newOri.Y;
3021 myrot.Z = newOri.Z;
3022 myrot.W = newOri.W;
3023 d.GeomSetQuaternion(prim_geom, ref myrot);
3024 _orientation = newOri;
3025 }
3026 }
3027 }
3028 givefakeori--;
3029 if (givefakeori < 0)
3030 givefakeori = 0;
3031 resetCollisionAccounting();
3032 }
3033
3034 private void changePositionAndOrientation(Vector3 newPos, Quaternion newOri)
3035 {
3036 CheckDelaySelect();
3037 if (m_isphysical)
3038 {
3039 if (childPrim && m_building) // inertia is messed, must rebuild
3040 {
3041 _position = newPos;
3042 _orientation = newOri;
3043 }
3044 else
3045 {
3046 if (newOri != _orientation)
3047 {
3048 d.Quaternion myrot = new d.Quaternion();
3049 myrot.X = newOri.X;
3050 myrot.Y = newOri.Y;
3051 myrot.Z = newOri.Z;
3052 myrot.W = newOri.W;
3053 d.GeomSetQuaternion(prim_geom, ref myrot);
3054 _orientation = newOri;
3055 if (Body != IntPtr.Zero && !m_angularlock.ApproxEquals(Vector3.One, 0f))
3056 createAMotor(m_angularlock);
3057 }
3058 if (_position != newPos)
3059 {
3060 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3061 _position = newPos;
3062 }
3063 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3064 d.BodyEnable(Body);
3065 }
3066 }
3067 else
3068 {
3069 // string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
3070 // int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
3071
3072 if (prim_geom != IntPtr.Zero)
3073 {
3074 if (newOri != _orientation)
3075 {
3076 d.Quaternion myrot = new d.Quaternion();
3077 myrot.X = newOri.X;
3078 myrot.Y = newOri.Y;
3079 myrot.Z = newOri.Z;
3080 myrot.W = newOri.W;
3081 d.GeomSetQuaternion(prim_geom, ref myrot);
3082 _orientation = newOri;
3083 }
3084
3085 if (newPos != _position)
3086 {
3087 d.GeomSetPosition(prim_geom, newPos.X, newPos.Y, newPos.Z);
3088 _position = newPos;
3089
3090 m_targetSpace = _parent_scene.MoveGeomToStaticSpace(prim_geom, _position, m_targetSpace);
3091 }
3092 }
3093 }
3094 givefakepos--;
3095 if (givefakepos < 0)
3096 givefakepos = 0;
3097 givefakeori--;
3098 if (givefakeori < 0)
3099 givefakeori = 0;
3100 resetCollisionAccounting();
3101 }
3102
3103
3104 private void changeDisable(bool disable)
3105 {
3106 if (disable)
3107 {
3108 if (!m_disabled)
3109 disableBodySoft();
3110 }
3111 else
3112 {
3113 if (m_disabled)
3114 enableBodySoft();
3115 }
3116 }
3117
3118 private void changePhysicsStatus(bool NewStatus)
3119 {
3120 CheckDelaySelect();
3121
3122 m_isphysical = NewStatus;
3123
3124 if (!childPrim)
3125 {
3126 if (NewStatus)
3127 {
3128 if (Body == IntPtr.Zero)
3129 MakeBody();
3130 }
3131 else
3132 {
3133 if (Body != IntPtr.Zero)
3134 {
3135 DestroyBody();
3136 }
3137 Stop();
3138 }
3139 }
3140
3141 resetCollisionAccounting();
3142 }
3143
3144 private void changeprimsizeshape()
3145 {
3146 CheckDelaySelect();
3147
3148 OdePrim parent = (OdePrim)_parent;
3149
3150 bool chp = childPrim;
3151
3152 if (chp)
3153 {
3154 if (parent != null)
3155 {
3156 parent.DestroyBody();
3157 }
3158 }
3159 else
3160 {
3161 DestroyBody();
3162 }
3163
3164 RemoveGeom();
3165
3166 // we don't need to do space calculation because the client sends a position update also.
3167 if (_size.X <= 0)
3168 _size.X = 0.01f;
3169 if (_size.Y <= 0)
3170 _size.Y = 0.01f;
3171 if (_size.Z <= 0)
3172 _size.Z = 0.01f;
3173 // Construction of new prim
3174
3175 CreateGeom();
3176
3177 if (prim_geom != IntPtr.Zero)
3178 {
3179 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3180 d.Quaternion myrot = new d.Quaternion();
3181 myrot.X = _orientation.X;
3182 myrot.Y = _orientation.Y;
3183 myrot.Z = _orientation.Z;
3184 myrot.W = _orientation.W;
3185 d.GeomSetQuaternion(prim_geom, ref myrot);
3186 }
3187
3188 if (m_isphysical)
3189 {
3190 if (chp)
3191 {
3192 if (parent != null)
3193 {
3194 parent.MakeBody();
3195 }
3196 }
3197 else
3198 MakeBody();
3199 }
3200
3201 else
3202 {
3203 UpdateCollisionCatFlags();
3204 ApplyCollisionCatFlags();
3205 }
3206
3207 resetCollisionAccounting();
3208 }
3209
3210 private void changeSize(Vector3 newSize)
3211 {
3212 _size = newSize;
3213 changeprimsizeshape();
3214 }
3215
3216 private void changeShape(PrimitiveBaseShape newShape)
3217 {
3218 if(newShape != null)
3219 _pbs = newShape;
3220 changeprimsizeshape();
3221 }
3222
3223 private void changeFloatOnWater(bool newval)
3224 {
3225 m_collidesWater = newval;
3226
3227 UpdateCollisionCatFlags();
3228 ApplyCollisionCatFlags();
3229 }
3230
3231 private void changeSetTorque(Vector3 newtorque)
3232 {
3233 if (!m_isSelected)
3234 {
3235 if (m_isphysical && Body != IntPtr.Zero)
3236 {
3237 if (m_disabled)
3238 enableBodySoft();
3239 else if (!d.BodyIsEnabled(Body))
3240 d.BodyEnable(Body);
3241
3242 }
3243 _torque = newtorque;
3244 }
3245 }
3246
3247 private void changeForce(Vector3 force)
3248 {
3249 m_force = force;
3250 if (Body != IntPtr.Zero && !d.BodyIsEnabled(Body))
3251 d.BodyEnable(Body);
3252 }
3253
3254
3255 private void changeAddForce(Vector3 theforce)
3256 {
3257 m_forceacc += theforce;
3258 if (!m_isSelected)
3259 {
3260 lock (this)
3261 {
3262 //m_log.Info("[PHYSICS]: dequeing forcelist");
3263 if (m_isphysical && Body != IntPtr.Zero)
3264 {
3265 if (m_disabled)
3266 enableBodySoft();
3267 else if (!d.BodyIsEnabled(Body))
3268 d.BodyEnable(Body);
3269 }
3270 }
3271
3272 m_collisionscore = 0;
3273 }
3274 }
3275
3276 // actually angular impulse
3277 private void changeAddAngularImpulse(Vector3 aimpulse)
3278 {
3279 m_angularForceacc += aimpulse * m_invTimeStep;
3280 if (!m_isSelected)
3281 {
3282 lock (this)
3283 {
3284 if (m_isphysical && Body != IntPtr.Zero)
3285 {
3286 if (m_disabled)
3287 enableBodySoft();
3288 else if (!d.BodyIsEnabled(Body))
3289 d.BodyEnable(Body);
3290 }
3291 }
3292 m_collisionscore = 0;
3293 }
3294 }
3295
3296 private void changevelocity(Vector3 newVel)
3297 {
3298 if (!m_isSelected)
3299 {
3300 if (Body != IntPtr.Zero)
3301 {
3302 if (m_disabled)
3303 enableBodySoft();
3304 else if (!d.BodyIsEnabled(Body))
3305 d.BodyEnable(Body);
3306
3307 d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
3308 }
3309 //resetCollisionAccounting();
3310 }
3311 _velocity = newVel;
3312 }
3313
3314 private void changeVolumedetetion(bool newVolDtc)
3315 {
3316 m_isVolumeDetect = newVolDtc;
3317 m_fakeisVolumeDetect = newVolDtc;
3318 UpdateCollisionCatFlags();
3319 ApplyCollisionCatFlags();
3320 }
3321
3322 protected void changeBuilding(bool newbuilding)
3323 {
3324 // Check if we need to do anything
3325 if (newbuilding == m_building)
3326 return;
3327
3328 if ((bool)newbuilding)
3329 {
3330 m_building = true;
3331 if (!childPrim)
3332 DestroyBody();
3333 }
3334 else
3335 {
3336 m_building = false;
3337 CheckDelaySelect();
3338 if (!childPrim)
3339 MakeBody();
3340 }
3341 if (!childPrim && childrenPrim.Count > 0)
3342 {
3343 foreach (OdePrim prm in childrenPrim)
3344 prm.changeBuilding(m_building); // call directly
3345 }
3346 }
3347
3348 public void changeSetVehicle(VehicleData vdata)
3349 {
3350 if (m_vehicle == null)
3351 m_vehicle = new ODEDynamics(this);
3352 m_vehicle.DoSetVehicle(vdata);
3353 }
3354 private void changeVehicleType(int value)
3355 {
3356 if (value == (int)Vehicle.TYPE_NONE)
3357 {
3358 if (m_vehicle != null)
3359 m_vehicle = null;
3360 }
3361 else
3362 {
3363 if (m_vehicle == null)
3364 m_vehicle = new ODEDynamics(this);
3365
3366 m_vehicle.ProcessTypeChange((Vehicle)value);
3367 }
3368 }
3369
3370 private void changeVehicleFloatParam(strVehicleFloatParam fp)
3371 {
3372 if (m_vehicle == null)
3373 return;
3374
3375 m_vehicle.ProcessFloatVehicleParam((Vehicle)fp.param, fp.value);
3376 }
3377
3378 private void changeVehicleVectorParam(strVehicleVectorParam vp)
3379 {
3380 if (m_vehicle == null)
3381 return;
3382 m_vehicle.ProcessVectorVehicleParam((Vehicle)vp.param, vp.value);
3383 }
3384
3385 private void changeVehicleRotationParam(strVehicleQuatParam qp)
3386 {
3387 if (m_vehicle == null)
3388 return;
3389 m_vehicle.ProcessRotationVehicleParam((Vehicle)qp.param, qp.value);
3390 }
3391
3392 private void changeVehicleFlags(strVehicleBoolParam bp)
3393 {
3394 if (m_vehicle == null)
3395 return;
3396 m_vehicle.ProcessVehicleFlags(bp.param, bp.value);
3397 }
3398
3399 #endregion
3400
3401 public void Move()
3402 {
3403 if (!childPrim && m_isphysical && Body != IntPtr.Zero &&
3404 !m_disabled && !m_isSelected && !m_building && !m_outbounds)
3405 {
3406 if (!d.BodyIsEnabled(Body))
3407 {
3408 // let vehicles sleep
3409 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3410 return;
3411
3412 if (++bodydisablecontrol < 20)
3413 return;
3414
3415 bodydisablecontrol = 0;
3416 d.BodyEnable(Body);
3417 }
3418
3419 d.Vector3 lpos = d.GeomGetPosition(prim_geom); // root position that is seem by rest of simulator
3420
3421/* moved down to UpdateMove... where it belongs again
3422
3423 // check outside region
3424
3425 if (lpos.Z < -100 || lpos.Z > 100000f)
3426 {
3427 m_outbounds = true;
3428
3429 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3430 _acceleration.X = 0;
3431 _acceleration.Y = 0;
3432 _acceleration.Z = 0;
3433
3434 _velocity.X = 0;
3435 _velocity.Y = 0;
3436 _velocity.Z = 0;
3437 m_rotationalVelocity.X = 0;
3438 m_rotationalVelocity.Y = 0;
3439 m_rotationalVelocity.Z = 0;
3440
3441 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3442 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3443 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3444 m_lastposition = _position;
3445 m_lastorientation = _orientation;
3446
3447 base.RequestPhysicsterseUpdate();
3448
3449 throttleCounter = 0;
3450 _zeroFlag = true;
3451
3452 disableBodySoft(); // disable it and colisions
3453 base.RaiseOutOfBounds(_position);
3454 return;
3455 }
3456
3457 if (lpos.X < 0f)
3458 {
3459 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3460 m_outbounds = true;
3461 }
3462 else if (lpos.X > _parent_scene.WorldExtents.X)
3463 {
3464 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3465 m_outbounds = true;
3466 }
3467 if (lpos.Y < 0f)
3468 {
3469 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3470 m_outbounds = true;
3471 }
3472 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3473 {
3474 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3475 m_outbounds = true;
3476 }
3477
3478 if (m_outbounds)
3479 {
3480 m_lastposition = _position;
3481 m_lastorientation = _orientation;
3482
3483 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3484 m_rotationalVelocity.X = dtmp.X;
3485 m_rotationalVelocity.Y = dtmp.Y;
3486 m_rotationalVelocity.Z = dtmp.Z;
3487
3488 dtmp = d.BodyGetLinearVel(Body);
3489 _velocity.X = dtmp.X;
3490 _velocity.Y = dtmp.Y;
3491 _velocity.Z = dtmp.Z;
3492
3493 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3494 d.BodySetAngularVel(Body, 0, 0, 0);
3495 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3496 disableBodySoft(); // stop collisions
3497 base.RequestPhysicsterseUpdate();
3498 return;
3499 }
3500*/
3501 if (m_vehicle != null && m_vehicle.Type != Vehicle.TYPE_NONE)
3502 {
3503 // 'VEHICLES' are dealt with in ODEDynamics.cs
3504 m_vehicle.Step();
3505 return;
3506 }
3507
3508 float fx = 0;
3509 float fy = 0;
3510 float fz = 0;
3511
3512 float m_mass = _mass;
3513
3514 if (m_usePID && m_PIDTau > 0)
3515 {
3516 // for now position error
3517 _target_velocity =
3518 new Vector3(
3519 (m_PIDTarget.X - lpos.X),
3520 (m_PIDTarget.Y - lpos.Y),
3521 (m_PIDTarget.Z - lpos.Z)
3522 );
3523
3524 if (_target_velocity.ApproxEquals(Vector3.Zero, 0.02f))
3525 {
3526 d.BodySetPosition(Body, m_PIDTarget.X, m_PIDTarget.Y, m_PIDTarget.Z);
3527 d.BodySetLinearVel(Body, 0, 0, 0);
3528 return;
3529 }
3530 else
3531 {
3532 _zeroFlag = false;
3533
3534 float tmp = 1 / m_PIDTau;
3535 _target_velocity *= tmp;
3536
3537 // apply limits
3538 tmp = _target_velocity.Length();
3539 if (tmp > 50.0f)
3540 {
3541 tmp = 50 / tmp;
3542 _target_velocity *= tmp;
3543 }
3544 else if (tmp < 0.05f)
3545 {
3546 tmp = 0.05f / tmp;
3547 _target_velocity *= tmp;
3548 }
3549
3550 d.Vector3 vel = d.BodyGetLinearVel(Body);
3551 fx = (_target_velocity.X - vel.X) * m_invTimeStep;
3552 fy = (_target_velocity.Y - vel.Y) * m_invTimeStep;
3553 fz = (_target_velocity.Z - vel.Z) * m_invTimeStep;
3554// d.BodySetLinearVel(Body, _target_velocity.X, _target_velocity.Y, _target_velocity.Z);
3555 }
3556 } // end if (m_usePID)
3557
3558 // Hover PID Controller needs to be mutually exlusive to MoveTo PID controller
3559 else if (m_useHoverPID && m_PIDHoverTau != 0 && m_PIDHoverHeight != 0)
3560 {
3561
3562 // Non-Vehicles have a limited set of Hover options.
3563 // determine what our target height really is based on HoverType
3564
3565 m_groundHeight = _parent_scene.GetTerrainHeightAtXY(lpos.X, lpos.Y);
3566
3567 switch (m_PIDHoverType)
3568 {
3569 case PIDHoverType.Ground:
3570 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3571 break;
3572
3573 case PIDHoverType.GroundAndWater:
3574 m_waterHeight = _parent_scene.GetWaterLevel();
3575 if (m_groundHeight > m_waterHeight)
3576 m_targetHoverHeight = m_groundHeight + m_PIDHoverHeight;
3577 else
3578 m_targetHoverHeight = m_waterHeight + m_PIDHoverHeight;
3579 break;
3580 } // end switch (m_PIDHoverType)
3581
3582 // don't go underground unless volumedetector
3583
3584 if (m_targetHoverHeight > m_groundHeight || m_isVolumeDetect)
3585 {
3586 d.Vector3 vel = d.BodyGetLinearVel(Body);
3587
3588 fz = (m_targetHoverHeight - lpos.Z);
3589
3590 // if error is zero, use position control; otherwise, velocity control
3591 if (Math.Abs(fz) < 0.01f)
3592 {
3593 d.BodySetPosition(Body, lpos.X, lpos.Y, m_targetHoverHeight);
3594 d.BodySetLinearVel(Body, vel.X, vel.Y, 0);
3595 }
3596 else
3597 {
3598 _zeroFlag = false;
3599 fz /= m_PIDHoverTau;
3600
3601 float tmp = Math.Abs(fz);
3602 if (tmp > 50)
3603 fz = 50 * Math.Sign(fz);
3604 else if (tmp < 0.1)
3605 fz = 0.1f * Math.Sign(fz);
3606
3607 fz = ((fz - vel.Z) * m_invTimeStep);
3608 }
3609 }
3610 }
3611 else
3612 {
3613 float b = (1.0f - m_buoyancy);
3614 fx = _parent_scene.gravityx * b;
3615 fy = _parent_scene.gravityy * b;
3616 fz = _parent_scene.gravityz * b;
3617 }
3618
3619 fx *= m_mass;
3620 fy *= m_mass;
3621 fz *= m_mass;
3622
3623 // constant force
3624 fx += m_force.X;
3625 fy += m_force.Y;
3626 fz += m_force.Z;
3627
3628 fx += m_forceacc.X;
3629 fy += m_forceacc.Y;
3630 fz += m_forceacc.Z;
3631
3632 m_forceacc = Vector3.Zero;
3633
3634 //m_log.Info("[OBJPID]: X:" + fx.ToString() + " Y:" + fy.ToString() + " Z:" + fz.ToString());
3635 if (fx != 0 || fy != 0 || fz != 0)
3636 {
3637 d.BodyAddForce(Body, fx, fy, fz);
3638 //Console.WriteLine("AddForce " + fx + "," + fy + "," + fz);
3639 }
3640
3641 Vector3 trq;
3642
3643 trq = _torque;
3644 trq += m_angularForceacc;
3645 m_angularForceacc = Vector3.Zero;
3646 if (trq.X != 0 || trq.Y != 0 || trq.Z != 0)
3647 {
3648 d.BodyAddTorque(Body, trq.X, trq.Y, trq.Z);
3649 }
3650 }
3651 else
3652 { // is not physical, or is not a body or is selected
3653 // _zeroPosition = d.BodyGetPosition(Body);
3654 return;
3655 //Console.WriteLine("Nothing " + Name);
3656
3657 }
3658 }
3659
3660 public void UpdatePositionAndVelocity()
3661 {
3662 if (_parent == null && !m_disabled && !m_building && !m_outbounds && Body != IntPtr.Zero)
3663 {
3664 if (d.BodyIsEnabled(Body) || !_zeroFlag)
3665 {
3666 bool lastZeroFlag = _zeroFlag;
3667
3668 d.Vector3 lpos = d.GeomGetPosition(prim_geom);
3669
3670 // check outside region
3671 if (lpos.Z < -100 || lpos.Z > 100000f)
3672 {
3673 m_outbounds = true;
3674
3675 lpos.Z = Util.Clip(lpos.Z, -100f, 100000f);
3676 _acceleration.X = 0;
3677 _acceleration.Y = 0;
3678 _acceleration.Z = 0;
3679
3680 _velocity.X = 0;
3681 _velocity.Y = 0;
3682 _velocity.Z = 0;
3683 m_rotationalVelocity.X = 0;
3684 m_rotationalVelocity.Y = 0;
3685 m_rotationalVelocity.Z = 0;
3686
3687 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3688 d.BodySetAngularVel(Body, 0, 0, 0); // stop it
3689 d.BodySetPosition(Body, lpos.X, lpos.Y, lpos.Z); // put it somewhere
3690 m_lastposition = _position;
3691 m_lastorientation = _orientation;
3692
3693 base.RequestPhysicsterseUpdate();
3694
3695 throttleCounter = 0;
3696 _zeroFlag = true;
3697
3698 disableBodySoft(); // disable it and colisions
3699 base.RaiseOutOfBounds(_position);
3700 return;
3701 }
3702
3703 if (lpos.X < 0f)
3704 {
3705 _position.X = Util.Clip(lpos.X, -2f, -0.1f);
3706 m_outbounds = true;
3707 }
3708 else if (lpos.X > _parent_scene.WorldExtents.X)
3709 {
3710 _position.X = Util.Clip(lpos.X, _parent_scene.WorldExtents.X + 0.1f, _parent_scene.WorldExtents.X + 2f);
3711 m_outbounds = true;
3712 }
3713 if (lpos.Y < 0f)
3714 {
3715 _position.Y = Util.Clip(lpos.Y, -2f, -0.1f);
3716 m_outbounds = true;
3717 }
3718 else if (lpos.Y > _parent_scene.WorldExtents.Y)
3719 {
3720 _position.Y = Util.Clip(lpos.Y, _parent_scene.WorldExtents.Y + 0.1f, _parent_scene.WorldExtents.Y + 2f);
3721 m_outbounds = true;
3722 }
3723
3724 if (m_outbounds)
3725 {
3726 m_lastposition = _position;
3727 m_lastorientation = _orientation;
3728
3729 d.Vector3 dtmp = d.BodyGetAngularVel(Body);
3730 m_rotationalVelocity.X = dtmp.X;
3731 m_rotationalVelocity.Y = dtmp.Y;
3732 m_rotationalVelocity.Z = dtmp.Z;
3733
3734 dtmp = d.BodyGetLinearVel(Body);
3735 _velocity.X = dtmp.X;
3736 _velocity.Y = dtmp.Y;
3737 _velocity.Z = dtmp.Z;
3738
3739 d.BodySetLinearVel(Body, 0, 0, 0); // stop it
3740 d.BodySetAngularVel(Body, 0, 0, 0);
3741 d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
3742 disableBodySoft(); // stop collisions
3743 base.RequestPhysicsterseUpdate();
3744 return;
3745 }
3746
3747 d.Quaternion ori;
3748 d.GeomCopyQuaternion(prim_geom, out ori);
3749
3750 // decide if moving
3751 // use positions since this are integrated quantities
3752 // tolerance values depende a lot on simulation noise...
3753 // use simple math.abs since we dont need to be exact
3754
3755 if (
3756 (Math.Abs(_position.X - lpos.X) < 0.001f)
3757 && (Math.Abs(_position.Y - lpos.Y) < 0.001f)
3758 && (Math.Abs(_position.Z - lpos.Z) < 0.001f)
3759 && (Math.Abs(_orientation.X - ori.X) < 0.0001f)
3760 && (Math.Abs(_orientation.Y - ori.Y) < 0.0001f)
3761 && (Math.Abs(_orientation.Z - ori.Z) < 0.0001f) // ignore W
3762 )
3763 {
3764 _zeroFlag = true;
3765 }
3766 else
3767 _zeroFlag = false;
3768
3769 // update velocities and aceleration
3770 if (!(_zeroFlag && lastZeroFlag))
3771 {
3772 d.Vector3 vel = d.BodyGetLinearVel(Body);
3773
3774 _acceleration = _velocity;
3775
3776 if ((Math.Abs(vel.X) < 0.001f) &&
3777 (Math.Abs(vel.Y) < 0.001f) &&
3778 (Math.Abs(vel.Z) < 0.001f))
3779 {
3780 _velocity = Vector3.Zero;
3781 float t = -m_invTimeStep;
3782 _acceleration = _acceleration * t;
3783 }
3784 else
3785 {
3786 _velocity.X = vel.X;
3787 _velocity.Y = vel.Y;
3788 _velocity.Z = vel.Z;
3789 _acceleration = (_velocity - _acceleration) * m_invTimeStep;
3790 }
3791
3792 if ((Math.Abs(_acceleration.X) < 0.01f) &&
3793 (Math.Abs(_acceleration.Y) < 0.01f) &&
3794 (Math.Abs(_acceleration.Z) < 0.01f))
3795 {
3796 _acceleration = Vector3.Zero;
3797 }
3798
3799 if ((Math.Abs(_orientation.X - ori.X) < 0.0001) &&
3800 (Math.Abs(_orientation.Y - ori.Y) < 0.0001) &&
3801 (Math.Abs(_orientation.Z - ori.Z) < 0.0001)
3802 )
3803 {
3804 m_rotationalVelocity = Vector3.Zero;
3805 }
3806 else
3807 {
3808 vel = d.BodyGetAngularVel(Body);
3809 m_rotationalVelocity.X = vel.X;
3810 m_rotationalVelocity.Y = vel.Y;
3811 m_rotationalVelocity.Z = vel.Z;
3812 }
3813 }
3814
3815 if (_zeroFlag)
3816 {
3817 if (lastZeroFlag)
3818 {
3819 _velocity = Vector3.Zero;
3820 _acceleration = Vector3.Zero;
3821 m_rotationalVelocity = Vector3.Zero;
3822 }
3823
3824 if (!m_lastUpdateSent)
3825 {
3826 base.RequestPhysicsterseUpdate();
3827 if (lastZeroFlag)
3828 m_lastUpdateSent = true;
3829 }
3830 return;
3831 }
3832
3833 _position.X = lpos.X;
3834 _position.Y = lpos.Y;
3835 _position.Z = lpos.Z;
3836
3837 _orientation.X = ori.X;
3838 _orientation.Y = ori.Y;
3839 _orientation.Z = ori.Z;
3840 _orientation.W = ori.W;
3841 base.RequestPhysicsterseUpdate();
3842 m_lastUpdateSent = false;
3843 }
3844 }
3845 }
3846
3847 internal static bool QuaternionIsFinite(Quaternion q)
3848 {
3849 if (Single.IsNaN(q.X) || Single.IsInfinity(q.X))
3850 return false;
3851 if (Single.IsNaN(q.Y) || Single.IsInfinity(q.Y))
3852 return false;
3853 if (Single.IsNaN(q.Z) || Single.IsInfinity(q.Z))
3854 return false;
3855 if (Single.IsNaN(q.W) || Single.IsInfinity(q.W))
3856 return false;
3857 return true;
3858 }
3859
3860 internal static void DMassSubPartFromObj(ref d.Mass part, ref d.Mass theobj)
3861 {
3862 // assumes object center of mass is zero
3863 float smass = part.mass;
3864 theobj.mass -= smass;
3865
3866 smass *= 1.0f / (theobj.mass); ;
3867
3868 theobj.c.X -= part.c.X * smass;
3869 theobj.c.Y -= part.c.Y * smass;
3870 theobj.c.Z -= part.c.Z * smass;
3871
3872 theobj.I.M00 -= part.I.M00;
3873 theobj.I.M01 -= part.I.M01;
3874 theobj.I.M02 -= part.I.M02;
3875 theobj.I.M10 -= part.I.M10;
3876 theobj.I.M11 -= part.I.M11;
3877 theobj.I.M12 -= part.I.M12;
3878 theobj.I.M20 -= part.I.M20;
3879 theobj.I.M21 -= part.I.M21;
3880 theobj.I.M22 -= part.I.M22;
3881 }
3882
3883 private void donullchange()
3884 {
3885 }
3886
3887 public bool DoAChange(changes what, object arg)
3888 {
3889 if (prim_geom == IntPtr.Zero && what != changes.Add && what != changes.Remove)
3890 {
3891 return false;
3892 }
3893
3894 // nasty switch
3895 switch (what)
3896 {
3897 case changes.Add:
3898 changeadd();
3899 break;
3900 case changes.Remove:
3901 //If its being removed, we don't want to rebuild the physical rep at all, so ignore this stuff...
3902 //When we return true, it destroys all of the prims in the linkset anyway
3903 if (_parent != null)
3904 {
3905 OdePrim parent = (OdePrim)_parent;
3906 parent.ChildRemove(this, false);
3907 }
3908 else
3909 ChildRemove(this, false);
3910
3911 m_vehicle = null;
3912 RemoveGeom();
3913 m_targetSpace = IntPtr.Zero;
3914 if (m_eventsubscription > 0)
3915 UnSubscribeEvents();
3916 return true;
3917
3918 case changes.Link:
3919 OdePrim tmp = (OdePrim)arg;
3920 changeLink(tmp);
3921 break;
3922
3923 case changes.DeLink:
3924 changeLink(null);
3925 break;
3926
3927 case changes.Position:
3928 changePosition((Vector3)arg);
3929 break;
3930
3931 case changes.Orientation:
3932 changeOrientation((Quaternion)arg);
3933 break;
3934
3935 case changes.PosOffset:
3936 donullchange();
3937 break;
3938
3939 case changes.OriOffset:
3940 donullchange();
3941 break;
3942
3943 case changes.Velocity:
3944 changevelocity((Vector3)arg);
3945 break;
3946
3947// case changes.Acceleration:
3948// changeacceleration((Vector3)arg);
3949// break;
3950// case changes.AngVelocity:
3951// changeangvelocity((Vector3)arg);
3952// break;
3953
3954 case changes.Force:
3955 changeForce((Vector3)arg);
3956 break;
3957
3958 case changes.Torque:
3959 changeSetTorque((Vector3)arg);
3960 break;
3961
3962 case changes.AddForce:
3963 changeAddForce((Vector3)arg);
3964 break;
3965
3966 case changes.AddAngForce:
3967 changeAddAngularImpulse((Vector3)arg);
3968 break;
3969
3970 case changes.AngLock:
3971 changeAngularLock((Vector3)arg);
3972 break;
3973
3974 case changes.Size:
3975 changeSize((Vector3)arg);
3976 break;
3977
3978 case changes.Shape:
3979 changeShape((PrimitiveBaseShape)arg);
3980 break;
3981
3982 case changes.CollidesWater:
3983 changeFloatOnWater((bool)arg);
3984 break;
3985
3986 case changes.VolumeDtc:
3987 changeVolumedetetion((bool)arg);
3988 break;
3989
3990 case changes.Phantom:
3991 changePhantomStatus((bool)arg);
3992 break;
3993
3994 case changes.Physical:
3995 changePhysicsStatus((bool)arg);
3996 break;
3997
3998 case changes.Selected:
3999 changeSelectedStatus((bool)arg);
4000 break;
4001
4002 case changes.disabled:
4003 changeDisable((bool)arg);
4004 break;
4005
4006 case changes.building:
4007 changeBuilding((bool)arg);
4008 break;
4009
4010 case changes.VehicleType:
4011 changeVehicleType((int)arg);
4012 break;
4013
4014 case changes.VehicleFlags:
4015 changeVehicleFlags((strVehicleBoolParam) arg);
4016 break;
4017
4018 case changes.VehicleFloatParam:
4019 changeVehicleFloatParam((strVehicleFloatParam) arg);
4020 break;
4021
4022 case changes.VehicleVectorParam:
4023 changeVehicleVectorParam((strVehicleVectorParam) arg);
4024 break;
4025
4026 case changes.VehicleRotationParam:
4027 changeVehicleRotationParam((strVehicleQuatParam) arg);
4028 break;
4029
4030 case changes.SetVehicle:
4031 changeSetVehicle((VehicleData) arg);
4032 break;
4033 case changes.Null:
4034 donullchange();
4035 break;
4036
4037 default:
4038 donullchange();
4039 break;
4040 }
4041 return false;
4042 }
4043
4044 public void AddChange(changes what, object arg)
4045 {
4046 _parent_scene.AddChange((PhysicsActor) this, what, arg);
4047 }
4048
4049
4050 private struct strVehicleBoolParam
4051 {
4052 public int param;
4053 public bool value;
4054 }
4055
4056 private struct strVehicleFloatParam
4057 {
4058 public int param;
4059 public float value;
4060 }
4061
4062 private struct strVehicleQuatParam
4063 {
4064 public int param;
4065 public Quaternion value;
4066 }
4067
4068 private struct strVehicleVectorParam
4069 {
4070 public int param;
4071 public Vector3 value;
4072 }
4073 }
4074}
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..6c72324
--- /dev/null
+++ b/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
@@ -0,0 +1,2862 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//#define SPAM
29
30using System;
31using System.Collections.Generic;
32using System.Reflection;
33using System.Runtime.InteropServices;
34using System.Threading;
35using System.IO;
36using System.Diagnostics;
37using log4net;
38using Nini.Config;
39using OdeAPI;
40using OpenSim.Framework;
41using OpenSim.Region.Physics.Manager;
42using OpenMetaverse;
43
44namespace OpenSim.Region.Physics.OdePlugin
45{
46 public enum StatusIndicators : int
47 {
48 Generic = 0,
49 Start = 1,
50 End = 2
51 }
52
53 public struct sCollisionData
54 {
55 public uint ColliderLocalId;
56 public uint CollidedWithLocalId;
57 public int NumberOfCollisions;
58 public int CollisionType;
59 public int StatusIndicator;
60 public int lastframe;
61 }
62
63 // colision flags of things others can colide with
64 // rays, sensors, probes removed since can't be colided with
65 // The top space where things are placed provided further selection
66 // ie physical are in active space nonphysical in static
67 // this should be exclusive as possible
68
69 [Flags]
70 public enum CollisionCategories : uint
71 {
72 Disabled = 0,
73 //by 'things' types
74 Space = 0x01,
75 Geom = 0x02, // aka prim/part
76 Character = 0x04,
77 Land = 0x08,
78 Water = 0x010,
79
80 // by state
81 Phantom = 0x01000,
82 VolumeDtc = 0x02000,
83 Selected = 0x04000,
84 NoShape = 0x08000,
85
86
87 All = 0xffffffff
88 }
89
90 /// <summary>
91 /// Material type for a primitive
92 /// </summary>
93 public enum Material : int
94 {
95 /// <summary></summary>
96 Stone = 0,
97 /// <summary></summary>
98 Metal = 1,
99 /// <summary></summary>
100 Glass = 2,
101 /// <summary></summary>
102 Wood = 3,
103 /// <summary></summary>
104 Flesh = 4,
105 /// <summary></summary>
106 Plastic = 5,
107 /// <summary></summary>
108 Rubber = 6,
109
110 light = 7 // compatibility with old viewers
111 }
112
113 public enum changes : int
114 {
115 Add = 0, // arg null. finishs the prim creation. should be used internally only ( to remove later ?)
116 Remove,
117 Link, // arg AuroraODEPrim new parent prim or null to delink. Makes the prim part of a object with prim parent as root
118 // or removes from a object if arg is null
119 DeLink,
120 Position, // arg Vector3 new position in world coords. Changes prim position. Prim must know if it is root or child
121 Orientation, // arg Quaternion new orientation in world coords. Changes prim position. Prim must know it it is root or child
122 PosOffset, // not in use
123 // arg Vector3 new position in local coords. Changes prim position in object
124 OriOffset, // not in use
125 // arg Vector3 new position in local coords. Changes prim position in object
126 Velocity,
127 AngVelocity,
128 Acceleration,
129 Force,
130 Torque,
131 Momentum,
132
133 AddForce,
134 AddAngForce,
135 AngLock,
136
137 Size,
138 Shape,
139
140 CollidesWater,
141 VolumeDtc,
142
143 Physical,
144 Phantom,
145 Selected,
146 disabled,
147 building,
148
149 VehicleType,
150 VehicleFloatParam,
151 VehicleVectorParam,
152 VehicleRotationParam,
153 VehicleFlags,
154 SetVehicle,
155
156 Null //keep this last used do dim the methods array. does nothing but pulsing the prim
157 }
158
159 public struct ODEchangeitem
160 {
161 public PhysicsActor actor;
162 public OdeCharacter character;
163 public changes what;
164 public Object arg;
165 }
166
167 public class OdeScene : PhysicsScene
168 {
169 private readonly ILog m_log;
170 // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>();
171
172 public bool OdeUbitLib = false;
173// private int threadid = 0;
174 private Random fluidRandomizer = new Random(Environment.TickCount);
175
176 const d.ContactFlags comumContactFlags = d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM |d.ContactFlags.Approx1 | d.ContactFlags.Bounce;
177 const float MaxERP = 0.8f;
178 const float minERP = 0.1f;
179 const float comumContactCFM = 0.0001f;
180
181 float frictionMovementMult = 0.8f;
182
183 float TerrainBounce = 0.1f;
184 float TerrainFriction = 0.3f;
185
186 public float AvatarFriction = 0;// 0.9f * 0.5f;
187
188 private const uint m_regionWidth = Constants.RegionSize;
189 private const uint m_regionHeight = Constants.RegionSize;
190
191 public float ODE_STEPSIZE = 0.020f;
192 public float HalfOdeStep = 0.01f;
193 public int odetimestepMS = 20; // rounded
194 private float metersInSpace = 25.6f;
195 private float m_timeDilation = 1.0f;
196
197 DateTime m_lastframe;
198
199 public float gravityx = 0f;
200 public float gravityy = 0f;
201 public float gravityz = -9.8f;
202
203 private float waterlevel = 0f;
204 private int framecount = 0;
205
206 private IntPtr WaterGeom = IntPtr.Zero;
207 private IntPtr WaterHeightmapData = IntPtr.Zero;
208 private GCHandle WaterMapHandler = new GCHandle();
209
210 public float avPIDD = 2200f; // make it visible
211 public float avPIDP = 900f; // make it visible
212 private float avCapRadius = 0.37f;
213 private float avDensity = 3f;
214 private float avMovementDivisorWalk = 1.3f;
215 private float avMovementDivisorRun = 0.8f;
216 private float minimumGroundFlightOffset = 3f;
217 public float maximumMassObject = 10000.01f;
218
219 public bool meshSculptedPrim = true;
220 public bool forceSimplePrimMeshing = false;
221
222 public float meshSculptLOD = 32;
223 public float MeshSculptphysicalLOD = 32;
224
225 public float geomDefaultDensity = 10.000006836f;
226
227 public int geomContactPointsStartthrottle = 3;
228 public int geomUpdatesPerThrottledUpdate = 15;
229
230 public float bodyPIDD = 35f;
231 public float bodyPIDG = 25;
232
233// public int geomCrossingFailuresBeforeOutofbounds = 6;
234
235 public int bodyFramesAutoDisable = 5;
236
237
238 private d.NearCallback nearCallback;
239
240 private readonly HashSet<OdeCharacter> _characters = new HashSet<OdeCharacter>();
241 private readonly HashSet<OdePrim> _prims = new HashSet<OdePrim>();
242 private readonly HashSet<OdePrim> _activeprims = new HashSet<OdePrim>();
243 private readonly HashSet<OdePrim> _activegroups = new HashSet<OdePrim>();
244
245 public OpenSim.Framework.LocklessQueue<ODEchangeitem> ChangesQueue = new OpenSim.Framework.LocklessQueue<ODEchangeitem>();
246
247 /// <summary>
248 /// A list of actors that should receive collision events.
249 /// </summary>
250 private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>();
251 private readonly List<PhysicsActor> _collisionEventPrimRemove = new List<PhysicsActor>();
252
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
257 private float contactsurfacelayer = 0.002f;
258
259 private int contactsPerCollision = 80;
260 internal IntPtr ContactgeomsArray = IntPtr.Zero;
261 private IntPtr GlobalContactsArray = IntPtr.Zero;
262
263 const int maxContactsbeforedeath = 4000;
264 private volatile int m_global_contactcount = 0;
265
266
267 private readonly IntPtr contactgroup;
268
269 public ContactData[] m_materialContactsData = new ContactData[8];
270
271 private readonly DoubleDictionary<Vector3, IntPtr, IntPtr> RegionTerrain = new DoubleDictionary<Vector3, IntPtr, IntPtr>();
272 private readonly Dictionary<IntPtr, float[]> TerrainHeightFieldHeights = new Dictionary<IntPtr, float[]>();
273 private readonly Dictionary<IntPtr, GCHandle> TerrainHeightFieldHeightsHandlers = new Dictionary<IntPtr, GCHandle>();
274
275 private int m_physicsiterations = 10;
276 private const float m_SkipFramesAtms = 0.40f; // Drop frames gracefully at a 400 ms lag
277 private readonly PhysicsActor PANull = new NullPhysicsActor();
278 private float step_time = 0.0f;
279
280 public IntPtr world;
281
282 private uint obj2LocalID = 0;
283 private OdeCharacter cc1;
284 private OdePrim cp1;
285 private OdeCharacter cc2;
286 private OdePrim cp2;
287
288 // split the spaces acording to contents type
289 // ActiveSpace contains characters and active prims
290 // StaticSpace contains land and other that is mostly static in enviroment
291 // this can contain subspaces, like the grid in staticspace
292 // as now space only contains this 2 top spaces
293
294 public IntPtr TopSpace; // the global space
295 public IntPtr ActiveSpace; // space for active prims
296 public IntPtr StaticSpace; // space for the static things around
297
298 // some speedup variables
299 private int spaceGridMaxX;
300 private int spaceGridMaxY;
301 private float spacesPerMeter;
302
303 // split static geometry collision into a grid as before
304 private IntPtr[,] staticPrimspace;
305 private IntPtr[] staticPrimspaceOffRegion;
306
307 public Object OdeLock;
308 private static Object SimulationLock;
309
310 public IMesher mesher;
311
312 private IConfigSource m_config;
313
314 public bool physics_logging = false;
315 public int physics_logging_interval = 0;
316 public bool physics_logging_append_existing_logfile = false;
317
318 private Vector3 m_worldOffset = Vector3.Zero;
319 public Vector2 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
320 private PhysicsScene m_parentScene = null;
321
322 private ODERayCastRequestManager m_rayCastManager;
323
324
325/* maybe needed if ode uses tls
326 private void checkThread()
327 {
328
329 int th = Thread.CurrentThread.ManagedThreadId;
330 if(th != threadid)
331 {
332 threadid = th;
333 d.AllocateODEDataForThread(~0U);
334 }
335 }
336 */
337 /// <summary>
338 /// Initiailizes the scene
339 /// Sets many properties that ODE requires to be stable
340 /// These settings need to be tweaked 'exactly' right or weird stuff happens.
341 /// </summary>
342 public OdeScene(string sceneIdentifier)
343 {
344 m_log
345 = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType.ToString() + "." + sceneIdentifier);
346
347// checkThread();
348 Name = sceneIdentifier;
349
350 OdeLock = new Object();
351 SimulationLock = new Object();
352
353 nearCallback = near;
354
355 m_rayCastManager = new ODERayCastRequestManager(this);
356 lock (OdeLock)
357 {
358 // Create the world and the first space
359 try
360 {
361 world = d.WorldCreate();
362 TopSpace = d.HashSpaceCreate(IntPtr.Zero);
363
364 // now the major subspaces
365 ActiveSpace = d.HashSpaceCreate(TopSpace);
366 StaticSpace = d.HashSpaceCreate(TopSpace);
367 }
368 catch
369 {
370 // i must RtC#FM
371 }
372
373 d.HashSpaceSetLevels(TopSpace, -2, 8);
374 d.HashSpaceSetLevels(ActiveSpace, -2, 8);
375 d.HashSpaceSetLevels(StaticSpace, -2, 8);
376
377 // demote to second level
378 d.SpaceSetSublevel(ActiveSpace, 1);
379 d.SpaceSetSublevel(StaticSpace, 1);
380
381 d.GeomSetCategoryBits(ActiveSpace, (uint)(CollisionCategories.Space |
382 CollisionCategories.Geom |
383 CollisionCategories.Character |
384 CollisionCategories.Phantom |
385 CollisionCategories.VolumeDtc
386 ));
387 d.GeomSetCollideBits(ActiveSpace, 0);
388 d.GeomSetCategoryBits(StaticSpace, (uint)(CollisionCategories.Space |
389 CollisionCategories.Geom |
390 CollisionCategories.Land |
391 CollisionCategories.Water |
392 CollisionCategories.Phantom |
393 CollisionCategories.VolumeDtc
394 ));
395 d.GeomSetCollideBits(StaticSpace, 0);
396
397 contactgroup = d.JointGroupCreate(0);
398 //contactgroup
399
400 d.WorldSetAutoDisableFlag(world, false);
401 }
402 }
403
404 // Initialize the mesh plugin
405// public override void Initialise(IMesher meshmerizer, IConfigSource config, RegionInfo region )
406 public override void Initialise(IMesher meshmerizer, IConfigSource config)
407 {
408// checkThread();
409 mesher = meshmerizer;
410 m_config = config;
411/*
412 string ode_config = d.GetConfiguration("ODE");
413 if (ode_config != null && ode_config != "")
414 {
415 m_log.WarnFormat("ODE configuration: {0}", ode_config);
416
417 if (ode_config.Contains("ODE_Ubit"))
418 {
419 OdeUbitLib = true;
420 }
421 }
422*/
423 /*
424 if (region != null)
425 {
426 WorldExtents.X = region.RegionSizeX;
427 WorldExtents.Y = region.RegionSizeY;
428 }
429 */
430
431 // Defaults
432
433 int contactsPerCollision = 80;
434
435 if (m_config != null)
436 {
437 IConfig physicsconfig = m_config.Configs["ODEPhysicsSettings"];
438 if (physicsconfig != null)
439 {
440 gravityx = physicsconfig.GetFloat("world_gravityx", gravityx);
441 gravityy = physicsconfig.GetFloat("world_gravityy", gravityy);
442 gravityz = physicsconfig.GetFloat("world_gravityz", gravityz);
443
444 metersInSpace = physicsconfig.GetFloat("meters_in_small_space", metersInSpace);
445
446 contactsurfacelayer = physicsconfig.GetFloat("world_contact_surface_layer", contactsurfacelayer);
447
448 ODE_STEPSIZE = physicsconfig.GetFloat("world_stepsize", ODE_STEPSIZE);
449 m_physicsiterations = physicsconfig.GetInt("world_internal_steps_without_collisions", m_physicsiterations);
450
451 avDensity = physicsconfig.GetFloat("av_density", avDensity);
452 avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", avMovementDivisorWalk);
453 avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", avMovementDivisorRun);
454 avCapRadius = physicsconfig.GetFloat("av_capsule_radius", avCapRadius);
455
456 contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", contactsPerCollision);
457
458 geomContactPointsStartthrottle = physicsconfig.GetInt("geom_contactpoints_start_throttling", 3);
459 geomUpdatesPerThrottledUpdate = physicsconfig.GetInt("geom_updates_before_throttled_update", 15);
460// geomCrossingFailuresBeforeOutofbounds = physicsconfig.GetInt("geom_crossing_failures_before_outofbounds", 5);
461
462 geomDefaultDensity = physicsconfig.GetFloat("geometry_default_density", geomDefaultDensity);
463 bodyFramesAutoDisable = physicsconfig.GetInt("body_frames_auto_disable", bodyFramesAutoDisable);
464/*
465 bodyPIDD = physicsconfig.GetFloat("body_pid_derivative", bodyPIDD);
466 bodyPIDG = physicsconfig.GetFloat("body_pid_gain", bodyPIDG);
467*/
468 forceSimplePrimMeshing = physicsconfig.GetBoolean("force_simple_prim_meshing", forceSimplePrimMeshing);
469 meshSculptedPrim = physicsconfig.GetBoolean("mesh_sculpted_prim", meshSculptedPrim);
470 meshSculptLOD = physicsconfig.GetFloat("mesh_lod", meshSculptLOD);
471 MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", MeshSculptphysicalLOD);
472/*
473 if (Environment.OSVersion.Platform == PlatformID.Unix)
474 {
475 avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", avPIDD);
476 avPIDP = physicsconfig.GetFloat("av_pid_proportional_linux", avPIDP);
477 }
478 else
479 {
480
481 avPIDD = physicsconfig.GetFloat("av_pid_derivative_win", avPIDD);
482 avPIDP = physicsconfig.GetFloat("av_pid_proportional_win", avPIDP);
483 }
484*/
485 physics_logging = physicsconfig.GetBoolean("physics_logging", false);
486 physics_logging_interval = physicsconfig.GetInt("physics_logging_interval", 0);
487 physics_logging_append_existing_logfile = physicsconfig.GetBoolean("physics_logging_append_existing_logfile", false);
488
489 minimumGroundFlightOffset = physicsconfig.GetFloat("minimum_ground_flight_offset", minimumGroundFlightOffset);
490 maximumMassObject = physicsconfig.GetFloat("maximum_mass_object", maximumMassObject);
491 }
492 }
493
494 HalfOdeStep = ODE_STEPSIZE * 0.5f;
495 odetimestepMS = (int)(1000.0f * ODE_STEPSIZE +0.5f);
496
497 ContactgeomsArray = Marshal.AllocHGlobal(contactsPerCollision * d.ContactGeom.unmanagedSizeOf);
498 GlobalContactsArray = GlobalContactsArray = Marshal.AllocHGlobal(maxContactsbeforedeath * d.Contact.unmanagedSizeOf);
499
500 m_materialContactsData[(int)Material.Stone].mu = 0.8f;
501 m_materialContactsData[(int)Material.Stone].bounce = 0.4f;
502
503 m_materialContactsData[(int)Material.Metal].mu = 0.3f;
504 m_materialContactsData[(int)Material.Metal].bounce = 0.4f;
505
506 m_materialContactsData[(int)Material.Glass].mu = 0.2f;
507 m_materialContactsData[(int)Material.Glass].bounce = 0.7f;
508
509 m_materialContactsData[(int)Material.Wood].mu = 0.6f;
510 m_materialContactsData[(int)Material.Wood].bounce = 0.5f;
511
512 m_materialContactsData[(int)Material.Flesh].mu = 0.9f;
513 m_materialContactsData[(int)Material.Flesh].bounce = 0.3f;
514
515 m_materialContactsData[(int)Material.Plastic].mu = 0.4f;
516 m_materialContactsData[(int)Material.Plastic].bounce = 0.7f;
517
518 m_materialContactsData[(int)Material.Rubber].mu = 0.9f;
519 m_materialContactsData[(int)Material.Rubber].bounce = 0.95f;
520
521 m_materialContactsData[(int)Material.light].mu = 0.0f;
522 m_materialContactsData[(int)Material.light].bounce = 0.0f;
523
524 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
525
526 d.WorldSetGravity(world, gravityx, gravityy, gravityz);
527 d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
528
529 d.WorldSetLinearDamping(world, 0.001f);
530 d.WorldSetAngularDamping(world, 0.001f);
531 d.WorldSetAngularDampingThreshold(world, 0f);
532 d.WorldSetLinearDampingThreshold(world, 0f);
533 d.WorldSetMaxAngularSpeed(world, 100f);
534
535 d.WorldSetCFM(world,1e-6f); // a bit harder than default
536 //d.WorldSetCFM(world, 1e-4f); // a bit harder than default
537 d.WorldSetERP(world, 0.6f); // higher than original
538
539 // Set how many steps we go without running collision testing
540 // This is in addition to the step size.
541 // Essentially Steps * m_physicsiterations
542 d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
543
544 d.WorldSetContactMaxCorrectingVel(world, 60.0f);
545
546 spacesPerMeter = 1 / metersInSpace;
547 spaceGridMaxX = (int)(WorldExtents.X * spacesPerMeter);
548 spaceGridMaxY = (int)(WorldExtents.Y * spacesPerMeter);
549
550 staticPrimspace = new IntPtr[spaceGridMaxX, spaceGridMaxY];
551
552 // create all spaces now
553 int i, j;
554 IntPtr newspace;
555
556 for (i = 0; i < spaceGridMaxX; i++)
557 for (j = 0; j < spaceGridMaxY; j++)
558 {
559 newspace = d.HashSpaceCreate(StaticSpace);
560 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
561 waitForSpaceUnlock(newspace);
562 d.SpaceSetSublevel(newspace, 2);
563 d.HashSpaceSetLevels(newspace, -2, 8);
564 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
565 CollisionCategories.Geom |
566 CollisionCategories.Land |
567 CollisionCategories.Water |
568 CollisionCategories.Phantom |
569 CollisionCategories.VolumeDtc
570 ));
571 d.GeomSetCollideBits(newspace, 0);
572
573 staticPrimspace[i, j] = newspace;
574 }
575 // let this now be real maximum values
576 spaceGridMaxX--;
577 spaceGridMaxY--;
578
579 // create 4 off world spaces (x<0,x>max,y<0,y>max)
580 staticPrimspaceOffRegion = new IntPtr[4];
581
582 for (i = 0; i < 4; i++)
583 {
584 newspace = d.HashSpaceCreate(StaticSpace);
585 d.GeomSetCategoryBits(newspace, (int)CollisionCategories.Space);
586 waitForSpaceUnlock(newspace);
587 d.SpaceSetSublevel(newspace, 2);
588 d.HashSpaceSetLevels(newspace, -2, 8);
589 d.GeomSetCategoryBits(newspace, (uint)(CollisionCategories.Space |
590 CollisionCategories.Geom |
591 CollisionCategories.Land |
592 CollisionCategories.Water |
593 CollisionCategories.Phantom |
594 CollisionCategories.VolumeDtc
595 ));
596 d.GeomSetCollideBits(newspace, 0);
597
598 staticPrimspaceOffRegion[i] = newspace;
599 }
600
601 m_lastframe = DateTime.UtcNow;
602 }
603
604 internal void waitForSpaceUnlock(IntPtr space)
605 {
606 //if (space != IntPtr.Zero)
607 //while (d.SpaceLockQuery(space)) { } // Wait and do nothing
608 }
609
610 #region Collision Detection
611
612 // sets a global contact for a joint for contactgeom , and base contact description)
613
614 private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom, float mu, float bounce, float cfm, float erpscale, float dscale)
615 {
616 if (GlobalContactsArray == IntPtr.Zero || m_global_contactcount >= maxContactsbeforedeath)
617 return IntPtr.Zero;
618
619 float erp = contactGeom.depth;
620 erp *= erpscale;
621 if (erp < minERP)
622 erp = minERP;
623 else if (erp > MaxERP)
624 erp = MaxERP;
625
626 float depth = contactGeom.depth * dscale;
627 if (depth > 0.5f)
628 depth = 0.5f;
629
630 d.Contact newcontact = new d.Contact();
631 newcontact.geom.depth = depth;
632 newcontact.geom.g1 = contactGeom.g1;
633 newcontact.geom.g2 = contactGeom.g2;
634 newcontact.geom.pos = contactGeom.pos;
635 newcontact.geom.normal = contactGeom.normal;
636 newcontact.geom.side1 = contactGeom.side1;
637 newcontact.geom.side2 = contactGeom.side2;
638
639 // this needs bounce also
640 newcontact.surface.mode = comumContactFlags;
641 newcontact.surface.mu = mu;
642 newcontact.surface.bounce = bounce;
643 newcontact.surface.soft_cfm = cfm;
644 newcontact.surface.soft_erp = erp;
645
646 IntPtr contact = new IntPtr(GlobalContactsArray.ToInt64() + (Int64)(m_global_contactcount * d.Contact.unmanagedSizeOf));
647 Marshal.StructureToPtr(newcontact, contact, true);
648 return d.JointCreateContactPtr(world, contactgroup, contact);
649 }
650
651 private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
652 {
653 if (ContactgeomsArray == IntPtr.Zero || index >= contactsPerCollision)
654 return false;
655
656 IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
657 newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
658 return true;
659 }
660
661 /// <summary>
662 /// This is our near callback. A geometry is near a body
663 /// </summary>
664 /// <param name="space">The space that contains the geoms. Remember, spaces are also geoms</param>
665 /// <param name="g1">a geometry or space</param>
666 /// <param name="g2">another geometry or space</param>
667 ///
668
669 private void near(IntPtr space, IntPtr g1, IntPtr g2)
670 {
671 // no lock here! It's invoked from within Simulate(), which is thread-locked
672
673 if (m_global_contactcount >= maxContactsbeforedeath)
674 return;
675
676 // Test if we're colliding a geom with a space.
677 // If so we have to drill down into the space recursively
678
679 if (g1 == IntPtr.Zero || g2 == IntPtr.Zero)
680 return;
681
682 if (d.GeomIsSpace(g1) || d.GeomIsSpace(g2))
683 {
684 // We'll be calling near recursivly if one
685 // of them is a space to find all of the
686 // contact points in the space
687 try
688 {
689 d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
690 }
691 catch (AccessViolationException)
692 {
693 m_log.Warn("[PHYSICS]: Unable to collide test a space");
694 return;
695 }
696 //here one should check collisions of geoms inside a space
697 // but on each space we only should have geoms that not colide amoung each other
698 // so we don't dig inside spaces
699 return;
700 }
701
702 // get geom bodies to check if we already a joint contact
703 // guess this shouldn't happen now
704 IntPtr b1 = d.GeomGetBody(g1);
705 IntPtr b2 = d.GeomGetBody(g2);
706
707 // d.GeomClassID id = d.GeomGetClass(g1);
708
709 // Figure out how many contact points we have
710 int count = 0;
711 try
712 {
713 // Colliding Geom To Geom
714 // This portion of the function 'was' blatantly ripped off from BoxStack.cs
715
716 if (g1 == g2)
717 return; // Can't collide with yourself
718
719 if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
720 return;
721
722 count = d.CollidePtr(g1, g2, (contactsPerCollision & 0xffff), ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
723 }
724 catch (SEHException)
725 {
726 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.");
727// ode.drelease(world);
728 base.TriggerPhysicsBasedRestart();
729 }
730 catch (Exception e)
731 {
732 m_log.WarnFormat("[PHYSICS]: Unable to collide test an object: {0}", e.Message);
733 return;
734 }
735
736 // id contacts done
737 if (count == 0)
738 return;
739
740 // try get physical actors
741 PhysicsActor p1;
742 PhysicsActor p2;
743
744 if (!actor_name_map.TryGetValue(g1, out p1))
745 {
746 p1 = PANull;
747 }
748
749 if (!actor_name_map.TryGetValue(g2, out p2))
750 {
751 p2 = PANull;
752 }
753
754 // update actors collision score
755 if (p1.CollisionScore >= float.MaxValue - count)
756 p1.CollisionScore = 0;
757 p1.CollisionScore += count;
758
759 if (p2.CollisionScore >= float.MaxValue - count)
760 p2.CollisionScore = 0;
761 p2.CollisionScore += count;
762
763
764 // get first contact
765 d.ContactGeom curContact = new d.ContactGeom();
766 if (!GetCurContactGeom(0, ref curContact))
767 return;
768 // for now it's the one with max depth
769 ContactPoint maxDepthContact = new ContactPoint(
770 new Vector3(curContact.pos.X, curContact.pos.Y, curContact.pos.Z),
771 new Vector3(curContact.normal.X, curContact.normal.Y, curContact.normal.Z),
772 curContact.depth
773 );
774 // do volume detection case
775 if (
776 (p1.IsVolumeDtc || p2.IsVolumeDtc))
777 {
778 collision_accounting_events(p1, p2, maxDepthContact);
779 return;
780 }
781
782 // big messy collision analises
783
784 Vector3 normoverride = Vector3.Zero; //damm c#
785
786 float mu = 0;
787 float bounce = 0;
788 float cfm = 0.0001f;
789 float erpscale = 1.0f;
790 float dscale = 1.0f;
791 bool IgnoreNegSides = false;
792
793 ContactData contactdata1 = new ContactData(0, 0, false);
794 ContactData contactdata2 = new ContactData(0, 0, false);
795
796 String name = null;
797 bool dop1foot = false;
798 bool dop2foot = false;
799 bool ignore = false;
800 bool AvanormOverride = false;
801
802 switch (p1.PhysicsActorType)
803 {
804 case (int)ActorTypes.Agent:
805 {
806 AvanormOverride = true;
807 Vector3 tmp = p2.Position - p1.Position;
808 normoverride = p2.Velocity - p1.Velocity;
809 mu = normoverride.LengthSquared();
810
811 if (mu > 1e-6)
812 {
813 mu = 1.0f / (float)Math.Sqrt(mu);
814 normoverride *= mu;
815 mu = Vector3.Dot(tmp, normoverride);
816 if (mu > 0)
817 normoverride *= -1;
818 }
819 else
820 {
821 tmp.Normalize();
822 normoverride = -tmp;
823 }
824
825 switch (p2.PhysicsActorType)
826 {
827 case (int)ActorTypes.Agent:
828/*
829 p1.getContactData(ref contactdata1);
830 p2.getContactData(ref contactdata2);
831
832 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
833
834 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
835 mu *= frictionMovementMult;
836*/
837 p1.CollidingObj = true;
838 p2.CollidingObj = true;
839 break;
840 case (int)ActorTypes.Prim:
841/*
842 p1.getContactData(ref contactdata1);
843 p2.getContactData(ref contactdata2);
844
845
846 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
847
848 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
849 mu *= frictionMovementMult;
850 */
851 if (p2.Velocity.LengthSquared() > 0.0f)
852 p2.CollidingObj = true;
853
854 dop1foot = true;
855 break;
856 default:
857 ignore = true; // avatar to terrain and water ignored
858 break;
859 }
860 break;
861 }
862
863 case (int)ActorTypes.Prim:
864 switch (p2.PhysicsActorType)
865 {
866 case (int)ActorTypes.Agent:
867 // p1.getContactData(ref contactdata1);
868 // p2.getContactData(ref contactdata2);
869
870 AvanormOverride = true;
871
872 Vector3 tmp = p2.Position - p1.Position;
873 normoverride = p2.Velocity - p1.Velocity;
874 mu = normoverride.LengthSquared();
875 if (mu > 1e-6)
876 {
877 mu = 1.0f / (float)Math.Sqrt(mu);
878 normoverride *= mu;
879 mu = Vector3.Dot(tmp, normoverride);
880 if (mu > 0)
881 normoverride *= -1;
882 }
883 else
884 {
885 tmp.Normalize();
886 normoverride = -tmp;
887 }
888
889 bounce = 0;
890 mu = 0;
891 cfm = 0.0001f;
892 /*
893 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
894
895 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
896 mu *= frictionMovementMult;
897 */
898 dop2foot = true;
899 if (p1.Velocity.LengthSquared() > 0.0f)
900 p1.CollidingObj = true;
901 break;
902 case (int)ActorTypes.Prim:
903 if ((p1.Velocity - p2.Velocity).LengthSquared() > 0.0f)
904 {
905 p1.CollidingObj = true;
906 p2.CollidingObj = true;
907 }
908 p1.getContactData(ref contactdata1);
909 p2.getContactData(ref contactdata2);
910 bounce = contactdata1.bounce * contactdata2.bounce;
911 mu = (float)Math.Sqrt(contactdata1.mu * contactdata2.mu);
912
913 cfm = p1.Mass;
914 if (cfm > p2.Mass)
915 cfm = p2.Mass;
916 dscale = 10 / cfm;
917 dscale = (float)Math.Sqrt(dscale);
918 if (dscale > 1.0f)
919 dscale = 1.0f;
920 erpscale = cfm * 0.01f;
921 cfm = 0.0001f / cfm;
922 if (cfm > 0.01f)
923 cfm = 0.01f;
924
925 if ((Math.Abs(p2.Velocity.X - p1.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y - p1.Velocity.Y) > 0.1f))
926 mu *= frictionMovementMult;
927
928 break;
929 default:
930 if (geom_name_map.TryGetValue(g2, out name))
931 {
932 if (name == "Terrain")
933 {
934 p1.getContactData(ref contactdata1);
935 bounce = contactdata1.bounce * TerrainBounce;
936 mu = (float)Math.Sqrt(contactdata1.mu * TerrainFriction);
937 if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
938 mu *= frictionMovementMult;
939 p1.CollidingGround = true;
940
941 cfm = p1.Mass;
942 dscale = 10 / cfm;
943 dscale = (float)Math.Sqrt(dscale);
944 if (dscale > 1.0f)
945 dscale = 1.0f;
946 erpscale = cfm * 0.01f;
947 cfm = 0.0001f / cfm;
948 if (cfm > 0.01f)
949 cfm = 0.01f;
950
951 if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
952 {
953 if (curContact.side1 > 0)
954 IgnoreNegSides = true;
955 }
956
957 }
958 else if (name == "Water")
959 {
960 ignore = true;
961 }
962 }
963 else
964 ignore = true;
965 break;
966 }
967 break;
968
969 default:
970 if (geom_name_map.TryGetValue(g1, out name))
971 {
972 if (name == "Terrain")
973 {
974 if (p2.PhysicsActorType == (int)ActorTypes.Prim)
975 {
976 p2.CollidingGround = true;
977 p2.getContactData(ref contactdata2);
978 bounce = contactdata2.bounce * TerrainBounce;
979 mu = (float)Math.Sqrt(contactdata2.mu * TerrainFriction);
980
981 cfm = p2.Mass;
982 dscale = 10 / cfm;
983 dscale = (float)Math.Sqrt(dscale);
984
985 if (dscale > 1.0f)
986 dscale = 1.0f;
987
988 erpscale = cfm * 0.01f;
989 cfm = 0.0001f / cfm;
990 if (cfm > 0.01f)
991 cfm = 0.01f;
992
993 if (curContact.side1 > 0) // should be 2 ?
994 IgnoreNegSides = true;
995
996 if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
997 mu *= frictionMovementMult;
998 }
999 else
1000 ignore = true;
1001
1002 }
1003 else if (name == "Water" &&
1004 (p2.PhysicsActorType == (int)ActorTypes.Prim || p2.PhysicsActorType == (int)ActorTypes.Agent))
1005 {
1006 ignore = true;
1007 }
1008 }
1009 else
1010 ignore = true;
1011 break;
1012 }
1013
1014 if (ignore)
1015 return;
1016
1017 IntPtr Joint;
1018
1019 int i = 0;
1020 while(true)
1021 {
1022
1023 if (IgnoreNegSides && curContact.side1 < 0)
1024 {
1025 if (++i >= count)
1026 break;
1027
1028 if (!GetCurContactGeom(i, ref curContact))
1029 break;
1030 }
1031 else
1032
1033 {
1034
1035 if (AvanormOverride)
1036 {
1037 if (curContact.depth > 0.3f)
1038 {
1039 if (dop1foot && (p1.Position.Z - curContact.pos.Z) > (p1.Size.Z - avCapRadius) * 0.5f)
1040 p1.IsColliding = true;
1041 if (dop2foot && (p2.Position.Z - curContact.pos.Z) > (p2.Size.Z - avCapRadius) * 0.5f)
1042 p2.IsColliding = true;
1043 curContact.normal.X = normoverride.X;
1044 curContact.normal.Y = normoverride.Y;
1045 curContact.normal.Z = normoverride.Z;
1046 }
1047
1048 else
1049 {
1050 if (dop1foot)
1051 {
1052 float sz = p1.Size.Z;
1053 Vector3 vtmp = p1.Position;
1054 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1055 if (ppos > 0f)
1056 {
1057 if (!p1.Flying)
1058 {
1059 d.AABB aabb;
1060 d.GeomGetAABB(g2, out aabb);
1061 float tmp = vtmp.Z - sz * .25f;
1062
1063 if (aabb.MaxZ < tmp)
1064 {
1065 vtmp.X = curContact.pos.X - vtmp.X;
1066 vtmp.Y = curContact.pos.Y - vtmp.Y;
1067 vtmp.Z = -0.2f;
1068 vtmp.Normalize();
1069 curContact.normal.X = vtmp.X;
1070 curContact.normal.Y = vtmp.Y;
1071 curContact.normal.Z = vtmp.Z;
1072 }
1073 }
1074 }
1075 else
1076 p1.IsColliding = true;
1077
1078 }
1079
1080 if (dop2foot)
1081 {
1082 float sz = p2.Size.Z;
1083 Vector3 vtmp = p2.Position;
1084 float ppos = curContact.pos.Z - vtmp.Z + (sz - avCapRadius) * 0.5f;
1085 if (ppos > 0f)
1086 {
1087 if (!p2.Flying)
1088 {
1089 d.AABB aabb;
1090 d.GeomGetAABB(g1, out aabb);
1091 float tmp = vtmp.Z - sz * .25f;
1092
1093 if (aabb.MaxZ < tmp)
1094 {
1095 vtmp.X = curContact.pos.X - vtmp.X;
1096 vtmp.Y = curContact.pos.Y - vtmp.Y;
1097 vtmp.Z = -0.2f;
1098 vtmp.Normalize();
1099 curContact.normal.X = vtmp.X;
1100 curContact.normal.Y = vtmp.Y;
1101 curContact.normal.Z = vtmp.Z;
1102 }
1103 }
1104 }
1105 else
1106 p2.IsColliding = true;
1107
1108 }
1109 }
1110 }
1111
1112 Joint = CreateContacJoint(ref curContact, mu, bounce, cfm, erpscale, dscale);
1113 d.JointAttach(Joint, b1, b2);
1114
1115 if (++m_global_contactcount >= maxContactsbeforedeath)
1116 break;
1117
1118 if (++i >= count)
1119 break;
1120
1121 if (!GetCurContactGeom(i, ref curContact))
1122 break;
1123
1124 if (curContact.depth > maxDepthContact.PenetrationDepth)
1125 {
1126 maxDepthContact.Position.X = curContact.pos.X;
1127 maxDepthContact.Position.Y = curContact.pos.Y;
1128 maxDepthContact.Position.Z = curContact.pos.Z;
1129 maxDepthContact.SurfaceNormal.X = curContact.normal.X;
1130 maxDepthContact.SurfaceNormal.Y = curContact.normal.Y;
1131 maxDepthContact.SurfaceNormal.Z = curContact.normal.Z;
1132 maxDepthContact.PenetrationDepth = curContact.depth;
1133 }
1134 }
1135 }
1136
1137 collision_accounting_events(p1, p2, maxDepthContact);
1138
1139/*
1140 if (notskipedcount > geomContactPointsStartthrottle)
1141 {
1142 // If there are more then 3 contact points, it's likely
1143 // that we've got a pile of objects, so ...
1144 // We don't want to send out hundreds of terse updates over and over again
1145 // so lets throttle them and send them again after it's somewhat sorted out.
1146 this needs checking so out for now
1147 if (b1 != IntPtr.Zero)
1148 p1.ThrottleUpdates = true;
1149 if (b2 != IntPtr.Zero)
1150 p2.ThrottleUpdates = true;
1151
1152 }
1153 */
1154 }
1155
1156 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
1157 {
1158 obj2LocalID = 0;
1159 bool p1events = p1.SubscribedEvents();
1160 bool p2events = p2.SubscribedEvents();
1161
1162 if (p1.IsVolumeDtc)
1163 p2events = false;
1164 if (p2.IsVolumeDtc)
1165 p1events = false;
1166
1167 if (!(p2events || p1events))
1168 return;
1169
1170 if (p1events)
1171 AddCollisionEventReporting(p1);
1172
1173 if (p2events)
1174 AddCollisionEventReporting(p2);
1175
1176 Vector3 vel = Vector3.Zero;
1177 if (p2 != null && p2.IsPhysical)
1178 vel = p2.Velocity;
1179
1180 if (p1 != null && p1.IsPhysical)
1181 vel -= p1.Velocity;
1182
1183 contact.RelativeSpeed = Vector3.Dot(vel, contact.SurfaceNormal);
1184
1185 switch ((ActorTypes)p1.PhysicsActorType)
1186 {
1187 case ActorTypes.Agent:
1188 cc1 = (OdeCharacter)p1;
1189 switch ((ActorTypes)p2.PhysicsActorType)
1190 {
1191 case ActorTypes.Agent:
1192 cc2 = (OdeCharacter)p2;
1193 obj2LocalID = cc2.m_localID;
1194 if (p2events)
1195 cc2.AddCollisionEvent(cc1.m_localID, contact);
1196 break;
1197
1198 case ActorTypes.Prim:
1199 if (p2 is OdePrim)
1200 {
1201 cp2 = (OdePrim)p2;
1202 obj2LocalID = cp2.m_localID;
1203 if (p2events)
1204 cp2.AddCollisionEvent(cc1.m_localID, contact);
1205 }
1206 break;
1207
1208 case ActorTypes.Ground:
1209 case ActorTypes.Unknown:
1210 default:
1211 obj2LocalID = 0;
1212 break;
1213 }
1214 if (p1events)
1215 {
1216 contact.SurfaceNormal = -contact.SurfaceNormal;
1217 cc1.AddCollisionEvent(obj2LocalID, contact);
1218 }
1219 break;
1220
1221 case ActorTypes.Prim:
1222
1223 if (p1 is OdePrim)
1224 {
1225 cp1 = (OdePrim)p1;
1226
1227 // obj1LocalID = cp2.m_localID;
1228 switch ((ActorTypes)p2.PhysicsActorType)
1229 {
1230 case ActorTypes.Agent:
1231 if (p2 is OdeCharacter)
1232 {
1233 cc2 = (OdeCharacter)p2;
1234 obj2LocalID = cc2.m_localID;
1235 if (p2events)
1236 cc2.AddCollisionEvent(cp1.m_localID, contact);
1237 }
1238 break;
1239 case ActorTypes.Prim:
1240
1241 if (p2 is OdePrim)
1242 {
1243 cp2 = (OdePrim)p2;
1244 obj2LocalID = cp2.m_localID;
1245 if (p2events)
1246 cp2.AddCollisionEvent(cp1.m_localID, contact);
1247 }
1248 break;
1249
1250 case ActorTypes.Ground:
1251 case ActorTypes.Unknown:
1252 default:
1253 obj2LocalID = 0;
1254 break;
1255 }
1256 if (p1events)
1257 {
1258 contact.SurfaceNormal = -contact.SurfaceNormal;
1259 cp1.AddCollisionEvent(obj2LocalID, contact);
1260 }
1261 }
1262 break;
1263 case ActorTypes.Ground:
1264 case ActorTypes.Unknown:
1265 default:
1266 switch ((ActorTypes)p2.PhysicsActorType)
1267 {
1268 case ActorTypes.Agent:
1269 if (p2 is OdeCharacter)
1270 {
1271 cc2 = (OdeCharacter)p2;
1272 obj2LocalID = cc2.m_localID;
1273 if (p2events)
1274 cc2.AddCollisionEvent(0, contact);
1275 }
1276 break;
1277 case ActorTypes.Prim:
1278 if (p2 is OdePrim)
1279 {
1280 cp2 = (OdePrim)p2;
1281 obj2LocalID = cp2.m_localID;
1282 if (p2events)
1283 cp2.AddCollisionEvent(0, contact);
1284 }
1285 break;
1286 }
1287 break;
1288 }
1289 }
1290
1291 /// <summary>
1292 /// This is our collision testing routine in ODE
1293 /// </summary>
1294 /// <param name="timeStep"></param>
1295 private void collision_optimized()
1296 {
1297 lock (_characters)
1298 {
1299 try
1300 {
1301 foreach (OdeCharacter chr in _characters)
1302 {
1303 if (chr == null || chr.Shell == IntPtr.Zero || chr.Body == IntPtr.Zero)
1304 continue;
1305
1306 chr.IsColliding = false;
1307 // chr.CollidingGround = false; not done here
1308 chr.CollidingObj = false;
1309 // do colisions with static space
1310 d.SpaceCollide2(StaticSpace, chr.Shell, IntPtr.Zero, nearCallback);
1311 }
1312 }
1313 catch (AccessViolationException)
1314 {
1315 m_log.Warn("[PHYSICS]: Unable to collide Character to static space");
1316 }
1317
1318 }
1319
1320 lock (_activeprims)
1321 {
1322 foreach (OdePrim aprim in _activeprims)
1323 {
1324 aprim.CollisionScore = 0;
1325 aprim.IsColliding = false;
1326 }
1327 }
1328
1329 // collide active prims with static enviroment
1330 lock (_activegroups)
1331 {
1332 try
1333 {
1334 foreach (OdePrim prm in _activegroups)
1335 {
1336 if (d.BodyIsEnabled(prm.Body) && !prm.m_outbounds)
1337 d.SpaceCollide2(StaticSpace, prm.collide_geom, IntPtr.Zero, nearCallback);
1338 }
1339 }
1340 catch (AccessViolationException)
1341 {
1342 m_log.Warn("[PHYSICS]: Unable to collide Active prim to static space");
1343 }
1344 }
1345 // finally colide active things amoung them
1346 try
1347 {
1348 d.SpaceCollide(ActiveSpace, IntPtr.Zero, nearCallback);
1349 }
1350 catch (AccessViolationException)
1351 {
1352 m_log.Warn("[PHYSICS]: Unable to collide in Active space");
1353 }
1354// _perloopContact.Clear();
1355 }
1356
1357 #endregion
1358 /// <summary>
1359 /// Add actor to the list that should receive collision events in the simulate loop.
1360 /// </summary>
1361 /// <param name="obj"></param>
1362 public void AddCollisionEventReporting(PhysicsActor obj)
1363 {
1364 if (!_collisionEventPrim.Contains(obj))
1365 _collisionEventPrim.Add(obj);
1366 }
1367
1368 /// <summary>
1369 /// Remove actor from the list that should receive collision events in the simulate loop.
1370 /// </summary>
1371 /// <param name="obj"></param>
1372 public void RemoveCollisionEventReporting(PhysicsActor obj)
1373 {
1374 if (_collisionEventPrim.Contains(obj) && !_collisionEventPrimRemove.Contains(obj))
1375 _collisionEventPrimRemove.Add(obj);
1376 }
1377
1378
1379 #region Add/Remove Entities
1380
1381 public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
1382 {
1383 Vector3 pos;
1384 pos.X = position.X;
1385 pos.Y = position.Y;
1386 pos.Z = position.Z;
1387 OdeCharacter newAv = new OdeCharacter(avName, this, pos, size, avPIDD, avPIDP, avCapRadius, avDensity, avMovementDivisorWalk, avMovementDivisorRun);
1388 newAv.Flying = isFlying;
1389 newAv.MinimumGroundFlightOffset = minimumGroundFlightOffset;
1390
1391 return newAv;
1392 }
1393
1394 public void AddCharacter(OdeCharacter chr)
1395 {
1396 lock (_characters)
1397 {
1398 if (!_characters.Contains(chr))
1399 {
1400 _characters.Add(chr);
1401 if (chr.bad)
1402 m_log.DebugFormat("[PHYSICS] Added BAD actor {0} to characters list", chr.m_uuid);
1403 }
1404 }
1405 }
1406
1407 public void RemoveCharacter(OdeCharacter chr)
1408 {
1409 lock (_characters)
1410 {
1411 if (_characters.Contains(chr))
1412 {
1413 _characters.Remove(chr);
1414 }
1415 }
1416 }
1417
1418 public void BadCharacter(OdeCharacter chr)
1419 {
1420 lock (_badCharacter)
1421 {
1422 if (!_badCharacter.Contains(chr))
1423 _badCharacter.Add(chr);
1424 }
1425 }
1426
1427 public override void RemoveAvatar(PhysicsActor actor)
1428 {
1429 //m_log.Debug("[PHYSICS]:ODELOCK");
1430 ((OdeCharacter) actor).Destroy();
1431 }
1432
1433 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1434 PrimitiveBaseShape pbs, bool isphysical, uint localID)
1435 {
1436 Vector3 pos = position;
1437 Vector3 siz = size;
1438 Quaternion rot = rotation;
1439
1440 OdePrim newPrim;
1441 lock (OdeLock)
1442 {
1443 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical,false,0,localID);
1444
1445 lock (_prims)
1446 _prims.Add(newPrim);
1447 }
1448 return newPrim;
1449 }
1450
1451 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1452 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, uint localID)
1453 {
1454 Vector3 pos = position;
1455 Vector3 siz = size;
1456 Quaternion rot = rotation;
1457
1458 OdePrim newPrim;
1459 lock (OdeLock)
1460 {
1461 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, 0, localID);
1462
1463 lock (_prims)
1464 _prims.Add(newPrim);
1465 }
1466 return newPrim;
1467 }
1468
1469 private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation,
1470 PrimitiveBaseShape pbs, bool isphysical, bool isPhantom, byte shapeType, uint localID)
1471 {
1472 Vector3 pos = position;
1473 Vector3 siz = size;
1474 Quaternion rot = rotation;
1475
1476 OdePrim newPrim;
1477 lock (OdeLock)
1478 {
1479 newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, isPhantom, shapeType, localID);
1480
1481 lock (_prims)
1482 _prims.Add(newPrim);
1483 }
1484 return newPrim;
1485 }
1486
1487 public void addActivePrim(OdePrim activatePrim)
1488 {
1489 // adds active prim..
1490 lock (_activeprims)
1491 {
1492 if (!_activeprims.Contains(activatePrim))
1493 _activeprims.Add(activatePrim);
1494 }
1495 }
1496
1497 public void addActiveGroups(OdePrim activatePrim)
1498 {
1499 lock (_activegroups)
1500 {
1501 if (!_activegroups.Contains(activatePrim))
1502 _activegroups.Add(activatePrim);
1503 }
1504 }
1505
1506 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1507 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
1508 {
1509 return AddPrim(primName, position, size, rotation, pbs, isPhysical, isPhantom, localid);
1510 }
1511
1512
1513 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1514 Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
1515 {
1516#if SPAM
1517 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1518#endif
1519
1520 return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid);
1521 }
1522
1523 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
1524 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapeType, uint localid)
1525 {
1526#if SPAM
1527 m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName);
1528#endif
1529
1530 return AddPrim(primName, position, size, rotation, pbs, isPhysical,isPhantom, shapeType, localid);
1531 }
1532
1533 public override float TimeDilation
1534 {
1535 get { return m_timeDilation; }
1536 }
1537
1538 public override bool SupportsNINJAJoints
1539 {
1540 get { return false; }
1541 }
1542
1543
1544 public void remActivePrim(OdePrim deactivatePrim)
1545 {
1546 lock (_activeprims)
1547 {
1548 _activeprims.Remove(deactivatePrim);
1549 }
1550 }
1551 public void remActiveGroup(OdePrim deactivatePrim)
1552 {
1553 lock (_activegroups)
1554 {
1555 _activegroups.Remove(deactivatePrim);
1556 }
1557 }
1558
1559 public override void RemovePrim(PhysicsActor prim)
1560 {
1561 // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be
1562 // removed in the next physics simulate pass.
1563 if (prim is OdePrim)
1564 {
1565// lock (OdeLock)
1566 {
1567
1568 OdePrim p = (OdePrim)prim;
1569 p.setPrimForRemoval();
1570 }
1571 }
1572 }
1573 /// <summary>
1574 /// This is called from within simulate but outside the locked portion
1575 /// We need to do our own locking here
1576 /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in
1577 /// Simulate() -- justincc).
1578 ///
1579 /// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
1580 ///
1581 /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
1582 /// that the space was using.
1583 /// </summary>
1584 /// <param name="prim"></param>
1585 public void RemovePrimThreadLocked(OdePrim prim)
1586 {
1587 //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
1588 lock (prim)
1589 {
1590 RemoveCollisionEventReporting(prim);
1591 lock (_prims)
1592 _prims.Remove(prim);
1593 }
1594
1595 }
1596 #endregion
1597
1598 #region Space Separation Calculation
1599
1600 /// <summary>
1601 /// Called when a static prim moves or becomes static
1602 /// Places the prim in a space one the static sub-spaces grid
1603 /// </summary>
1604 /// <param name="geom">the pointer to the geom that moved</param>
1605 /// <param name="pos">the position that the geom moved to</param>
1606 /// <param name="currentspace">a pointer to the space it was in before it was moved.</param>
1607 /// <returns>a pointer to the new space it's in</returns>
1608 public IntPtr MoveGeomToStaticSpace(IntPtr geom, Vector3 pos, IntPtr currentspace)
1609 {
1610 // moves a prim into another static sub-space or from another space into a static sub-space
1611
1612 // Called ODEPrim so
1613 // it's already in locked space.
1614
1615 if (geom == IntPtr.Zero) // shouldn't happen
1616 return IntPtr.Zero;
1617
1618 // get the static sub-space for current position
1619 IntPtr newspace = calculateSpaceForGeom(pos);
1620
1621 if (newspace == currentspace) // if we are there all done
1622 return newspace;
1623
1624 // else remove it from its current space
1625 if (currentspace != IntPtr.Zero && d.SpaceQuery(currentspace, geom))
1626 {
1627 if (d.GeomIsSpace(currentspace))
1628 {
1629 waitForSpaceUnlock(currentspace);
1630 d.SpaceRemove(currentspace, geom);
1631
1632 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1633 {
1634 d.SpaceDestroy(currentspace);
1635 }
1636 }
1637 else
1638 {
1639 m_log.Info("[Physics]: Invalid or empty Space passed to 'MoveGeomToStaticSpace':" + currentspace +
1640 " Geom:" + geom);
1641 }
1642 }
1643 else // odd currentspace is null or doesn't contain the geom? lets try the geom ideia of current space
1644 {
1645 currentspace = d.GeomGetSpace(geom);
1646 if (currentspace != IntPtr.Zero)
1647 {
1648 if (d.GeomIsSpace(currentspace))
1649 {
1650 waitForSpaceUnlock(currentspace);
1651 d.SpaceRemove(currentspace, geom);
1652
1653 if (d.SpaceGetSublevel(currentspace) > 2 && d.SpaceGetNumGeoms(currentspace) == 0)
1654 {
1655 d.SpaceDestroy(currentspace);
1656 }
1657
1658 }
1659 }
1660 }
1661
1662 // put the geom in the newspace
1663 waitForSpaceUnlock(newspace);
1664 d.SpaceAdd(newspace, geom);
1665
1666 // let caller know this newspace
1667 return newspace;
1668 }
1669
1670 /// <summary>
1671 /// Calculates the space the prim should be in by its position
1672 /// </summary>
1673 /// <param name="pos"></param>
1674 /// <returns>a pointer to the space. This could be a new space or reused space.</returns>
1675 public IntPtr calculateSpaceForGeom(Vector3 pos)
1676 {
1677 int x, y;
1678
1679 if (pos.X < 0)
1680 return staticPrimspaceOffRegion[0];
1681
1682 if (pos.Y < 0)
1683 return staticPrimspaceOffRegion[2];
1684
1685 x = (int)(pos.X * spacesPerMeter);
1686 if (x > spaceGridMaxX)
1687 return staticPrimspaceOffRegion[1];
1688
1689 y = (int)(pos.Y * spacesPerMeter);
1690 if (y > spaceGridMaxY)
1691 return staticPrimspaceOffRegion[3];
1692
1693 return staticPrimspace[x, y];
1694 }
1695
1696 #endregion
1697
1698 /// <summary>
1699 /// Routine to figure out if we need to mesh this prim with our mesher
1700 /// </summary>
1701 /// <param name="pbs"></param>
1702 /// <returns></returns>
1703 public bool needsMeshing(PrimitiveBaseShape pbs)
1704 {
1705 // check sculpts or meshs
1706 if (pbs.SculptEntry)
1707 {
1708 if (meshSculptedPrim)
1709 return true;
1710
1711 if (pbs.SculptType == (byte)SculptType.Mesh) // always do meshs
1712 return true;
1713
1714 return false;
1715 }
1716
1717 if (forceSimplePrimMeshing)
1718 return true;
1719
1720 // 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
1721
1722 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
1723 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
1724 && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z))
1725 {
1726
1727 if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0
1728 && pbs.ProfileHollow == 0
1729 && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0
1730 && pbs.PathBegin == 0 && pbs.PathEnd == 0
1731 && pbs.PathTaperX == 0 && pbs.PathTaperY == 0
1732 && pbs.PathScaleX == 100 && pbs.PathScaleY == 100
1733 && pbs.PathShearX == 0 && pbs.PathShearY == 0)
1734 {
1735#if SPAM
1736 m_log.Warn("NonMesh");
1737#endif
1738 return false;
1739 }
1740 }
1741
1742 // following code doesn't give meshs to boxes and spheres ever
1743 // and it's odd.. so for now just return true if asked to force meshs
1744 // hopefully mesher will fail if doesn't suport so things still get basic boxes
1745
1746 int iPropertiesNotSupportedDefault = 0;
1747
1748 if (pbs.ProfileHollow != 0)
1749 iPropertiesNotSupportedDefault++;
1750
1751 if ((pbs.PathBegin != 0) || pbs.PathEnd != 0)
1752 iPropertiesNotSupportedDefault++;
1753
1754 if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0))
1755 iPropertiesNotSupportedDefault++;
1756
1757 if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0)
1758 iPropertiesNotSupportedDefault++;
1759
1760 if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100))
1761 iPropertiesNotSupportedDefault++;
1762
1763 if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0))
1764 iPropertiesNotSupportedDefault++;
1765
1766 if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight)
1767 iPropertiesNotSupportedDefault++;
1768
1769 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))
1770 iPropertiesNotSupportedDefault++;
1771
1772 if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1)
1773 iPropertiesNotSupportedDefault++;
1774
1775 // test for torus
1776 if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
1777 {
1778 if (pbs.PathCurve == (byte)Extrusion.Curve1)
1779 {
1780 iPropertiesNotSupportedDefault++;
1781 }
1782 }
1783 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle)
1784 {
1785 if (pbs.PathCurve == (byte)Extrusion.Straight)
1786 {
1787 iPropertiesNotSupportedDefault++;
1788 }
1789
1790 // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits
1791 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1792 {
1793 iPropertiesNotSupportedDefault++;
1794 }
1795 }
1796 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle)
1797 {
1798 if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2)
1799 {
1800 iPropertiesNotSupportedDefault++;
1801 }
1802 }
1803 else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle)
1804 {
1805 if (pbs.PathCurve == (byte)Extrusion.Straight)
1806 {
1807 iPropertiesNotSupportedDefault++;
1808 }
1809 else if (pbs.PathCurve == (byte)Extrusion.Curve1)
1810 {
1811 iPropertiesNotSupportedDefault++;
1812 }
1813 }
1814
1815 if (iPropertiesNotSupportedDefault == 0)
1816 {
1817#if SPAM
1818 m_log.Warn("NonMesh");
1819#endif
1820 return false;
1821 }
1822#if SPAM
1823 m_log.Debug("Mesh");
1824#endif
1825 return true;
1826 }
1827
1828 /// <summary>
1829 /// Called to queue a change to a actor
1830 /// to use in place of old taint mechanism so changes do have a time sequence
1831 /// </summary>
1832
1833 public void AddChange(PhysicsActor actor, changes what, Object arg)
1834 {
1835 ODEchangeitem item = new ODEchangeitem();
1836 item.actor = actor;
1837 item.what = what;
1838 item.arg = arg;
1839 ChangesQueue.Enqueue(item);
1840 }
1841
1842 /// <summary>
1843 /// Called after our prim properties are set Scale, position etc.
1844 /// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
1845 /// This assures us that we have no race conditions
1846 /// </summary>
1847 /// <param name="prim"></param>
1848 public override void AddPhysicsActorTaint(PhysicsActor prim)
1849 {
1850 }
1851
1852 /// <summary>
1853 /// This is our main simulate loop
1854 /// It's thread locked by a Mutex in the scene.
1855 /// It holds Collisions, it instructs ODE to step through the physical reactions
1856 /// It moves the objects around in memory
1857 /// It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
1858 /// </summary>
1859 /// <param name="timeStep"></param>
1860 /// <returns></returns>
1861 public override float Simulate(float timeStep)
1862 {
1863
1864 DateTime now = DateTime.UtcNow;
1865 TimeSpan SinceLastFrame = now - m_lastframe;
1866 m_lastframe = now;
1867 timeStep = (float)SinceLastFrame.TotalSeconds;
1868
1869 // acumulate time so we can reduce error
1870 step_time += timeStep;
1871
1872 if (step_time < HalfOdeStep)
1873 return 0;
1874
1875 if (framecount < 0)
1876 framecount = 0;
1877
1878 framecount++;
1879
1880 int curphysiteractions;
1881
1882 // if in trouble reduce step resolution
1883 if (step_time >= m_SkipFramesAtms)
1884 curphysiteractions = m_physicsiterations / 2;
1885 else
1886 curphysiteractions = m_physicsiterations;
1887
1888 int nodeframes = 0;
1889
1890// checkThread();
1891
1892 lock (SimulationLock)
1893 lock(OdeLock)
1894 {
1895 // adjust number of iterations per step
1896 try
1897 {
1898 d.WorldSetQuickStepNumIterations(world, curphysiteractions);
1899 }
1900 catch (StackOverflowException)
1901 {
1902 m_log.Error("[PHYSICS]: The operating system wasn't able to allocate enough memory for the simulation. Restarting the sim.");
1903// ode.drelease(world);
1904 base.TriggerPhysicsBasedRestart();
1905 }
1906
1907 while (step_time > HalfOdeStep && nodeframes < 10) //limit number of steps so we don't say here for ever
1908 {
1909 try
1910 {
1911 // clear pointer/counter to contacts to pass into joints
1912 m_global_contactcount = 0;
1913
1914 ODEchangeitem item;
1915
1916 if(ChangesQueue.Count >0)
1917 {
1918 int ttmpstart = Util.EnvironmentTickCount();
1919 int ttmp;
1920
1921 while(ChangesQueue.Dequeue(out item))
1922 {
1923 if (item.actor != null)
1924 {
1925 try
1926 {
1927 if (item.actor is OdeCharacter)
1928 ((OdeCharacter)item.actor).DoAChange(item.what, item.arg);
1929 else if (((OdePrim)item.actor).DoAChange(item.what, item.arg))
1930 RemovePrimThreadLocked((OdePrim)item.actor);
1931 }
1932 catch
1933 {
1934 m_log.Warn("[PHYSICS]: doChange failed for a actor");
1935 };
1936 }
1937 ttmp = Util.EnvironmentTickCountSubtract(ttmpstart);
1938 if (ttmp > 20)
1939 break;
1940 }
1941 }
1942
1943 // Move characters
1944 lock (_characters)
1945 {
1946 List<OdeCharacter> defects = new List<OdeCharacter>();
1947 foreach (OdeCharacter actor in _characters)
1948 {
1949 if (actor != null)
1950 actor.Move(ODE_STEPSIZE, defects);
1951 }
1952 if (defects.Count != 0)
1953 {
1954 foreach (OdeCharacter defect in defects)
1955 {
1956 RemoveCharacter(defect);
1957 }
1958 }
1959 }
1960
1961 // Move other active objects
1962 lock (_activegroups)
1963 {
1964 foreach (OdePrim aprim in _activegroups)
1965 {
1966 aprim.Move();
1967 }
1968 }
1969
1970 //if ((framecount % m_randomizeWater) == 0)
1971 // randomizeWater(waterlevel);
1972
1973 m_rayCastManager.ProcessQueuedRequests();
1974
1975 collision_optimized();
1976
1977 foreach (PhysicsActor obj in _collisionEventPrim)
1978 {
1979 if (obj == null)
1980 continue;
1981
1982 switch ((ActorTypes)obj.PhysicsActorType)
1983 {
1984 case ActorTypes.Agent:
1985 OdeCharacter cobj = (OdeCharacter)obj;
1986 cobj.AddCollisionFrameTime((int)(odetimestepMS));
1987 cobj.SendCollisions();
1988 break;
1989
1990 case ActorTypes.Prim:
1991 OdePrim pobj = (OdePrim)obj;
1992 if (pobj.Body == IntPtr.Zero || (d.BodyIsEnabled(pobj.Body) && !pobj.m_outbounds))
1993 {
1994 pobj.AddCollisionFrameTime((int)(odetimestepMS));
1995 pobj.SendCollisions();
1996 }
1997 break;
1998 }
1999 }
2000
2001 foreach (PhysicsActor obj in _collisionEventPrimRemove)
2002 _collisionEventPrim.Remove(obj);
2003
2004 _collisionEventPrimRemove.Clear();
2005
2006 // do a ode simulation step
2007 d.WorldQuickStep(world, ODE_STEPSIZE);
2008 d.JointGroupEmpty(contactgroup);
2009
2010 // update managed ideia of physical data and do updates to core
2011 /*
2012 lock (_characters)
2013 {
2014 foreach (OdeCharacter actor in _characters)
2015 {
2016 if (actor != null)
2017 {
2018 if (actor.bad)
2019 m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid);
2020
2021 actor.UpdatePositionAndVelocity();
2022 }
2023 }
2024 }
2025 */
2026
2027 lock (_activegroups)
2028 {
2029 {
2030 foreach (OdePrim actor in _activegroups)
2031 {
2032 if (actor.IsPhysical)
2033 {
2034 actor.UpdatePositionAndVelocity();
2035 }
2036 }
2037 }
2038 }
2039 }
2040 catch (Exception e)
2041 {
2042 m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e);
2043// ode.dunlock(world);
2044 }
2045
2046
2047 step_time -= ODE_STEPSIZE;
2048 nodeframes++;
2049 }
2050
2051 lock (_badCharacter)
2052 {
2053 if (_badCharacter.Count > 0)
2054 {
2055 foreach (OdeCharacter chr in _badCharacter)
2056 {
2057 RemoveCharacter(chr);
2058 }
2059
2060 _badCharacter.Clear();
2061 }
2062 }
2063
2064 int nactivegeoms = d.SpaceGetNumGeoms(ActiveSpace);
2065 int nstaticgeoms = d.SpaceGetNumGeoms(StaticSpace);
2066 int ntopgeoms = d.SpaceGetNumGeoms(TopSpace);
2067 int nbodies = d.NTotalBodies;
2068 int ngeoms = d.NTotalGeoms;
2069
2070 // Finished with all sim stepping. If requested, dump world state to file for debugging.
2071 // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed?
2072 // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots?
2073 if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0))
2074 {
2075 string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename
2076 string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file
2077
2078 if (physics_logging_append_existing_logfile)
2079 {
2080 string header = "-------------- START OF PHYSICS FRAME " + framecount.ToString() + " --------------";
2081 TextWriter fwriter = File.AppendText(fname);
2082 fwriter.WriteLine(header);
2083 fwriter.Close();
2084 }
2085
2086 d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix);
2087 }
2088
2089 // think time dilation as to do with dinamic step size that we dont' have
2090 // even so tell something to world
2091 if (nodeframes < 10) // we did the requested loops
2092 m_timeDilation = 1.0f;
2093 else if (step_time > 0)
2094 {
2095 m_timeDilation = timeStep / step_time;
2096 if (m_timeDilation > 1)
2097 m_timeDilation = 1;
2098 if (step_time > m_SkipFramesAtms)
2099 step_time = 0;
2100 }
2101 }
2102
2103// return nodeframes * ODE_STEPSIZE; // return real simulated time
2104 return 1000 * nodeframes; // return steps for now * 1000 to keep core happy
2105 }
2106
2107 /// <summary>
2108 public override void GetResults()
2109 {
2110 }
2111
2112 public override bool IsThreaded
2113 {
2114 // for now we won't be multithreaded
2115 get { return (false); }
2116 }
2117
2118 public float GetTerrainHeightAtXY(float x, float y)
2119 {
2120
2121
2122 int offsetX = ((int)(x / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2123 int offsetY = ((int)(y / (int)Constants.RegionSize)) * (int)Constants.RegionSize;
2124
2125
2126 IntPtr heightFieldGeom = IntPtr.Zero;
2127
2128 // get region map
2129 if (!RegionTerrain.TryGetValue(new Vector3(offsetX, offsetY, 0), out heightFieldGeom))
2130 return 0f;
2131
2132 if (heightFieldGeom == IntPtr.Zero)
2133 return 0f;
2134
2135 if (!TerrainHeightFieldHeights.ContainsKey(heightFieldGeom))
2136 return 0f;
2137
2138 // TerrainHeightField for ODE as offset 1m
2139 x += 1f - offsetX;
2140 y += 1f - offsetY;
2141
2142 // make position fit into array
2143 if (x < 0)
2144 x = 0;
2145 if (y < 0)
2146 y = 0;
2147
2148 // integer indexs
2149 int ix;
2150 int iy;
2151 // interpolators offset
2152 float dx;
2153 float dy;
2154
2155 int regsize = (int)Constants.RegionSize + 3; // map size see setterrain number of samples
2156
2157 if (OdeUbitLib)
2158 {
2159 if (x < regsize - 1)
2160 {
2161 ix = (int)x;
2162 dx = x - (float)ix;
2163 }
2164 else // out world use external height
2165 {
2166 ix = regsize - 2;
2167 dx = 0;
2168 }
2169 if (y < regsize - 1)
2170 {
2171 iy = (int)y;
2172 dy = y - (float)iy;
2173 }
2174 else
2175 {
2176 iy = regsize - 2;
2177 dy = 0;
2178 }
2179 }
2180
2181 else
2182 {
2183 // we still have square fixed size regions
2184 // also flip x and y because of how map is done for ODE fliped axis
2185 // so ix,iy,dx and dy are inter exchanged
2186 if (x < regsize - 1)
2187 {
2188 iy = (int)x;
2189 dy = x - (float)iy;
2190 }
2191 else // out world use external height
2192 {
2193 iy = regsize - 2;
2194 dy = 0;
2195 }
2196 if (y < regsize - 1)
2197 {
2198 ix = (int)y;
2199 dx = y - (float)ix;
2200 }
2201 else
2202 {
2203 ix = regsize - 2;
2204 dx = 0;
2205 }
2206 }
2207
2208 float h0;
2209 float h1;
2210 float h2;
2211
2212 iy *= regsize;
2213 iy += ix; // all indexes have iy + ix
2214
2215 float[] heights = TerrainHeightFieldHeights[heightFieldGeom];
2216 /*
2217 if ((dx + dy) <= 1.0f)
2218 {
2219 h0 = ((float)heights[iy]); // 0,0 vertice
2220 h1 = (((float)heights[iy + 1]) - h0) * dx; // 1,0 vertice minus 0,0
2221 h2 = (((float)heights[iy + regsize]) - h0) * dy; // 0,1 vertice minus 0,0
2222 }
2223 else
2224 {
2225 h0 = ((float)heights[iy + regsize + 1]); // 1,1 vertice
2226 h1 = (((float)heights[iy + 1]) - h0) * (1 - dy); // 1,1 vertice minus 1,0
2227 h2 = (((float)heights[iy + regsize]) - h0) * (1 - dx); // 1,1 vertice minus 0,1
2228 }
2229 */
2230 h0 = ((float)heights[iy]); // 0,0 vertice
2231
2232 if ((dy > dx))
2233 {
2234 iy += regsize;
2235 h2 = (float)heights[iy]; // 0,1 vertice
2236 h1 = (h2 - h0) * dy; // 0,1 vertice minus 0,0
2237 h2 = ((float)heights[iy + 1] - h2) * dx; // 1,1 vertice minus 0,1
2238 }
2239 else
2240 {
2241 iy++;
2242 h2 = (float)heights[iy]; // vertice 1,0
2243 h1 = (h2 - h0) * dx; // 1,0 vertice minus 0,0
2244 h2 = (((float)heights[iy + regsize]) - h2) * dy; // 1,1 vertice minus 1,0
2245 }
2246
2247 return h0 + h1 + h2;
2248 }
2249
2250
2251 public override void SetTerrain(float[] heightMap)
2252 {
2253 if (m_worldOffset != Vector3.Zero && m_parentScene != null)
2254 {
2255 if (m_parentScene is OdeScene)
2256 {
2257 ((OdeScene)m_parentScene).SetTerrain(heightMap, m_worldOffset);
2258 }
2259 }
2260 else
2261 {
2262 SetTerrain(heightMap, m_worldOffset);
2263 }
2264 }
2265
2266 public override void CombineTerrain(float[] heightMap, Vector3 pOffset)
2267 {
2268 SetTerrain(heightMap, pOffset);
2269 }
2270
2271 public void SetTerrain(float[] heightMap, Vector3 pOffset)
2272 {
2273 if (OdeUbitLib)
2274 UbitSetTerrain(heightMap, pOffset);
2275 else
2276 OriSetTerrain(heightMap, pOffset);
2277 }
2278
2279 public void OriSetTerrain(float[] heightMap, Vector3 pOffset)
2280 {
2281 // assumes 1m size grid and constante size square regions
2282 // needs to know about sims around in future
2283
2284 float[] _heightmap;
2285
2286 uint heightmapWidth = Constants.RegionSize + 2;
2287 uint heightmapHeight = Constants.RegionSize + 2;
2288
2289 uint heightmapWidthSamples = heightmapWidth + 1;
2290 uint heightmapHeightSamples = heightmapHeight + 1;
2291
2292 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2293
2294 const float scale = 1.0f;
2295 const float offset = 0.0f;
2296 const float thickness = 10f;
2297 const int wrap = 0;
2298
2299 uint regionsize = Constants.RegionSize;
2300
2301 float hfmin = float.MaxValue;
2302 float hfmax = float.MinValue;
2303 float val;
2304 uint xx;
2305 uint yy;
2306
2307 uint maxXXYY = regionsize - 1;
2308 // flipping map adding one margin all around so things don't fall in edges
2309
2310 uint xt = 0;
2311 xx = 0;
2312
2313 for (uint x = 0; x < heightmapWidthSamples; x++)
2314 {
2315 if (x > 1 && xx < maxXXYY)
2316 xx++;
2317 yy = 0;
2318 for (uint y = 0; y < heightmapHeightSamples; y++)
2319 {
2320 if (y > 1 && y < maxXXYY)
2321 yy += regionsize;
2322
2323 val = heightMap[yy + xx];
2324 if (val < 0.0f)
2325 val = 0.0f; // no neg terrain as in chode
2326 _heightmap[xt + y] = val;
2327
2328 if (hfmin > val)
2329 hfmin = val;
2330 if (hfmax < val)
2331 hfmax = val;
2332 }
2333 xt += heightmapHeightSamples;
2334 }
2335 lock (OdeLock)
2336 {
2337 IntPtr GroundGeom = IntPtr.Zero;
2338 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2339 {
2340 RegionTerrain.Remove(pOffset);
2341 if (GroundGeom != IntPtr.Zero)
2342 {
2343 d.GeomDestroy(GroundGeom);
2344
2345 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2346 {
2347 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2348 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2349 TerrainHeightFieldHeights.Remove(GroundGeom);
2350 }
2351 }
2352 }
2353 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2354
2355 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2356
2357 d.GeomHeightfieldDataBuildSingle(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, heightmapWidth , heightmapHeight,
2358 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2359 offset, thickness, wrap);
2360
2361 d.GeomHeightfieldDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2362 GroundGeom = d.CreateHeightfield(StaticSpace, HeightmapData, 1);
2363 if (GroundGeom != IntPtr.Zero)
2364 {
2365 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2366 d.GeomSetCollideBits(GroundGeom, 0);
2367
2368 }
2369 geom_name_map[GroundGeom] = "Terrain";
2370
2371 d.Matrix3 R = new d.Matrix3();
2372
2373 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2374 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2375
2376
2377 q1 = q1 * q2;
2378
2379 Vector3 v3;
2380 float angle;
2381 q1.GetAxisAngle(out v3, out angle);
2382
2383 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2384 d.GeomSetRotation(GroundGeom, ref R);
2385 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2386 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2387// TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2388 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2389 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2390
2391 }
2392 }
2393
2394 public void UbitSetTerrain(float[] heightMap, Vector3 pOffset)
2395 {
2396 // assumes 1m size grid and constante size square regions
2397 // needs to know about sims around in future
2398
2399 float[] _heightmap;
2400
2401 uint heightmapWidth = Constants.RegionSize + 2;
2402 uint heightmapHeight = Constants.RegionSize + 2;
2403
2404 uint heightmapWidthSamples = heightmapWidth + 1;
2405 uint heightmapHeightSamples = heightmapHeight + 1;
2406
2407 _heightmap = new float[heightmapWidthSamples * heightmapHeightSamples];
2408
2409
2410 uint regionsize = Constants.RegionSize;
2411
2412 float hfmin = float.MaxValue;
2413// float hfmax = float.MinValue;
2414 float val;
2415
2416
2417 uint maxXXYY = regionsize - 1;
2418 // adding one margin all around so things don't fall in edges
2419
2420 uint xx;
2421 uint yy = 0;
2422 uint yt = 0;
2423
2424 for (uint y = 0; y < heightmapHeightSamples; y++)
2425 {
2426 if (y > 1 && y < maxXXYY)
2427 yy += regionsize;
2428 xx = 0;
2429 for (uint x = 0; x < heightmapWidthSamples; x++)
2430 {
2431 if (x > 1 && x < maxXXYY)
2432 xx++;
2433
2434 val = heightMap[yy + xx];
2435 if (val < 0.0f)
2436 val = 0.0f; // no neg terrain as in chode
2437 _heightmap[yt + x] = val;
2438
2439 if (hfmin > val)
2440 hfmin = val;
2441// if (hfmax < val)
2442// hfmax = val;
2443 }
2444 yt += heightmapWidthSamples;
2445 }
2446 lock (OdeLock)
2447 {
2448 IntPtr GroundGeom = IntPtr.Zero;
2449 if (RegionTerrain.TryGetValue(pOffset, out GroundGeom))
2450 {
2451 RegionTerrain.Remove(pOffset);
2452 if (GroundGeom != IntPtr.Zero)
2453 {
2454 d.GeomDestroy(GroundGeom);
2455
2456 if (TerrainHeightFieldHeights.ContainsKey(GroundGeom))
2457 {
2458 if (TerrainHeightFieldHeightsHandlers[GroundGeom].IsAllocated)
2459 TerrainHeightFieldHeightsHandlers[GroundGeom].Free();
2460 TerrainHeightFieldHeightsHandlers.Remove(GroundGeom);
2461 TerrainHeightFieldHeights.Remove(GroundGeom);
2462 }
2463 }
2464 }
2465 IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
2466
2467 const int wrap = 0;
2468 float thickness = hfmin;
2469 if (thickness < 0)
2470 thickness = 1;
2471
2472 GCHandle _heightmaphandler = GCHandle.Alloc(_heightmap, GCHandleType.Pinned);
2473
2474 d.GeomUbitTerrainDataBuild(HeightmapData, _heightmaphandler.AddrOfPinnedObject(), 0, 1.0f,
2475 (int)heightmapWidthSamples, (int)heightmapHeightSamples,
2476 thickness, wrap);
2477
2478// d.GeomUbitTerrainDataSetBounds(HeightmapData, hfmin - 1, hfmax + 1);
2479 GroundGeom = d.CreateUbitTerrain(StaticSpace, HeightmapData, 1);
2480 if (GroundGeom != IntPtr.Zero)
2481 {
2482 d.GeomSetCategoryBits(GroundGeom, (uint)(CollisionCategories.Land));
2483 d.GeomSetCollideBits(GroundGeom, 0);
2484
2485 }
2486 geom_name_map[GroundGeom] = "Terrain";
2487
2488 d.GeomSetPosition(GroundGeom, pOffset.X + (float)Constants.RegionSize * 0.5f, pOffset.Y + (float)Constants.RegionSize * 0.5f, 0);
2489 RegionTerrain.Add(pOffset, GroundGeom, GroundGeom);
2490 // TerrainHeightFieldHeights.Add(GroundGeom, ODElandMap);
2491 TerrainHeightFieldHeights.Add(GroundGeom, _heightmap);
2492 TerrainHeightFieldHeightsHandlers.Add(GroundGeom, _heightmaphandler);
2493 }
2494 }
2495
2496
2497 public override void DeleteTerrain()
2498 {
2499 }
2500
2501 public float GetWaterLevel()
2502 {
2503 return waterlevel;
2504 }
2505
2506 public override bool SupportsCombining()
2507 {
2508 return true;
2509 }
2510/*
2511 public override void UnCombine(PhysicsScene pScene)
2512 {
2513 IntPtr localGround = IntPtr.Zero;
2514// float[] localHeightfield;
2515 bool proceed = false;
2516 List<IntPtr> geomDestroyList = new List<IntPtr>();
2517
2518 lock (OdeLock)
2519 {
2520 if (RegionTerrain.TryGetValue(Vector3.Zero, out localGround))
2521 {
2522 foreach (IntPtr geom in TerrainHeightFieldHeights.Keys)
2523 {
2524 if (geom == localGround)
2525 {
2526// localHeightfield = TerrainHeightFieldHeights[geom];
2527 proceed = true;
2528 }
2529 else
2530 {
2531 geomDestroyList.Add(geom);
2532 }
2533 }
2534
2535 if (proceed)
2536 {
2537 m_worldOffset = Vector3.Zero;
2538 WorldExtents = new Vector2((int)Constants.RegionSize, (int)Constants.RegionSize);
2539 m_parentScene = null;
2540
2541 foreach (IntPtr g in geomDestroyList)
2542 {
2543 // removingHeightField needs to be done or the garbage collector will
2544 // collect the terrain data before we tell ODE to destroy it causing
2545 // memory corruption
2546 if (TerrainHeightFieldHeights.ContainsKey(g))
2547 {
2548// float[] removingHeightField = TerrainHeightFieldHeights[g];
2549 TerrainHeightFieldHeights.Remove(g);
2550
2551 if (RegionTerrain.ContainsKey(g))
2552 {
2553 RegionTerrain.Remove(g);
2554 }
2555
2556 d.GeomDestroy(g);
2557 //removingHeightField = new float[0];
2558 }
2559 }
2560
2561 }
2562 else
2563 {
2564 m_log.Warn("[PHYSICS]: Couldn't proceed with UnCombine. Region has inconsistant data.");
2565 }
2566 }
2567 }
2568 }
2569*/
2570 public override void SetWaterLevel(float baseheight)
2571 {
2572 waterlevel = baseheight;
2573 randomizeWater(waterlevel);
2574 }
2575
2576 public void randomizeWater(float baseheight)
2577 {
2578 const uint heightmapWidth = Constants.RegionSize + 2;
2579 const uint heightmapHeight = Constants.RegionSize + 2;
2580 const uint heightmapWidthSamples = heightmapWidth + 1;
2581 const uint heightmapHeightSamples = heightmapHeight + 1;
2582
2583 const float scale = 1.0f;
2584 const float offset = 0.0f;
2585 const int wrap = 0;
2586
2587 float[] _watermap = new float[heightmapWidthSamples * heightmapWidthSamples];
2588
2589 float maxheigh = float.MinValue;
2590 float minheigh = float.MaxValue;
2591 float val;
2592 for (int i = 0; i < (heightmapWidthSamples * heightmapHeightSamples); i++)
2593 {
2594
2595 val = (baseheight - 0.1f) + ((float)fluidRandomizer.Next(1, 9) / 10f);
2596 _watermap[i] = val;
2597 if (maxheigh < val)
2598 maxheigh = val;
2599 if (minheigh > val)
2600 minheigh = val;
2601 }
2602
2603 float thickness = minheigh;
2604
2605 lock (OdeLock)
2606 {
2607 if (WaterGeom != IntPtr.Zero)
2608 {
2609 d.GeomDestroy(WaterGeom);
2610 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2611 WaterGeom = IntPtr.Zero;
2612 WaterHeightmapData = IntPtr.Zero;
2613 if(WaterMapHandler.IsAllocated)
2614 WaterMapHandler.Free();
2615 }
2616
2617 WaterHeightmapData = d.GeomHeightfieldDataCreate();
2618
2619 WaterMapHandler = GCHandle.Alloc(_watermap, GCHandleType.Pinned);
2620
2621 d.GeomHeightfieldDataBuildSingle(WaterHeightmapData, WaterMapHandler.AddrOfPinnedObject(), 0, heightmapWidth, heightmapHeight,
2622 (int)heightmapWidthSamples, (int)heightmapHeightSamples, scale,
2623 offset, thickness, wrap);
2624 d.GeomHeightfieldDataSetBounds(WaterHeightmapData, minheigh, maxheigh);
2625 WaterGeom = d.CreateHeightfield(StaticSpace, WaterHeightmapData, 1);
2626 if (WaterGeom != IntPtr.Zero)
2627 {
2628 d.GeomSetCategoryBits(WaterGeom, (uint)(CollisionCategories.Water));
2629 d.GeomSetCollideBits(WaterGeom, 0);
2630
2631 geom_name_map[WaterGeom] = "Water";
2632
2633 d.Matrix3 R = new d.Matrix3();
2634
2635 Quaternion q1 = Quaternion.CreateFromAxisAngle(new Vector3(1, 0, 0), 1.5707f);
2636 Quaternion q2 = Quaternion.CreateFromAxisAngle(new Vector3(0, 1, 0), 1.5707f);
2637
2638 q1 = q1 * q2;
2639 Vector3 v3;
2640 float angle;
2641 q1.GetAxisAngle(out v3, out angle);
2642
2643 d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
2644 d.GeomSetRotation(WaterGeom, ref R);
2645 d.GeomSetPosition(WaterGeom, (float)Constants.RegionSize * 0.5f, (float)Constants.RegionSize * 0.5f, 0);
2646 }
2647 }
2648 }
2649
2650 public override void Dispose()
2651 {
2652 m_rayCastManager.Dispose();
2653 m_rayCastManager = null;
2654
2655 lock (OdeLock)
2656 {
2657 lock (_prims)
2658 {
2659 foreach (OdePrim prm in _prims)
2660 {
2661 RemovePrim(prm);
2662 }
2663 }
2664
2665 if (TerrainHeightFieldHeightsHandlers.Count > 0)
2666 {
2667 foreach (GCHandle gch in TerrainHeightFieldHeightsHandlers.Values)
2668 {
2669 if (gch.IsAllocated)
2670 gch.Free();
2671 }
2672 }
2673
2674 if (WaterGeom != IntPtr.Zero)
2675 {
2676 d.GeomDestroy(WaterGeom);
2677 WaterGeom = IntPtr.Zero;
2678 if (WaterHeightmapData != IntPtr.Zero)
2679 d.GeomHeightfieldDataDestroy(WaterHeightmapData);
2680 WaterHeightmapData = IntPtr.Zero;
2681
2682 if (WaterMapHandler.IsAllocated)
2683 WaterMapHandler.Free();
2684 }
2685
2686
2687 if (ContactgeomsArray != IntPtr.Zero)
2688 Marshal.FreeHGlobal(ContactgeomsArray);
2689 if (GlobalContactsArray != IntPtr.Zero)
2690 Marshal.FreeHGlobal(GlobalContactsArray);
2691
2692
2693 d.WorldDestroy(world);
2694 //d.CloseODE();
2695 }
2696 }
2697
2698 public override Dictionary<uint, float> GetTopColliders()
2699 {
2700 Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
2701 int cnt = 0;
2702 lock (_prims)
2703 {
2704 foreach (OdePrim prm in _prims)
2705 {
2706 if (prm.CollisionScore > 0)
2707 {
2708 returncolliders.Add(prm.m_localID, prm.CollisionScore);
2709 cnt++;
2710 prm.CollisionScore = 0f;
2711 if (cnt > 25)
2712 {
2713 break;
2714 }
2715 }
2716 }
2717 }
2718 return returncolliders;
2719 }
2720
2721 public override bool SupportsRayCast()
2722 {
2723 return true;
2724 }
2725
2726 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2727 {
2728 if (retMethod != null)
2729 {
2730 m_rayCastManager.QueueRequest(position, direction, length, retMethod);
2731 }
2732 }
2733
2734 public override void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2735 {
2736 if (retMethod != null)
2737 {
2738 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2739 }
2740 }
2741
2742 // don't like this
2743 public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
2744 {
2745 ContactResult[] ourResults = null;
2746 RayCallback retMethod = delegate(List<ContactResult> results)
2747 {
2748 ourResults = new ContactResult[results.Count];
2749 results.CopyTo(ourResults, 0);
2750 };
2751 int waitTime = 0;
2752 m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
2753 while (ourResults == null && waitTime < 1000)
2754 {
2755 Thread.Sleep(1);
2756 waitTime++;
2757 }
2758 if (ourResults == null)
2759 return new List<ContactResult>();
2760 return new List<ContactResult>(ourResults);
2761 }
2762
2763 public override bool SuportsRaycastWorldFiltered()
2764 {
2765 return true;
2766 }
2767
2768 public override object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
2769 {
2770 object SyncObject = new object();
2771 List<ContactResult> ourresults = new List<ContactResult>();
2772
2773 RayCallback retMethod = delegate(List<ContactResult> results)
2774 {
2775 lock (SyncObject)
2776 {
2777 ourresults = results;
2778 Monitor.PulseAll(SyncObject);
2779 }
2780 };
2781
2782 lock (SyncObject)
2783 {
2784 m_rayCastManager.QueueRequest(position, direction, length, Count,filter, retMethod);
2785 if (!Monitor.Wait(SyncObject, 500))
2786 return null;
2787 else
2788 return ourresults;
2789 }
2790 }
2791
2792 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
2793 {
2794 if (retMethod != null && actor !=null)
2795 {
2796 IntPtr geom;
2797 if (actor is OdePrim)
2798 geom = ((OdePrim)actor).prim_geom;
2799 else if (actor is OdeCharacter)
2800 geom = ((OdePrim)actor).prim_geom;
2801 else
2802 return;
2803 if (geom == IntPtr.Zero)
2804 return;
2805 m_rayCastManager.QueueRequest(geom, position, direction, length, retMethod);
2806 }
2807 }
2808
2809 public override void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
2810 {
2811 if (retMethod != null && actor != null)
2812 {
2813 IntPtr geom;
2814 if (actor is OdePrim)
2815 geom = ((OdePrim)actor).prim_geom;
2816 else if (actor is OdeCharacter)
2817 geom = ((OdePrim)actor).prim_geom;
2818 else
2819 return;
2820 if (geom == IntPtr.Zero)
2821 return;
2822
2823 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2824 }
2825 }
2826
2827 // don't like this
2828 public override List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
2829 {
2830 if (actor != null)
2831 {
2832 IntPtr geom;
2833 if (actor is OdePrim)
2834 geom = ((OdePrim)actor).prim_geom;
2835 else if (actor is OdeCharacter)
2836 geom = ((OdePrim)actor).prim_geom;
2837 else
2838 return new List<ContactResult>();
2839 if (geom == IntPtr.Zero)
2840 return new List<ContactResult>();
2841
2842 ContactResult[] ourResults = null;
2843 RayCallback retMethod = delegate(List<ContactResult> results)
2844 {
2845 ourResults = new ContactResult[results.Count];
2846 results.CopyTo(ourResults, 0);
2847 };
2848 int waitTime = 0;
2849 m_rayCastManager.QueueRequest(geom,position, direction, length, Count, retMethod);
2850 while (ourResults == null && waitTime < 1000)
2851 {
2852 Thread.Sleep(1);
2853 waitTime++;
2854 }
2855 if (ourResults == null)
2856 return new List<ContactResult>();
2857 return new List<ContactResult>(ourResults);
2858 }
2859 return new List<ContactResult>();
2860 }
2861 }
2862}
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..b5fa6de
--- /dev/null
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/CM_Api.cs
@@ -0,0 +1,116 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Reflection;
30using System.Collections;
31using System.Collections.Generic;
32using System.Runtime.Remoting.Lifetime;
33using OpenMetaverse;
34using Nini.Config;
35using OpenSim;
36using OpenSim.Framework;
37using OpenSim.Region.CoreModules.World.LightShare;
38using OpenSim.Region.Framework.Interfaces;
39using OpenSim.Region.Framework.Scenes;
40using OpenSim.Region.ScriptEngine.Shared;
41using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
42using OpenSim.Region.ScriptEngine.Shared.ScriptBase;
43using OpenSim.Region.ScriptEngine.Interfaces;
44using OpenSim.Region.ScriptEngine.Shared.Api.Interfaces;
45using OpenSim.Services.Interfaces;
46
47using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
48using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
49using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
50using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
51using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
52using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
53using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
54
55namespace OpenSim.Region.ScriptEngine.Shared.Api
56{
57 [Serializable]
58 public class CM_Api : MarshalByRefObject, ICM_Api, IScriptApi
59 {
60 internal IScriptEngine m_ScriptEngine;
61 internal SceneObjectPart m_host;
62 internal TaskInventoryItem m_item;
63 internal bool m_CMFunctionsEnabled = false;
64
65 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
66 {
67 m_ScriptEngine = ScriptEngine;
68 m_host = host;
69 m_item = item;
70
71 if (m_ScriptEngine.Config.GetBoolean("AllowCareminsterFunctions", false))
72 m_CMFunctionsEnabled = true;
73 }
74
75 public override Object InitializeLifetimeService()
76 {
77 ILease lease = (ILease)base.InitializeLifetimeService();
78
79 if (lease.CurrentState == LeaseState.Initial)
80 {
81 lease.InitialLeaseTime = TimeSpan.FromMinutes(0);
82 // lease.RenewOnCallTime = TimeSpan.FromSeconds(10.0);
83 // lease.SponsorshipTimeout = TimeSpan.FromMinutes(1.0);
84 }
85 return lease;
86 }
87
88 public Scene World
89 {
90 get { return m_ScriptEngine.World; }
91 }
92
93 public string cmDetectedCountry(int number)
94 {
95 m_host.AddScriptLPS(1);
96 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, number);
97 if (detectedParams == null)
98 return String.Empty;
99 return detectedParams.Country;
100 }
101
102 public string cmGetAgentCountry(LSL_Key key)
103 {
104 if (!World.Permissions.IsGod(m_host.OwnerID))
105 return String.Empty;
106
107 UUID uuid;
108
109 if (!UUID.TryParse(key, out uuid))
110 return String.Empty;
111
112 UserAccount account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
113 return account.UserCountry;
114 }
115 }
116}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 0a25454..b257cd4 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{
@@ -103,15 +107,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
103 protected int m_notecardLineReadCharsMax = 255; 107 protected int m_notecardLineReadCharsMax = 255;
104 protected int m_scriptConsoleChannel = 0; 108 protected int m_scriptConsoleChannel = 0;
105 protected bool m_scriptConsoleChannelEnabled = false; 109 protected bool m_scriptConsoleChannelEnabled = false;
110 protected bool m_debuggerSafe = false;
106 protected IUrlModule m_UrlModule = null; 111 protected IUrlModule m_UrlModule = null;
107 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache = new Dictionary<UUID, UserInfoCacheEntry>(); 112 protected Dictionary<UUID, UserInfoCacheEntry> m_userInfoCache =
108 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp. 113 new Dictionary<UUID, UserInfoCacheEntry>();
114 protected int EMAIL_PAUSE_TIME = 20; // documented delay value for smtp.
115
116 protected Timer m_ShoutSayTimer;
117 protected int m_SayShoutCount = 0;
118
119 private Dictionary<string, string> MovementAnimationsForLSL =
120 new Dictionary<string, string> {
121 {"FLY", "Flying"},
122 {"FLYSLOW", "FlyingSlow"},
123 {"HOVER_UP", "Hovering Up"},
124 {"HOVER_DOWN", "Hovering Down"},
125 {"HOVER", "Hovering"},
126 {"LAND", "Landing"},
127 {"FALLDOWN", "Falling Down"},
128 {"PREJUMP", "PreJumping"},
129 {"JUMP", "Jumping"},
130 {"STANDUP", "Standing Up"},
131 {"SOFT_LAND", "Soft Landing"},
132 {"STAND", "Standing"},
133 {"CROUCHWALK", "CrouchWalking"},
134 {"RUN", "Running"},
135 {"WALK", "Walking"},
136 {"CROUCH", "Crouching"},
137 {"TURNLEFT", "Turning Left"},
138 {"TURNRIGHT", "Turning Right"}
139 };
109 140
110 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 141 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
111 { 142 {
143 m_ShoutSayTimer = new Timer(1000);
144 m_ShoutSayTimer.Elapsed += SayShoutTimerElapsed;
145 m_ShoutSayTimer.AutoReset = true;
146 m_ShoutSayTimer.Start();
147
112 m_ScriptEngine = ScriptEngine; 148 m_ScriptEngine = ScriptEngine;
113 m_host = host; 149 m_host = host;
114 m_item = item; 150 m_item = item;
151 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
115 152
116 LoadLimits(); // read script limits from config. 153 LoadLimits(); // read script limits from config.
117 154
@@ -171,6 +208,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
171 get { return m_ScriptEngine.World; } 208 get { return m_ScriptEngine.World; }
172 } 209 }
173 210
211 [DebuggerNonUserCode]
174 public void state(string newState) 212 public void state(string newState)
175 { 213 {
176 m_ScriptEngine.SetState(m_item.ItemID, newState); 214 m_ScriptEngine.SetState(m_item.ItemID, newState);
@@ -180,6 +218,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
180 /// Reset the named script. The script must be present 218 /// Reset the named script. The script must be present
181 /// in the same prim. 219 /// in the same prim.
182 /// </summary> 220 /// </summary>
221 [DebuggerNonUserCode]
183 public void llResetScript() 222 public void llResetScript()
184 { 223 {
185 m_host.AddScriptLPS(1); 224 m_host.AddScriptLPS(1);
@@ -236,9 +275,62 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
236 } 275 }
237 } 276 }
238 277
278 public List<ScenePresence> GetLinkAvatars(int linkType)
279 {
280 List<ScenePresence> ret = new List<ScenePresence>();
281 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
282 return ret;
283
284 List<ScenePresence> avs = m_host.ParentGroup.GetLinkedAvatars();
285
286 switch (linkType)
287 {
288 case ScriptBaseClass.LINK_SET:
289 return avs;
290
291 case ScriptBaseClass.LINK_ROOT:
292 return ret;
293
294 case ScriptBaseClass.LINK_ALL_OTHERS:
295 return avs;
296
297 case ScriptBaseClass.LINK_ALL_CHILDREN:
298 return avs;
299
300 case ScriptBaseClass.LINK_THIS:
301 return ret;
302
303 default:
304 if (linkType < 0)
305 return ret;
306
307 int partCount = m_host.ParentGroup.GetPartCount();
308
309 if (linkType <= partCount)
310 {
311 return ret;
312 }
313 else
314 {
315 linkType = linkType - partCount;
316 if (linkType > avs.Count)
317 {
318 return ret;
319 }
320 else
321 {
322 ret.Add(avs[linkType-1]);
323 return ret;
324 }
325 }
326 }
327 }
328
239 public List<SceneObjectPart> GetLinkParts(int linkType) 329 public List<SceneObjectPart> GetLinkParts(int linkType)
240 { 330 {
241 List<SceneObjectPart> ret = new List<SceneObjectPart>(); 331 List<SceneObjectPart> ret = new List<SceneObjectPart>();
332 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
333 return ret;
242 ret.Add(m_host); 334 ret.Add(m_host);
243 335
244 switch (linkType) 336 switch (linkType)
@@ -432,31 +524,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
432 524
433 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke 525 //Now we start getting into quaternions which means sin/cos, matrices and vectors. ckrinke
434 526
435 /// <summary> 527 // Utility function for llRot2Euler
436 /// Convert an LSL rotation to a Euler vector. 528
437 /// </summary> 529 // normalize an angle between -PI and PI (-180 to +180 degrees)
438 /// <remarks> 530 protected double NormalizeAngle(double angle)
439 /// Using algorithm based off http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToEuler/quat_2_euler_paper_ver2-1.pdf
440 /// to avoid issues with singularity and rounding with Y rotation of +/- PI/2
441 /// </remarks>
442 /// <param name="r"></param>
443 /// <returns></returns>
444 public LSL_Vector llRot2Euler(LSL_Rotation r)
445 { 531 {
446 m_host.AddScriptLPS(1); 532 if (angle > -Math.PI && angle < Math.PI)
533 return angle;
534
535 int numPis = (int)(Math.PI / angle);
536 double remainder = angle - Math.PI * numPis;
537 if (numPis % 2 == 1)
538 return Math.PI - angle;
539 return remainder;
540 }
447 541
448 LSL_Vector v = new LSL_Vector(0.0, 0.0, 1.0) * r; // Z axis unit vector unaffected by Z rotation component of r. 542 public LSL_Vector llRot2Euler(LSL_Rotation q1)
449 double m = LSL_Vector.Mag(v); // Just in case v isn't normalized, need magnitude for Asin() operation later. 543 {
450 if (m == 0.0) return new LSL_Vector(); 544 m_host.AddScriptLPS(1);
451 double x = Math.Atan2(-v.y, v.z); 545 LSL_Vector eul = new LSL_Vector();
452 double sin = v.x / m;
453 if (sin < -0.999999 || sin > 0.999999) x = 0.0; // Force X rotation to 0 at the singularities.
454 double y = Math.Asin(sin);
455 // Rotate X axis unit vector by r and unwind the X and Y rotations leaving only the Z rotation
456 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)));
457 double z = Math.Atan2(v.y, v.x);
458 546
459 return new LSL_Vector(x, y, z); 547 double sqw = q1.s*q1.s;
548 double sqx = q1.x*q1.x;
549 double sqy = q1.z*q1.z;
550 double sqz = q1.y*q1.y;
551 double unit = sqx + sqy + sqz + sqw; // if normalised is one, otherwise is correction factor
552 double test = q1.x*q1.z + q1.y*q1.s;
553 if (test > 0.4999*unit) { // singularity at north pole
554 eul.z = 2 * Math.Atan2(q1.x,q1.s);
555 eul.y = Math.PI/2;
556 eul.x = 0;
557 return eul;
558 }
559 if (test < -0.4999*unit) { // singularity at south pole
560 eul.z = -2 * Math.Atan2(q1.x,q1.s);
561 eul.y = -Math.PI/2;
562 eul.x = 0;
563 return eul;
564 }
565 eul.z = Math.Atan2(2*q1.z*q1.s-2*q1.x*q1.y , sqx - sqy - sqz + sqw);
566 eul.y = Math.Asin(2*test/unit);
567 eul.x = Math.Atan2(2*q1.x*q1.s-2*q1.z*q1.y , -sqx + sqy - sqz + sqw);
568 return eul;
460 } 569 }
461 570
462 /* From wiki: 571 /* From wiki:
@@ -509,18 +618,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
509 m_host.AddScriptLPS(1); 618 m_host.AddScriptLPS(1);
510 619
511 double x,y,z,s; 620 double x,y,z,s;
512 621 v.x *= 0.5;
513 double c1 = Math.Cos(v.x * 0.5); 622 v.y *= 0.5;
514 double c2 = Math.Cos(v.y * 0.5); 623 v.z *= 0.5;
515 double c3 = Math.Cos(v.z * 0.5); 624 double c1 = Math.Cos(v.x);
516 double s1 = Math.Sin(v.x * 0.5); 625 double c2 = Math.Cos(v.y);
517 double s2 = Math.Sin(v.y * 0.5); 626 double c1c2 = c1 * c2;
518 double s3 = Math.Sin(v.z * 0.5); 627 double s1 = Math.Sin(v.x);
519 628 double s2 = Math.Sin(v.y);
520 x = s1 * c2 * c3 + c1 * s2 * s3; 629 double s1s2 = s1 * s2;
521 y = c1 * s2 * c3 - s1 * c2 * s3; 630 double c1s2 = c1 * s2;
522 z = s1 * s2 * c3 + c1 * c2 * s3; 631 double s1c2 = s1 * c2;
523 s = c1 * c2 * c3 - s1 * s2 * s3; 632 double c3 = Math.Cos(v.z);
633 double s3 = Math.Sin(v.z);
634
635 x = s1c2 * c3 + c1s2 * s3;
636 y = c1s2 * c3 - s1c2 * s3;
637 z = s1s2 * c3 + c1c2 * s3;
638 s = c1c2 * c3 - s1s2 * s3;
524 639
525 return new LSL_Rotation(x, y, z, s); 640 return new LSL_Rotation(x, y, z, s);
526 } 641 }
@@ -658,77 +773,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
658 { 773 {
659 //A and B should both be normalized 774 //A and B should both be normalized
660 m_host.AddScriptLPS(1); 775 m_host.AddScriptLPS(1);
661 LSL_Rotation rotBetween; 776 /* This method is more accurate than the SL one, and thus causes problems
662 // Check for zero vectors. If either is zero, return zero rotation. Otherwise, 777 for scripts that deal with the SL inaccuracy around 180-degrees -.- .._.
663 // continue calculation. 778
664 if (a == new LSL_Vector(0.0f, 0.0f, 0.0f) || b == new LSL_Vector(0.0f, 0.0f, 0.0f)) 779 double dotProduct = LSL_Vector.Dot(a, b);
780 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
781 double magProduct = LSL_Vector.Mag(a) * LSL_Vector.Mag(b);
782 double angle = Math.Acos(dotProduct / magProduct);
783 LSL_Vector axis = LSL_Vector.Norm(crossProduct);
784 double s = Math.Sin(angle / 2);
785
786 double x = axis.x * s;
787 double y = axis.y * s;
788 double z = axis.z * s;
789 double w = Math.Cos(angle / 2);
790
791 if (Double.IsNaN(x) || Double.IsNaN(y) || Double.IsNaN(z) || Double.IsNaN(w))
792 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
793
794 return new LSL_Rotation((float)x, (float)y, (float)z, (float)w);
795 */
796
797 // This method mimics the 180 errors found in SL
798 // See www.euclideanspace.com... angleBetween
799 LSL_Vector vec_a = a;
800 LSL_Vector vec_b = b;
801
802 // Eliminate zero length
803 LSL_Float vec_a_mag = LSL_Vector.Mag(vec_a);
804 LSL_Float vec_b_mag = LSL_Vector.Mag(vec_b);
805 if (vec_a_mag < 0.00001 ||
806 vec_b_mag < 0.00001)
665 { 807 {
666 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f); 808 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
667 } 809 }
668 else 810
811 // Normalize
812 vec_a = llVecNorm(vec_a);
813 vec_b = llVecNorm(vec_b);
814
815 // Calculate axis and rotation angle
816 LSL_Vector axis = vec_a % vec_b;
817 LSL_Float cos_theta = vec_a * vec_b;
818
819 // Check if parallel
820 if (cos_theta > 0.99999)
669 { 821 {
670 a = LSL_Vector.Norm(a); 822 return new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
671 b = LSL_Vector.Norm(b); 823 }
672 double dotProduct = LSL_Vector.Dot(a, b); 824
673 // There are two degenerate cases possible. These are for vectors 180 or 825 // Check if anti-parallel
674 // 0 degrees apart. These have to be detected and handled individually. 826 else if (cos_theta < -0.99999)
675 // 827 {
676 // Check for vectors 180 degrees apart. 828 LSL_Vector orthog_axis = new LSL_Vector(1.0, 0.0, 0.0) - (vec_a.x / (vec_a * vec_a) * vec_a);
677 // A dot product of -1 would mean the angle between vectors is 180 degrees. 829 if (LSL_Vector.Mag(orthog_axis) < 0.000001) orthog_axis = new LSL_Vector(0.0, 0.0, 1.0);
678 if (dotProduct < -0.9999999f) 830 return new LSL_Rotation((float)orthog_axis.x, (float)orthog_axis.y, (float)orthog_axis.z, 0.0);
679 { 831 }
680 // First assume X axis is orthogonal to the vectors. 832 else // other rotation
681 LSL_Vector orthoVector = new LSL_Vector(1.0f, 0.0f, 0.0f); 833 {
682 orthoVector = orthoVector - a * (a.x / LSL_Vector.Dot(a, a)); 834 LSL_Float theta = (LSL_Float)Math.Acos(cos_theta) * 0.5f;
683 // Check for near zero vector. A very small non-zero number here will create 835 axis = llVecNorm(axis);
684 // a rotation in an undesired direction. 836 double x, y, z, s, t;
685 if (LSL_Vector.Mag(orthoVector) > 0.0001) 837 s = Math.Cos(theta);
686 { 838 t = Math.Sin(theta);
687 rotBetween = new LSL_Rotation(orthoVector.x, orthoVector.y, orthoVector.z, 0.0f); 839 x = axis.x * t;
688 } 840 y = axis.y * t;
689 // If the magnitude of the vector was near zero, then assume the X axis is not 841 z = axis.z * t;
690 // orthogonal and use the Z axis instead. 842 return new LSL_Rotation(x,y,z,s);
691 else
692 {
693 // Set 180 z rotation.
694 rotBetween = new LSL_Rotation(0.0f, 0.0f, 1.0f, 0.0f);
695 }
696 }
697 // Check for parallel vectors.
698 // A dot product of 1 would mean the angle between vectors is 0 degrees.
699 else if (dotProduct > 0.9999999f)
700 {
701 // Set zero rotation.
702 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
703 }
704 else
705 {
706 // All special checks have been performed so get the axis of rotation.
707 LSL_Vector crossProduct = LSL_Vector.Cross(a, b);
708 // Quarternion s value is the length of the unit vector + dot product.
709 double qs = 1.0 + dotProduct;
710 rotBetween = new LSL_Rotation(crossProduct.x, crossProduct.y, crossProduct.z, qs);
711 // Normalize the rotation.
712 double mag = LSL_Rotation.Mag(rotBetween);
713 // We shouldn't have to worry about a divide by zero here. The qs value will be
714 // non-zero because we already know if we're here, then the dotProduct is not -1 so
715 // qs will not be zero. Also, we've already handled the input vectors being zero so the
716 // crossProduct vector should also not be zero.
717 rotBetween.x = rotBetween.x / mag;
718 rotBetween.y = rotBetween.y / mag;
719 rotBetween.z = rotBetween.z / mag;
720 rotBetween.s = rotBetween.s / mag;
721 // Check for undefined values and set zero rotation if any found. This code might not actually be required
722 // any longer since zero vectors are checked for at the top.
723 if (Double.IsNaN(rotBetween.x) || Double.IsNaN(rotBetween.y) || Double.IsNaN(rotBetween.z) || Double.IsNaN(rotBetween.s))
724 {
725 rotBetween = new LSL_Rotation(0.0f, 0.0f, 0.0f, 1.0f);
726 }
727 }
728 } 843 }
729 return rotBetween;
730 } 844 }
731 845
732 public void llWhisper(int channelID, string text) 846 public void llWhisper(int channelID, string text)
733 { 847 {
734 m_host.AddScriptLPS(1); 848 m_host.AddScriptLPS(1);
@@ -748,6 +862,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
748 { 862 {
749 m_host.AddScriptLPS(1); 863 m_host.AddScriptLPS(1);
750 864
865 if (channelID == 0)
866 m_SayShoutCount++;
867
868 if (m_SayShoutCount >= 11)
869 ScriptSleep(2000);
870
751 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel)) 871 if (m_scriptConsoleChannelEnabled && (channelID == m_scriptConsoleChannel))
752 { 872 {
753 Console.WriteLine(text); 873 Console.WriteLine(text);
@@ -770,6 +890,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
770 { 890 {
771 m_host.AddScriptLPS(1); 891 m_host.AddScriptLPS(1);
772 892
893 if (channelID == 0)
894 m_SayShoutCount++;
895
896 if (m_SayShoutCount >= 11)
897 ScriptSleep(2000);
898
773 if (text.Length > 1023) 899 if (text.Length > 1023)
774 text = text.Substring(0, 1023); 900 text = text.Substring(0, 1023);
775 901
@@ -801,22 +927,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
801 927
802 public void llRegionSayTo(string target, int channel, string msg) 928 public void llRegionSayTo(string target, int channel, string msg)
803 { 929 {
930 string error = String.Empty;
931
804 if (msg.Length > 1023) 932 if (msg.Length > 1023)
805 msg = msg.Substring(0, 1023); 933 msg = msg.Substring(0, 1023);
806 934
807 m_host.AddScriptLPS(1); 935 m_host.AddScriptLPS(1);
808 936
809 if (channel == ScriptBaseClass.DEBUG_CHANNEL)
810 {
811 return;
812 }
813
814 UUID TargetID; 937 UUID TargetID;
815 UUID.TryParse(target, out TargetID); 938 UUID.TryParse(target, out TargetID);
816 939
817 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>(); 940 IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface<IWorldComm>();
818 if (wComm != null) 941 if (wComm != null)
819 wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg); 942 if (!wComm.DeliverMessageTo(TargetID, channel, m_host.AbsolutePosition, m_host.Name, m_host.UUID, msg, out error))
943 LSLError(error);
820 } 944 }
821 945
822 public LSL_Integer llListen(int channelID, string name, string ID, string msg) 946 public LSL_Integer llListen(int channelID, string name, string ID, string msg)
@@ -1072,10 +1196,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1072 return detectedParams.TouchUV; 1196 return detectedParams.TouchUV;
1073 } 1197 }
1074 1198
1199 [DebuggerNonUserCode]
1075 public virtual void llDie() 1200 public virtual void llDie()
1076 { 1201 {
1077 m_host.AddScriptLPS(1); 1202 m_host.AddScriptLPS(1);
1078 throw new SelfDeleteException(); 1203 if (!m_host.ParentGroup.IsAttachment) throw new SelfDeleteException();
1079 } 1204 }
1080 1205
1081 public LSL_Float llGround(LSL_Vector offset) 1206 public LSL_Float llGround(LSL_Vector offset)
@@ -1148,6 +1273,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1148 1273
1149 public void llSetStatus(int status, int value) 1274 public void llSetStatus(int status, int value)
1150 { 1275 {
1276 if (m_host == null || m_host.ParentGroup == null || m_host.ParentGroup.IsDeleted)
1277 return;
1151 m_host.AddScriptLPS(1); 1278 m_host.AddScriptLPS(1);
1152 1279
1153 int statusrotationaxis = 0; 1280 int statusrotationaxis = 0;
@@ -1171,6 +1298,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1171 if (!allow) 1298 if (!allow)
1172 return; 1299 return;
1173 1300
1301 if (m_host.ParentGroup.RootPart.PhysActor != null &&
1302 m_host.ParentGroup.RootPart.PhysActor.IsPhysical)
1303 return;
1304
1174 m_host.ScriptSetPhysicsStatus(true); 1305 m_host.ScriptSetPhysicsStatus(true);
1175 } 1306 }
1176 else 1307 else
@@ -1379,6 +1510,48 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1379 { 1510 {
1380 m_host.AddScriptLPS(1); 1511 m_host.AddScriptLPS(1);
1381 1512
1513 SetColor(m_host, color, face);
1514 }
1515
1516 protected void SetColor(SceneObjectPart part, LSL_Vector color, int face)
1517 {
1518 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1519 return;
1520
1521 Primitive.TextureEntry tex = part.Shape.Textures;
1522 Color4 texcolor;
1523 if (face >= 0 && face < GetNumberOfSides(part))
1524 {
1525 texcolor = tex.CreateFace((uint)face).RGBA;
1526 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1527 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1528 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1529 tex.FaceTextures[face].RGBA = texcolor;
1530 part.UpdateTextureEntry(tex.GetBytes());
1531 return;
1532 }
1533 else if (face == ScriptBaseClass.ALL_SIDES)
1534 {
1535 for (uint i = 0; i < GetNumberOfSides(part); i++)
1536 {
1537 if (tex.FaceTextures[i] != null)
1538 {
1539 texcolor = tex.FaceTextures[i].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[i].RGBA = texcolor;
1544 }
1545 texcolor = tex.DefaultTexture.RGBA;
1546 texcolor.R = Util.Clip((float)color.x, 0.0f, 1.0f);
1547 texcolor.G = Util.Clip((float)color.y, 0.0f, 1.0f);
1548 texcolor.B = Util.Clip((float)color.z, 0.0f, 1.0f);
1549 tex.DefaultTexture.RGBA = texcolor;
1550 }
1551 part.UpdateTextureEntry(tex.GetBytes());
1552 return;
1553 }
1554
1382 if (face == ScriptBaseClass.ALL_SIDES) 1555 if (face == ScriptBaseClass.ALL_SIDES)
1383 face = SceneObjectPart.ALL_SIDES; 1556 face = SceneObjectPart.ALL_SIDES;
1384 1557
@@ -1387,6 +1560,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1387 1560
1388 public void SetTexGen(SceneObjectPart part, int face,int style) 1561 public void SetTexGen(SceneObjectPart part, int face,int style)
1389 { 1562 {
1563 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1564 return;
1565
1390 Primitive.TextureEntry tex = part.Shape.Textures; 1566 Primitive.TextureEntry tex = part.Shape.Textures;
1391 MappingType textype; 1567 MappingType textype;
1392 textype = MappingType.Default; 1568 textype = MappingType.Default;
@@ -1417,6 +1593,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1417 1593
1418 public void SetGlow(SceneObjectPart part, int face, float glow) 1594 public void SetGlow(SceneObjectPart part, int face, float glow)
1419 { 1595 {
1596 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1597 return;
1598
1420 Primitive.TextureEntry tex = part.Shape.Textures; 1599 Primitive.TextureEntry tex = part.Shape.Textures;
1421 if (face >= 0 && face < GetNumberOfSides(part)) 1600 if (face >= 0 && face < GetNumberOfSides(part))
1422 { 1601 {
@@ -1442,6 +1621,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1442 1621
1443 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump) 1622 public void SetShiny(SceneObjectPart part, int face, int shiny, Bumpiness bump)
1444 { 1623 {
1624 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1625 return;
1445 1626
1446 Shininess sval = new Shininess(); 1627 Shininess sval = new Shininess();
1447 1628
@@ -1492,6 +1673,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1492 1673
1493 public void SetFullBright(SceneObjectPart part, int face, bool bright) 1674 public void SetFullBright(SceneObjectPart part, int face, bool bright)
1494 { 1675 {
1676 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1677 return;
1678
1495 Primitive.TextureEntry tex = part.Shape.Textures; 1679 Primitive.TextureEntry tex = part.Shape.Textures;
1496 if (face >= 0 && face < GetNumberOfSides(part)) 1680 if (face >= 0 && face < GetNumberOfSides(part))
1497 { 1681 {
@@ -1552,13 +1736,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1552 m_host.AddScriptLPS(1); 1736 m_host.AddScriptLPS(1);
1553 1737
1554 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1738 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1555 1739 if (parts.Count > 0)
1556 foreach (SceneObjectPart part in parts) 1740 {
1557 SetAlpha(part, alpha, face); 1741 try
1742 {
1743 parts[0].ParentGroup.areUpdatesSuspended = true;
1744 foreach (SceneObjectPart part in parts)
1745 SetAlpha(part, alpha, face);
1746 }
1747 finally
1748 {
1749 parts[0].ParentGroup.areUpdatesSuspended = false;
1750 }
1751 }
1558 } 1752 }
1559 1753
1560 protected void SetAlpha(SceneObjectPart part, double alpha, int face) 1754 protected void SetAlpha(SceneObjectPart part, double alpha, int face)
1561 { 1755 {
1756 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1757 return;
1758
1562 Primitive.TextureEntry tex = part.Shape.Textures; 1759 Primitive.TextureEntry tex = part.Shape.Textures;
1563 Color4 texcolor; 1760 Color4 texcolor;
1564 if (face >= 0 && face < GetNumberOfSides(part)) 1761 if (face >= 0 && face < GetNumberOfSides(part))
@@ -1611,7 +1808,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1611 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction, 1808 protected void SetFlexi(SceneObjectPart part, bool flexi, int softness, float gravity, float friction,
1612 float wind, float tension, LSL_Vector Force) 1809 float wind, float tension, LSL_Vector Force)
1613 { 1810 {
1614 if (part == null) 1811 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1615 return; 1812 return;
1616 1813
1617 if (flexi) 1814 if (flexi)
@@ -1645,7 +1842,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1645 /// <param name="falloff"></param> 1842 /// <param name="falloff"></param>
1646 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff) 1843 protected void SetPointLight(SceneObjectPart part, bool light, LSL_Vector color, float intensity, float radius, float falloff)
1647 { 1844 {
1648 if (part == null) 1845 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1649 return; 1846 return;
1650 1847
1651 if (light) 1848 if (light)
@@ -1678,11 +1875,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1678 Primitive.TextureEntry tex = part.Shape.Textures; 1875 Primitive.TextureEntry tex = part.Shape.Textures;
1679 Color4 texcolor; 1876 Color4 texcolor;
1680 LSL_Vector rgb = new LSL_Vector(); 1877 LSL_Vector rgb = new LSL_Vector();
1878 int nsides = GetNumberOfSides(part);
1879
1681 if (face == ScriptBaseClass.ALL_SIDES) 1880 if (face == ScriptBaseClass.ALL_SIDES)
1682 { 1881 {
1683 int i; 1882 int i;
1684 1883 for (i = 0; i < nsides; i++)
1685 for (i = 0 ; i < GetNumberOfSides(part); i++)
1686 { 1884 {
1687 texcolor = tex.GetFace((uint)i).RGBA; 1885 texcolor = tex.GetFace((uint)i).RGBA;
1688 rgb.x += texcolor.R; 1886 rgb.x += texcolor.R;
@@ -1690,14 +1888,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1690 rgb.z += texcolor.B; 1888 rgb.z += texcolor.B;
1691 } 1889 }
1692 1890
1693 rgb.x /= (float)GetNumberOfSides(part); 1891 float invnsides = 1.0f / (float)nsides;
1694 rgb.y /= (float)GetNumberOfSides(part); 1892
1695 rgb.z /= (float)GetNumberOfSides(part); 1893 rgb.x *= invnsides;
1894 rgb.y *= invnsides;
1895 rgb.z *= invnsides;
1696 1896
1697 return rgb; 1897 return rgb;
1698 } 1898 }
1699 1899 if (face >= 0 && face < nsides)
1700 if (face >= 0 && face < GetNumberOfSides(part))
1701 { 1900 {
1702 texcolor = tex.GetFace((uint)face).RGBA; 1901 texcolor = tex.GetFace((uint)face).RGBA;
1703 rgb.x = texcolor.R; 1902 rgb.x = texcolor.R;
@@ -1724,15 +1923,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1724 m_host.AddScriptLPS(1); 1923 m_host.AddScriptLPS(1);
1725 1924
1726 List<SceneObjectPart> parts = GetLinkParts(linknumber); 1925 List<SceneObjectPart> parts = GetLinkParts(linknumber);
1727 1926 if (parts.Count > 0)
1728 foreach (SceneObjectPart part in parts) 1927 {
1729 SetTexture(part, texture, face); 1928 try
1730 1929 {
1930 parts[0].ParentGroup.areUpdatesSuspended = true;
1931 foreach (SceneObjectPart part in parts)
1932 SetTexture(part, texture, face);
1933 }
1934 finally
1935 {
1936 parts[0].ParentGroup.areUpdatesSuspended = false;
1937 }
1938 }
1731 ScriptSleep(200); 1939 ScriptSleep(200);
1732 } 1940 }
1733 1941
1734 protected void SetTexture(SceneObjectPart part, string texture, int face) 1942 protected void SetTexture(SceneObjectPart part, string texture, int face)
1735 { 1943 {
1944 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1945 return;
1946
1736 UUID textureID = new UUID(); 1947 UUID textureID = new UUID();
1737 1948
1738 textureID = InventoryKey(texture, (int)AssetType.Texture); 1949 textureID = InventoryKey(texture, (int)AssetType.Texture);
@@ -1777,6 +1988,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1777 1988
1778 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face) 1989 protected void ScaleTexture(SceneObjectPart part, double u, double v, int face)
1779 { 1990 {
1991 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
1992 return;
1993
1780 Primitive.TextureEntry tex = part.Shape.Textures; 1994 Primitive.TextureEntry tex = part.Shape.Textures;
1781 if (face >= 0 && face < GetNumberOfSides(part)) 1995 if (face >= 0 && face < GetNumberOfSides(part))
1782 { 1996 {
@@ -1813,6 +2027,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1813 2027
1814 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face) 2028 protected void OffsetTexture(SceneObjectPart part, double u, double v, int face)
1815 { 2029 {
2030 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2031 return;
2032
1816 Primitive.TextureEntry tex = part.Shape.Textures; 2033 Primitive.TextureEntry tex = part.Shape.Textures;
1817 if (face >= 0 && face < GetNumberOfSides(part)) 2034 if (face >= 0 && face < GetNumberOfSides(part))
1818 { 2035 {
@@ -1849,6 +2066,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1849 2066
1850 protected void RotateTexture(SceneObjectPart part, double rotation, int face) 2067 protected void RotateTexture(SceneObjectPart part, double rotation, int face)
1851 { 2068 {
2069 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2070 return;
2071
1852 Primitive.TextureEntry tex = part.Shape.Textures; 2072 Primitive.TextureEntry tex = part.Shape.Textures;
1853 if (face >= 0 && face < GetNumberOfSides(part)) 2073 if (face >= 0 && face < GetNumberOfSides(part))
1854 { 2074 {
@@ -1953,26 +2173,76 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1953 return real_vec; 2173 return real_vec;
1954 } 2174 }
1955 2175
2176 public LSL_Integer llSetRegionPos(LSL_Vector pos)
2177 {
2178 return new LSL_Integer(SetRegionPos(m_host, pos));
2179 }
2180
2181 protected int SetRegionPos(SceneObjectPart part, LSL_Vector targetPos)
2182 {
2183 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2184 return 0;
2185
2186 SceneObjectGroup grp = part.ParentGroup;
2187
2188 if (grp.IsAttachment)
2189 return 0;
2190
2191 if (grp.RootPart.PhysActor != null && grp.RootPart.PhysActor.IsPhysical)
2192 return 0;
2193
2194 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)
2195 return 0;
2196
2197 float constrainedX = (float)targetPos.x;
2198 float constrainedY = (float)targetPos.y;
2199
2200 if (constrainedX < 0.0f)
2201 constrainedX = 0.0f;
2202 if (constrainedY < 0.0f)
2203 constrainedY = 0.0f;
2204 if (constrainedX >= (float)Constants.RegionSize)
2205 constrainedX = (float)Constants.RegionSize - 0.1f;
2206 if (constrainedY >= (float)Constants.RegionSize)
2207 constrainedY = (float)Constants.RegionSize -0.1f;
2208
2209 float ground = World.GetGroundHeight(constrainedX, constrainedY);
2210
2211 if (targetPos.z < ground)
2212 targetPos.z = ground;
2213
2214 Vector3 dest = new Vector3((float)targetPos.x, (float)targetPos.y, (float)targetPos.z);
2215
2216 if (!World.Permissions.CanObjectEntry(grp.UUID, false, dest))
2217 return 0;
2218
2219 grp.UpdateGroupPosition(dest);
2220
2221 return 1;
2222 }
2223
1956 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos) 2224 protected void SetPos(SceneObjectPart part, LSL_Vector targetPos)
1957 { 2225 {
1958 // Capped movemment if distance > 10m (http://wiki.secondlife.com/wiki/LlSetPos) 2226 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2227 return;
2228
1959 LSL_Vector currentPos = GetPartLocalPos(part); 2229 LSL_Vector currentPos = GetPartLocalPos(part);
2230 LSL_Vector toPos = GetSetPosTarget(part, targetPos, currentPos);
1960 2231
1961 float ground = World.GetGroundHeight((float)targetPos.x, (float)targetPos.y);
1962 bool disable_underground_movement = m_ScriptEngine.Config.GetBoolean("DisableUndergroundMovement", true);
1963 2232
1964 if (part.ParentGroup.RootPart == part) 2233 if (part.ParentGroup.RootPart == part)
1965 { 2234 {
1966 if ((targetPos.z < ground) && disable_underground_movement && m_host.ParentGroup.AttachmentPoint == 0)
1967 targetPos.z = ground;
1968 SceneObjectGroup parent = part.ParentGroup; 2235 SceneObjectGroup parent = part.ParentGroup;
1969 LSL_Vector real_vec = SetPosAdjust(currentPos, targetPos); 2236 Vector3 dest = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1970 parent.UpdateGroupPosition(new Vector3((float)real_vec.x, (float)real_vec.y, (float)real_vec.z)); 2237 if (!World.Permissions.CanObjectEntry(parent.UUID, false, dest))
2238 return;
2239 Util.FireAndForget(delegate(object x) {
2240 parent.UpdateGroupPosition(dest);
2241 });
1971 } 2242 }
1972 else 2243 else
1973 { 2244 {
1974 LSL_Vector rel_vec = SetPosAdjust(currentPos, targetPos); 2245 part.OffsetPosition = new Vector3((float)toPos.x, (float)toPos.y, (float)toPos.z);
1975 part.OffsetPosition = new Vector3((float)rel_vec.x, (float)rel_vec.y, (float)rel_vec.z);
1976 SceneObjectGroup parent = part.ParentGroup; 2246 SceneObjectGroup parent = part.ParentGroup;
1977 parent.HasGroupChanged = true; 2247 parent.HasGroupChanged = true;
1978 parent.ScheduleGroupForTerseUpdate(); 2248 parent.ScheduleGroupForTerseUpdate();
@@ -2005,17 +2275,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2005 else 2275 else
2006 { 2276 {
2007 if (part.ParentGroup.IsAttachment) 2277 if (part.ParentGroup.IsAttachment)
2008 {
2009 pos = part.AttachedPos; 2278 pos = part.AttachedPos;
2010 }
2011 else 2279 else
2012 {
2013 pos = part.AbsolutePosition; 2280 pos = part.AbsolutePosition;
2014 }
2015 } 2281 }
2016 2282
2017// m_log.DebugFormat("[LSL API]: Returning {0} in GetPartLocalPos()", pos);
2018
2019 return new LSL_Vector(pos.X, pos.Y, pos.Z); 2283 return new LSL_Vector(pos.X, pos.Y, pos.Z);
2020 } 2284 }
2021 2285
@@ -2024,18 +2288,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2024 m_host.AddScriptLPS(1); 2288 m_host.AddScriptLPS(1);
2025 2289
2026 // try to let this work as in SL... 2290 // try to let this work as in SL...
2027 if (m_host.ParentID == 0) 2291 if (m_host.LinkNum < 2)
2028 { 2292 {
2029 // special case: If we are root, rotate complete SOG to new rotation 2293 // Special case: If we are root, rotate complete SOG to new
2294 // rotation.
2295 // We are root if the link number is 0 (single prim) or 1
2296 // (root prim). ParentID may be nonzero in attachments and
2297 // using it would cause attachments and HUDs to rotate
2298 // to the wrong positions.
2299
2030 SetRot(m_host, Rot2Quaternion(rot)); 2300 SetRot(m_host, Rot2Quaternion(rot));
2031 } 2301 }
2032 else 2302 else
2033 { 2303 {
2034 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 2304 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
2035 SceneObjectPart rootPart = m_host.ParentGroup.RootPart; 2305 SceneObjectPart rootPart;
2036 if (rootPart != null) // better safe than sorry 2306 if (m_host.ParentGroup != null) // better safe than sorry
2037 { 2307 {
2038 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot)); 2308 rootPart = m_host.ParentGroup.RootPart;
2309 if (rootPart != null)
2310 SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
2039 } 2311 }
2040 } 2312 }
2041 2313
@@ -2045,31 +2317,53 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2045 public void llSetLocalRot(LSL_Rotation rot) 2317 public void llSetLocalRot(LSL_Rotation rot)
2046 { 2318 {
2047 m_host.AddScriptLPS(1); 2319 m_host.AddScriptLPS(1);
2320
2048 SetRot(m_host, Rot2Quaternion(rot)); 2321 SetRot(m_host, Rot2Quaternion(rot));
2049 ScriptSleep(200); 2322 ScriptSleep(200);
2050 } 2323 }
2051 2324
2052 protected void SetRot(SceneObjectPart part, Quaternion rot) 2325 protected void SetRot(SceneObjectPart part, Quaternion rot)
2053 { 2326 {
2054 part.UpdateRotation(rot); 2327 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
2055 // Update rotation does not move the object in the physics scene if it's a linkset. 2328 return;
2056 2329
2057//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type 2330 bool isroot = (part == part.ParentGroup.RootPart);
2058// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; 2331 bool isphys;
2059 2332
2060 // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
2061 // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
2062 // It's perfectly okay when the object is not an active physical body though.
2063 // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
2064 // but only if the object is not physial and active. This is important for rotating doors.
2065 // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
2066 // scene
2067 PhysicsActor pa = part.PhysActor; 2333 PhysicsActor pa = part.PhysActor;
2068 2334
2069 if (pa != null && !pa.IsPhysical) 2335 // keep using physactor ideia of isphysical
2336 // it should be SOP ideia of that
2337 // not much of a issue with ubitODE
2338 if (pa != null && pa.IsPhysical)
2339 isphys = true;
2340 else
2341 isphys = false;
2342
2343 // SL doesn't let scripts rotate root of physical linksets
2344 if (isroot && isphys)
2345 return;
2346
2347 part.UpdateRotation(rot);
2348
2349 // Update rotation does not move the object in the physics engine if it's a non physical linkset
2350 // so do a nasty update of parts positions if is a root part rotation
2351 if (isroot && pa != null) // with if above implies non physical root part
2070 { 2352 {
2071 part.ParentGroup.ResetChildPrimPhysicsPositions(); 2353 part.ParentGroup.ResetChildPrimPhysicsPositions();
2072 } 2354 }
2355 else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part
2356 {
2357 List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
2358 if (sittingavas.Count > 0)
2359 {
2360 foreach (ScenePresence av in sittingavas)
2361 {
2362 if (isroot || part.LocalId == av.ParentID)
2363 av.SendTerseUpdateToAllClients();
2364 }
2365 }
2366 }
2073 } 2367 }
2074 2368
2075 /// <summary> 2369 /// <summary>
@@ -2118,7 +2412,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2118 public LSL_Rotation llGetLocalRot() 2412 public LSL_Rotation llGetLocalRot()
2119 { 2413 {
2120 m_host.AddScriptLPS(1); 2414 m_host.AddScriptLPS(1);
2121 return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W); 2415 Quaternion rot = m_host.RotationOffset;
2416 return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
2122 } 2417 }
2123 2418
2124 public void llSetForce(LSL_Vector force, int local) 2419 public void llSetForce(LSL_Vector force, int local)
@@ -2202,16 +2497,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2202 m_host.ApplyImpulse(v, local != 0); 2497 m_host.ApplyImpulse(v, local != 0);
2203 } 2498 }
2204 2499
2500
2205 public void llApplyRotationalImpulse(LSL_Vector force, int local) 2501 public void llApplyRotationalImpulse(LSL_Vector force, int local)
2206 { 2502 {
2207 m_host.AddScriptLPS(1); 2503 m_host.AddScriptLPS(1);
2208 m_host.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0); 2504 m_host.ParentGroup.RootPart.ApplyAngularImpulse(new Vector3((float)force.x, (float)force.y, (float)force.z), local != 0);
2209 } 2505 }
2210 2506
2211 public void llSetTorque(LSL_Vector torque, int local) 2507 public void llSetTorque(LSL_Vector torque, int local)
2212 { 2508 {
2213 m_host.AddScriptLPS(1); 2509 m_host.AddScriptLPS(1);
2214 m_host.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0); 2510 m_host.ParentGroup.RootPart.SetAngularImpulse(new Vector3((float)torque.x, (float)torque.y, (float)torque.z), local != 0);
2215 } 2511 }
2216 2512
2217 public LSL_Vector llGetTorque() 2513 public LSL_Vector llGetTorque()
@@ -2228,20 +2524,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2228 llSetTorque(torque, local); 2524 llSetTorque(torque, local);
2229 } 2525 }
2230 2526
2527 public void llSetVelocity(LSL_Vector vel, int local)
2528 {
2529 m_host.AddScriptLPS(1);
2530 m_host.SetVelocity(new Vector3((float)vel.x, (float)vel.y, (float)vel.z), local != 0);
2531 }
2532
2231 public LSL_Vector llGetVel() 2533 public LSL_Vector llGetVel()
2232 { 2534 {
2233 m_host.AddScriptLPS(1); 2535 m_host.AddScriptLPS(1);
2234 2536
2235 Vector3 vel; 2537 Vector3 vel = Vector3.Zero;
2236 2538
2237 if (m_host.ParentGroup.IsAttachment) 2539 if (m_host.ParentGroup.IsAttachment)
2238 { 2540 {
2239 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar); 2541 ScenePresence avatar = m_host.ParentGroup.Scene.GetScenePresence(m_host.ParentGroup.AttachedAvatar);
2240 vel = avatar.Velocity; 2542 if (avatar != null)
2543 vel = avatar.Velocity;
2241 } 2544 }
2242 else 2545 else
2243 { 2546 {
2244 vel = m_host.Velocity; 2547 vel = m_host.ParentGroup.RootPart.Velocity;
2245 } 2548 }
2246 2549
2247 return new LSL_Vector(vel.X, vel.Y, vel.Z); 2550 return new LSL_Vector(vel.X, vel.Y, vel.Z);
@@ -2253,10 +2556,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2253 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z); 2556 return new LSL_Vector(m_host.Acceleration.X, m_host.Acceleration.Y, m_host.Acceleration.Z);
2254 } 2557 }
2255 2558
2559
2560 public void llSetAngularVelocity(LSL_Vector avel, int local)
2561 {
2562 m_host.AddScriptLPS(1);
2563 // Still not done !!!!
2564// m_host.SetAngularVelocity(new Vector3((float)avel.x, (float)avel.y, (float)avel.z), local != 0);
2565 }
2566
2256 public LSL_Vector llGetOmega() 2567 public LSL_Vector llGetOmega()
2257 { 2568 {
2258 m_host.AddScriptLPS(1); 2569 m_host.AddScriptLPS(1);
2259 return new LSL_Vector(m_host.AngularVelocity.X, m_host.AngularVelocity.Y, m_host.AngularVelocity.Z); 2570 Vector3 avel = m_host.AngularVelocity;
2571 return new LSL_Vector(avel.X, avel.Y, avel.Z);
2260 } 2572 }
2261 2573
2262 public LSL_Float llGetTimeOfDay() 2574 public LSL_Float llGetTimeOfDay()
@@ -2785,16 +3097,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2785 new_group.RootPart.UUID.ToString()) }, 3097 new_group.RootPart.UUID.ToString()) },
2786 new DetectParams[0])); 3098 new DetectParams[0]));
2787 3099
2788 float groupmass = new_group.GetMass(); 3100 // do recoil
3101 SceneObjectGroup hostgrp = m_host.ParentGroup;
3102 if (hostgrp == null)
3103 return;
3104
3105 if (hostgrp.IsAttachment) // don't recoil avatars
3106 return;
2789 3107
2790 PhysicsActor pa = new_group.RootPart.PhysActor; 3108 PhysicsActor pa = new_group.RootPart.PhysActor;
2791 3109
2792 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero) 3110 if (pa != null && pa.IsPhysical && llvel != Vector3.Zero)
2793 { 3111 {
2794 //Recoil. 3112 float groupmass = new_group.GetMass();
2795 llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); 3113 llvel *= -groupmass;
3114 llApplyImpulse(new LSL_Vector(llvel.X, llvel.Y,llvel.Z), 0);
2796 } 3115 }
2797 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) 3116 // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
3117 return;
3118
2798 }); 3119 });
2799 3120
2800 //ScriptSleep((int)((groupmass * velmag) / 10)); 3121 //ScriptSleep((int)((groupmass * velmag) / 10));
@@ -2809,35 +3130,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2809 public void llLookAt(LSL_Vector target, double strength, double damping) 3130 public void llLookAt(LSL_Vector target, double strength, double damping)
2810 { 3131 {
2811 m_host.AddScriptLPS(1); 3132 m_host.AddScriptLPS(1);
2812 // Determine where we are looking from
2813 LSL_Vector from = llGetPos();
2814 3133
2815 // Work out the normalised vector from the source to the target 3134 // Get the normalized vector to the target
2816 LSL_Vector delta = llVecNorm(target - from); 3135 LSL_Vector d1 = llVecNorm(target - llGetPos());
2817 LSL_Vector angle = new LSL_Vector(0,0,0);
2818 3136
2819 // Calculate the yaw 3137 // Get the bearing (yaw)
2820 // subtracting PI_BY_TWO is required to compensate for the odd SL co-ordinate system 3138 LSL_Vector a1 = new LSL_Vector(0,0,0);
2821 angle.x = llAtan2(delta.z, delta.y) - ScriptBaseClass.PI_BY_TWO; 3139 a1.z = llAtan2(d1.y, d1.x);
2822 3140
2823 // Calculate pitch 3141 // Get the elevation (pitch)
2824 angle.y = llAtan2(delta.x, llSqrt((delta.y * delta.y) + (delta.z * delta.z))); 3142 LSL_Vector a2 = new LSL_Vector(0,0,0);
3143 a2.y= -llAtan2(d1.z, llSqrt((d1.x * d1.x) + (d1.y * d1.y)));
2825 3144
2826 // we need to convert from a vector describing 3145 LSL_Rotation r1 = llEuler2Rot(a1);
2827 // the angles of rotation in radians into rotation value 3146 LSL_Rotation r2 = llEuler2Rot(a2);
2828 LSL_Rotation rot = llEuler2Rot(angle); 3147 LSL_Rotation r3 = new LSL_Rotation(0.000000, 0.707107, 0.000000, 0.707107);
2829
2830 // Per discussion with Melanie, for non-physical objects llLookAt appears to simply
2831 // set the rotation of the object, copy that behavior
2832 PhysicsActor pa = m_host.PhysActor;
2833 3148
2834 if (strength == 0 || pa == null || !pa.IsPhysical) 3149 if (m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
2835 { 3150 {
2836 llSetRot(rot); 3151 // Do nothing if either value is 0 (this has been checked in SL)
3152 if (strength <= 0.0 || damping <= 0.0)
3153 return;
3154
3155 llSetRot(r3 * r2 * r1);
2837 } 3156 }
2838 else 3157 else
2839 { 3158 {
2840 m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping); 3159 if (strength == 0)
3160 {
3161 llSetRot(r3 * r2 * r1);
3162 return;
3163 }
3164
3165 m_host.StartLookAt(Rot2Quaternion(r3 * r2 * r1), (float)strength, (float)damping);
2841 } 3166 }
2842 } 3167 }
2843 3168
@@ -2883,17 +3208,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2883 } 3208 }
2884 else 3209 else
2885 { 3210 {
2886 if (m_host.IsRoot) 3211 // new SL always returns object mass
2887 { 3212// if (m_host.IsRoot)
3213// {
2888 return m_host.ParentGroup.GetMass(); 3214 return m_host.ParentGroup.GetMass();
2889 } 3215// }
2890 else 3216// else
2891 { 3217// {
2892 return m_host.GetMass(); 3218// return m_host.GetMass();
2893 } 3219// }
2894 } 3220 }
2895 } 3221 }
2896 3222
3223
3224 public LSL_Float llGetMassMKS()
3225 {
3226 return 100f * llGetMass();
3227 }
3228
2897 public void llCollisionFilter(string name, string id, int accept) 3229 public void llCollisionFilter(string name, string id, int accept)
2898 { 3230 {
2899 m_host.AddScriptLPS(1); 3231 m_host.AddScriptLPS(1);
@@ -2968,7 +3300,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2968 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule; 3300 IAttachmentsModule attachmentsModule = m_ScriptEngine.World.AttachmentsModule;
2969 3301
2970 if (attachmentsModule != null) 3302 if (attachmentsModule != null)
2971 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false); 3303 return attachmentsModule.AttachObject(presence, grp, (uint)attachmentPoint, false, true);
2972 else 3304 else
2973 return false; 3305 return false;
2974 } 3306 }
@@ -2998,9 +3330,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2998 { 3330 {
2999 m_host.AddScriptLPS(1); 3331 m_host.AddScriptLPS(1);
3000 3332
3001// if (m_host.ParentGroup.RootPart.AttachmentPoint == 0)
3002// return;
3003
3004 if (m_item.PermsGranter != m_host.OwnerID) 3333 if (m_item.PermsGranter != m_host.OwnerID)
3005 return; 3334 return;
3006 3335
@@ -3043,6 +3372,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3043 3372
3044 public void llInstantMessage(string user, string message) 3373 public void llInstantMessage(string user, string message)
3045 { 3374 {
3375 UUID result;
3376 if (!UUID.TryParse(user, out result))
3377 {
3378 ShoutError("An invalid key was passed to llInstantMessage");
3379 ScriptSleep(2000);
3380 return;
3381 }
3382
3383
3046 m_host.AddScriptLPS(1); 3384 m_host.AddScriptLPS(1);
3047 3385
3048 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance. 3386 // We may be able to use ClientView.SendInstantMessage here, but we need a client instance.
@@ -3057,14 +3395,34 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3057 UUID friendTransactionID = UUID.Random(); 3395 UUID friendTransactionID = UUID.Random();
3058 3396
3059 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID); 3397 //m_pendingFriendRequests.Add(friendTransactionID, fromAgentID);
3060 3398
3061 GridInstantMessage msg = new GridInstantMessage(); 3399 GridInstantMessage msg = new GridInstantMessage();
3062 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid; 3400 msg.fromAgentID = new Guid(m_host.UUID.ToString()); // fromAgentID.Guid;
3063 msg.toAgentID = new Guid(user); // toAgentID.Guid; 3401 msg.toAgentID = new Guid(user); // toAgentID.Guid;
3064 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here 3402 msg.imSessionID = new Guid(friendTransactionID.ToString()); // This is the item we're mucking with here
3065// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message); 3403// m_log.Debug("[Scripting IM]: From:" + msg.fromAgentID.ToString() + " To: " + msg.toAgentID.ToString() + " Session:" + msg.imSessionID.ToString() + " Message:" + message);
3066// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString()); 3404// m_log.Debug("[Scripting IM]: Filling Session: " + msg.imSessionID.ToString());
3067 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();// timestamp; 3405// DateTime dt = DateTime.UtcNow;
3406//
3407// // Ticks from UtcNow, but make it look like local. Evil, huh?
3408// dt = DateTime.SpecifyKind(dt, DateTimeKind.Local);
3409//
3410// try
3411// {
3412// // Convert that to the PST timezone
3413// TimeZoneInfo timeZoneInfo = TimeZoneInfo.FindSystemTimeZoneById("America/Los_Angeles");
3414// dt = TimeZoneInfo.ConvertTime(dt, timeZoneInfo);
3415// }
3416// catch
3417// {
3418// // No logging here, as it could be VERY spammy
3419// }
3420//
3421// // And make it look local again to fool the unix time util
3422// dt = DateTime.SpecifyKind(dt, DateTimeKind.Utc);
3423
3424 msg.timestamp = (uint)Util.UnixTimeSinceEpoch();
3425
3068 //if (client != null) 3426 //if (client != null)
3069 //{ 3427 //{
3070 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName; 3428 msg.fromAgentName = m_host.Name;//client.FirstName + " " + client.LastName;// fromAgentName;
@@ -3078,12 +3436,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3078 msg.message = message.Substring(0, 1024); 3436 msg.message = message.Substring(0, 1024);
3079 else 3437 else
3080 msg.message = message; 3438 msg.message = message;
3081 msg.dialog = (byte)19; // messgage from script ??? // dialog; 3439 msg.dialog = (byte)19; // MessageFromObject
3082 msg.fromGroup = false;// fromGroup; 3440 msg.fromGroup = false;// fromGroup;
3083 msg.offline = (byte)0; //offline; 3441 msg.offline = (byte)0; //offline;
3084 msg.ParentEstateID = 0; //ParentEstateID; 3442 msg.ParentEstateID = World.RegionInfo.EstateSettings.EstateID;
3085 msg.Position = new Vector3(m_host.AbsolutePosition); 3443 msg.Position = new Vector3(m_host.AbsolutePosition);
3086 msg.RegionID = World.RegionInfo.RegionID.Guid;//RegionID.Guid; 3444 msg.RegionID = World.RegionInfo.RegionID.Guid;
3087 msg.binaryBucket 3445 msg.binaryBucket
3088 = Util.StringToBytes256( 3446 = Util.StringToBytes256(
3089 "{0}/{1}/{2}/{3}", 3447 "{0}/{1}/{2}/{3}",
@@ -3111,7 +3469,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3111 } 3469 }
3112 3470
3113 emailModule.SendEmail(m_host.UUID, address, subject, message); 3471 emailModule.SendEmail(m_host.UUID, address, subject, message);
3114 llSleep(EMAIL_PAUSE_TIME); 3472 ScriptSleep(EMAIL_PAUSE_TIME * 1000);
3115 } 3473 }
3116 3474
3117 public void llGetNextEmail(string address, string subject) 3475 public void llGetNextEmail(string address, string subject)
@@ -3355,15 +3713,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3355 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS | 3713 int implicitPerms = ScriptBaseClass.PERMISSION_TAKE_CONTROLS |
3356 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3714 ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3357 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3715 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3716 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3358 ScriptBaseClass.PERMISSION_ATTACH; 3717 ScriptBaseClass.PERMISSION_ATTACH;
3359 3718
3360 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3719 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3361 { 3720 {
3362 lock (m_host.TaskInventory) 3721 m_host.TaskInventory.LockItemsForWrite(true);
3363 { 3722 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3364 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3723 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3365 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3724 m_host.TaskInventory.LockItemsForWrite(false);
3366 }
3367 3725
3368 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3726 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3369 "run_time_permissions", new Object[] { 3727 "run_time_permissions", new Object[] {
@@ -3373,28 +3731,44 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3373 return; 3731 return;
3374 } 3732 }
3375 } 3733 }
3376 else if (m_host.SitTargetAvatar == agentID) // Sitting avatar 3734 else
3377 { 3735 {
3378 // When agent is sitting, certain permissions are implicit if requested from sitting agent 3736 bool sitting = false;
3379 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION | 3737 if (m_host.SitTargetAvatar == agentID)
3380 ScriptBaseClass.PERMISSION_CONTROL_CAMERA | 3738 {
3381 ScriptBaseClass.PERMISSION_TRACK_CAMERA | 3739 sitting = true;
3382 ScriptBaseClass.PERMISSION_TAKE_CONTROLS; 3740 }
3741 else
3742 {
3743 foreach (SceneObjectPart p in m_host.ParentGroup.Parts)
3744 {
3745 if (p.SitTargetAvatar == agentID)
3746 sitting = true;
3747 }
3748 }
3383 3749
3384 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms 3750 if (sitting)
3385 { 3751 {
3386 lock (m_host.TaskInventory) 3752 // When agent is sitting, certain permissions are implicit if requested from sitting agent
3753 int implicitPerms = ScriptBaseClass.PERMISSION_TRIGGER_ANIMATION |
3754 ScriptBaseClass.PERMISSION_CONTROL_CAMERA |
3755 ScriptBaseClass.PERMISSION_TRACK_CAMERA |
3756 ScriptBaseClass.PERMISSION_TAKE_CONTROLS;
3757
3758 if ((perm & (~implicitPerms)) == 0) // Requested only implicit perms
3387 { 3759 {
3760 m_host.TaskInventory.LockItemsForWrite(true);
3388 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3761 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3389 m_host.TaskInventory[m_item.ItemID].PermsMask = perm; 3762 m_host.TaskInventory[m_item.ItemID].PermsMask = perm;
3390 } 3763 m_host.TaskInventory.LockItemsForWrite(false);
3391 3764
3392 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams( 3765 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3393 "run_time_permissions", new Object[] { 3766 "run_time_permissions", new Object[] {
3394 new LSL_Integer(perm) }, 3767 new LSL_Integer(perm) },
3395 new DetectParams[0])); 3768 new DetectParams[0]));
3396 3769
3397 return; 3770 return;
3771 }
3398 } 3772 }
3399 } 3773 }
3400 3774
@@ -3431,11 +3805,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3431 3805
3432 if (!m_waitingForScriptAnswer) 3806 if (!m_waitingForScriptAnswer)
3433 { 3807 {
3434 lock (m_host.TaskInventory) 3808 m_host.TaskInventory.LockItemsForWrite(true);
3435 { 3809 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID;
3436 m_host.TaskInventory[m_item.ItemID].PermsGranter = agentID; 3810 m_host.TaskInventory[m_item.ItemID].PermsMask = 0;
3437 m_host.TaskInventory[m_item.ItemID].PermsMask = 0; 3811 m_host.TaskInventory.LockItemsForWrite(false);
3438 }
3439 3812
3440 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer; 3813 presence.ControllingClient.OnScriptAnswer += handleScriptAnswer;
3441 m_waitingForScriptAnswer=true; 3814 m_waitingForScriptAnswer=true;
@@ -3464,14 +3837,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3464 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0) 3837 if ((answer & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) == 0)
3465 llReleaseControls(); 3838 llReleaseControls();
3466 3839
3467 lock (m_host.TaskInventory) 3840 m_host.TaskInventory.LockItemsForWrite(true);
3468 { 3841 m_host.TaskInventory[m_item.ItemID].PermsMask = answer;
3469 m_host.TaskInventory[m_item.ItemID].PermsMask = answer; 3842 m_host.TaskInventory.LockItemsForWrite(false);
3470 } 3843
3471 3844 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
3472 m_ScriptEngine.PostScriptEvent( 3845 "run_time_permissions", new Object[] {
3473 m_item.ItemID, 3846 new LSL_Integer(answer) },
3474 new EventParams("run_time_permissions", new Object[] { new LSL_Integer(answer) }, new DetectParams[0])); 3847 new DetectParams[0]));
3475 } 3848 }
3476 3849
3477 public LSL_String llGetPermissionsKey() 3850 public LSL_String llGetPermissionsKey()
@@ -3510,14 +3883,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3510 public void llSetLinkColor(int linknumber, LSL_Vector color, int face) 3883 public void llSetLinkColor(int linknumber, LSL_Vector color, int face)
3511 { 3884 {
3512 List<SceneObjectPart> parts = GetLinkParts(linknumber); 3885 List<SceneObjectPart> parts = GetLinkParts(linknumber);
3513 3886 if (parts.Count > 0)
3514 foreach (SceneObjectPart part in parts) 3887 {
3515 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face); 3888 try
3889 {
3890 parts[0].ParentGroup.areUpdatesSuspended = true;
3891 foreach (SceneObjectPart part in parts)
3892 part.SetFaceColor(new Vector3((float)color.x, (float)color.y, (float)color.z), face);
3893 }
3894 finally
3895 {
3896 parts[0].ParentGroup.areUpdatesSuspended = false;
3897 }
3898 }
3516 } 3899 }
3517 3900
3518 public void llCreateLink(string target, int parent) 3901 public void llCreateLink(string target, int parent)
3519 { 3902 {
3520 m_host.AddScriptLPS(1); 3903 m_host.AddScriptLPS(1);
3904
3521 UUID targetID; 3905 UUID targetID;
3522 3906
3523 if (!UUID.TryParse(target, out targetID)) 3907 if (!UUID.TryParse(target, out targetID))
@@ -3623,10 +4007,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3623 // Restructuring Multiple Prims. 4007 // Restructuring Multiple Prims.
3624 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts); 4008 List<SceneObjectPart> parts = new List<SceneObjectPart>(parentPrim.Parts);
3625 parts.Remove(parentPrim.RootPart); 4009 parts.Remove(parentPrim.RootPart);
3626 foreach (SceneObjectPart part in parts) 4010 if (parts.Count > 0)
3627 { 4011 {
3628 parentPrim.DelinkFromGroup(part.LocalId, true); 4012 try
4013 {
4014 parts[0].ParentGroup.areUpdatesSuspended = true;
4015 foreach (SceneObjectPart part in parts)
4016 {
4017 parentPrim.DelinkFromGroup(part.LocalId, true);
4018 }
4019 }
4020 finally
4021 {
4022 parts[0].ParentGroup.areUpdatesSuspended = false;
4023 }
3629 } 4024 }
4025
3630 parentPrim.HasGroupChanged = true; 4026 parentPrim.HasGroupChanged = true;
3631 parentPrim.ScheduleGroupForFullUpdate(); 4027 parentPrim.ScheduleGroupForFullUpdate();
3632 parentPrim.TriggerScriptChangedEvent(Changed.LINK); 4028 parentPrim.TriggerScriptChangedEvent(Changed.LINK);
@@ -3635,12 +4031,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3635 { 4031 {
3636 SceneObjectPart newRoot = parts[0]; 4032 SceneObjectPart newRoot = parts[0];
3637 parts.Remove(newRoot); 4033 parts.Remove(newRoot);
3638 foreach (SceneObjectPart part in parts) 4034
4035 try
3639 { 4036 {
3640 // Required for linking 4037 parts[0].ParentGroup.areUpdatesSuspended = true;
3641 part.ClearUpdateSchedule(); 4038 foreach (SceneObjectPart part in parts)
3642 newRoot.ParentGroup.LinkToGroup(part.ParentGroup); 4039 {
4040 part.ClearUpdateSchedule();
4041 newRoot.ParentGroup.LinkToGroup(part.ParentGroup);
4042 }
3643 } 4043 }
4044 finally
4045 {
4046 parts[0].ParentGroup.areUpdatesSuspended = false;
4047 }
4048
4049
3644 newRoot.ParentGroup.HasGroupChanged = true; 4050 newRoot.ParentGroup.HasGroupChanged = true;
3645 newRoot.ParentGroup.ScheduleGroupForFullUpdate(); 4051 newRoot.ParentGroup.ScheduleGroupForFullUpdate();
3646 } 4052 }
@@ -3660,6 +4066,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3660 public void llBreakAllLinks() 4066 public void llBreakAllLinks()
3661 { 4067 {
3662 m_host.AddScriptLPS(1); 4068 m_host.AddScriptLPS(1);
4069
4070 TaskInventoryItem item = m_item;
4071
4072 if ((item.PermsMask & ScriptBaseClass.PERMISSION_CHANGE_LINKS) == 0
4073 && !m_automaticLinkPermission)
4074 {
4075 ShoutError("Script trying to link but PERMISSION_CHANGE_LINKS permission not set!");
4076 return;
4077 }
4078
3663 SceneObjectGroup parentPrim = m_host.ParentGroup; 4079 SceneObjectGroup parentPrim = m_host.ParentGroup;
3664 if (parentPrim.AttachmentPoint != 0) 4080 if (parentPrim.AttachmentPoint != 0)
3665 return; // Fail silently if attached 4081 return; // Fail silently if attached
@@ -3679,25 +4095,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3679 public LSL_String llGetLinkKey(int linknum) 4095 public LSL_String llGetLinkKey(int linknum)
3680 { 4096 {
3681 m_host.AddScriptLPS(1); 4097 m_host.AddScriptLPS(1);
3682 List<UUID> keytable = new List<UUID>();
3683 // parse for sitting avatare-uuids
3684 World.ForEachRootScenePresence(delegate(ScenePresence presence)
3685 {
3686 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
3687 keytable.Add(presence.UUID);
3688 });
3689
3690 int totalprims = m_host.ParentGroup.PrimCount + keytable.Count;
3691 if (linknum > m_host.ParentGroup.PrimCount && linknum <= totalprims)
3692 {
3693 return keytable[totalprims - linknum].ToString();
3694 }
3695
3696 if (linknum == 1 && m_host.ParentGroup.PrimCount == 1 && keytable.Count == 1)
3697 {
3698 return m_host.UUID.ToString();
3699 }
3700
3701 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum); 4098 SceneObjectPart part = m_host.ParentGroup.GetLinkNumPart(linknum);
3702 if (part != null) 4099 if (part != null)
3703 { 4100 {
@@ -3705,6 +4102,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3705 } 4102 }
3706 else 4103 else
3707 { 4104 {
4105 if (linknum > m_host.ParentGroup.PrimCount || (linknum == 1 && m_host.ParentGroup.PrimCount == 1))
4106 {
4107 linknum -= (m_host.ParentGroup.PrimCount) + 1;
4108
4109 if (linknum < 0)
4110 return UUID.Zero.ToString();
4111
4112 List<ScenePresence> avatars = GetLinkAvatars(ScriptBaseClass.LINK_SET);
4113 if (avatars.Count > linknum)
4114 {
4115 return avatars[linknum].UUID.ToString();
4116 }
4117 }
3708 return UUID.Zero.ToString(); 4118 return UUID.Zero.ToString();
3709 } 4119 }
3710 } 4120 }
@@ -3804,17 +4214,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3804 m_host.AddScriptLPS(1); 4214 m_host.AddScriptLPS(1);
3805 int count = 0; 4215 int count = 0;
3806 4216
3807 lock (m_host.TaskInventory) 4217 m_host.TaskInventory.LockItemsForRead(true);
4218 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3808 { 4219 {
3809 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4220 if (inv.Value.Type == type || type == -1)
3810 { 4221 {
3811 if (inv.Value.Type == type || type == -1) 4222 count = count + 1;
3812 {
3813 count = count + 1;
3814 }
3815 } 4223 }
3816 } 4224 }
3817 4225
4226 m_host.TaskInventory.LockItemsForRead(false);
3818 return count; 4227 return count;
3819 } 4228 }
3820 4229
@@ -3823,16 +4232,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3823 m_host.AddScriptLPS(1); 4232 m_host.AddScriptLPS(1);
3824 ArrayList keys = new ArrayList(); 4233 ArrayList keys = new ArrayList();
3825 4234
3826 lock (m_host.TaskInventory) 4235 m_host.TaskInventory.LockItemsForRead(true);
4236 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
3827 { 4237 {
3828 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 4238 if (inv.Value.Type == type || type == -1)
3829 { 4239 {
3830 if (inv.Value.Type == type || type == -1) 4240 keys.Add(inv.Value.Name);
3831 {
3832 keys.Add(inv.Value.Name);
3833 }
3834 } 4241 }
3835 } 4242 }
4243 m_host.TaskInventory.LockItemsForRead(false);
3836 4244
3837 if (keys.Count == 0) 4245 if (keys.Count == 0)
3838 { 4246 {
@@ -3870,7 +4278,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3870 if (item == null) 4278 if (item == null)
3871 { 4279 {
3872 llSay(0, String.Format("Could not find object '{0}'", inventory)); 4280 llSay(0, String.Format("Could not find object '{0}'", inventory));
3873 throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory)); 4281 return;
4282// throw new Exception(String.Format("The inventory object '{0}' could not be found", inventory));
3874 } 4283 }
3875 4284
3876 UUID objId = item.ItemID; 4285 UUID objId = item.ItemID;
@@ -3898,34 +4307,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3898 return; 4307 return;
3899 } 4308 }
3900 } 4309 }
4310
3901 // destination is an avatar 4311 // destination is an avatar
3902 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId); 4312 InventoryItemBase agentItem = World.MoveTaskInventoryItem(destId, UUID.Zero, m_host, objId);
3903 4313
3904 if (agentItem == null) 4314 if (agentItem == null)
3905 return; 4315 return;
3906 4316
3907 byte[] bucket = new byte[17]; 4317 byte[] bucket = new byte[1];
3908 bucket[0] = (byte)item.Type; 4318 bucket[0] = (byte)item.Type;
3909 byte[] objBytes = agentItem.ID.GetBytes(); 4319 //byte[] objBytes = agentItem.ID.GetBytes();
3910 Array.Copy(objBytes, 0, bucket, 1, 16); 4320 //Array.Copy(objBytes, 0, bucket, 1, 16);
3911 4321
3912 GridInstantMessage msg = new GridInstantMessage(World, 4322 GridInstantMessage msg = new GridInstantMessage(World,
3913 m_host.UUID, m_host.Name + ", an object owned by " + 4323 m_host.OwnerID, m_host.Name, destId,
3914 resolveName(m_host.OwnerID) + ",", destId,
3915 (byte)InstantMessageDialog.TaskInventoryOffered, 4324 (byte)InstantMessageDialog.TaskInventoryOffered,
3916 false, item.Name + "\n" + m_host.Name + " is located at " + 4325 false, item.Name+". "+m_host.Name+" is located at "+
3917 World.RegionInfo.RegionName+" "+ 4326 World.RegionInfo.RegionName+" "+
3918 m_host.AbsolutePosition.ToString(), 4327 m_host.AbsolutePosition.ToString(),
3919 agentItem.ID, true, m_host.AbsolutePosition, 4328 agentItem.ID, true, m_host.AbsolutePosition,
3920 bucket); 4329 bucket);
3921 4330
3922 if (m_TransferModule != null) 4331 ScenePresence sp;
3923 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
3924 4332
4333 if (World.TryGetScenePresence(destId, out sp))
4334 {
4335 sp.ControllingClient.SendInstantMessage(msg);
4336 }
4337 else
4338 {
4339 if (m_TransferModule != null)
4340 m_TransferModule.SendInstantMessage(msg, delegate(bool success) {});
4341 }
4342
4343 //This delay should only occur when giving inventory to avatars.
3925 ScriptSleep(3000); 4344 ScriptSleep(3000);
3926 } 4345 }
3927 } 4346 }
3928 4347
4348 [DebuggerNonUserCode]
3929 public void llRemoveInventory(string name) 4349 public void llRemoveInventory(string name)
3930 { 4350 {
3931 m_host.AddScriptLPS(1); 4351 m_host.AddScriptLPS(1);
@@ -3971,109 +4391,115 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3971 { 4391 {
3972 m_host.AddScriptLPS(1); 4392 m_host.AddScriptLPS(1);
3973 4393
3974 UUID uuid = (UUID)id; 4394 UUID uuid;
3975 PresenceInfo pinfo = null; 4395 if (UUID.TryParse(id, out uuid))
3976 UserAccount account;
3977
3978 UserInfoCacheEntry ce;
3979 if (!m_userInfoCache.TryGetValue(uuid, out ce))
3980 { 4396 {
3981 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid); 4397 PresenceInfo pinfo = null;
3982 if (account == null) 4398 UserAccount account;
4399
4400 UserInfoCacheEntry ce;
4401 if (!m_userInfoCache.TryGetValue(uuid, out ce))
3983 { 4402 {
3984 m_userInfoCache[uuid] = null; // Cache negative 4403 account = World.UserAccountService.GetUserAccount(World.RegionInfo.ScopeID, uuid);
3985 return UUID.Zero.ToString(); 4404 if (account == null)
3986 } 4405 {
4406 m_userInfoCache[uuid] = null; // Cache negative
4407 return UUID.Zero.ToString();
4408 }
3987 4409
3988 4410
3989 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() }); 4411 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
3990 if (pinfos != null && pinfos.Length > 0) 4412 if (pinfos != null && pinfos.Length > 0)
3991 {
3992 foreach (PresenceInfo p in pinfos)
3993 { 4413 {
3994 if (p.RegionID != UUID.Zero) 4414 foreach (PresenceInfo p in pinfos)
3995 { 4415 {
3996 pinfo = p; 4416 if (p.RegionID != UUID.Zero)
4417 {
4418 pinfo = p;
4419 }
3997 } 4420 }
3998 } 4421 }
3999 }
4000 4422
4001 ce = new UserInfoCacheEntry(); 4423 ce = new UserInfoCacheEntry();
4002 ce.time = Util.EnvironmentTickCount(); 4424 ce.time = Util.EnvironmentTickCount();
4003 ce.account = account; 4425 ce.account = account;
4004 ce.pinfo = pinfo; 4426 ce.pinfo = pinfo;
4005 } 4427 m_userInfoCache[uuid] = ce;
4006 else 4428 }
4007 { 4429 else
4008 if (ce == null) 4430 {
4009 return UUID.Zero.ToString(); 4431 if (ce == null)
4432 return UUID.Zero.ToString();
4010 4433
4011 account = ce.account; 4434 account = ce.account;
4012 pinfo = ce.pinfo; 4435 pinfo = ce.pinfo;
4013 } 4436 }
4014 4437
4015 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000) 4438 if (Util.EnvironmentTickCount() < ce.time || (Util.EnvironmentTickCount() - ce.time) >= 20000)
4016 {
4017 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4018 if (pinfos != null && pinfos.Length > 0)
4019 { 4439 {
4020 foreach (PresenceInfo p in pinfos) 4440 PresenceInfo[] pinfos = World.PresenceService.GetAgents(new string[] { uuid.ToString() });
4441 if (pinfos != null && pinfos.Length > 0)
4021 { 4442 {
4022 if (p.RegionID != UUID.Zero) 4443 foreach (PresenceInfo p in pinfos)
4023 { 4444 {
4024 pinfo = p; 4445 if (p.RegionID != UUID.Zero)
4446 {
4447 pinfo = p;
4448 }
4025 } 4449 }
4026 } 4450 }
4027 } 4451 else
4028 else 4452 pinfo = null;
4029 pinfo = null;
4030 4453
4031 ce.time = Util.EnvironmentTickCount(); 4454 ce.time = Util.EnvironmentTickCount();
4032 ce.pinfo = pinfo; 4455 ce.pinfo = pinfo;
4033 } 4456 }
4034 4457
4035 string reply = String.Empty; 4458 string reply = String.Empty;
4036 4459
4037 switch (data) 4460 switch (data)
4038 { 4461 {
4039 case 1: // DATA_ONLINE (0|1) 4462 case 1: // DATA_ONLINE (0|1)
4040 if (pinfo != null && pinfo.RegionID != UUID.Zero) 4463 if (pinfo != null && pinfo.RegionID != UUID.Zero)
4041 reply = "1"; 4464 reply = "1";
4042 else 4465 else
4043 reply = "0"; 4466 reply = "0";
4044 break; 4467 break;
4045 case 2: // DATA_NAME (First Last) 4468 case 2: // DATA_NAME (First Last)
4046 reply = account.FirstName + " " + account.LastName; 4469 reply = account.FirstName + " " + account.LastName;
4047 break; 4470 break;
4048 case 3: // DATA_BORN (YYYY-MM-DD) 4471 case 3: // DATA_BORN (YYYY-MM-DD)
4049 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0); 4472 DateTime born = new DateTime(1970, 1, 1, 0, 0, 0, 0);
4050 born = born.AddSeconds(account.Created); 4473 born = born.AddSeconds(account.Created);
4051 reply = born.ToString("yyyy-MM-dd"); 4474 reply = born.ToString("yyyy-MM-dd");
4052 break; 4475 break;
4053 case 4: // DATA_RATING (0,0,0,0,0,0) 4476 case 4: // DATA_RATING (0,0,0,0,0,0)
4054 reply = "0,0,0,0,0,0"; 4477 reply = "0,0,0,0,0,0";
4055 break; 4478 break;
4056 case 7: // DATA_USERLEVEL (integer) 4479 case 8: // DATA_PAYINFO (0|1|2|3)
4057 reply = account.UserLevel.ToString(); 4480 reply = "0";
4058 break; 4481 break;
4059 case 8: // DATA_PAYINFO (0|1|2|3) 4482 default:
4060 reply = "0"; 4483 return UUID.Zero.ToString(); // Raise no event
4061 break; 4484 }
4062 default:
4063 return UUID.Zero.ToString(); // Raise no event
4064 }
4065 4485
4066 UUID rq = UUID.Random(); 4486 UUID rq = UUID.Random();
4067 4487
4068 UUID tid = AsyncCommands. 4488 UUID tid = AsyncCommands.
4069 DataserverPlugin.RegisterRequest(m_host.LocalId, 4489 DataserverPlugin.RegisterRequest(m_host.LocalId,
4070 m_item.ItemID, rq.ToString()); 4490 m_item.ItemID, rq.ToString());
4071 4491
4072 AsyncCommands. 4492 AsyncCommands.
4073 DataserverPlugin.DataserverReply(rq.ToString(), reply); 4493 DataserverPlugin.DataserverReply(rq.ToString(), reply);
4074 4494
4075 ScriptSleep(100); 4495 ScriptSleep(100);
4076 return tid.ToString(); 4496 return tid.ToString();
4497 }
4498 else
4499 {
4500 ShoutError("Invalid UUID passed to llRequestAgentData.");
4501 }
4502 return "";
4077 } 4503 }
4078 4504
4079 public LSL_String llRequestInventoryData(string name) 4505 public LSL_String llRequestInventoryData(string name)
@@ -4130,13 +4556,26 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4130 if (UUID.TryParse(agent, out agentId)) 4556 if (UUID.TryParse(agent, out agentId))
4131 { 4557 {
4132 ScenePresence presence = World.GetScenePresence(agentId); 4558 ScenePresence presence = World.GetScenePresence(agentId);
4133 if (presence != null) 4559 if (presence != null && presence.PresenceType != PresenceType.Npc)
4134 { 4560 {
4561 // agent must not be a god
4562 if (presence.UserLevel >= 200) return;
4563
4135 // agent must be over the owners land 4564 // agent must be over the owners land
4136 if (m_host.OwnerID == World.LandChannel.GetLandObject( 4565 if (m_host.OwnerID == World.LandChannel.GetLandObject(
4137 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID) 4566 presence.AbsolutePosition.X, presence.AbsolutePosition.Y).LandData.OwnerID)
4138 { 4567 {
4139 World.TeleportClientHome(agentId, presence.ControllingClient); 4568 if (!World.TeleportClientHome(agentId, presence.ControllingClient))
4569 {
4570 // They can't be teleported home for some reason
4571 GridRegion regionInfo = World.GridService.GetRegionByUUID(UUID.Zero, new UUID("2b02daac-e298-42fa-9a75-f488d37896e6"));
4572 if (regionInfo != null)
4573 {
4574 World.RequestTeleportLocation(
4575 presence.ControllingClient, regionInfo.RegionHandle, new Vector3(128, 128, 23), Vector3.Zero,
4576 (uint)(Constants.TeleportFlags.SetLastToTarget | Constants.TeleportFlags.ViaHome));
4577 }
4578 }
4140 } 4579 }
4141 } 4580 }
4142 } 4581 }
@@ -4248,7 +4687,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4248 UUID av = new UUID(); 4687 UUID av = new UUID();
4249 if (!UUID.TryParse(agent,out av)) 4688 if (!UUID.TryParse(agent,out av))
4250 { 4689 {
4251 LSLError("First parameter to llDialog needs to be a key"); 4690 //LSLError("First parameter to llDialog needs to be a key");
4252 return; 4691 return;
4253 } 4692 }
4254 4693
@@ -4280,7 +4719,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4280 public void llCollisionSound(string impact_sound, double impact_volume) 4719 public void llCollisionSound(string impact_sound, double impact_volume)
4281 { 4720 {
4282 m_host.AddScriptLPS(1); 4721 m_host.AddScriptLPS(1);
4283 4722
4723 if(impact_sound == "")
4724 {
4725 m_host.CollisionSoundVolume = (float)impact_volume;
4726 m_host.CollisionSound = m_host.invalidCollisionSoundUUID;
4727 m_host.CollisionSoundType = 0;
4728 return;
4729 }
4284 // TODO: Parameter check logic required. 4730 // TODO: Parameter check logic required.
4285 UUID soundId = UUID.Zero; 4731 UUID soundId = UUID.Zero;
4286 if (!UUID.TryParse(impact_sound, out soundId)) 4732 if (!UUID.TryParse(impact_sound, out soundId))
@@ -4293,6 +4739,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4293 4739
4294 m_host.CollisionSound = soundId; 4740 m_host.CollisionSound = soundId;
4295 m_host.CollisionSoundVolume = (float)impact_volume; 4741 m_host.CollisionSoundVolume = (float)impact_volume;
4742 m_host.CollisionSoundType = 1;
4296 } 4743 }
4297 4744
4298 public LSL_String llGetAnimation(string id) 4745 public LSL_String llGetAnimation(string id)
@@ -4306,14 +4753,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4306 4753
4307 if (m_host.RegionHandle == presence.RegionHandle) 4754 if (m_host.RegionHandle == presence.RegionHandle)
4308 { 4755 {
4309 Dictionary<UUID, string> animationstateNames = DefaultAvatarAnimations.AnimStateNames;
4310
4311 if (presence != null) 4756 if (presence != null)
4312 { 4757 {
4313 AnimationSet currentAnims = presence.Animator.Animations; 4758 if (presence.SitGround)
4314 string currentAnimationState = String.Empty; 4759 return "Sitting on Ground";
4315 if (animationstateNames.TryGetValue(currentAnims.DefaultAnimation.AnimID, out currentAnimationState)) 4760 if (presence.ParentID != 0 || presence.ParentUUID != UUID.Zero)
4316 return currentAnimationState; 4761 return "Sitting";
4762
4763 string movementAnimation = presence.Animator.CurrentMovementAnimation;
4764 string lslMovementAnimation;
4765
4766 if (MovementAnimationsForLSL.TryGetValue(movementAnimation, out lslMovementAnimation))
4767 return lslMovementAnimation;
4317 } 4768 }
4318 } 4769 }
4319 4770
@@ -4460,7 +4911,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4460 { 4911 {
4461 float distance = (PusheePos - m_host.AbsolutePosition).Length(); 4912 float distance = (PusheePos - m_host.AbsolutePosition).Length();
4462 float distance_term = distance * distance * distance; // Script Energy 4913 float distance_term = distance * distance * distance; // Script Energy
4463 float pusher_mass = m_host.GetMass(); 4914 // use total object mass and not part
4915 float pusher_mass = m_host.ParentGroup.GetMass();
4464 4916
4465 float PUSH_ATTENUATION_DISTANCE = 17f; 4917 float PUSH_ATTENUATION_DISTANCE = 17f;
4466 float PUSH_ATTENUATION_SCALE = 5f; 4918 float PUSH_ATTENUATION_SCALE = 5f;
@@ -4710,6 +5162,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4710 { 5162 {
4711 return item.AssetID.ToString(); 5163 return item.AssetID.ToString();
4712 } 5164 }
5165 m_host.TaskInventory.LockItemsForRead(false);
4713 5166
4714 return UUID.Zero.ToString(); 5167 return UUID.Zero.ToString();
4715 } 5168 }
@@ -4843,7 +5296,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4843 public LSL_Vector llGetCenterOfMass() 5296 public LSL_Vector llGetCenterOfMass()
4844 { 5297 {
4845 m_host.AddScriptLPS(1); 5298 m_host.AddScriptLPS(1);
4846 Vector3 center = m_host.GetGeometricCenter(); 5299 Vector3 center = m_host.GetCenterOfMass();
4847 return new LSL_Vector(center.X,center.Y,center.Z); 5300 return new LSL_Vector(center.X,center.Y,center.Z);
4848 } 5301 }
4849 5302
@@ -4862,14 +5315,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4862 { 5315 {
4863 m_host.AddScriptLPS(1); 5316 m_host.AddScriptLPS(1);
4864 5317
4865 if (src == null) 5318 return src.Length;
4866 {
4867 return 0;
4868 }
4869 else
4870 {
4871 return src.Length;
4872 }
4873 } 5319 }
4874 5320
4875 public LSL_Integer llList2Integer(LSL_List src, int index) 5321 public LSL_Integer llList2Integer(LSL_List src, int index)
@@ -4915,7 +5361,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4915 else if (src.Data[index] is LSL_Float) 5361 else if (src.Data[index] is LSL_Float)
4916 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5362 return Convert.ToDouble(((LSL_Float) src.Data[index]).value);
4917 else if (src.Data[index] is LSL_String) 5363 else if (src.Data[index] is LSL_String)
4918 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5364 {
5365 string str = ((LSL_String) src.Data[index]).m_string;
5366 Match m = Regex.Match(str, "^\\s*(-?\\+?[,0-9]+\\.?[0-9]*)");
5367 if (m != Match.Empty)
5368 {
5369 str = m.Value;
5370 double d = 0.0;
5371 if (!Double.TryParse(str, out d))
5372 return 0.0;
5373
5374 return d;
5375 }
5376 return 0.0;
5377 }
4919 return Convert.ToDouble(src.Data[index]); 5378 return Convert.ToDouble(src.Data[index]);
4920 } 5379 }
4921 catch (FormatException) 5380 catch (FormatException)
@@ -5188,7 +5647,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5188 } 5647 }
5189 } 5648 }
5190 } 5649 }
5191 else { 5650 else
5651 {
5192 object[] array = new object[src.Length]; 5652 object[] array = new object[src.Length];
5193 Array.Copy(src.Data, 0, array, 0, src.Length); 5653 Array.Copy(src.Data, 0, array, 0, src.Length);
5194 result = new LSL_List(array); 5654 result = new LSL_List(array);
@@ -5295,7 +5755,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5295 public LSL_Integer llGetRegionAgentCount() 5755 public LSL_Integer llGetRegionAgentCount()
5296 { 5756 {
5297 m_host.AddScriptLPS(1); 5757 m_host.AddScriptLPS(1);
5298 return new LSL_Integer(World.GetRootAgentCount()); 5758
5759 int count = 0;
5760 World.ForEachRootScenePresence(delegate(ScenePresence sp) {
5761 count++;
5762 });
5763
5764 return new LSL_Integer(count);
5299 } 5765 }
5300 5766
5301 public LSL_Vector llGetRegionCorner() 5767 public LSL_Vector llGetRegionCorner()
@@ -5575,6 +6041,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5575 flags |= ScriptBaseClass.AGENT_SITTING; 6041 flags |= ScriptBaseClass.AGENT_SITTING;
5576 } 6042 }
5577 6043
6044 if (agent.Appearance.VisualParams[(int)AvatarAppearance.VPElement.SHAPE_MALE] > 0)
6045 {
6046 flags |= ScriptBaseClass.AGENT_MALE;
6047 }
6048
5578 return flags; 6049 return flags;
5579 } 6050 }
5580 6051
@@ -5721,10 +6192,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5721 m_host.AddScriptLPS(1); 6192 m_host.AddScriptLPS(1);
5722 6193
5723 List<SceneObjectPart> parts = GetLinkParts(linknumber); 6194 List<SceneObjectPart> parts = GetLinkParts(linknumber);
5724 6195 if (parts.Count > 0)
5725 foreach (var part in parts)
5726 { 6196 {
5727 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate); 6197 try
6198 {
6199 parts[0].ParentGroup.areUpdatesSuspended = true;
6200 foreach (var part in parts)
6201 {
6202 SetTextureAnim(part, mode, face, sizex, sizey, start, length, rate);
6203 }
6204 }
6205 finally
6206 {
6207 parts[0].ParentGroup.areUpdatesSuspended = false;
6208 }
5728 } 6209 }
5729 } 6210 }
5730 6211
@@ -5776,13 +6257,20 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5776 6257
5777 if (m_host.OwnerID == land.LandData.OwnerID) 6258 if (m_host.OwnerID == land.LandData.OwnerID)
5778 { 6259 {
5779 World.TeleportClientHome(agentID, presence.ControllingClient); 6260 Vector3 pos = World.GetNearestAllowedPosition(presence, land);
6261 presence.TeleportWithMomentum(pos, null);
6262 presence.ControllingClient.SendAlertMessage("You have been ejected from this land");
5780 } 6263 }
5781 } 6264 }
5782 } 6265 }
5783 ScriptSleep(5000); 6266 ScriptSleep(5000);
5784 } 6267 }
5785 6268
6269 public LSL_List llParseString2List(string str, LSL_List separators, LSL_List in_spacers)
6270 {
6271 return ParseString2List(str, separators, in_spacers, false);
6272 }
6273
5786 public LSL_Integer llOverMyLand(string id) 6274 public LSL_Integer llOverMyLand(string id)
5787 { 6275 {
5788 m_host.AddScriptLPS(1); 6276 m_host.AddScriptLPS(1);
@@ -5847,8 +6335,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5847 UUID agentId = new UUID(); 6335 UUID agentId = new UUID();
5848 if (!UUID.TryParse(agent, out agentId)) 6336 if (!UUID.TryParse(agent, out agentId))
5849 return new LSL_Integer(0); 6337 return new LSL_Integer(0);
6338 if (agentId == m_host.GroupID)
6339 return new LSL_Integer(1);
5850 ScenePresence presence = World.GetScenePresence(agentId); 6340 ScenePresence presence = World.GetScenePresence(agentId);
5851 if (presence == null || presence.IsChildAgent) // Return flase for child agents 6341 if (presence == null || presence.IsChildAgent) // Return false for child agents
5852 return new LSL_Integer(0); 6342 return new LSL_Integer(0);
5853 IClientAPI client = presence.ControllingClient; 6343 IClientAPI client = presence.ControllingClient;
5854 if (m_host.GroupID == client.ActiveGroupId) 6344 if (m_host.GroupID == client.ActiveGroupId)
@@ -5983,7 +6473,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5983 return m_host.ParentGroup.AttachmentPoint; 6473 return m_host.ParentGroup.AttachmentPoint;
5984 } 6474 }
5985 6475
5986 public LSL_Integer llGetFreeMemory() 6476 public virtual LSL_Integer llGetFreeMemory()
5987 { 6477 {
5988 m_host.AddScriptLPS(1); 6478 m_host.AddScriptLPS(1);
5989 // Make scripts designed for LSO happy 6479 // Make scripts designed for LSO happy
@@ -6100,7 +6590,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6100 SetParticleSystem(m_host, rules); 6590 SetParticleSystem(m_host, rules);
6101 } 6591 }
6102 6592
6103 private void SetParticleSystem(SceneObjectPart part, LSL_List rules) { 6593 private void SetParticleSystem(SceneObjectPart part, LSL_List rules)
6594 {
6104 6595
6105 6596
6106 if (rules.Length == 0) 6597 if (rules.Length == 0)
@@ -6328,17 +6819,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6328 if (folderID == UUID.Zero) 6819 if (folderID == UUID.Zero)
6329 return; 6820 return;
6330 6821
6331 byte[] bucket = new byte[17]; 6822 byte[] bucket = new byte[1];
6332 bucket[0] = (byte)AssetType.Folder; 6823 bucket[0] = (byte)AssetType.Folder;
6333 byte[] objBytes = folderID.GetBytes(); 6824 //byte[] objBytes = folderID.GetBytes();
6334 Array.Copy(objBytes, 0, bucket, 1, 16); 6825 //Array.Copy(objBytes, 0, bucket, 1, 16);
6335 6826
6336 GridInstantMessage msg = new GridInstantMessage(World, 6827 GridInstantMessage msg = new GridInstantMessage(World,
6337 m_host.UUID, m_host.Name + ", an object owned by " + 6828 m_host.OwnerID, m_host.Name, destID,
6338 resolveName(m_host.OwnerID) + ",", destID, 6829 (byte)InstantMessageDialog.TaskInventoryOffered,
6339 (byte)InstantMessageDialog.InventoryOffered, 6830 false, category+". "+m_host.Name+" is located at "+
6340 false, category + "\n" + m_host.Name + " is located at " + 6831 World.RegionInfo.RegionName+" "+
6341 World.RegionInfo.RegionName + " " +
6342 m_host.AbsolutePosition.ToString(), 6832 m_host.AbsolutePosition.ToString(),
6343 folderID, true, m_host.AbsolutePosition, 6833 folderID, true, m_host.AbsolutePosition,
6344 bucket); 6834 bucket);
@@ -6418,7 +6908,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6418 { 6908 {
6419 // LSL quaternions can normalize to 0, normal Quaternions can't. 6909 // LSL quaternions can normalize to 0, normal Quaternions can't.
6420 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0) 6910 if (rot.s == 0 && rot.x == 0 && rot.y == 0 && rot.z == 0)
6421 rot.z = 1; // ZERO_ROTATION = 0,0,0,1 6911 rot.s = 1; // ZERO_ROTATION = 0,0,0,1
6422 6912
6423 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z); 6913 part.SitTargetPosition = new Vector3((float)offset.x, (float)offset.y, (float)offset.z);
6424 part.SitTargetOrientation = Rot2Quaternion(rot); 6914 part.SitTargetOrientation = Rot2Quaternion(rot);
@@ -6575,13 +7065,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6575 UUID av = new UUID(); 7065 UUID av = new UUID();
6576 if (!UUID.TryParse(avatar,out av)) 7066 if (!UUID.TryParse(avatar,out av))
6577 { 7067 {
6578 LSLError("First parameter to llDialog needs to be a key"); 7068 //LSLError("First parameter to llDialog needs to be a key");
6579 return; 7069 return;
6580 } 7070 }
6581 if (buttons.Length < 1) 7071 if (buttons.Length < 1)
6582 { 7072 {
6583 LSLError("No less than 1 button can be shown"); 7073 buttons.Add("OK");
6584 return;
6585 } 7074 }
6586 if (buttons.Length > 12) 7075 if (buttons.Length > 12)
6587 { 7076 {
@@ -6598,7 +7087,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6598 } 7087 }
6599 if (buttons.Data[i].ToString().Length > 24) 7088 if (buttons.Data[i].ToString().Length > 24)
6600 { 7089 {
6601 LSLError("button label cannot be longer than 24 characters"); 7090 llWhisper(ScriptBaseClass.DEBUG_CHANNEL, "button label cannot be longer than 24 characters");
6602 return; 7091 return;
6603 } 7092 }
6604 buts[i] = buttons.Data[i].ToString(); 7093 buts[i] = buttons.Data[i].ToString();
@@ -6665,9 +7154,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6665 return; 7154 return;
6666 } 7155 }
6667 7156
6668 // the rest of the permission checks are done in RezScript, so check the pin there as well 7157 SceneObjectPart dest = World.GetSceneObjectPart(destId);
6669 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param); 7158 if (dest != null)
7159 {
7160 if ((item.BasePermissions & (uint)PermissionMask.Transfer) != 0 || dest.ParentGroup.RootPart.OwnerID == m_host.ParentGroup.RootPart.OwnerID)
7161 {
7162 // the rest of the permission checks are done in RezScript, so check the pin there as well
7163 World.RezScriptFromPrim(item.ItemID, m_host, destId, pin, running, start_param);
6670 7164
7165 if ((item.BasePermissions & (uint)PermissionMask.Copy) == 0)
7166 m_host.Inventory.RemoveInventoryItem(item.ItemID);
7167 }
7168 }
6671 // this will cause the delay even if the script pin or permissions were wrong - seems ok 7169 // this will cause the delay even if the script pin or permissions were wrong - seems ok
6672 ScriptSleep(3000); 7170 ScriptSleep(3000);
6673 } 7171 }
@@ -6730,19 +7228,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6730 public LSL_String llMD5String(string src, int nonce) 7228 public LSL_String llMD5String(string src, int nonce)
6731 { 7229 {
6732 m_host.AddScriptLPS(1); 7230 m_host.AddScriptLPS(1);
6733 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString())); 7231 return Util.Md5Hash(String.Format("{0}:{1}", src, nonce.ToString()), Encoding.UTF8);
6734 } 7232 }
6735 7233
6736 public LSL_String llSHA1String(string src) 7234 public LSL_String llSHA1String(string src)
6737 { 7235 {
6738 m_host.AddScriptLPS(1); 7236 m_host.AddScriptLPS(1);
6739 return Util.SHA1Hash(src).ToLower(); 7237 return Util.SHA1Hash(src, Encoding.UTF8).ToLower();
6740 } 7238 }
6741 7239
6742 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve) 7240 protected ObjectShapePacket.ObjectDataBlock SetPrimitiveBlockShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, byte profileshape, byte pathcurve)
6743 { 7241 {
6744 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7242 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6745 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7243 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7244 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7245 return shapeBlock;
6746 7246
6747 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT && 7247 if (holeshape != (int)ScriptBaseClass.PRIM_HOLE_DEFAULT &&
6748 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE && 7248 holeshape != (int)ScriptBaseClass.PRIM_HOLE_CIRCLE &&
@@ -6847,6 +7347,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6847 // Prim type box, cylinder and prism. 7347 // Prim type box, cylinder and prism.
6848 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) 7348 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)
6849 { 7349 {
7350 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7351 return;
7352
6850 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7353 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6851 ObjectShapePacket.ObjectDataBlock shapeBlock; 7354 ObjectShapePacket.ObjectDataBlock shapeBlock;
6852 7355
@@ -6900,6 +7403,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6900 // Prim type sphere. 7403 // Prim type sphere.
6901 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve) 7404 protected void SetPrimitiveShapeParams(SceneObjectPart part, int holeshape, LSL_Vector cut, float hollow, LSL_Vector twist, LSL_Vector dimple, byte profileshape, byte pathcurve)
6902 { 7405 {
7406 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7407 return;
7408
6903 ObjectShapePacket.ObjectDataBlock shapeBlock; 7409 ObjectShapePacket.ObjectDataBlock shapeBlock;
6904 7410
6905 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve); 7411 shapeBlock = SetPrimitiveBlockShapeParams(part, holeshape, cut, hollow, twist, profileshape, pathcurve);
@@ -6941,6 +7447,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6941 // Prim type torus, tube and ring. 7447 // Prim type torus, tube and ring.
6942 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) 7448 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)
6943 { 7449 {
7450 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7451 return;
7452
6944 float tempFloat; // Use in float expressions below to avoid byte cast precision issues. 7453 float tempFloat; // Use in float expressions below to avoid byte cast precision issues.
6945 ObjectShapePacket.ObjectDataBlock shapeBlock; 7454 ObjectShapePacket.ObjectDataBlock shapeBlock;
6946 7455
@@ -7076,6 +7585,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7076 // Prim type sculpt. 7585 // Prim type sculpt.
7077 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve) 7586 protected void SetPrimitiveShapeParams(SceneObjectPart part, string map, int type, byte pathcurve)
7078 { 7587 {
7588 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7589 return;
7590
7079 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock(); 7591 ObjectShapePacket.ObjectDataBlock shapeBlock = new ObjectShapePacket.ObjectDataBlock();
7080 UUID sculptId; 7592 UUID sculptId;
7081 7593
@@ -7100,7 +7612,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7100 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag)) 7612 type != (ScriptBaseClass.PRIM_SCULPT_TYPE_TORUS | flag))
7101 { 7613 {
7102 // default 7614 // default
7103 type = (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE; 7615 type = type | (int)ScriptBaseClass.PRIM_SCULPT_TYPE_SPHERE;
7104 } 7616 }
7105 7617
7106 part.Shape.SetSculptProperties((byte)type, sculptId); 7618 part.Shape.SetSculptProperties((byte)type, sculptId);
@@ -7116,34 +7628,315 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7116 ScriptSleep(200); 7628 ScriptSleep(200);
7117 } 7629 }
7118 7630
7119 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules) 7631 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules)
7120 { 7632 {
7121 m_host.AddScriptLPS(1); 7633 m_host.AddScriptLPS(1);
7122 7634
7123 setLinkPrimParams(linknumber, rules); 7635 setLinkPrimParams(linknumber, rules);
7636 }
7637
7638 private void setLinkPrimParams(int linknumber, LSL_List rules)
7639 {
7640 List<SceneObjectPart> parts = GetLinkParts(linknumber);
7641 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7642 if (parts.Count>0)
7643 {
7644 try
7645 {
7646 parts[0].ParentGroup.areUpdatesSuspended = true;
7647 foreach (SceneObjectPart part in parts)
7648 SetPrimParams(part, rules);
7649 }
7650 finally
7651 {
7652 parts[0].ParentGroup.areUpdatesSuspended = false;
7653 }
7654 }
7655 if (avatars.Count > 0)
7656 {
7657 foreach (ScenePresence avatar in avatars)
7658 SetPrimParams(avatar, rules);
7659 }
7660 }
7661
7662 private void SetPhysicsMaterial(SceneObjectPart part, int material_bits,
7663 float material_density, float material_friction,
7664 float material_restitution, float material_gravity_modifier)
7665 {
7666 ExtraPhysicsData physdata = new ExtraPhysicsData();
7667 physdata.PhysShapeType = (PhysShapeType)part.PhysicsShapeType;
7668 physdata.Density = part.Density;
7669 physdata.Friction = part.Friction;
7670 physdata.Bounce = part.Bounciness;
7671 physdata.GravitationModifier = part.GravityModifier;
7672
7673 if ((material_bits & (int)ScriptBaseClass.DENSITY) != 0)
7674 physdata.Density = material_density;
7675 if ((material_bits & (int)ScriptBaseClass.FRICTION) != 0)
7676 physdata.Friction = material_friction;
7677 if ((material_bits & (int)ScriptBaseClass.RESTITUTION) != 0)
7678 physdata.Bounce = material_restitution;
7679 if ((material_bits & (int)ScriptBaseClass.GRAVITY_MULTIPLIER) != 0)
7680 physdata.GravitationModifier = material_gravity_modifier;
7681
7682 part.UpdateExtraPhysics(physdata);
7683 }
7124 7684
7685 public void llSetPhysicsMaterial(int material_bits,
7686 float material_gravity_modifier, float material_restitution,
7687 float material_friction, float material_density)
7688 {
7689 SetPhysicsMaterial(m_host, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
7690 }
7691
7692 public void llSetLinkPrimitiveParams(int linknumber, LSL_List rules)
7693 {
7694 llSetLinkPrimitiveParamsFast(linknumber, rules);
7125 ScriptSleep(200); 7695 ScriptSleep(200);
7126 } 7696 }
7127 7697
7128 public void llSetLinkPrimitiveParamsFast(int linknumber, LSL_List rules) 7698 // vector up using libomv (c&p from sop )
7699 // vector up rotated by r
7700 private Vector3 Zrot(Quaternion r)
7129 { 7701 {
7130 m_host.AddScriptLPS(1); 7702 double x, y, z, m;
7131 7703
7132 setLinkPrimParams(linknumber, rules); 7704 m = r.X * r.X + r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7705 if (Math.Abs(1.0 - m) > 0.000001)
7706 {
7707 m = 1.0 / Math.Sqrt(m);
7708 r.X *= (float)m;
7709 r.Y *= (float)m;
7710 r.Z *= (float)m;
7711 r.W *= (float)m;
7712 }
7713
7714 x = 2 * (r.X * r.Z + r.Y * r.W);
7715 y = 2 * (-r.X * r.W + r.Y * r.Z);
7716 z = -r.X * r.X - r.Y * r.Y + r.Z * r.Z + r.W * r.W;
7717
7718 return new Vector3((float)x, (float)y, (float)z);
7133 } 7719 }
7134 7720
7135 protected void setLinkPrimParams(int linknumber, LSL_List rules) 7721 protected void SetPrimParams(ScenePresence av, LSL_List rules)
7136 { 7722 {
7137 List<SceneObjectPart> parts = GetLinkParts(linknumber); 7723 //This is a special version of SetPrimParams to deal with avatars which are sat on the linkset.
7138 7724
7139 foreach (SceneObjectPart part in parts) 7725 int idx = 0;
7140 SetPrimParams(part, rules); 7726 SceneObjectPart sitpart = World.GetSceneObjectPart(av.ParentID); // betting this will be used
7727
7728 bool positionChanged = false;
7729 Vector3 finalPos = Vector3.Zero;
7730
7731 try
7732 {
7733 while (idx < rules.Length)
7734 {
7735 int code = rules.GetLSLIntegerItem(idx++);
7736
7737 int remain = rules.Length - idx;
7738
7739 switch (code)
7740 {
7741 // a avatar is a child
7742 case (int)ScriptBaseClass.PRIM_POSITION:
7743 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
7744 {
7745 if (remain < 1)
7746 return;
7747 LSL_Vector v;
7748 v = rules.GetVector3Item(idx++);
7749
7750 if (sitpart == null)
7751 break;
7752
7753 Vector3 pos = new Vector3((float)v.x, (float)v.y, (float)v.z); // requested absolute position
7754
7755 if (sitpart != sitpart.ParentGroup.RootPart)
7756 {
7757 pos -= sitpart.OffsetPosition; // remove sit part offset
7758 Quaternion rot = sitpart.RotationOffset;
7759 pos *= Quaternion.Conjugate(rot); // removed sit part rotation
7760 }
7761 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f * 2.0f);
7762 pos += sitOffset;
7763
7764 finalPos = pos;
7765 positionChanged = true;
7766 }
7767 break;
7768
7769 case (int)ScriptBaseClass.PRIM_ROTATION:
7770 {
7771 if (remain < 1)
7772 return;
7773
7774 if (sitpart == null)
7775 break;
7776
7777 LSL_Rotation r = rules.GetQuaternionItem(idx++);
7778 Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested world rotation
7779
7780// need to replicate SL bug
7781 SceneObjectGroup sitgrp = sitpart.ParentGroup;
7782 if (sitgrp != null && sitgrp.RootPart != sitpart)
7783 {
7784 rot = sitgrp.RootPart.RotationOffset * rot;
7785 }
7786
7787 Quaternion srot = sitpart.RotationOffset;
7788 rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
7789 av.Rotation = rot;
7790// av.SendAvatarDataToAllAgents();
7791 av.SendTerseUpdateToAllClients();
7792 }
7793 break;
7794
7795 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7796 {
7797 if (remain < 1)
7798 return;
7799
7800 if (sitpart == null)
7801 break;
7802
7803 LSL_Rotation r = rules.GetQuaternionItem(idx++);
7804 Quaternion rot = new Quaternion((float)r.x, (float)r.y, (float)r.z, (float)r.s); // requested offset rotation
7805 if (sitpart != sitpart.ParentGroup.RootPart)
7806 {
7807 Quaternion srot = sitpart.RotationOffset;
7808 rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
7809 }
7810 av.Rotation = rot;
7811// av.SendAvatarDataToAllAgents();
7812 av.SendTerseUpdateToAllClients();
7813 }
7814 break;
7815
7816 // parse rest doing nothing but number of parameters error check
7817 case (int)ScriptBaseClass.PRIM_SIZE:
7818 case (int)ScriptBaseClass.PRIM_MATERIAL:
7819 case (int)ScriptBaseClass.PRIM_PHANTOM:
7820 case (int)ScriptBaseClass.PRIM_PHYSICS:
7821 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
7822 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7823 case (int)ScriptBaseClass.PRIM_NAME:
7824 case (int)ScriptBaseClass.PRIM_DESC:
7825 if (remain < 1)
7826 return;
7827 idx++;
7828 break;
7829
7830 case (int)ScriptBaseClass.PRIM_GLOW:
7831 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
7832 case (int)ScriptBaseClass.PRIM_TEXGEN:
7833 if (remain < 2)
7834 return;
7835 idx += 2;
7836 break;
7837
7838 case (int)ScriptBaseClass.PRIM_TYPE:
7839 if (remain < 3)
7840 return;
7841 code = (int)rules.GetLSLIntegerItem(idx++);
7842 remain = rules.Length - idx;
7843 switch (code)
7844 {
7845 case (int)ScriptBaseClass.PRIM_TYPE_BOX:
7846 case (int)ScriptBaseClass.PRIM_TYPE_CYLINDER:
7847 case (int)ScriptBaseClass.PRIM_TYPE_PRISM:
7848 if (remain < 6)
7849 return;
7850 idx += 6;
7851 break;
7852
7853 case (int)ScriptBaseClass.PRIM_TYPE_SPHERE:
7854 if (remain < 5)
7855 return;
7856 idx += 5;
7857 break;
7858
7859 case (int)ScriptBaseClass.PRIM_TYPE_TORUS:
7860 case (int)ScriptBaseClass.PRIM_TYPE_TUBE:
7861 case (int)ScriptBaseClass.PRIM_TYPE_RING:
7862 if (remain < 11)
7863 return;
7864 idx += 11;
7865 break;
7866
7867 case (int)ScriptBaseClass.PRIM_TYPE_SCULPT:
7868 if (remain < 2)
7869 return;
7870 idx += 2;
7871 break;
7872 }
7873 break;
7874
7875 case (int)ScriptBaseClass.PRIM_COLOR:
7876 case (int)ScriptBaseClass.PRIM_TEXT:
7877 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
7878 case (int)ScriptBaseClass.PRIM_OMEGA:
7879 if (remain < 3)
7880 return;
7881 idx += 3;
7882 break;
7883
7884 case (int)ScriptBaseClass.PRIM_TEXTURE:
7885 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
7886 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
7887 if (remain < 5)
7888 return;
7889 idx += 5;
7890 break;
7891
7892 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
7893 if (remain < 7)
7894 return;
7895
7896 idx += 7;
7897 break;
7898
7899 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7900 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7901 return;
7902
7903 if (positionChanged)
7904 {
7905 positionChanged = false;
7906 av.OffsetPosition = finalPos;
7907// av.SendAvatarDataToAllAgents();
7908 av.SendTerseUpdateToAllClients();
7909 }
7910
7911 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7912 LSL_List new_rules = rules.GetSublist(idx, -1);
7913 setLinkPrimParams((int)new_linknumber, new_rules);
7914 return;
7915 }
7916 }
7917 }
7918
7919 finally
7920 {
7921 if (positionChanged)
7922 {
7923 av.OffsetPosition = finalPos;
7924// av.SendAvatarDataToAllAgents();
7925 av.SendTerseUpdateToAllClients();
7926 positionChanged = false;
7927 }
7928 }
7141 } 7929 }
7142 7930
7143 protected void SetPrimParams(SceneObjectPart part, LSL_List rules) 7931 protected void SetPrimParams(SceneObjectPart part, LSL_List rules)
7144 { 7932 {
7933 if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
7934 return;
7935
7145 int idx = 0; 7936 int idx = 0;
7146 7937
7938 SceneObjectGroup parentgrp = part.ParentGroup;
7939
7147 bool positionChanged = false; 7940 bool positionChanged = false;
7148 LSL_Vector currentPosition = GetPartLocalPos(part); 7941 LSL_Vector currentPosition = GetPartLocalPos(part);
7149 7942
@@ -7166,8 +7959,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7166 return; 7959 return;
7167 7960
7168 v=rules.GetVector3Item(idx++); 7961 v=rules.GetVector3Item(idx++);
7169 positionChanged = true;
7170 currentPosition = GetSetPosTarget(part, v, currentPosition); 7962 currentPosition = GetSetPosTarget(part, v, currentPosition);
7963 positionChanged = true;
7171 7964
7172 break; 7965 break;
7173 case (int)ScriptBaseClass.PRIM_SIZE: 7966 case (int)ScriptBaseClass.PRIM_SIZE:
@@ -7183,8 +7976,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7183 return; 7976 return;
7184 7977
7185 LSL_Rotation q = rules.GetQuaternionItem(idx++); 7978 LSL_Rotation q = rules.GetQuaternionItem(idx++);
7979 SceneObjectPart rootPart = parentgrp.RootPart;
7186 // try to let this work as in SL... 7980 // try to let this work as in SL...
7187 if (part.ParentID == 0) 7981 if (rootPart == part)
7188 { 7982 {
7189 // special case: If we are root, rotate complete SOG to new rotation 7983 // special case: If we are root, rotate complete SOG to new rotation
7190 SetRot(part, Rot2Quaternion(q)); 7984 SetRot(part, Rot2Quaternion(q));
@@ -7192,7 +7986,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7192 else 7986 else
7193 { 7987 {
7194 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask. 7988 // we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
7195 SceneObjectPart rootPart = part.ParentGroup.RootPart; 7989 // sounds like sl bug that we need to replicate
7196 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q)); 7990 SetRot(part, rootPart.RotationOffset * Rot2Quaternion(q));
7197 } 7991 }
7198 7992
@@ -7445,7 +8239,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7445 return; 8239 return;
7446 8240
7447 string ph = rules.Data[idx++].ToString(); 8241 string ph = rules.Data[idx++].ToString();
7448 m_host.ParentGroup.ScriptSetPhantomStatus(ph.Equals("1")); 8242 parentgrp.ScriptSetPhantomStatus(ph.Equals("1"));
7449 8243
7450 break; 8244 break;
7451 8245
@@ -7463,12 +8257,42 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7463 part.ScriptSetPhysicsStatus(physics); 8257 part.ScriptSetPhysicsStatus(physics);
7464 break; 8258 break;
7465 8259
8260 case (int)ScriptBaseClass.PRIM_PHYSICS_SHAPE_TYPE:
8261 if (remain < 1)
8262 return;
8263
8264 int shape_type = rules.GetLSLIntegerItem(idx++);
8265
8266 ExtraPhysicsData physdata = new ExtraPhysicsData();
8267 physdata.Density = part.Density;
8268 physdata.Bounce = part.Bounciness;
8269 physdata.GravitationModifier = part.GravityModifier;
8270 physdata.PhysShapeType = (PhysShapeType)shape_type;
8271
8272 part.UpdateExtraPhysics(physdata);
8273
8274 break;
8275
8276 case (int)ScriptBaseClass.PRIM_PHYSICS_MATERIAL:
8277 if (remain < 5)
8278 return;
8279
8280 int material_bits = rules.GetLSLIntegerItem(idx++);
8281 float material_density = (float)rules.GetLSLFloatItem(idx++);
8282 float material_friction = (float)rules.GetLSLFloatItem(idx++);
8283 float material_restitution = (float)rules.GetLSLFloatItem(idx++);
8284 float material_gravity_modifier = (float)rules.GetLSLFloatItem(idx++);
8285
8286 SetPhysicsMaterial(part, material_bits, material_density, material_friction, material_restitution, material_gravity_modifier);
8287
8288 break;
8289
7466 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ: 8290 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
7467 if (remain < 1) 8291 if (remain < 1)
7468 return; 8292 return;
7469 string temp = rules.Data[idx++].ToString(); 8293 string temp = rules.Data[idx++].ToString();
7470 8294
7471 m_host.ParentGroup.ScriptSetTemporaryStatus(temp.Equals("1")); 8295 parentgrp.ScriptSetTemporaryStatus(temp.Equals("1"));
7472 8296
7473 break; 8297 break;
7474 8298
@@ -7507,6 +8331,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7507 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 8331 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
7508 if (remain < 1) 8332 if (remain < 1)
7509 return; 8333 return;
8334
7510 LSL_Rotation lr = rules.GetQuaternionItem(idx++); 8335 LSL_Rotation lr = rules.GetQuaternionItem(idx++);
7511 SetRot(part, Rot2Quaternion(lr)); 8336 SetRot(part, Rot2Quaternion(lr));
7512 break; 8337 break;
@@ -7518,13 +8343,37 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7518 LSL_Float gain = rules.GetLSLFloatItem(idx++); 8343 LSL_Float gain = rules.GetLSLFloatItem(idx++);
7519 TargetOmega(part, axis, (double)spinrate, (double)gain); 8344 TargetOmega(part, axis, (double)spinrate, (double)gain);
7520 break; 8345 break;
8346
7521 case (int)ScriptBaseClass.PRIM_LINK_TARGET: 8347 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
7522 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. 8348 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
7523 return; 8349 return;
8350
8351 // do a pending position change before jumping to other part/avatar
8352 if (positionChanged)
8353 {
8354 positionChanged = false;
8355 if (parentgrp == null)
8356 return;
8357
8358 if (parentgrp.RootPart == part)
8359 {
8360
8361 Util.FireAndForget(delegate(object x)
8362 {
8363 parentgrp.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8364 });
8365 }
8366 else
8367 {
8368 part.OffsetPosition = new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z);
8369 parentgrp.HasGroupChanged = true;
8370 parentgrp.ScheduleGroupForTerseUpdate();
8371 }
8372 }
8373
7524 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++); 8374 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
7525 LSL_List new_rules = rules.GetSublist(idx, -1); 8375 LSL_List new_rules = rules.GetSublist(idx, -1);
7526 setLinkPrimParams((int)new_linknumber, new_rules); 8376 setLinkPrimParams((int)new_linknumber, new_rules);
7527
7528 return; 8377 return;
7529 } 8378 }
7530 } 8379 }
@@ -7536,7 +8385,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7536 if (part.ParentGroup.RootPart == part) 8385 if (part.ParentGroup.RootPart == part)
7537 { 8386 {
7538 SceneObjectGroup parent = part.ParentGroup; 8387 SceneObjectGroup parent = part.ParentGroup;
7539 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z)); 8388 Util.FireAndForget(delegate(object x) {
8389 parent.UpdateGroupPosition(new Vector3((float)currentPosition.x, (float)currentPosition.y, (float)currentPosition.z));
8390 });
7540 } 8391 }
7541 else 8392 else
7542 { 8393 {
@@ -7580,10 +8431,91 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7580 8431
7581 public LSL_String llXorBase64Strings(string str1, string str2) 8432 public LSL_String llXorBase64Strings(string str1, string str2)
7582 { 8433 {
7583 m_host.AddScriptLPS(1); 8434 string b64 = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/";
7584 Deprecated("llXorBase64Strings"); 8435
7585 ScriptSleep(300); 8436 ScriptSleep(300);
7586 return String.Empty; 8437 m_host.AddScriptLPS(1);
8438
8439 if (str1 == String.Empty)
8440 return String.Empty;
8441 if (str2 == String.Empty)
8442 return str1;
8443
8444 int len = str2.Length;
8445 if ((len % 4) != 0) // LL is EVIL!!!!
8446 {
8447 while (str2.EndsWith("="))
8448 str2 = str2.Substring(0, str2.Length - 1);
8449
8450 len = str2.Length;
8451 int mod = len % 4;
8452
8453 if (mod == 1)
8454 str2 = str2.Substring(0, str2.Length - 1);
8455 else if (mod == 2)
8456 str2 += "==";
8457 else if (mod == 3)
8458 str2 += "=";
8459 }
8460
8461 byte[] data1;
8462 byte[] data2;
8463 try
8464 {
8465 data1 = Convert.FromBase64String(str1);
8466 data2 = Convert.FromBase64String(str2);
8467 }
8468 catch (Exception)
8469 {
8470 return new LSL_String(String.Empty);
8471 }
8472
8473 // For cases where the decoded length of s2 is greater
8474 // than the decoded length of s1, simply perform a normal
8475 // decode and XOR
8476 //
8477 if (data2.Length >= data1.Length)
8478 {
8479 for (int pos = 0 ; pos < data1.Length ; pos++ )
8480 data1[pos] ^= data2[pos];
8481
8482 return Convert.ToBase64String(data1);
8483 }
8484
8485 // Remove padding
8486 while (str1.EndsWith("="))
8487 str1 = str1.Substring(0, str1.Length - 1);
8488 while (str2.EndsWith("="))
8489 str2 = str2.Substring(0, str2.Length - 1);
8490
8491 byte[] d1 = new byte[str1.Length];
8492 byte[] d2 = new byte[str2.Length];
8493
8494 for (int i = 0 ; i < str1.Length ; i++)
8495 {
8496 int idx = b64.IndexOf(str1.Substring(i, 1));
8497 if (idx == -1)
8498 idx = 0;
8499 d1[i] = (byte)idx;
8500 }
8501
8502 for (int i = 0 ; i < str2.Length ; i++)
8503 {
8504 int idx = b64.IndexOf(str2.Substring(i, 1));
8505 if (idx == -1)
8506 idx = 0;
8507 d2[i] = (byte)idx;
8508 }
8509
8510 string output = String.Empty;
8511
8512 for (int pos = 0 ; pos < d1.Length ; pos++)
8513 output += b64[d1[pos] ^ d2[pos % d2.Length]];
8514
8515 while (output.Length % 3 > 0)
8516 output += "=";
8517
8518 return output;
7587 } 8519 }
7588 8520
7589 public void llRemoteDataSetRegion() 8521 public void llRemoteDataSetRegion()
@@ -7707,13 +8639,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7707 public LSL_Integer llGetNumberOfPrims() 8639 public LSL_Integer llGetNumberOfPrims()
7708 { 8640 {
7709 m_host.AddScriptLPS(1); 8641 m_host.AddScriptLPS(1);
7710 int avatarCount = 0; 8642 int avatarCount = m_host.ParentGroup.GetLinkedAvatars().Count;
7711 World.ForEachRootScenePresence(delegate(ScenePresence presence) 8643
7712 {
7713 if (presence.ParentID != 0 && m_host.ParentGroup.ContainsPart(presence.ParentID))
7714 avatarCount++;
7715 });
7716
7717 return m_host.ParentGroup.PrimCount + avatarCount; 8644 return m_host.ParentGroup.PrimCount + avatarCount;
7718 } 8645 }
7719 8646
@@ -7729,55 +8656,98 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7729 m_host.AddScriptLPS(1); 8656 m_host.AddScriptLPS(1);
7730 UUID objID = UUID.Zero; 8657 UUID objID = UUID.Zero;
7731 LSL_List result = new LSL_List(); 8658 LSL_List result = new LSL_List();
8659
8660 // If the ID is not valid, return null result
7732 if (!UUID.TryParse(obj, out objID)) 8661 if (!UUID.TryParse(obj, out objID))
7733 { 8662 {
7734 result.Add(new LSL_Vector()); 8663 result.Add(new LSL_Vector());
7735 result.Add(new LSL_Vector()); 8664 result.Add(new LSL_Vector());
7736 return result; 8665 return result;
7737 } 8666 }
8667
8668 // Check if this is an attached prim. If so, replace
8669 // the UUID with the avatar UUID and report it's bounding box
8670 SceneObjectPart part = World.GetSceneObjectPart(objID);
8671 if (part != null && part.ParentGroup.IsAttachment)
8672 objID = part.ParentGroup.AttachedAvatar;
8673
8674 // Find out if this is an avatar ID. If so, return it's box
7738 ScenePresence presence = World.GetScenePresence(objID); 8675 ScenePresence presence = World.GetScenePresence(objID);
7739 if (presence != null) 8676 if (presence != null)
7740 { 8677 {
7741 if (presence.ParentID == 0) // not sat on an object 8678 // As per LSL Wiki, there is no difference between sitting
8679 // and standing avatar since server 1.36
8680 LSL_Vector lower;
8681 LSL_Vector upper;
8682 if (presence.Animator.Animations.DefaultAnimation.AnimID
8683 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"])
7742 { 8684 {
7743 LSL_Vector lower; 8685 // This is for ground sitting avatars
7744 LSL_Vector upper; 8686 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7745 if (presence.Animator.Animations.DefaultAnimation.AnimID 8687 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7746 == DefaultAvatarAnimations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) 8688 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7747 {
7748 // This is for ground sitting avatars
7749 float height = presence.Appearance.AvatarHeight / 2.66666667f;
7750 lower = new LSL_Vector(-0.3375f, -0.45f, height * -1.0f);
7751 upper = new LSL_Vector(0.3375f, 0.45f, 0.0f);
7752 }
7753 else
7754 {
7755 // This is for standing/flying avatars
7756 float height = presence.Appearance.AvatarHeight / 2.0f;
7757 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7758 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7759 }
7760 result.Add(lower);
7761 result.Add(upper);
7762 return result;
7763 } 8689 }
7764 else 8690 else
7765 { 8691 {
7766 // sitting on an object so we need the bounding box of that 8692 // This is for standing/flying avatars
7767 // which should include the avatar so set the UUID to the 8693 float height = presence.Appearance.AvatarHeight / 2.0f;
7768 // UUID of the object the avatar is sat on and allow it to fall through 8694 lower = new LSL_Vector(-0.225f, -0.3f, height * -1.0f);
7769 // to processing an object 8695 upper = new LSL_Vector(0.225f, 0.3f, height + 0.05f);
7770 SceneObjectPart p = World.GetSceneObjectPart(presence.ParentID);
7771 objID = p.UUID;
7772 } 8696 }
8697
8698 // Adjust to the documented error offsets (see LSL Wiki)
8699 lower += new LSL_Vector(0.05f, 0.05f, 0.05f);
8700 upper -= new LSL_Vector(0.05f, 0.05f, 0.05f);
8701
8702 if (lower.x > upper.x)
8703 lower.x = upper.x;
8704 if (lower.y > upper.y)
8705 lower.y = upper.y;
8706 if (lower.z > upper.z)
8707 lower.z = upper.z;
8708
8709 result.Add(lower);
8710 result.Add(upper);
8711 return result;
7773 } 8712 }
7774 SceneObjectPart part = World.GetSceneObjectPart(objID); 8713
8714 part = World.GetSceneObjectPart(objID);
7775 // Currently only works for single prims without a sitting avatar 8715 // Currently only works for single prims without a sitting avatar
7776 if (part != null) 8716 if (part != null)
7777 { 8717 {
7778 Vector3 halfSize = part.Scale / 2.0f; 8718 float minX;
7779 LSL_Vector lower = new LSL_Vector(halfSize.X * -1.0f, halfSize.Y * -1.0f, halfSize.Z * -1.0f); 8719 float maxX;
7780 LSL_Vector upper = new LSL_Vector(halfSize.X, halfSize.Y, halfSize.Z); 8720 float minY;
8721 float maxY;
8722 float minZ;
8723 float maxZ;
8724
8725 // This BBox is in sim coordinates, with the offset being
8726 // a contained point.
8727 Vector3[] offsets = Scene.GetCombinedBoundingBox(new List<SceneObjectGroup> { part.ParentGroup },
8728 out minX, out maxX, out minY, out maxY, out minZ, out maxZ);
8729
8730 minX -= offsets[0].X;
8731 maxX -= offsets[0].X;
8732 minY -= offsets[0].Y;
8733 maxY -= offsets[0].Y;
8734 minZ -= offsets[0].Z;
8735 maxZ -= offsets[0].Z;
8736
8737 LSL_Vector lower;
8738 LSL_Vector upper;
8739
8740 // Adjust to the documented error offsets (see LSL Wiki)
8741 lower = new LSL_Vector(minX + 0.05f, minY + 0.05f, minZ + 0.05f);
8742 upper = new LSL_Vector(maxX - 0.05f, maxY - 0.05f, maxZ - 0.05f);
8743
8744 if (lower.x > upper.x)
8745 lower.x = upper.x;
8746 if (lower.y > upper.y)
8747 lower.y = upper.y;
8748 if (lower.z > upper.z)
8749 lower.z = upper.z;
8750
7781 result.Add(lower); 8751 result.Add(lower);
7782 result.Add(upper); 8752 result.Add(upper);
7783 return result; 8753 return result;
@@ -7791,7 +8761,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7791 8761
7792 public LSL_Vector llGetGeometricCenter() 8762 public LSL_Vector llGetGeometricCenter()
7793 { 8763 {
7794 return new LSL_Vector(m_host.GetGeometricCenter().X, m_host.GetGeometricCenter().Y, m_host.GetGeometricCenter().Z); 8764 Vector3 tmp = m_host.GetGeometricCenter();
8765 return new LSL_Vector(tmp.X, tmp.Y, tmp.Z);
7795 } 8766 }
7796 8767
7797 public LSL_List llGetPrimitiveParams(LSL_List rules) 8768 public LSL_List llGetPrimitiveParams(LSL_List rules)
@@ -7804,16 +8775,291 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7804 { 8775 {
7805 m_host.AddScriptLPS(1); 8776 m_host.AddScriptLPS(1);
7806 8777
8778 // acording to SL wiki this must indicate a single link number or link_root or link_this.
8779 // keep other options as before
8780
7807 List<SceneObjectPart> parts = GetLinkParts(linknumber); 8781 List<SceneObjectPart> parts = GetLinkParts(linknumber);
8782 List<ScenePresence> avatars = GetLinkAvatars(linknumber);
7808 8783
7809 LSL_List res = new LSL_List(); 8784 LSL_List res = new LSL_List();
7810 8785
7811 foreach (var part in parts) 8786 if (parts.Count > 0)
7812 { 8787 {
7813 LSL_List partRes = GetLinkPrimitiveParams(part, rules); 8788 foreach (var part in parts)
7814 res += partRes; 8789 {
8790 LSL_List partRes = GetLinkPrimitiveParams(part, rules);
8791 res += partRes;
8792 }
8793 }
8794 if (avatars.Count > 0)
8795 {
8796 foreach (ScenePresence avatar in avatars)
8797 {
8798 LSL_List avaRes = GetLinkPrimitiveParams(avatar, rules);
8799 res += avaRes;
8800 }
7815 } 8801 }
8802 return res;
8803 }
8804
8805 public LSL_List GetLinkPrimitiveParams(ScenePresence avatar, LSL_List rules)
8806 {
8807 // avatars case
8808 // replies as SL wiki
8809
8810 LSL_List res = new LSL_List();
8811// SceneObjectPart sitPart = avatar.ParentPart; // most likelly it will be needed
8812 SceneObjectPart sitPart = World.GetSceneObjectPart(avatar.ParentID); // maybe better do this expensive search for it in case it's gone??
8813
8814 int idx = 0;
8815 while (idx < rules.Length)
8816 {
8817 int code = (int)rules.GetLSLIntegerItem(idx++);
8818 int remain = rules.Length - idx;
8819
8820 switch (code)
8821 {
8822 case (int)ScriptBaseClass.PRIM_MATERIAL:
8823 res.Add(new LSL_Integer((int)SOPMaterialData.SopMaterial.Flesh));
8824 break;
8825
8826 case (int)ScriptBaseClass.PRIM_PHYSICS:
8827 res.Add(new LSL_Integer(0));
8828 break;
8829
8830 case (int)ScriptBaseClass.PRIM_TEMP_ON_REZ:
8831 res.Add(new LSL_Integer(0));
8832 break;
8833
8834 case (int)ScriptBaseClass.PRIM_PHANTOM:
8835 res.Add(new LSL_Integer(0));
8836 break;
8837
8838 case (int)ScriptBaseClass.PRIM_POSITION:
8839
8840 Vector3 pos = avatar.OffsetPosition;
8841
8842 Vector3 sitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f *2.0f);
8843 pos -= sitOffset;
8844
8845 if( sitPart != null)
8846 pos = sitPart.GetWorldPosition() + pos * sitPart.GetWorldRotation();
8847
8848 res.Add(new LSL_Vector(pos.X,pos.Y,pos.Z));
8849 break;
8850
8851 case (int)ScriptBaseClass.PRIM_SIZE:
8852 // as in llGetAgentSize above
8853 res.Add(new LSL_Vector(0.45f, 0.6f, avatar.Appearance.AvatarHeight));
8854 break;
8855
8856 case (int)ScriptBaseClass.PRIM_ROTATION:
8857 Quaternion rot = avatar.Rotation;
8858 if (sitPart != null)
8859 {
8860 rot = sitPart.GetWorldRotation() * rot; // apply sit part world rotation
8861 }
8862
8863 res.Add(new LSL_Rotation (rot.X, rot.Y, rot.Z, rot.W));
8864 break;
8865
8866 case (int)ScriptBaseClass.PRIM_TYPE:
8867 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TYPE_BOX));
8868 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_HOLE_DEFAULT));
8869 res.Add(new LSL_Vector(0f,1.0f,0f));
8870 res.Add(new LSL_Float(0.0f));
8871 res.Add(new LSL_Vector(0, 0, 0));
8872 res.Add(new LSL_Vector(1.0f,1.0f,0f));
8873 res.Add(new LSL_Vector(0, 0, 0));
8874 break;
8875
8876 case (int)ScriptBaseClass.PRIM_TEXTURE:
8877 if (remain < 1)
8878 return res;
8879
8880 int face = (int)rules.GetLSLIntegerItem(idx++);
8881 if (face == ScriptBaseClass.ALL_SIDES)
8882 {
8883 for (face = 0; face < 21; face++)
8884 {
8885 res.Add(new LSL_String(""));
8886 res.Add(new LSL_Vector(0,0,0));
8887 res.Add(new LSL_Vector(0,0,0));
8888 res.Add(new LSL_Float(0.0));
8889 }
8890 }
8891 else
8892 {
8893 if (face >= 0 && face < 21)
8894 {
8895 res.Add(new LSL_String(""));
8896 res.Add(new LSL_Vector(0,0,0));
8897 res.Add(new LSL_Vector(0,0,0));
8898 res.Add(new LSL_Float(0.0));
8899 }
8900 }
8901 break;
8902
8903 case (int)ScriptBaseClass.PRIM_COLOR:
8904 if (remain < 1)
8905 return res;
8906
8907 face = (int)rules.GetLSLIntegerItem(idx++);
8908
8909 if (face == ScriptBaseClass.ALL_SIDES)
8910 {
8911 for (face = 0; face < 21; face++)
8912 {
8913 res.Add(new LSL_Vector(0,0,0));
8914 res.Add(new LSL_Float(0));
8915 }
8916 }
8917 else
8918 {
8919 res.Add(new LSL_Vector(0,0,0));
8920 res.Add(new LSL_Float(0));
8921 }
8922 break;
8923
8924 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8925 if (remain < 1)
8926 return res;
8927 face = (int)rules.GetLSLIntegerItem(idx++);
8928
8929 if (face == ScriptBaseClass.ALL_SIDES)
8930 {
8931 for (face = 0; face < 21; face++)
8932 {
8933 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8934 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8935 }
8936 }
8937 else
8938 {
8939 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_SHINY_NONE));
8940 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_BUMP_NONE));
8941 }
8942 break;
8943
8944 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8945 if (remain < 1)
8946 return res;
8947 face = (int)rules.GetLSLIntegerItem(idx++);
8948
8949 if (face == ScriptBaseClass.ALL_SIDES)
8950 {
8951 for (face = 0; face < 21; face++)
8952 {
8953 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
8954 }
8955 }
8956 else
8957 {
8958 res.Add(new LSL_Integer(ScriptBaseClass.FALSE));
8959 }
8960 break;
8961
8962 case (int)ScriptBaseClass.PRIM_FLEXIBLE:
8963 res.Add(new LSL_Integer(0));
8964 res.Add(new LSL_Integer(0));// softness
8965 res.Add(new LSL_Float(0.0f)); // gravity
8966 res.Add(new LSL_Float(0.0f)); // friction
8967 res.Add(new LSL_Float(0.0f)); // wind
8968 res.Add(new LSL_Float(0.0f)); // tension
8969 res.Add(new LSL_Vector(0f,0f,0f));
8970 break;
8971
8972 case (int)ScriptBaseClass.PRIM_TEXGEN:
8973 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8974 if (remain < 1)
8975 return res;
8976 face = (int)rules.GetLSLIntegerItem(idx++);
8977
8978 if (face == ScriptBaseClass.ALL_SIDES)
8979 {
8980 for (face = 0; face < 21; face++)
8981 {
8982 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8983 }
8984 }
8985 else
8986 {
8987 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8988 }
8989 break;
8990
8991 case (int)ScriptBaseClass.PRIM_POINT_LIGHT:
8992 res.Add(new LSL_Integer(0));
8993 res.Add(new LSL_Vector(0f,0f,0f));
8994 res.Add(new LSL_Float(0f)); // intensity
8995 res.Add(new LSL_Float(0f)); // radius
8996 res.Add(new LSL_Float(0f)); // falloff
8997 break;
8998
8999 case (int)ScriptBaseClass.PRIM_GLOW:
9000 if (remain < 1)
9001 return res;
9002 face = (int)rules.GetLSLIntegerItem(idx++);
9003
9004 if (face == ScriptBaseClass.ALL_SIDES)
9005 {
9006 for (face = 0; face < 21; face++)
9007 {
9008 res.Add(new LSL_Float(0f));
9009 }
9010 }
9011 else
9012 {
9013 res.Add(new LSL_Float(0f));
9014 }
9015 break;
9016
9017 case (int)ScriptBaseClass.PRIM_TEXT:
9018 res.Add(new LSL_String(""));
9019 res.Add(new LSL_Vector(0f,0f,0f));
9020 res.Add(new LSL_Float(1.0f));
9021 break;
9022
9023 case (int)ScriptBaseClass.PRIM_NAME:
9024 res.Add(new LSL_String(avatar.Name));
9025 break;
9026
9027 case (int)ScriptBaseClass.PRIM_DESC:
9028 res.Add(new LSL_String(""));
9029 break;
7816 9030
9031 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
9032 Quaternion lrot = avatar.Rotation;
9033
9034 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9035 {
9036 lrot = sitPart.RotationOffset * lrot; // apply sit part rotation offset
9037 }
9038 res.Add(new LSL_Rotation(lrot.X, lrot.Y, lrot.Z, lrot.W));
9039 break;
9040
9041 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
9042 Vector3 lpos = avatar.OffsetPosition; // pos relative to sit part
9043 Vector3 lsitOffset = (Zrot(avatar.Rotation)) * (avatar.Appearance.AvatarHeight * 0.02638f * 2.0f);
9044 lpos -= lsitOffset;
9045
9046 if (sitPart != null && sitPart != sitPart.ParentGroup.RootPart)
9047 {
9048 lpos = sitPart.OffsetPosition + (lpos * sitPart.RotationOffset); // make it relative to root prim
9049 }
9050 res.Add(new LSL_Vector(lpos.X,lpos.Y,lpos.Z));
9051 break;
9052
9053 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9054 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9055 return res;
9056 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9057 LSL_List new_rules = rules.GetSublist(idx, -1);
9058
9059 res += llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9060 return res;
9061 }
9062 }
7817 return res; 9063 return res;
7818 } 9064 }
7819 9065
@@ -7857,13 +9103,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7857 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X, 9103 LSL_Vector v = new LSL_Vector(part.AbsolutePosition.X,
7858 part.AbsolutePosition.Y, 9104 part.AbsolutePosition.Y,
7859 part.AbsolutePosition.Z); 9105 part.AbsolutePosition.Z);
7860 // For some reason, the part.AbsolutePosition.* values do not change if the
7861 // linkset is rotated; they always reflect the child prim's world position
7862 // as though the linkset is unrotated. This is incompatible behavior with SL's
7863 // implementation, so will break scripts imported from there (not to mention it
7864 // makes it more difficult to determine a child prim's actual inworld position).
7865 if (part.ParentID != 0)
7866 v = ((v - llGetRootPosition()) * llGetRootRotation()) + llGetRootPosition();
7867 res.Add(v); 9106 res.Add(v);
7868 break; 9107 break;
7869 9108
@@ -8034,56 +9273,92 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8034 case (int)ScriptBaseClass.PRIM_BUMP_SHINY: 9273 case (int)ScriptBaseClass.PRIM_BUMP_SHINY:
8035 if (remain < 1) 9274 if (remain < 1)
8036 return res; 9275 return res;
8037 9276 face = (int)rules.GetLSLIntegerItem(idx++);
8038 face=(int)rules.GetLSLIntegerItem(idx++);
8039 9277
8040 tex = part.Shape.Textures; 9278 tex = part.Shape.Textures;
9279 int shiny;
8041 if (face == ScriptBaseClass.ALL_SIDES) 9280 if (face == ScriptBaseClass.ALL_SIDES)
8042 { 9281 {
8043 for (face = 0; face < GetNumberOfSides(part); face++) 9282 for (face = 0; face < GetNumberOfSides(part); face++)
8044 { 9283 {
8045 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9284 Shininess shinyness = tex.GetFace((uint)face).Shiny;
8046 // Convert Shininess to PRIM_SHINY_* 9285 if (shinyness == Shininess.High)
8047 res.Add(new LSL_Integer((uint)texface.Shiny >> 6)); 9286 {
8048 // PRIM_BUMP_* 9287 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8049 res.Add(new LSL_Integer((int)texface.Bump)); 9288 }
9289 else if (shinyness == Shininess.Medium)
9290 {
9291 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9292 }
9293 else if (shinyness == Shininess.Low)
9294 {
9295 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9296 }
9297 else
9298 {
9299 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9300 }
9301 res.Add(new LSL_Integer(shiny));
9302 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8050 } 9303 }
8051 } 9304 }
8052 else 9305 else
8053 { 9306 {
8054 if (face >= 0 && face < GetNumberOfSides(part)) 9307 Shininess shinyness = tex.GetFace((uint)face).Shiny;
9308 if (shinyness == Shininess.High)
8055 { 9309 {
8056 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9310 shiny = ScriptBaseClass.PRIM_SHINY_HIGH;
8057 // Convert Shininess to PRIM_SHINY_*
8058 res.Add(new LSL_Integer((uint)texface.Shiny >> 6));
8059 // PRIM_BUMP_*
8060 res.Add(new LSL_Integer((int)texface.Bump));
8061 } 9311 }
9312 else if (shinyness == Shininess.Medium)
9313 {
9314 shiny = ScriptBaseClass.PRIM_SHINY_MEDIUM;
9315 }
9316 else if (shinyness == Shininess.Low)
9317 {
9318 shiny = ScriptBaseClass.PRIM_SHINY_LOW;
9319 }
9320 else
9321 {
9322 shiny = ScriptBaseClass.PRIM_SHINY_NONE;
9323 }
9324 res.Add(new LSL_Integer(shiny));
9325 res.Add(new LSL_Integer((int)tex.GetFace((uint)face).Bump));
8062 } 9326 }
8063 break; 9327 break;
8064 9328
8065 case (int)ScriptBaseClass.PRIM_FULLBRIGHT: 9329 case (int)ScriptBaseClass.PRIM_FULLBRIGHT:
8066 if (remain < 1) 9330 if (remain < 1)
8067 return res; 9331 return res;
8068 9332 face = (int)rules.GetLSLIntegerItem(idx++);
8069 face=(int)rules.GetLSLIntegerItem(idx++);
8070 9333
8071 tex = part.Shape.Textures; 9334 tex = part.Shape.Textures;
9335 int fullbright;
8072 if (face == ScriptBaseClass.ALL_SIDES) 9336 if (face == ScriptBaseClass.ALL_SIDES)
8073 { 9337 {
8074 for (face = 0; face < GetNumberOfSides(part); face++) 9338 for (face = 0; face < GetNumberOfSides(part); face++)
8075 { 9339 {
8076 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9340 if (tex.GetFace((uint)face).Fullbright == true)
8077 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9341 {
9342 fullbright = ScriptBaseClass.TRUE;
9343 }
9344 else
9345 {
9346 fullbright = ScriptBaseClass.FALSE;
9347 }
9348 res.Add(new LSL_Integer(fullbright));
8078 } 9349 }
8079 } 9350 }
8080 else 9351 else
8081 { 9352 {
8082 if (face >= 0 && face < GetNumberOfSides(part)) 9353 if (tex.GetFace((uint)face).Fullbright == true)
8083 { 9354 {
8084 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9355 fullbright = ScriptBaseClass.TRUE;
8085 res.Add(new LSL_Integer(texface.Fullbright ? 1 : 0)); 9356 }
9357 else
9358 {
9359 fullbright = ScriptBaseClass.FALSE;
8086 } 9360 }
9361 res.Add(new LSL_Integer(fullbright));
8087 } 9362 }
8088 break; 9363 break;
8089 9364
@@ -8105,27 +9380,35 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8105 break; 9380 break;
8106 9381
8107 case (int)ScriptBaseClass.PRIM_TEXGEN: 9382 case (int)ScriptBaseClass.PRIM_TEXGEN:
9383 // (PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR)
8108 if (remain < 1) 9384 if (remain < 1)
8109 return res; 9385 return res;
8110 9386 face = (int)rules.GetLSLIntegerItem(idx++);
8111 face=(int)rules.GetLSLIntegerItem(idx++);
8112 9387
8113 tex = part.Shape.Textures; 9388 tex = part.Shape.Textures;
8114 if (face == ScriptBaseClass.ALL_SIDES) 9389 if (face == ScriptBaseClass.ALL_SIDES)
8115 { 9390 {
8116 for (face = 0; face < GetNumberOfSides(part); face++) 9391 for (face = 0; face < GetNumberOfSides(part); face++)
8117 { 9392 {
8118 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9393 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
8119 // Convert MappingType to PRIM_TEXGEN_DEFAULT, PRIM_TEXGEN_PLANAR etc. 9394 {
8120 res.Add(new LSL_Integer((uint)texgen >> 1)); 9395 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9396 }
9397 else
9398 {
9399 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
9400 }
8121 } 9401 }
8122 } 9402 }
8123 else 9403 else
8124 { 9404 {
8125 if (face >= 0 && face < GetNumberOfSides(part)) 9405 if (tex.GetFace((uint)face).TexMapType == MappingType.Planar)
9406 {
9407 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_PLANAR));
9408 }
9409 else
8126 { 9410 {
8127 MappingType texgen = tex.GetFace((uint)face).TexMapType; 9411 res.Add(new LSL_Integer(ScriptBaseClass.PRIM_TEXGEN_DEFAULT));
8128 res.Add(new LSL_Integer((uint)texgen >> 1));
8129 } 9412 }
8130 } 9413 }
8131 break; 9414 break;
@@ -8148,25 +9431,22 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8148 case (int)ScriptBaseClass.PRIM_GLOW: 9431 case (int)ScriptBaseClass.PRIM_GLOW:
8149 if (remain < 1) 9432 if (remain < 1)
8150 return res; 9433 return res;
8151 9434 face = (int)rules.GetLSLIntegerItem(idx++);
8152 face=(int)rules.GetLSLIntegerItem(idx++);
8153 9435
8154 tex = part.Shape.Textures; 9436 tex = part.Shape.Textures;
9437 float primglow;
8155 if (face == ScriptBaseClass.ALL_SIDES) 9438 if (face == ScriptBaseClass.ALL_SIDES)
8156 { 9439 {
8157 for (face = 0; face < GetNumberOfSides(part); face++) 9440 for (face = 0; face < GetNumberOfSides(part); face++)
8158 { 9441 {
8159 Primitive.TextureEntryFace texface = tex.GetFace((uint)face); 9442 primglow = tex.GetFace((uint)face).Glow;
8160 res.Add(new LSL_Float(texface.Glow)); 9443 res.Add(new LSL_Float(primglow));
8161 } 9444 }
8162 } 9445 }
8163 else 9446 else
8164 { 9447 {
8165 if (face >= 0 && face < GetNumberOfSides(part)) 9448 primglow = tex.GetFace((uint)face).Glow;
8166 { 9449 res.Add(new LSL_Float(primglow));
8167 Primitive.TextureEntryFace texface = tex.GetFace((uint)face);
8168 res.Add(new LSL_Float(texface.Glow));
8169 }
8170 } 9450 }
8171 break; 9451 break;
8172 9452
@@ -8178,18 +9458,31 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8178 textColor.B)); 9458 textColor.B));
8179 res.Add(new LSL_Float(textColor.A)); 9459 res.Add(new LSL_Float(textColor.A));
8180 break; 9460 break;
9461
8181 case (int)ScriptBaseClass.PRIM_NAME: 9462 case (int)ScriptBaseClass.PRIM_NAME:
8182 res.Add(new LSL_String(part.Name)); 9463 res.Add(new LSL_String(part.Name));
8183 break; 9464 break;
9465
8184 case (int)ScriptBaseClass.PRIM_DESC: 9466 case (int)ScriptBaseClass.PRIM_DESC:
8185 res.Add(new LSL_String(part.Description)); 9467 res.Add(new LSL_String(part.Description));
8186 break; 9468 break;
9469
8187 case (int)ScriptBaseClass.PRIM_ROT_LOCAL: 9470 case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
8188 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W)); 9471 res.Add(new LSL_Rotation(part.RotationOffset.X, part.RotationOffset.Y, part.RotationOffset.Z, part.RotationOffset.W));
8189 break; 9472 break;
9473
8190 case (int)ScriptBaseClass.PRIM_POS_LOCAL: 9474 case (int)ScriptBaseClass.PRIM_POS_LOCAL:
8191 res.Add(new LSL_Vector(GetPartLocalPos(part))); 9475 res.Add(new LSL_Vector(GetPartLocalPos(part)));
8192 break; 9476 break;
9477
9478 case (int)ScriptBaseClass.PRIM_LINK_TARGET:
9479 if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless.
9480 return res;
9481 LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
9482 LSL_List new_rules = rules.GetSublist(idx, -1);
9483 LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules);
9484 res += tres;
9485 return res;
8193 } 9486 }
8194 } 9487 }
8195 return res; 9488 return res;
@@ -8782,8 +10075,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8782 // The function returns an ordered list 10075 // The function returns an ordered list
8783 // representing the tokens found in the supplied 10076 // representing the tokens found in the supplied
8784 // sources string. If two successive tokenizers 10077 // sources string. If two successive tokenizers
8785 // are encountered, then a NULL entry is added 10078 // are encountered, then a null-string entry is
8786 // to the list. 10079 // added to the list.
8787 // 10080 //
8788 // It is a precondition that the source and 10081 // It is a precondition that the source and
8789 // toekizer lisst are non-null. If they are null, 10082 // toekizer lisst are non-null. If they are null,
@@ -8791,7 +10084,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8791 // while their lengths are being determined. 10084 // while their lengths are being determined.
8792 // 10085 //
8793 // A small amount of working memoryis required 10086 // A small amount of working memoryis required
8794 // of approximately 8*#tokenizers. 10087 // of approximately 8*#tokenizers + 8*srcstrlen.
8795 // 10088 //
8796 // There are many ways in which this function 10089 // There are many ways in which this function
8797 // can be implemented, this implementation is 10090 // can be implemented, this implementation is
@@ -8807,155 +10100,124 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
8807 // and eliminates redundant tokenizers as soon 10100 // and eliminates redundant tokenizers as soon
8808 // as is possible. 10101 // as is possible.
8809 // 10102 //
8810 // The implementation tries to avoid any copying 10103 // The implementation tries to minimize temporary
8811 // of arrays or other objects. 10104 // garbage generation.
8812 // </remarks> 10105 // </remarks>
8813 10106
8814 private LSL_List ParseString(string src, LSL_List separators, LSL_List spacers, bool keepNulls) 10107 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8815 { 10108 {
8816 int beginning = 0; 10109 return ParseString2List(src, separators, spacers, true);
8817 int srclen = src.Length; 10110 }
8818 int seplen = separators.Length;
8819 object[] separray = separators.Data;
8820 int spclen = spacers.Length;
8821 object[] spcarray = spacers.Data;
8822 int mlen = seplen+spclen;
8823
8824 int[] offset = new int[mlen+1];
8825 bool[] active = new bool[mlen];
8826
8827 int best;
8828 int j;
8829
8830 // Initial capacity reduces resize cost
8831 10111
8832 LSL_List tokens = new LSL_List(); 10112 private LSL_List ParseString2List(string src, LSL_List separators, LSL_List spacers, bool keepNulls)
10113 {
10114 int srclen = src.Length;
10115 int seplen = separators.Length;
10116 object[] separray = separators.Data;
10117 int spclen = spacers.Length;
10118 object[] spcarray = spacers.Data;
10119 int dellen = 0;
10120 string[] delarray = new string[seplen+spclen];
8833 10121
8834 // All entries are initially valid 10122 int outlen = 0;
10123 string[] outarray = new string[srclen*2+1];
8835 10124
8836 for (int i = 0; i < mlen; i++) 10125 int i, j;
8837 active[i] = true; 10126 string d;
8838 10127
8839 offset[mlen] = srclen; 10128 m_host.AddScriptLPS(1);
8840 10129
8841 while (beginning < srclen) 10130 /*
10131 * Convert separator and spacer lists to C# strings.
10132 * Also filter out null strings so we don't hang.
10133 */
10134 for (i = 0; i < seplen; i ++)
8842 { 10135 {
10136 d = separray[i].ToString();
10137 if (d.Length > 0)
10138 {
10139 delarray[dellen++] = d;
10140 }
10141 }
10142 seplen = dellen;
8843 10143
8844 best = mlen; // as bad as it gets 10144 for (i = 0; i < spclen; i ++)
10145 {
10146 d = spcarray[i].ToString();
10147 if (d.Length > 0)
10148 {
10149 delarray[dellen++] = d;
10150 }
10151 }
8845 10152
8846 // Scan for separators 10153 /*
10154 * Scan through source string from beginning to end.
10155 */
10156 for (i = 0;;)
10157 {
8847 10158
8848 for (j = 0; j < seplen; j++) 10159 /*
10160 * Find earliest delimeter in src starting at i (if any).
10161 */
10162 int earliestDel = -1;
10163 int earliestSrc = srclen;
10164 string earliestStr = null;
10165 for (j = 0; j < dellen; j ++)
8849 { 10166 {
8850 if (separray[j].ToString() == String.Empty) 10167 d = delarray[j];
8851 active[j] = false; 10168 if (d != null)
8852
8853 if (active[j])
8854 { 10169 {
8855 // scan all of the markers 10170 int index = src.IndexOf(d, i);
8856 if ((offset[j] = src.IndexOf(separray[j].ToString(), beginning)) == -1) 10171 if (index < 0)
8857 { 10172 {
8858 // not present at all 10173 delarray[j] = null; // delim nowhere in src, don't check it anymore
8859 active[j] = false;
8860 } 10174 }
8861 else 10175 else if (index < earliestSrc)
8862 { 10176 {
8863 // present and correct 10177 earliestSrc = index; // where delimeter starts in source string
8864 if (offset[j] < offset[best]) 10178 earliestDel = j; // where delimeter is in delarray[]
8865 { 10179 earliestStr = d; // the delimeter string from delarray[]
8866 // closest so far 10180 if (index == i) break; // can't do any better than found at beg of string
8867 best = j;
8868 if (offset[best] == beginning)
8869 break;
8870 }
8871 } 10181 }
8872 } 10182 }
8873 } 10183 }
8874 10184
8875 // Scan for spacers 10185 /*
8876 10186 * Output source string starting at i through start of earliest delimeter.
8877 if (offset[best] != beginning) 10187 */
10188 if (keepNulls || (earliestSrc > i))
8878 { 10189 {
8879 for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) 10190 outarray[outlen++] = src.Substring(i, earliestSrc - i);
8880 {
8881 if (spcarray[j-seplen].ToString() == String.Empty)
8882 active[j] = false;
8883
8884 if (active[j])
8885 {
8886 // scan all of the markers
8887 if ((offset[j] = src.IndexOf(spcarray[j-seplen].ToString(), beginning)) == -1)
8888 {
8889 // not present at all
8890 active[j] = false;
8891 }
8892 else
8893 {
8894 // present and correct
8895 if (offset[j] < offset[best])
8896 {
8897 // closest so far
8898 best = j;
8899 }
8900 }
8901 }
8902 }
8903 } 10191 }
8904 10192
8905 // This is the normal exit from the scanning loop 10193 /*
10194 * If no delimeter found at or after i, we're done scanning.
10195 */
10196 if (earliestDel < 0) break;
8906 10197
8907 if (best == mlen) 10198 /*
10199 * If delimeter was a spacer, output the spacer.
10200 */
10201 if (earliestDel >= seplen)
8908 { 10202 {
8909 // no markers were found on this pass 10203 outarray[outlen++] = earliestStr;
8910 // so we're pretty much done
8911 if ((keepNulls) || ((!keepNulls) && (srclen - beginning) > 0))
8912 tokens.Add(new LSL_String(src.Substring(beginning, srclen - beginning)));
8913 break;
8914 } 10204 }
8915 10205
8916 // Otherwise we just add the newly delimited token 10206 /*
8917 // and recalculate where the search should continue. 10207 * Look at rest of src string following delimeter.
8918 if ((keepNulls) || ((!keepNulls) && (offset[best] - beginning) > 0)) 10208 */
8919 tokens.Add(new LSL_String(src.Substring(beginning,offset[best]-beginning))); 10209 i = earliestSrc + earliestStr.Length;
8920
8921 if (best < seplen)
8922 {
8923 beginning = offset[best] + (separray[best].ToString()).Length;
8924 }
8925 else
8926 {
8927 beginning = offset[best] + (spcarray[best - seplen].ToString()).Length;
8928 string str = spcarray[best - seplen].ToString();
8929 if ((keepNulls) || ((!keepNulls) && (str.Length > 0)))
8930 tokens.Add(new LSL_String(str));
8931 }
8932 } 10210 }
8933 10211
8934 // This an awkward an not very intuitive boundary case. If the 10212 /*
8935 // last substring is a tokenizer, then there is an implied trailing 10213 * Make up an exact-sized output array suitable for an LSL_List object.
8936 // null list entry. Hopefully the single comparison will not be too 10214 */
8937 // arduous. Alternatively the 'break' could be replced with a return 10215 object[] outlist = new object[outlen];
8938 // but that's shabby programming. 10216 for (i = 0; i < outlen; i ++)
8939
8940 if ((beginning == srclen) && (keepNulls))
8941 { 10217 {
8942 if (srclen != 0) 10218 outlist[i] = new LSL_String(outarray[i]);
8943 tokens.Add(new LSL_String(""));
8944 } 10219 }
8945 10220 return new LSL_List(outlist);
8946 return tokens;
8947 }
8948
8949 public LSL_List llParseString2List(string src, LSL_List separators, LSL_List spacers)
8950 {
8951 m_host.AddScriptLPS(1);
8952 return this.ParseString(src, separators, spacers, false);
8953 }
8954
8955 public LSL_List llParseStringKeepNulls(string src, LSL_List separators, LSL_List spacers)
8956 {
8957 m_host.AddScriptLPS(1);
8958 return this.ParseString(src, separators, spacers, true);
8959 } 10221 }
8960 10222
8961 public LSL_Integer llGetObjectPermMask(int mask) 10223 public LSL_Integer llGetObjectPermMask(int mask)
@@ -9050,6 +10312,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9050 case 4: 10312 case 4:
9051 return (int)item.NextPermissions; 10313 return (int)item.NextPermissions;
9052 } 10314 }
10315 m_host.TaskInventory.LockItemsForRead(false);
9053 10316
9054 return -1; 10317 return -1;
9055 } 10318 }
@@ -9240,9 +10503,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9240 { 10503 {
9241 try 10504 try
9242 { 10505 {
10506 /*
9243 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId); 10507 SceneObjectPart obj = World.GetSceneObjectPart(World.Entities[key].LocalId);
9244 if (obj != null) 10508 if (obj != null)
9245 return (double)obj.GetMass(); 10509 return (double)obj.GetMass();
10510 */
10511 // return total object mass
10512 SceneObjectGroup obj = World.GetGroupByPrim(World.Entities[key].LocalId);
10513 if (obj != null)
10514 return obj.GetMass();
10515
9246 // the object is null so the key is for an avatar 10516 // the object is null so the key is for an avatar
9247 ScenePresence avatar = World.GetScenePresence(key); 10517 ScenePresence avatar = World.GetScenePresence(key);
9248 if (avatar != null) 10518 if (avatar != null)
@@ -9262,7 +10532,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9262 } 10532 }
9263 10533
9264 /// <summary> 10534 /// <summary>
9265 /// illListReplaceList removes the sub-list defined by the inclusive indices 10535 /// llListReplaceList removes the sub-list defined by the inclusive indices
9266 /// start and end and inserts the src list in its place. The inclusive 10536 /// start and end and inserts the src list in its place. The inclusive
9267 /// nature of the indices means that at least one element must be deleted 10537 /// nature of the indices means that at least one element must be deleted
9268 /// if the indices are within the bounds of the existing list. I.e. 2,2 10538 /// if the indices are within the bounds of the existing list. I.e. 2,2
@@ -9319,16 +10589,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9319 // based upon end. Note that if end exceeds the upper 10589 // based upon end. Note that if end exceeds the upper
9320 // bound in this case, the entire destination list 10590 // bound in this case, the entire destination list
9321 // is removed. 10591 // is removed.
9322 else 10592 else if (start == 0)
9323 { 10593 {
9324 if (end + 1 < dest.Length) 10594 if (end + 1 < dest.Length)
9325 {
9326 return src + dest.GetSublist(end + 1, -1); 10595 return src + dest.GetSublist(end + 1, -1);
9327 }
9328 else 10596 else
9329 {
9330 return src; 10597 return src;
9331 } 10598 }
10599 else // Start < 0
10600 {
10601 if (end + 1 < dest.Length)
10602 return dest.GetSublist(end + 1, -1);
10603 else
10604 return new LSL_List();
9332 } 10605 }
9333 } 10606 }
9334 // Finally, if start > end, we strip away a prefix and 10607 // Finally, if start > end, we strip away a prefix and
@@ -9379,17 +10652,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9379 int width = 0; 10652 int width = 0;
9380 int height = 0; 10653 int height = 0;
9381 10654
9382 ParcelMediaCommandEnum? commandToSend = null; 10655 uint commandToSend = 0;
9383 float time = 0.0f; // default is from start 10656 float time = 0.0f; // default is from start
9384 10657
9385 ScenePresence presence = null; 10658 ScenePresence presence = null;
9386 10659
9387 for (int i = 0; i < commandList.Data.Length; i++) 10660 for (int i = 0; i < commandList.Data.Length; i++)
9388 { 10661 {
9389 ParcelMediaCommandEnum command = (ParcelMediaCommandEnum)commandList.Data[i]; 10662 uint command = (uint)(commandList.GetLSLIntegerItem(i));
9390 switch (command) 10663 switch (command)
9391 { 10664 {
9392 case ParcelMediaCommandEnum.Agent: 10665 case (uint)ParcelMediaCommandEnum.Agent:
9393 // we send only to one agent 10666 // we send only to one agent
9394 if ((i + 1) < commandList.Length) 10667 if ((i + 1) < commandList.Length)
9395 { 10668 {
@@ -9406,25 +10679,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9406 } 10679 }
9407 break; 10680 break;
9408 10681
9409 case ParcelMediaCommandEnum.Loop: 10682 case (uint)ParcelMediaCommandEnum.Loop:
9410 loop = 1; 10683 loop = 1;
9411 commandToSend = command; 10684 commandToSend = command;
9412 update = true; //need to send the media update packet to set looping 10685 update = true; //need to send the media update packet to set looping
9413 break; 10686 break;
9414 10687
9415 case ParcelMediaCommandEnum.Play: 10688 case (uint)ParcelMediaCommandEnum.Play:
9416 loop = 0; 10689 loop = 0;
9417 commandToSend = command; 10690 commandToSend = command;
9418 update = true; //need to send the media update packet to make sure it doesn't loop 10691 update = true; //need to send the media update packet to make sure it doesn't loop
9419 break; 10692 break;
9420 10693
9421 case ParcelMediaCommandEnum.Pause: 10694 case (uint)ParcelMediaCommandEnum.Pause:
9422 case ParcelMediaCommandEnum.Stop: 10695 case (uint)ParcelMediaCommandEnum.Stop:
9423 case ParcelMediaCommandEnum.Unload: 10696 case (uint)ParcelMediaCommandEnum.Unload:
9424 commandToSend = command; 10697 commandToSend = command;
9425 break; 10698 break;
9426 10699
9427 case ParcelMediaCommandEnum.Url: 10700 case (uint)ParcelMediaCommandEnum.Url:
9428 if ((i + 1) < commandList.Length) 10701 if ((i + 1) < commandList.Length)
9429 { 10702 {
9430 if (commandList.Data[i + 1] is LSL_String) 10703 if (commandList.Data[i + 1] is LSL_String)
@@ -9437,7 +10710,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9437 } 10710 }
9438 break; 10711 break;
9439 10712
9440 case ParcelMediaCommandEnum.Texture: 10713 case (uint)ParcelMediaCommandEnum.Texture:
9441 if ((i + 1) < commandList.Length) 10714 if ((i + 1) < commandList.Length)
9442 { 10715 {
9443 if (commandList.Data[i + 1] is LSL_String) 10716 if (commandList.Data[i + 1] is LSL_String)
@@ -9450,7 +10723,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9450 } 10723 }
9451 break; 10724 break;
9452 10725
9453 case ParcelMediaCommandEnum.Time: 10726 case (uint)ParcelMediaCommandEnum.Time:
9454 if ((i + 1) < commandList.Length) 10727 if ((i + 1) < commandList.Length)
9455 { 10728 {
9456 if (commandList.Data[i + 1] is LSL_Float) 10729 if (commandList.Data[i + 1] is LSL_Float)
@@ -9462,7 +10735,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9462 } 10735 }
9463 break; 10736 break;
9464 10737
9465 case ParcelMediaCommandEnum.AutoAlign: 10738 case (uint)ParcelMediaCommandEnum.AutoAlign:
9466 if ((i + 1) < commandList.Length) 10739 if ((i + 1) < commandList.Length)
9467 { 10740 {
9468 if (commandList.Data[i + 1] is LSL_Integer) 10741 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9476,7 +10749,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9476 } 10749 }
9477 break; 10750 break;
9478 10751
9479 case ParcelMediaCommandEnum.Type: 10752 case (uint)ParcelMediaCommandEnum.Type:
9480 if ((i + 1) < commandList.Length) 10753 if ((i + 1) < commandList.Length)
9481 { 10754 {
9482 if (commandList.Data[i + 1] is LSL_String) 10755 if (commandList.Data[i + 1] is LSL_String)
@@ -9489,7 +10762,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9489 } 10762 }
9490 break; 10763 break;
9491 10764
9492 case ParcelMediaCommandEnum.Desc: 10765 case (uint)ParcelMediaCommandEnum.Desc:
9493 if ((i + 1) < commandList.Length) 10766 if ((i + 1) < commandList.Length)
9494 { 10767 {
9495 if (commandList.Data[i + 1] is LSL_String) 10768 if (commandList.Data[i + 1] is LSL_String)
@@ -9502,7 +10775,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9502 } 10775 }
9503 break; 10776 break;
9504 10777
9505 case ParcelMediaCommandEnum.Size: 10778 case (uint)ParcelMediaCommandEnum.Size:
9506 if ((i + 2) < commandList.Length) 10779 if ((i + 2) < commandList.Length)
9507 { 10780 {
9508 if (commandList.Data[i + 1] is LSL_Integer) 10781 if (commandList.Data[i + 1] is LSL_Integer)
@@ -9572,7 +10845,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9572 } 10845 }
9573 } 10846 }
9574 10847
9575 if (commandToSend != null) 10848 if (commandToSend != 0)
9576 { 10849 {
9577 // the commandList contained a start/stop/... command, too 10850 // the commandList contained a start/stop/... command, too
9578 if (presence == null) 10851 if (presence == null)
@@ -9609,7 +10882,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9609 10882
9610 if (aList.Data[i] != null) 10883 if (aList.Data[i] != null)
9611 { 10884 {
9612 switch ((ParcelMediaCommandEnum) aList.Data[i]) 10885 switch ((ParcelMediaCommandEnum) Convert.ToInt32(aList.Data[i].ToString()))
9613 { 10886 {
9614 case ParcelMediaCommandEnum.Url: 10887 case ParcelMediaCommandEnum.Url:
9615 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL)); 10888 list.Add(new LSL_String(World.GetLandData(m_host.AbsolutePosition.X, m_host.AbsolutePosition.Y).MediaURL));
@@ -9666,15 +10939,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9666 10939
9667 if (quick_pay_buttons.Data.Length < 4) 10940 if (quick_pay_buttons.Data.Length < 4)
9668 { 10941 {
9669 LSLError("List must have at least 4 elements"); 10942 int x;
9670 return; 10943 for (x=quick_pay_buttons.Data.Length; x<= 4; x++)
10944 {
10945 quick_pay_buttons.Add(ScriptBaseClass.PAY_HIDE);
10946 }
9671 } 10947 }
9672 m_host.ParentGroup.RootPart.PayPrice[0]=price; 10948 int[] nPrice = new int[5];
9673 10949 nPrice[0] = price;
9674 m_host.ParentGroup.RootPart.PayPrice[1]=(LSL_Integer)quick_pay_buttons.Data[0]; 10950 nPrice[1] = quick_pay_buttons.GetLSLIntegerItem(0);
9675 m_host.ParentGroup.RootPart.PayPrice[2]=(LSL_Integer)quick_pay_buttons.Data[1]; 10951 nPrice[2] = quick_pay_buttons.GetLSLIntegerItem(1);
9676 m_host.ParentGroup.RootPart.PayPrice[3]=(LSL_Integer)quick_pay_buttons.Data[2]; 10952 nPrice[3] = quick_pay_buttons.GetLSLIntegerItem(2);
9677 m_host.ParentGroup.RootPart.PayPrice[4]=(LSL_Integer)quick_pay_buttons.Data[3]; 10953 nPrice[4] = quick_pay_buttons.GetLSLIntegerItem(3);
10954 m_host.ParentGroup.RootPart.PayPrice = nPrice;
9678 m_host.ParentGroup.HasGroupChanged = true; 10955 m_host.ParentGroup.HasGroupChanged = true;
9679 } 10956 }
9680 10957
@@ -9691,7 +10968,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9691 return new LSL_Vector(); 10968 return new LSL_Vector();
9692 } 10969 }
9693 10970
9694 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10971// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10972 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9695 if (presence != null) 10973 if (presence != null)
9696 { 10974 {
9697 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z); 10975 LSL_Vector pos = new LSL_Vector(presence.CameraPosition.X, presence.CameraPosition.Y, presence.CameraPosition.Z);
@@ -9713,7 +10991,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9713 return new LSL_Rotation(); 10991 return new LSL_Rotation();
9714 } 10992 }
9715 10993
9716 ScenePresence presence = World.GetScenePresence(m_host.OwnerID); 10994// ScenePresence presence = World.GetScenePresence(m_host.OwnerID);
10995 ScenePresence presence = World.GetScenePresence(m_item.PermsGranter);
9717 if (presence != null) 10996 if (presence != null)
9718 { 10997 {
9719 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W); 10998 return new LSL_Rotation(presence.CameraRotation.X, presence.CameraRotation.Y, presence.CameraRotation.Z, presence.CameraRotation.W);
@@ -9773,8 +11052,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9773 { 11052 {
9774 m_host.AddScriptLPS(1); 11053 m_host.AddScriptLPS(1);
9775 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0); 11054 DetectParams detectedParams = m_ScriptEngine.GetDetectParams(m_item.ItemID, 0);
9776 if (detectedParams == null) return; // only works on the first detected avatar 11055 if (detectedParams == null)
9777 11056 {
11057 if (m_host.ParentGroup.IsAttachment == true)
11058 {
11059 detectedParams = new DetectParams();
11060 detectedParams.Key = m_host.OwnerID;
11061 }
11062 else
11063 {
11064 return;
11065 }
11066 }
11067
9778 ScenePresence avatar = World.GetScenePresence(detectedParams.Key); 11068 ScenePresence avatar = World.GetScenePresence(detectedParams.Key);
9779 if (avatar != null) 11069 if (avatar != null)
9780 { 11070 {
@@ -9782,6 +11072,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9782 new Vector3((float)pos.x, (float)pos.y, (float)pos.z), 11072 new Vector3((float)pos.x, (float)pos.y, (float)pos.z),
9783 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z)); 11073 new Vector3((float)lookAt.x, (float)lookAt.y, (float)lookAt.z));
9784 } 11074 }
11075
9785 ScriptSleep(1000); 11076 ScriptSleep(1000);
9786 } 11077 }
9787 11078
@@ -9905,12 +11196,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
9905 11196
9906 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>(); 11197 SortedDictionary<int, float> parameters = new SortedDictionary<int, float>();
9907 object[] data = rules.Data; 11198 object[] data = rules.Data;
9908 for (int i = 0; i < data.Length; ++i) { 11199 for (int i = 0; i < data.Length; ++i)
11200 {
9909 int type = Convert.ToInt32(data[i++].ToString()); 11201 int type = Convert.ToInt32(data[i++].ToString());
9910 if (i >= data.Length) break; // odd number of entries => ignore the last 11202 if (i >= data.Length) break; // odd number of entries => ignore the last
9911 11203
9912 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3) 11204 // some special cases: Vector parameters are split into 3 float parameters (with type+1, type+2, type+3)
9913 switch (type) { 11205 switch (type)
11206 {
9914 case ScriptBaseClass.CAMERA_FOCUS: 11207 case ScriptBaseClass.CAMERA_FOCUS:
9915 case ScriptBaseClass.CAMERA_FOCUS_OFFSET: 11208 case ScriptBaseClass.CAMERA_FOCUS_OFFSET:
9916 case ScriptBaseClass.CAMERA_POSITION: 11209 case ScriptBaseClass.CAMERA_POSITION:
@@ -10016,19 +11309,65 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10016 public LSL_String llXorBase64StringsCorrect(string str1, string str2) 11309 public LSL_String llXorBase64StringsCorrect(string str1, string str2)
10017 { 11310 {
10018 m_host.AddScriptLPS(1); 11311 m_host.AddScriptLPS(1);
10019 string ret = String.Empty; 11312
10020 string src1 = llBase64ToString(str1); 11313 if (str1 == String.Empty)
10021 string src2 = llBase64ToString(str2); 11314 return String.Empty;
10022 int c = 0; 11315 if (str2 == String.Empty)
10023 for (int i = 0; i < src1.Length; i++) 11316 return str1;
11317
11318 int len = str2.Length;
11319 if ((len % 4) != 0) // LL is EVIL!!!!
10024 { 11320 {
10025 ret += (char) (src1[i] ^ src2[c]); 11321 while (str2.EndsWith("="))
11322 str2 = str2.Substring(0, str2.Length - 1);
11323
11324 len = str2.Length;
11325 int mod = len % 4;
11326
11327 if (mod == 1)
11328 str2 = str2.Substring(0, str2.Length - 1);
11329 else if (mod == 2)
11330 str2 += "==";
11331 else if (mod == 3)
11332 str2 += "=";
11333 }
10026 11334
10027 c++; 11335 byte[] data1;
10028 if (c >= src2.Length) 11336 byte[] data2;
10029 c = 0; 11337 try
11338 {
11339 data1 = Convert.FromBase64String(str1);
11340 data2 = Convert.FromBase64String(str2);
10030 } 11341 }
10031 return llStringToBase64(ret); 11342 catch (Exception)
11343 {
11344 return new LSL_String(String.Empty);
11345 }
11346
11347 byte[] d2 = new Byte[data1.Length];
11348 int pos = 0;
11349
11350 if (data1.Length <= data2.Length)
11351 {
11352 Array.Copy(data2, 0, d2, 0, data1.Length);
11353 }
11354 else
11355 {
11356 while (pos < data1.Length)
11357 {
11358 len = data1.Length - pos;
11359 if (len > data2.Length)
11360 len = data2.Length;
11361
11362 Array.Copy(data2, 0, d2, pos, len);
11363 pos += len;
11364 }
11365 }
11366
11367 for (pos = 0 ; pos < data1.Length ; pos++ )
11368 data1[pos] ^= d2[pos];
11369
11370 return Convert.ToBase64String(data1);
10032 } 11371 }
10033 11372
10034 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body) 11373 public LSL_String llHTTPRequest(string url, LSL_List parameters, string body)
@@ -10085,12 +11424,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10085 Regex r = new Regex(authregex); 11424 Regex r = new Regex(authregex);
10086 int[] gnums = r.GetGroupNumbers(); 11425 int[] gnums = r.GetGroupNumbers();
10087 Match m = r.Match(url); 11426 Match m = r.Match(url);
10088 if (m.Success) { 11427 if (m.Success)
10089 for (int i = 1; i < gnums.Length; i++) { 11428 {
11429 for (int i = 1; i < gnums.Length; i++)
11430 {
10090 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]]; 11431 //System.Text.RegularExpressions.Group g = m.Groups[gnums[i]];
10091 //CaptureCollection cc = g.Captures; 11432 //CaptureCollection cc = g.Captures;
10092 } 11433 }
10093 if (m.Groups.Count == 5) { 11434 if (m.Groups.Count == 5)
11435 {
10094 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString()))); 11436 httpHeaders["Authorization"] = String.Format("Basic {0}", Convert.ToBase64String(System.Text.ASCIIEncoding.ASCII.GetBytes(m.Groups[2].ToString() + ":" + m.Groups[3].ToString())));
10095 url = m.Groups[1].ToString() + m.Groups[4].ToString(); 11437 url = m.Groups[1].ToString() + m.Groups[4].ToString();
10096 } 11438 }
@@ -10293,6 +11635,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10293 11635
10294 LSL_List ret = new LSL_List(); 11636 LSL_List ret = new LSL_List();
10295 UUID key = new UUID(); 11637 UUID key = new UUID();
11638
11639
10296 if (UUID.TryParse(id, out key)) 11640 if (UUID.TryParse(id, out key))
10297 { 11641 {
10298 ScenePresence av = World.GetScenePresence(key); 11642 ScenePresence av = World.GetScenePresence(key);
@@ -10310,13 +11654,33 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10310 ret.Add(new LSL_String("")); 11654 ret.Add(new LSL_String(""));
10311 break; 11655 break;
10312 case ScriptBaseClass.OBJECT_POS: 11656 case ScriptBaseClass.OBJECT_POS:
10313 ret.Add(new LSL_Vector((double)av.AbsolutePosition.X, (double)av.AbsolutePosition.Y, (double)av.AbsolutePosition.Z)); 11657 Vector3 avpos;
11658
11659 if (av.ParentID != 0 && av.ParentPart != null)
11660 {
11661 avpos = av.OffsetPosition;
11662
11663 Vector3 sitOffset = (Zrot(av.Rotation)) * (av.Appearance.AvatarHeight * 0.02638f *2.0f);
11664 avpos -= sitOffset;
11665
11666 avpos = av.ParentPart.GetWorldPosition() + avpos * av.ParentPart.GetWorldRotation();
11667 }
11668 else
11669 avpos = av.AbsolutePosition;
11670
11671 ret.Add(new LSL_Vector((double)avpos.X, (double)avpos.Y, (double)avpos.Z));
10314 break; 11672 break;
10315 case ScriptBaseClass.OBJECT_ROT: 11673 case ScriptBaseClass.OBJECT_ROT:
10316 ret.Add(new LSL_Rotation((double)av.Rotation.X, (double)av.Rotation.Y, (double)av.Rotation.Z, (double)av.Rotation.W)); 11674 Quaternion avrot = av.Rotation;
11675 if (av.ParentID != 0 && av.ParentPart != null)
11676 {
11677 avrot = av.ParentPart.GetWorldRotation() * avrot;
11678 }
11679 ret.Add(new LSL_Rotation((double)avrot.X, (double)avrot.Y, (double)avrot.Z, (double)avrot.W));
10317 break; 11680 break;
10318 case ScriptBaseClass.OBJECT_VELOCITY: 11681 case ScriptBaseClass.OBJECT_VELOCITY:
10319 ret.Add(new LSL_Vector(av.Velocity.X, av.Velocity.Y, av.Velocity.Z)); 11682 Vector3 avvel = av.Velocity;
11683 ret.Add(new LSL_Vector((double)avvel.X, (double)avvel.Y, (double)avvel.Z));
10320 break; 11684 break;
10321 case ScriptBaseClass.OBJECT_OWNER: 11685 case ScriptBaseClass.OBJECT_OWNER:
10322 ret.Add(new LSL_String(id)); 11686 ret.Add(new LSL_String(id));
@@ -10372,17 +11736,23 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10372 case ScriptBaseClass.OBJECT_NAME: 11736 case ScriptBaseClass.OBJECT_NAME:
10373 ret.Add(new LSL_String(obj.Name)); 11737 ret.Add(new LSL_String(obj.Name));
10374 break; 11738 break;
10375 case ScriptBaseClass.OBJECT_DESC: 11739 case ScriptBaseClass.OBJECT_DESC:
10376 ret.Add(new LSL_String(obj.Description)); 11740 ret.Add(new LSL_String(obj.Description));
10377 break; 11741 break;
10378 case ScriptBaseClass.OBJECT_POS: 11742 case ScriptBaseClass.OBJECT_POS:
10379 ret.Add(new LSL_Vector(obj.AbsolutePosition.X, obj.AbsolutePosition.Y, obj.AbsolutePosition.Z)); 11743 Vector3 opos = obj.AbsolutePosition;
11744 ret.Add(new LSL_Vector(opos.X, opos.Y, opos.Z));
10380 break; 11745 break;
10381 case ScriptBaseClass.OBJECT_ROT: 11746 case ScriptBaseClass.OBJECT_ROT:
10382 ret.Add(new LSL_Rotation(obj.RotationOffset.X, obj.RotationOffset.Y, obj.RotationOffset.Z, obj.RotationOffset.W)); 11747// Quaternion orot = obj.RotationOffset;
11748// ret.Add(new LSL_Rotation(orot.X, orot.Y, orot.Z, orot.W));
11749
11750 LSL_Rotation objrot = GetPartRot(obj);
11751 ret.Add(objrot);
10383 break; 11752 break;
10384 case ScriptBaseClass.OBJECT_VELOCITY: 11753 case ScriptBaseClass.OBJECT_VELOCITY:
10385 ret.Add(new LSL_Vector(obj.Velocity.X, obj.Velocity.Y, obj.Velocity.Z)); 11754 Vector3 ovel = obj.Velocity;
11755 ret.Add(new LSL_Vector(ovel.X, ovel.Y, ovel.Z));
10386 break; 11756 break;
10387 case ScriptBaseClass.OBJECT_OWNER: 11757 case ScriptBaseClass.OBJECT_OWNER:
10388 ret.Add(new LSL_String(obj.OwnerID.ToString())); 11758 ret.Add(new LSL_String(obj.OwnerID.ToString()));
@@ -10416,9 +11786,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10416 // The value returned in SL for normal prims is prim count 11786 // The value returned in SL for normal prims is prim count
10417 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount)); 11787 ret.Add(new LSL_Integer(obj.ParentGroup.PrimCount));
10418 break; 11788 break;
10419 // The following 3 costs I have intentionaly coded to return zero. They are part of 11789
10420 // "Land Impact" calculations. These calculations are probably not applicable 11790 // costs below may need to be diferent for root parts, need to check
10421 // to OpenSim and are not yet complete in SL
10422 case ScriptBaseClass.OBJECT_SERVER_COST: 11791 case ScriptBaseClass.OBJECT_SERVER_COST:
10423 // The linden calculation is here 11792 // The linden calculation is here
10424 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight 11793 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Server_Weight
@@ -10426,16 +11795,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10426 ret.Add(new LSL_Float(0)); 11795 ret.Add(new LSL_Float(0));
10427 break; 11796 break;
10428 case ScriptBaseClass.OBJECT_STREAMING_COST: 11797 case ScriptBaseClass.OBJECT_STREAMING_COST:
10429 // The linden calculation is here 11798 // The value returned in SL for normal prims is prim count * 0.06
10430 // http://wiki.secondlife.com/wiki/Mesh/Mesh_Streaming_Cost 11799 ret.Add(new LSL_Float(obj.StreamingCost));
10431 // The value returned in SL for normal prims looks like the prim count * 0.06
10432 ret.Add(new LSL_Float(0));
10433 break; 11800 break;
10434 case ScriptBaseClass.OBJECT_PHYSICS_COST: 11801 case ScriptBaseClass.OBJECT_PHYSICS_COST:
10435 // The linden calculation is here 11802 // The value returned in SL for normal prims is prim count
10436 // http://wiki.secondlife.com/wiki/Mesh/Mesh_physics 11803 ret.Add(new LSL_Float(obj.PhysicsCost));
10437 // The value returned in SL for normal prims looks like the prim count
10438 ret.Add(new LSL_Float(0));
10439 break; 11804 break;
10440 default: 11805 default:
10441 // Invalid or unhandled constant. 11806 // Invalid or unhandled constant.
@@ -10628,15 +11993,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10628 return GetLinkPrimitiveParams(obj, rules); 11993 return GetLinkPrimitiveParams(obj, rules);
10629 } 11994 }
10630 11995
10631 public void print(string str) 11996 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
10632 { 11997 {
10633 // yes, this is a real LSL function. See: http://wiki.secondlife.com/wiki/Print 11998 List<SceneObjectPart> parts = GetLinkParts(link);
10634 IOSSL_Api ossl = (IOSSL_Api)m_ScriptEngine.GetApi(m_item.ItemID, "OSSL"); 11999 if (parts.Count < 1)
10635 if (ossl != null) 12000 return 0;
10636 { 12001
10637 ossl.CheckThreatLevel(ThreatLevel.High, "print"); 12002 return GetNumberOfSides(parts[0]);
10638 m_log.Info("LSL print():" + str);
10639 }
10640 } 12003 }
10641 12004
10642 private string Name2Username(string name) 12005 private string Name2Username(string name)
@@ -10682,6 +12045,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10682 return rq.ToString(); 12045 return rq.ToString();
10683 } 12046 }
10684 12047
12048 private void SayShoutTimerElapsed(Object sender, ElapsedEventArgs args)
12049 {
12050 m_SayShoutCount = 0;
12051 }
12052
10685 private struct Tri 12053 private struct Tri
10686 { 12054 {
10687 public Vector3 p1; 12055 public Vector3 p1;
@@ -10821,9 +12189,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10821 12189
10822 ContactResult result = new ContactResult (); 12190 ContactResult result = new ContactResult ();
10823 result.ConsumerID = group.LocalId; 12191 result.ConsumerID = group.LocalId;
10824 result.Depth = intersection.distance; 12192// result.Depth = intersection.distance;
10825 result.Normal = intersection.normal; 12193 result.Normal = intersection.normal;
10826 result.Pos = intersection.ipoint; 12194 result.Pos = intersection.ipoint;
12195 result.Depth = Vector3.Mag(rayStart - result.Pos);
10827 12196
10828 contacts.Add(result); 12197 contacts.Add(result);
10829 }); 12198 });
@@ -10956,6 +12325,27 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10956 12325
10957 return contacts[0]; 12326 return contacts[0];
10958 } 12327 }
12328/*
12329 // not done:
12330 private ContactResult[] testRay2NonPhysicalPhantom(Vector3 rayStart, Vector3 raydir, float raylenght)
12331 {
12332 ContactResult[] contacts = null;
12333 World.ForEachSOG(delegate(SceneObjectGroup group)
12334 {
12335 if (m_host.ParentGroup == group)
12336 return;
12337
12338 if (group.IsAttachment)
12339 return;
12340
12341 if(group.RootPart.PhysActor != null)
12342 return;
12343
12344 contacts = group.RayCastGroupPartsOBBNonPhysicalPhantom(rayStart, raydir, raylenght);
12345 });
12346 return contacts;
12347 }
12348*/
10959 12349
10960 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options) 12350 public LSL_List llCastRay(LSL_Vector start, LSL_Vector end, LSL_List options)
10961 { 12351 {
@@ -10997,32 +12387,96 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
10997 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL); 12387 bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
10998 12388
10999 12389
11000 if (checkTerrain) 12390 if (World.SuportsRayCastFiltered())
11001 { 12391 {
11002 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd); 12392 if (dist == 0)
11003 if (groundContact != null) 12393 return list;
11004 results.Add((ContactResult)groundContact);
11005 }
11006 12394
11007 if (checkAgents) 12395 RayFilterFlags rayfilter = RayFilterFlags.ClosestAndBackCull;
11008 { 12396 if (checkTerrain)
11009 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd); 12397 rayfilter |= RayFilterFlags.land;
11010 foreach (ContactResult r in agentHits) 12398// if (checkAgents)
11011 results.Add(r); 12399// rayfilter |= RayFilterFlags.agent;
11012 } 12400 if (checkPhysical)
12401 rayfilter |= RayFilterFlags.physical;
12402 if (checkNonPhysical)
12403 rayfilter |= RayFilterFlags.nonphysical;
12404 if (detectPhantom)
12405 rayfilter |= RayFilterFlags.LSLPhanton;
12406
12407 Vector3 direction = dir * ( 1/dist);
11013 12408
11014 if (checkPhysical || checkNonPhysical || detectPhantom) 12409 if(rayfilter == 0)
12410 {
12411 list.Add(new LSL_Integer(0));
12412 return list;
12413 }
12414
12415 // get some more contacts to sort ???
12416 int physcount = 4 * count;
12417 if (physcount > 20)
12418 physcount = 20;
12419
12420 object physresults;
12421 physresults = World.RayCastFiltered(rayStart, direction, dist, physcount, rayfilter);
12422
12423 if (physresults == null)
12424 {
12425 list.Add(new LSL_Integer(-3)); // timeout error
12426 return list;
12427 }
12428
12429 results = (List<ContactResult>)physresults;
12430
12431 // for now physics doesn't detect sitted avatars so do it outside physics
12432 if (checkAgents)
12433 {
12434 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12435 foreach (ContactResult r in agentHits)
12436 results.Add(r);
12437 }
12438
12439 // TODO: Replace this with a better solution. ObjectIntersection can only
12440 // detect nonphysical phantoms. They are detected by virtue of being
12441 // nonphysical (e.g. no PhysActor) so will not conflict with detecting
12442 // physicsl phantoms as done by the physics scene
12443 // We don't want anything else but phantoms here.
12444 if (detectPhantom)
12445 {
12446 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, false, false, true);
12447 foreach (ContactResult r in objectHits)
12448 results.Add(r);
12449 }
12450 }
12451 else
11015 { 12452 {
11016 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom); 12453 if (checkTerrain)
11017 foreach (ContactResult r in objectHits) 12454 {
11018 results.Add(r); 12455 ContactResult? groundContact = GroundIntersection(rayStart, rayEnd);
12456 if (groundContact != null)
12457 results.Add((ContactResult)groundContact);
12458 }
12459
12460 if (checkAgents)
12461 {
12462 ContactResult[] agentHits = AvatarIntersection(rayStart, rayEnd);
12463 foreach (ContactResult r in agentHits)
12464 results.Add(r);
12465 }
12466
12467 if (checkPhysical || checkNonPhysical || detectPhantom)
12468 {
12469 ContactResult[] objectHits = ObjectIntersection(rayStart, rayEnd, checkPhysical, checkNonPhysical, detectPhantom);
12470 foreach (ContactResult r in objectHits)
12471 results.Add(r);
12472 }
11019 } 12473 }
11020 12474
11021 results.Sort(delegate(ContactResult a, ContactResult b) 12475 results.Sort(delegate(ContactResult a, ContactResult b)
11022 { 12476 {
11023 return a.Depth.CompareTo(b.Depth); 12477 return a.Depth.CompareTo(b.Depth);
11024 }); 12478 });
11025 12479
11026 int values = 0; 12480 int values = 0;
11027 SceneObjectGroup thisgrp = m_host.ParentGroup; 12481 SceneObjectGroup thisgrp = m_host.ParentGroup;
11028 12482
@@ -11115,7 +12569,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11115 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD: 12569 case ScriptBaseClass.ESTATE_ACCESS_ALLOWED_AGENT_ADD:
11116 if (!isAccount) return 0; 12570 if (!isAccount) return 0;
11117 if (estate.HasAccess(id)) return 1; 12571 if (estate.HasAccess(id)) return 1;
11118 if (estate.IsBanned(id)) 12572 if (estate.IsBanned(id, World.GetUserFlags(id)))
11119 estate.RemoveBan(id); 12573 estate.RemoveBan(id);
11120 estate.AddEstateUser(id); 12574 estate.AddEstateUser(id);
11121 break; 12575 break;
@@ -11134,14 +12588,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11134 break; 12588 break;
11135 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD: 12589 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_ADD:
11136 if (!isAccount) return 0; 12590 if (!isAccount) return 0;
11137 if (estate.IsBanned(id)) return 1; 12591 if (estate.IsBanned(id, World.GetUserFlags(id))) return 1;
11138 EstateBan ban = new EstateBan(); 12592 EstateBan ban = new EstateBan();
11139 ban.EstateID = estate.EstateID; 12593 ban.EstateID = estate.EstateID;
11140 ban.BannedUserID = id; 12594 ban.BannedUserID = id;
11141 estate.AddBan(ban); 12595 estate.AddBan(ban);
11142 break; 12596 break;
11143 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE: 12597 case ScriptBaseClass.ESTATE_ACCESS_BANNED_AGENT_REMOVE:
11144 if (!isAccount || !estate.IsBanned(id)) return 0; 12598 if (!isAccount || !estate.IsBanned(id, World.GetUserFlags(id))) return 0;
11145 estate.RemoveBan(id); 12599 estate.RemoveBan(id);
11146 break; 12600 break;
11147 default: return 0; 12601 default: return 0;
@@ -11170,7 +12624,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11170 return 16384; 12624 return 16384;
11171 } 12625 }
11172 12626
11173 public LSL_Integer llGetUsedMemory() 12627 public virtual LSL_Integer llGetUsedMemory()
11174 { 12628 {
11175 m_host.AddScriptLPS(1); 12629 m_host.AddScriptLPS(1);
11176 // The value returned for LSO scripts in SL 12630 // The value returned for LSO scripts in SL
@@ -11198,7 +12652,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11198 public void llSetSoundQueueing(int queue) 12652 public void llSetSoundQueueing(int queue)
11199 { 12653 {
11200 m_host.AddScriptLPS(1); 12654 m_host.AddScriptLPS(1);
11201 NotImplemented("llSetSoundQueueing");
11202 } 12655 }
11203 12656
11204 public void llCollisionSprite(string impact_sprite) 12657 public void llCollisionSprite(string impact_sprite)
@@ -11210,10 +12663,270 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
11210 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 12663 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
11211 { 12664 {
11212 m_host.AddScriptLPS(1); 12665 m_host.AddScriptLPS(1);
11213 NotImplemented("llGodLikeRezObject"); 12666
12667 if (!World.Permissions.IsGod(m_host.OwnerID))
12668 NotImplemented("llGodLikeRezObject");
12669
12670 AssetBase rezAsset = World.AssetService.Get(inventory);
12671 if (rezAsset == null)
12672 {
12673 llSay(0, "Asset not found");
12674 return;
12675 }
12676
12677 SceneObjectGroup group = null;
12678
12679 try
12680 {
12681 string xmlData = Utils.BytesToString(rezAsset.Data);
12682 group = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
12683 }
12684 catch
12685 {
12686 llSay(0, "Asset not found");
12687 return;
12688 }
12689
12690 if (group == null)
12691 {
12692 llSay(0, "Asset not found");
12693 return;
12694 }
12695
12696 group.RootPart.AttachPoint = group.RootPart.Shape.State;
12697 group.RootPart.AttachOffset = group.AbsolutePosition;
12698
12699 group.ResetIDs();
12700
12701 Vector3 llpos = new Vector3((float)pos.x, (float)pos.y, (float)pos.z);
12702 World.AddNewSceneObject(group, true, llpos, Quaternion.Identity, Vector3.Zero);
12703 group.CreateScriptInstances(0, true, World.DefaultScriptEngine, 3);
12704 group.ScheduleGroupForFullUpdate();
12705
12706 // objects rezzed with this method are die_at_edge by default.
12707 group.RootPart.SetDieAtEdge(true);
12708
12709 group.ResumeScripts();
12710
12711 m_ScriptEngine.PostObjectEvent(m_host.LocalId, new EventParams(
12712 "object_rez", new Object[] {
12713 new LSL_String(
12714 group.RootPart.UUID.ToString()) },
12715 new DetectParams[0]));
12716 }
12717
12718 public LSL_String llTransferLindenDollars(string destination, int amount)
12719 {
12720 UUID txn = UUID.Random();
12721
12722 Util.FireAndForget(delegate(object x)
12723 {
12724 int replycode = 0;
12725 string replydata = destination + "," + amount.ToString();
12726
12727 try
12728 {
12729 TaskInventoryItem item = m_item;
12730 if (item == null)
12731 {
12732 replydata = "SERVICE_ERROR";
12733 return;
12734 }
12735
12736 m_host.AddScriptLPS(1);
12737
12738 if (item.PermsGranter == UUID.Zero)
12739 {
12740 replydata = "MISSING_PERMISSION_DEBIT";
12741 return;
12742 }
12743
12744 if ((item.PermsMask & ScriptBaseClass.PERMISSION_DEBIT) == 0)
12745 {
12746 replydata = "MISSING_PERMISSION_DEBIT";
12747 return;
12748 }
12749
12750 UUID toID = new UUID();
12751
12752 if (!UUID.TryParse(destination, out toID))
12753 {
12754 replydata = "INVALID_AGENT";
12755 return;
12756 }
12757
12758 IMoneyModule money = World.RequestModuleInterface<IMoneyModule>();
12759
12760 if (money == null)
12761 {
12762 replydata = "TRANSFERS_DISABLED";
12763 return;
12764 }
12765
12766 bool result = money.ObjectGiveMoney(
12767 m_host.ParentGroup.RootPart.UUID, m_host.ParentGroup.RootPart.OwnerID, toID, amount);
12768
12769 if (result)
12770 {
12771 replycode = 1;
12772 return;
12773 }
12774
12775 replydata = "LINDENDOLLAR_INSUFFICIENTFUNDS";
12776 }
12777 finally
12778 {
12779 m_ScriptEngine.PostScriptEvent(m_item.ItemID, new EventParams(
12780 "transaction_result", new Object[] {
12781 new LSL_String(txn.ToString()),
12782 new LSL_Integer(replycode),
12783 new LSL_String(replydata) },
12784 new DetectParams[0]));
12785 }
12786 });
12787
12788 return txn.ToString();
11214 } 12789 }
11215 12790
11216 #endregion 12791 #endregion
12792
12793 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
12794 {
12795 SceneObjectGroup group = m_host.ParentGroup;
12796
12797 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical)
12798 return;
12799 if (group.IsAttachment)
12800 return;
12801
12802 if (frames.Data.Length > 0) // We are getting a new motion
12803 {
12804 if (group.RootPart.KeyframeMotion != null)
12805 group.RootPart.KeyframeMotion.Stop();
12806 group.RootPart.KeyframeMotion = null;
12807
12808 int idx = 0;
12809
12810 KeyframeMotion.PlayMode mode = KeyframeMotion.PlayMode.Forward;
12811 KeyframeMotion.DataFormat data = KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation;
12812
12813 while (idx < options.Data.Length)
12814 {
12815 int option = (int)options.GetLSLIntegerItem(idx++);
12816 int remain = options.Data.Length - idx;
12817
12818 switch (option)
12819 {
12820 case ScriptBaseClass.KFM_MODE:
12821 if (remain < 1)
12822 break;
12823 int modeval = (int)options.GetLSLIntegerItem(idx++);
12824 switch(modeval)
12825 {
12826 case ScriptBaseClass.KFM_FORWARD:
12827 mode = KeyframeMotion.PlayMode.Forward;
12828 break;
12829 case ScriptBaseClass.KFM_REVERSE:
12830 mode = KeyframeMotion.PlayMode.Reverse;
12831 break;
12832 case ScriptBaseClass.KFM_LOOP:
12833 mode = KeyframeMotion.PlayMode.Loop;
12834 break;
12835 case ScriptBaseClass.KFM_PING_PONG:
12836 mode = KeyframeMotion.PlayMode.PingPong;
12837 break;
12838 }
12839 break;
12840 case ScriptBaseClass.KFM_DATA:
12841 if (remain < 1)
12842 break;
12843 int dataval = (int)options.GetLSLIntegerItem(idx++);
12844 data = (KeyframeMotion.DataFormat)dataval;
12845 break;
12846 }
12847 }
12848
12849 group.RootPart.KeyframeMotion = new KeyframeMotion(group, mode, data);
12850
12851 idx = 0;
12852
12853 int elemLength = 2;
12854 if (data == (KeyframeMotion.DataFormat.Translation | KeyframeMotion.DataFormat.Rotation))
12855 elemLength = 3;
12856
12857 List<KeyframeMotion.Keyframe> keyframes = new List<KeyframeMotion.Keyframe>();
12858 while (idx < frames.Data.Length)
12859 {
12860 int remain = frames.Data.Length - idx;
12861
12862 if (remain < elemLength)
12863 break;
12864
12865 KeyframeMotion.Keyframe frame = new KeyframeMotion.Keyframe();
12866 frame.Position = null;
12867 frame.Rotation = null;
12868
12869 if ((data & KeyframeMotion.DataFormat.Translation) != 0)
12870 {
12871 LSL_Types.Vector3 tempv = frames.GetVector3Item(idx++);
12872 frame.Position = new Vector3((float)tempv.x, (float)tempv.y, (float)tempv.z);
12873 }
12874 if ((data & KeyframeMotion.DataFormat.Rotation) != 0)
12875 {
12876 LSL_Types.Quaternion tempq = frames.GetQuaternionItem(idx++);
12877 frame.Rotation = new Quaternion((float)tempq.x, (float)tempq.y, (float)tempq.z, (float)tempq.s);
12878 }
12879
12880 float tempf = (float)frames.GetLSLFloatItem(idx++);
12881 frame.TimeMS = (int)(tempf * 1000.0f);
12882
12883 keyframes.Add(frame);
12884 }
12885
12886 group.RootPart.KeyframeMotion.SetKeyframes(keyframes.ToArray());
12887 group.RootPart.KeyframeMotion.Start();
12888 }
12889 else
12890 {
12891 if (group.RootPart.KeyframeMotion == null)
12892 return;
12893
12894 if (options.Data.Length == 0)
12895 {
12896 group.RootPart.KeyframeMotion.Stop();
12897 return;
12898 }
12899
12900 int code = (int)options.GetLSLIntegerItem(0);
12901
12902 int idx = 0;
12903
12904 while (idx < options.Data.Length)
12905 {
12906 int option = (int)options.GetLSLIntegerItem(idx++);
12907 int remain = options.Data.Length - idx;
12908
12909 switch (option)
12910 {
12911 case ScriptBaseClass.KFM_COMMAND:
12912 int cmd = (int)options.GetLSLIntegerItem(idx++);
12913 switch (cmd)
12914 {
12915 case ScriptBaseClass.KFM_CMD_PLAY:
12916 group.RootPart.KeyframeMotion.Start();
12917 break;
12918 case ScriptBaseClass.KFM_CMD_STOP:
12919 group.RootPart.KeyframeMotion.Stop();
12920 break;
12921 case ScriptBaseClass.KFM_CMD_PAUSE:
12922 group.RootPart.KeyframeMotion.Pause();
12923 break;
12924 }
12925 break;
12926 }
12927 }
12928 }
12929 }
11217 } 12930 }
11218 12931
11219 public class NotecardCache 12932 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 e90f577..b639d36 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs
@@ -138,6 +138,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow; 138 internal ThreatLevel m_MaxThreatLevel = ThreatLevel.VeryLow;
139 internal float m_ScriptDelayFactor = 1.0f; 139 internal float m_ScriptDelayFactor = 1.0f;
140 internal float m_ScriptDistanceFactor = 1.0f; 140 internal float m_ScriptDistanceFactor = 1.0f;
141 internal bool m_debuggerSafe = false;
141 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >(); 142 internal Dictionary<string, FunctionPerms > m_FunctionPerms = new Dictionary<string, FunctionPerms >();
142 143
143 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item) 144 public void Initialize(IScriptEngine ScriptEngine, SceneObjectPart host, TaskInventoryItem item)
@@ -145,6 +146,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
145 m_ScriptEngine = ScriptEngine; 146 m_ScriptEngine = ScriptEngine;
146 m_host = host; 147 m_host = host;
147 m_item = item; 148 m_item = item;
149 m_debuggerSafe = m_ScriptEngine.Config.GetBoolean("DebuggerSafe", false);
148 150
149 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false)) 151 if (m_ScriptEngine.Config.GetBoolean("AllowOSFunctions", false))
150 m_OSFunctionsEnabled = true; 152 m_OSFunctionsEnabled = true;
@@ -206,7 +208,14 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
206 208
207 internal void OSSLError(string msg) 209 internal void OSSLError(string msg)
208 { 210 {
209 throw new Exception("OSSL Runtime Error: " + msg); 211 if (m_debuggerSafe)
212 {
213 OSSLShoutError(msg);
214 }
215 else
216 {
217 throw new Exception("OSSL Runtime Error: " + msg);
218 }
210 } 219 }
211 220
212 /// <summary> 221 /// <summary>
@@ -920,18 +929,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
920 if (target != null) 929 if (target != null)
921 { 930 {
922 UUID animID=UUID.Zero; 931 UUID animID=UUID.Zero;
923 lock (m_host.TaskInventory) 932 m_host.TaskInventory.LockItemsForRead(true);
933 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory)
924 { 934 {
925 foreach (KeyValuePair<UUID, TaskInventoryItem> inv in m_host.TaskInventory) 935 if (inv.Value.Name == animation)
926 { 936 {
927 if (inv.Value.Name == animation) 937 if (inv.Value.Type == (int)AssetType.Animation)
928 { 938 animID = inv.Value.AssetID;
929 if (inv.Value.Type == (int)AssetType.Animation) 939 continue;
930 animID = inv.Value.AssetID;
931 continue;
932 }
933 } 940 }
934 } 941 }
942 m_host.TaskInventory.LockItemsForRead(false);
935 if (animID == UUID.Zero) 943 if (animID == UUID.Zero)
936 target.Animator.AddAnimation(animation, m_host.UUID); 944 target.Animator.AddAnimation(animation, m_host.UUID);
937 else 945 else
@@ -972,6 +980,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
972 else 980 else
973 animID = UUID.Zero; 981 animID = UUID.Zero;
974 } 982 }
983 m_host.TaskInventory.LockItemsForRead(false);
975 984
976 if (animID == UUID.Zero) 985 if (animID == UUID.Zero)
977 target.Animator.RemoveAnimation(animation); 986 target.Animator.RemoveAnimation(animation);
@@ -1792,6 +1801,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1792 1801
1793 if (!UUID.TryParse(notecardNameOrUuid, out assetID)) 1802 if (!UUID.TryParse(notecardNameOrUuid, out assetID))
1794 { 1803 {
1804 m_host.TaskInventory.LockItemsForRead(true);
1795 foreach (TaskInventoryItem item in m_host.TaskInventory.Values) 1805 foreach (TaskInventoryItem item in m_host.TaskInventory.Values)
1796 { 1806 {
1797 if (item.Type == 7 && item.Name == notecardNameOrUuid) 1807 if (item.Type == 7 && item.Name == notecardNameOrUuid)
@@ -1799,6 +1809,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1799 assetID = item.AssetID; 1809 assetID = item.AssetID;
1800 } 1810 }
1801 } 1811 }
1812 m_host.TaskInventory.LockItemsForRead(false);
1802 } 1813 }
1803 1814
1804 if (assetID == UUID.Zero) 1815 if (assetID == UUID.Zero)
@@ -2271,7 +2282,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2271 CheckThreatLevel(ThreatLevel.High, "osNpcCreate"); 2282 CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
2272 m_host.AddScriptLPS(1); 2283 m_host.AddScriptLPS(1);
2273 2284
2274 return NpcCreate(firstname, lastname, position, notecard, false, false); 2285 return NpcCreate(firstname, lastname, position, notecard, true, false);
2275 } 2286 }
2276 2287
2277 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options) 2288 public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard, int options)
@@ -2282,24 +2293,39 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2282 return NpcCreate( 2293 return NpcCreate(
2283 firstname, lastname, position, notecard, 2294 firstname, lastname, position, notecard,
2284 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0, 2295 (options & ScriptBaseClass.OS_NPC_NOT_OWNED) == 0,
2285 (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0); 2296 false);
2297// (options & ScriptBaseClass.OS_NPC_SENSE_AS_AGENT) != 0);
2286 } 2298 }
2287 2299
2288 private LSL_Key NpcCreate( 2300 private LSL_Key NpcCreate(
2289 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent) 2301 string firstname, string lastname, LSL_Vector position, string notecard, bool owned, bool senseAsAgent)
2290 { 2302 {
2303 if (!owned)
2304 OSSLError("Unowned NPCs are unsupported");
2305
2306 string groupTitle = String.Empty;
2307
2308 if (!World.Permissions.CanRezObject(1, m_host.OwnerID, new Vector3((float)position.x, (float)position.y, (float)position.z)))
2309 return new LSL_Key(UUID.Zero.ToString());
2310
2311 if (firstname != String.Empty || lastname != String.Empty)
2312 {
2313 if (firstname != "Shown outfit:")
2314 groupTitle = "- NPC -";
2315 }
2316
2291 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2317 INPCModule module = World.RequestModuleInterface<INPCModule>();
2292 if (module != null) 2318 if (module != null)
2293 { 2319 {
2294 AvatarAppearance appearance = null; 2320 AvatarAppearance appearance = null;
2295 2321
2296 UUID id; 2322// UUID id;
2297 if (UUID.TryParse(notecard, out id)) 2323// if (UUID.TryParse(notecard, out id))
2298 { 2324// {
2299 ScenePresence clonePresence = World.GetScenePresence(id); 2325// ScenePresence clonePresence = World.GetScenePresence(id);
2300 if (clonePresence != null) 2326// if (clonePresence != null)
2301 appearance = clonePresence.Appearance; 2327// appearance = clonePresence.Appearance;
2302 } 2328// }
2303 2329
2304 if (appearance == null) 2330 if (appearance == null)
2305 { 2331 {
@@ -2327,6 +2353,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2327 World, 2353 World,
2328 appearance); 2354 appearance);
2329 2355
2356 ScenePresence sp;
2357 if (World.TryGetScenePresence(x, out sp))
2358 {
2359 sp.Grouptitle = groupTitle;
2360 sp.SendAvatarDataToAllAgents();
2361 }
2330 return new LSL_Key(x.ToString()); 2362 return new LSL_Key(x.ToString());
2331 } 2363 }
2332 2364
@@ -2618,16 +2650,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2618 CheckThreatLevel(ThreatLevel.High, "osNpcRemove"); 2650 CheckThreatLevel(ThreatLevel.High, "osNpcRemove");
2619 m_host.AddScriptLPS(1); 2651 m_host.AddScriptLPS(1);
2620 2652
2621 INPCModule module = World.RequestModuleInterface<INPCModule>(); 2653 ManualResetEvent ev = new ManualResetEvent(false);
2622 if (module != null)
2623 {
2624 UUID npcId = new UUID(npc.m_string);
2625 2654
2626 if (!module.CheckPermissions(npcId, m_host.OwnerID)) 2655 Util.FireAndForget(delegate(object x) {
2627 return; 2656 try
2657 {
2658 INPCModule module = World.RequestModuleInterface<INPCModule>();
2659 if (module != null)
2660 {
2661 UUID npcId = new UUID(npc.m_string);
2628 2662
2629 module.DeleteNPC(npcId, World); 2663 ILandObject l = World.LandChannel.GetLandObject(m_host.GroupPosition.X, m_host.GroupPosition.Y);
2630 } 2664 if (l == null || m_host.OwnerID != l.LandData.OwnerID)
2665 {
2666 if (!module.CheckPermissions(npcId, m_host.OwnerID))
2667 return;
2668 }
2669
2670 module.DeleteNPC(npcId, World);
2671 }
2672 }
2673 finally
2674 {
2675 ev.Set();
2676 }
2677 });
2678 ev.WaitOne();
2631 } 2679 }
2632 2680
2633 public void osNpcPlayAnimation(LSL_Key npc, string animation) 2681 public void osNpcPlayAnimation(LSL_Key npc, string animation)
@@ -3267,4 +3315,4 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3267 ((LSL_Api)m_LSL_Api).DetachFromAvatar(); 3315 ((LSL_Api)m_LSL_Api).DetachFromAvatar();
3268 } 3316 }
3269 } 3317 }
3270} \ No newline at end of file 3318}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
index 3844753..19f3ce1 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
@@ -319,7 +319,8 @@ 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.GetWorldRotation(); 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, rotate the sensor cone with the 326 // In attachments, rotate the sensor cone with the
@@ -333,7 +334,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
333 // Position of a sensor in a child prim attached to an avatar 334 // Position of a sensor in a child prim attached to an avatar
334 // will be still wrong. 335 // will be still wrong.
335 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 336 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
336 q = avatar.Rotation * q; 337 fromRegionPos = avatar.AbsolutePosition;
338 q = avatar.Rotation;
337 } 339 }
338 340
339 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 341 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
@@ -463,7 +465,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins
463 // Position of a sensor in a child prim attached to an avatar 465 // Position of a sensor in a child prim attached to an avatar
464 // will be still wrong. 466 // will be still wrong.
465 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar); 467 ScenePresence avatar = m_CmdManager.m_ScriptEngine.World.GetScenePresence(SensePoint.ParentGroup.AttachedAvatar);
466 q = avatar.Rotation * q; 468 if (avatar == null)
469 return sensedEntities;
470 fromRegionPos = avatar.AbsolutePosition;
471 q = avatar.Rotation;
467 } 472 }
468 473
469 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); 474 LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W);
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 d39b204..af35258 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs
@@ -126,6 +126,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
126 LSL_Float llGetEnergy(); 126 LSL_Float llGetEnergy();
127 LSL_Vector llGetForce(); 127 LSL_Vector llGetForce();
128 LSL_Integer llGetFreeMemory(); 128 LSL_Integer llGetFreeMemory();
129 LSL_Integer llGetUsedMemory();
129 LSL_Integer llGetFreeURLs(); 130 LSL_Integer llGetFreeURLs();
130 LSL_Vector llGetGeometricCenter(); 131 LSL_Vector llGetGeometricCenter();
131 LSL_Float llGetGMTclock(); 132 LSL_Float llGetGMTclock();
@@ -149,6 +150,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
149 LSL_Vector llGetLocalPos(); 150 LSL_Vector llGetLocalPos();
150 LSL_Rotation llGetLocalRot(); 151 LSL_Rotation llGetLocalRot();
151 LSL_Float llGetMass(); 152 LSL_Float llGetMass();
153 LSL_Float llGetMassMKS();
152 LSL_Integer llGetMemoryLimit(); 154 LSL_Integer llGetMemoryLimit();
153 void llGetNextEmail(string address, string subject); 155 void llGetNextEmail(string address, string subject);
154 LSL_String llGetNotecardLine(string name, int line); 156 LSL_String llGetNotecardLine(string name, int line);
@@ -202,12 +204,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
202 LSL_String llGetTimestamp(); 204 LSL_String llGetTimestamp();
203 LSL_Vector llGetTorque(); 205 LSL_Vector llGetTorque();
204 LSL_Integer llGetUnixTime(); 206 LSL_Integer llGetUnixTime();
205 LSL_Integer llGetUsedMemory();
206 LSL_Vector llGetVel(); 207 LSL_Vector llGetVel();
207 LSL_Float llGetWallclock(); 208 LSL_Float llGetWallclock();
208 void llGiveInventory(string destination, string inventory); 209 void llGiveInventory(string destination, string inventory);
209 void llGiveInventoryList(string destination, string category, LSL_List inventory); 210 void llGiveInventoryList(string destination, string category, LSL_List inventory);
210 LSL_Integer llGiveMoney(string destination, int amount); 211 LSL_Integer llGiveMoney(string destination, int amount);
212 LSL_String llTransferLindenDollars(string destination, int amount);
211 void llGodLikeRezObject(string inventory, LSL_Vector pos); 213 void llGodLikeRezObject(string inventory, LSL_Vector pos);
212 LSL_Float llGround(LSL_Vector offset); 214 LSL_Float llGround(LSL_Vector offset);
213 LSL_Vector llGroundContour(LSL_Vector offset); 215 LSL_Vector llGroundContour(LSL_Vector offset);
@@ -330,6 +332,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
330 void llSensorRemove(); 332 void llSensorRemove();
331 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate); 333 void llSensorRepeat(string name, string id, int type, double range, double arc, double rate);
332 void llSetAlpha(double alpha, int face); 334 void llSetAlpha(double alpha, int face);
335 void llSetAngularVelocity(LSL_Vector angvelocity, int local);
333 void llSetBuoyancy(double buoyancy); 336 void llSetBuoyancy(double buoyancy);
334 void llSetCameraAtOffset(LSL_Vector offset); 337 void llSetCameraAtOffset(LSL_Vector offset);
335 void llSetCameraEyeOffset(LSL_Vector offset); 338 void llSetCameraEyeOffset(LSL_Vector offset);
@@ -355,6 +358,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
355 void llSetParcelMusicURL(string url); 358 void llSetParcelMusicURL(string url);
356 void llSetPayPrice(int price, LSL_List quick_pay_buttons); 359 void llSetPayPrice(int price, LSL_List quick_pay_buttons);
357 void llSetPos(LSL_Vector pos); 360 void llSetPos(LSL_Vector pos);
361 LSL_Integer llSetRegionPos(LSL_Vector pos);
358 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules); 362 LSL_Integer llSetPrimMediaParams(LSL_Integer face, LSL_List rules);
359 void llSetPrimitiveParams(LSL_List rules); 363 void llSetPrimitiveParams(LSL_List rules);
360 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules); 364 void llSetLinkPrimitiveParamsFast(int linknum, LSL_List rules);
@@ -378,6 +382,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
378 void llSetVehicleRotationParam(int param, LSL_Rotation rot); 382 void llSetVehicleRotationParam(int param, LSL_Rotation rot);
379 void llSetVehicleType(int type); 383 void llSetVehicleType(int type);
380 void llSetVehicleVectorParam(int param, LSL_Vector vec); 384 void llSetVehicleVectorParam(int param, LSL_Vector vec);
385 void llSetVelocity(LSL_Vector velocity, int local);
381 void llShout(int channelID, string text); 386 void llShout(int channelID, string text);
382 LSL_Float llSin(double f); 387 LSL_Float llSin(double f);
383 void llSitTarget(LSL_Vector offset, LSL_Rotation rot); 388 void llSitTarget(LSL_Vector offset, LSL_Rotation rot);
@@ -421,9 +426,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
421 LSL_Vector llWind(LSL_Vector offset); 426 LSL_Vector llWind(LSL_Vector offset);
422 LSL_String llXorBase64Strings(string str1, string str2); 427 LSL_String llXorBase64Strings(string str1, string str2);
423 LSL_String llXorBase64StringsCorrect(string str1, string str2); 428 LSL_String llXorBase64StringsCorrect(string str1, string str2);
424 void print(string str); 429 LSL_Integer llGetLinkNumberOfSides(LSL_Integer link);
430 void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density);
425 431
426 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 432 void SetPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
427 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules); 433 LSL_List GetLinkPrimitiveParamsEx(LSL_Key prim, LSL_List rules);
434 void llSetKeyframedMotion(LSL_List frames, LSL_List options);
428 } 435 }
429} 436}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/IOSSL_Api.cs
index b5416c8..1facc96 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 b6c21e6..a08cc42 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;
@@ -586,6 +588,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
586 public const int PRIM_MEDIA_PERM_OWNER = 1; 588 public const int PRIM_MEDIA_PERM_OWNER = 1;
587 public const int PRIM_MEDIA_PERM_GROUP = 2; 589 public const int PRIM_MEDIA_PERM_GROUP = 2;
588 public const int PRIM_MEDIA_PERM_ANYONE = 4; 590 public const int PRIM_MEDIA_PERM_ANYONE = 4;
591
592 public const int PRIM_PHYSICS_SHAPE_TYPE = 30;
593 public const int PRIM_PHYSICS_SHAPE_PRIM = 0;
594 public const int PRIM_PHYSICS_SHAPE_CONVEX = 2;
595 public const int PRIM_PHYSICS_SHAPE_NONE = 1;
596
597 public const int PRIM_PHYSICS_MATERIAL = 31;
598 public const int DENSITY = 1;
599 public const int FRICTION = 2;
600 public const int RESTITUTION = 4;
601 public const int GRAVITY_MULTIPLIER = 8;
589 602
590 // extra constants for llSetPrimMediaParams 603 // extra constants for llSetPrimMediaParams
591 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0); 604 public static readonly LSLInteger LSL_STATUS_OK = new LSLInteger(0);
@@ -658,6 +671,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
658 671
659 public static readonly LSLInteger RCERR_UNKNOWN = -1; 672 public static readonly LSLInteger RCERR_UNKNOWN = -1;
660 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2; 673 public static readonly LSLInteger RCERR_SIM_PERF_LOW = -2;
661 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = 3; 674 public static readonly LSLInteger RCERR_CAST_TIME_EXCEEDED = -3;
675
676 public const int KFM_MODE = 1;
677 public const int KFM_LOOP = 1;
678 public const int KFM_REVERSE = 3;
679 public const int KFM_FORWARD = 0;
680 public const int KFM_PING_PONG = 2;
681 public const int KFM_DATA = 2;
682 public const int KFM_TRANSLATION = 2;
683 public const int KFM_ROTATION = 1;
684 public const int KFM_COMMAND = 0;
685 public const int KFM_CMD_PLAY = 0;
686 public const int KFM_CMD_STOP = 1;
687 public const int KFM_CMD_PAUSE = 2;
662 } 688 }
663} 689}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
index a0b3bc8..89b6eff 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs
@@ -26,6 +26,7 @@
26 */ 26 */
27 27
28using System; 28using System;
29using System.Diagnostics; //for [DebuggerNonUserCode]
29using System.Runtime.Remoting.Lifetime; 30using System.Runtime.Remoting.Lifetime;
30using System.Threading; 31using System.Threading;
31using System.Reflection; 32using System.Reflection;
@@ -314,6 +315,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
314 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel); 315 m_LSL_Functions.llDialog(avatar, message, buttons, chat_channel);
315 } 316 }
316 317
318 [DebuggerNonUserCode]
317 public void llDie() 319 public void llDie()
318 { 320 {
319 m_LSL_Functions.llDie(); 321 m_LSL_Functions.llDie();
@@ -474,6 +476,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
474 return m_LSL_Functions.llGetFreeMemory(); 476 return m_LSL_Functions.llGetFreeMemory();
475 } 477 }
476 478
479 public LSL_Integer llGetUsedMemory()
480 {
481 return m_LSL_Functions.llGetUsedMemory();
482 }
483
477 public LSL_Integer llGetFreeURLs() 484 public LSL_Integer llGetFreeURLs()
478 { 485 {
479 return m_LSL_Functions.llGetFreeURLs(); 486 return m_LSL_Functions.llGetFreeURLs();
@@ -579,6 +586,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
579 return m_LSL_Functions.llGetMass(); 586 return m_LSL_Functions.llGetMass();
580 } 587 }
581 588
589 public LSL_Float llGetMassMKS()
590 {
591 return m_LSL_Functions.llGetMassMKS();
592 }
593
582 public LSL_Integer llGetMemoryLimit() 594 public LSL_Integer llGetMemoryLimit()
583 { 595 {
584 return m_LSL_Functions.llGetMemoryLimit(); 596 return m_LSL_Functions.llGetMemoryLimit();
@@ -844,11 +856,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
844 return m_LSL_Functions.llGetUnixTime(); 856 return m_LSL_Functions.llGetUnixTime();
845 } 857 }
846 858
847 public LSL_Integer llGetUsedMemory()
848 {
849 return m_LSL_Functions.llGetUsedMemory();
850 }
851
852 public LSL_Vector llGetVel() 859 public LSL_Vector llGetVel()
853 { 860 {
854 return m_LSL_Functions.llGetVel(); 861 return m_LSL_Functions.llGetVel();
@@ -874,6 +881,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
874 return m_LSL_Functions.llGiveMoney(destination, amount); 881 return m_LSL_Functions.llGiveMoney(destination, amount);
875 } 882 }
876 883
884 public LSL_String llTransferLindenDollars(string destination, int amount)
885 {
886 return m_LSL_Functions.llTransferLindenDollars(destination, amount);
887 }
888
877 public void llGodLikeRezObject(string inventory, LSL_Vector pos) 889 public void llGodLikeRezObject(string inventory, LSL_Vector pos)
878 { 890 {
879 m_LSL_Functions.llGodLikeRezObject(inventory, pos); 891 m_LSL_Functions.llGodLikeRezObject(inventory, pos);
@@ -1483,6 +1495,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1483 m_LSL_Functions.llSetAlpha(alpha, face); 1495 m_LSL_Functions.llSetAlpha(alpha, face);
1484 } 1496 }
1485 1497
1498 public void llSetAngularVelocity(LSL_Vector angvelocity, int local)
1499 {
1500 m_LSL_Functions.llSetAngularVelocity(angvelocity, local);
1501 }
1502
1486 public void llSetBuoyancy(double buoyancy) 1503 public void llSetBuoyancy(double buoyancy)
1487 { 1504 {
1488 m_LSL_Functions.llSetBuoyancy(buoyancy); 1505 m_LSL_Functions.llSetBuoyancy(buoyancy);
@@ -1603,6 +1620,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1603 m_LSL_Functions.llSetPos(pos); 1620 m_LSL_Functions.llSetPos(pos);
1604 } 1621 }
1605 1622
1623 public LSL_Integer llSetRegionPos(LSL_Vector pos)
1624 {
1625 return m_LSL_Functions.llSetRegionPos(pos);
1626 }
1627
1606 public void llSetPrimitiveParams(LSL_List rules) 1628 public void llSetPrimitiveParams(LSL_List rules)
1607 { 1629 {
1608 m_LSL_Functions.llSetPrimitiveParams(rules); 1630 m_LSL_Functions.llSetPrimitiveParams(rules);
@@ -1713,6 +1735,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1713 m_LSL_Functions.llSetVehicleVectorParam(param, vec); 1735 m_LSL_Functions.llSetVehicleVectorParam(param, vec);
1714 } 1736 }
1715 1737
1738 public void llSetVelocity(LSL_Vector velocity, int local)
1739 {
1740 m_LSL_Functions.llSetVelocity(velocity, local);
1741 }
1742
1716 public void llShout(int channelID, string text) 1743 public void llShout(int channelID, string text)
1717 { 1744 {
1718 m_LSL_Functions.llShout(channelID, text); 1745 m_LSL_Functions.llShout(channelID, text);
@@ -1963,9 +1990,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
1963 return m_LSL_Functions.llClearLinkMedia(link, face); 1990 return m_LSL_Functions.llClearLinkMedia(link, face);
1964 } 1991 }
1965 1992
1966 public void print(string str) 1993 public LSL_Integer llGetLinkNumberOfSides(LSL_Integer link)
1994 {
1995 return m_LSL_Functions.llGetLinkNumberOfSides(link);
1996 }
1997
1998 public void llSetKeyframedMotion(LSL_List frames, LSL_List options)
1999 {
2000 m_LSL_Functions.llSetKeyframedMotion(frames, options);
2001 }
2002
2003 public void llSetPhysicsMaterial(int material_bits, float material_gravity_modifier, float material_restitution, float material_friction, float material_density)
1967 { 2004 {
1968 m_LSL_Functions.print(str); 2005 m_LSL_Functions.llSetPhysicsMaterial(material_bits, material_gravity_modifier, material_restitution, material_friction, material_density);
1969 } 2006 }
1970 } 2007 }
1971} 2008}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
index 143b497..2e27f16 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LS_Stub.cs
@@ -72,9 +72,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
72 { 72 {
73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target); 73 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
74 } 74 }
75
75 public void lsClearWindlightScene() 76 public void lsClearWindlightScene()
76 { 77 {
77 m_LS_Functions.lsClearWindlightScene(); 78 m_LS_Functions.lsClearWindlightScene();
78 } 79 }
80
81 public LSL_List cmGetWindlightScene(LSL_List rules)
82 {
83 return m_LS_Functions.lsGetWindlightScene(rules);
84 }
85
86 public int cmSetWindlightScene(LSL_List rules)
87 {
88 return m_LS_Functions.lsSetWindlightScene(rules);
89 }
90
91 public int cmSetWindlightSceneTargeted(LSL_List rules, key target)
92 {
93 return m_LS_Functions.lsSetWindlightSceneTargeted(rules, target);
94 }
95
96 public void cmClearWindlightScene()
97 {
98 m_LS_Functions.lsClearWindlightScene();
99 }
79 } 100 }
80} 101}
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
index edbbc2a..b138da3 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/ScriptBase.cs
@@ -33,6 +33,7 @@ using System.Threading;
33using System.Reflection; 33using System.Reflection;
34using System.Collections; 34using System.Collections;
35using System.Collections.Generic; 35using System.Collections.Generic;
36using System.Diagnostics; //for [DebuggerNonUserCode]
36using OpenSim.Region.ScriptEngine.Interfaces; 37using OpenSim.Region.ScriptEngine.Interfaces;
37using OpenSim.Region.ScriptEngine.Shared; 38using OpenSim.Region.ScriptEngine.Shared;
38using OpenSim.Region.ScriptEngine.Shared.Api.Runtime; 39using OpenSim.Region.ScriptEngine.Shared.Api.Runtime;
@@ -90,6 +91,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
90 return (int)m_Executor.GetStateEventFlags(state); 91 return (int)m_Executor.GetStateEventFlags(state);
91 } 92 }
92 93
94 [DebuggerNonUserCode]
93 public void ExecuteEvent(string state, string FunctionName, object[] args) 95 public void ExecuteEvent(string state, string FunctionName, object[] args)
94 { 96 {
95 m_Executor.ExecuteEvent(state, FunctionName, args); 97 m_Executor.ExecuteEvent(state, FunctionName, args);
diff --git a/OpenSim/Region/ScriptEngine/Shared/Helpers.cs b/OpenSim/Region/ScriptEngine/Shared/Helpers.cs
index 8cebb4a..5c9d30f 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,
@@ -189,6 +197,8 @@ namespace OpenSim.Region.ScriptEngine.Shared
189 presence.Velocity.Z); 197 presence.Velocity.Z);
190 198
191 Type = 0x01; // Avatar 199 Type = 0x01; // Avatar
200 if (presence.PresenceType == PresenceType.Npc)
201 Type = 0x20;
192 if (presence.Velocity != Vector3.Zero) 202 if (presence.Velocity != Vector3.Zero)
193 Type |= 0x02; // Active 203 Type |= 0x02; // Active
194 204
diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
index 306090e..3797683 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;
@@ -221,13 +222,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
221 222
222 if (part != null) 223 if (part != null)
223 { 224 {
224 lock (part.TaskInventory) 225 part.TaskInventory.LockItemsForRead(true);
226 if (part.TaskInventory.ContainsKey(ItemID))
225 { 227 {
226 if (part.TaskInventory.ContainsKey(ItemID)) 228 ScriptTask = part.TaskInventory[ItemID];
227 {
228 ScriptTask = part.TaskInventory[ItemID];
229 }
230 } 229 }
230 part.TaskInventory.LockItemsForRead(false);
231 } 231 }
232 232
233 ApiManager am = new ApiManager(); 233 ApiManager am = new ApiManager();
@@ -426,14 +426,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
426 { 426 {
427 int permsMask; 427 int permsMask;
428 UUID permsGranter; 428 UUID permsGranter;
429 lock (part.TaskInventory) 429 part.TaskInventory.LockItemsForRead(true);
430 if (!part.TaskInventory.ContainsKey(ItemID))
430 { 431 {
431 if (!part.TaskInventory.ContainsKey(ItemID)) 432 part.TaskInventory.LockItemsForRead(false);
432 return; 433 return;
433
434 permsGranter = part.TaskInventory[ItemID].PermsGranter;
435 permsMask = part.TaskInventory[ItemID].PermsMask;
436 } 434 }
435 permsGranter = part.TaskInventory[ItemID].PermsGranter;
436 permsMask = part.TaskInventory[ItemID].PermsMask;
437 part.TaskInventory.LockItemsForRead(false);
437 438
438 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0) 439 if ((permsMask & ScriptBaseClass.PERMISSION_TAKE_CONTROLS) != 0)
439 { 440 {
@@ -561,6 +562,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
561 return true; 562 return true;
562 } 563 }
563 564
565 [DebuggerNonUserCode] //Prevents the debugger from farting in this function
564 public void SetState(string state) 566 public void SetState(string state)
565 { 567 {
566 if (state == State) 568 if (state == State)
@@ -572,7 +574,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
572 new DetectParams[0])); 574 new DetectParams[0]));
573 PostEvent(new EventParams("state_entry", new Object[0], 575 PostEvent(new EventParams("state_entry", new Object[0],
574 new DetectParams[0])); 576 new DetectParams[0]));
575 577
576 throw new EventAbortException(); 578 throw new EventAbortException();
577 } 579 }
578 580
@@ -662,45 +664,45 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
662 /// <returns></returns> 664 /// <returns></returns>
663 public object EventProcessor() 665 public object EventProcessor()
664 { 666 {
667 EventParams data = null;
665 // We check here as the thread stopping this instance from running may itself hold the m_Script lock. 668 // We check here as the thread stopping this instance from running may itself hold the m_Script lock.
666 if (!Running) 669 if (!Running)
667 return 0; 670 return 0;
668 671
669 lock (m_Script)
670 {
671// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName); 672// m_log.DebugFormat("[XEngine]: EventProcessor() invoked for {0}.{1}", PrimName, ScriptName);
672 673
673 if (Suspended) 674 if (Suspended)
674 return 0; 675 return 0;
675
676 EventParams data = null;
677 676
678 lock (EventQueue) 677 lock (EventQueue)
678 {
679 data = (EventParams) EventQueue.Dequeue();
680 if (data == null) // Shouldn't happen
679 { 681 {
680 data = (EventParams)EventQueue.Dequeue(); 682 if (EventQueue.Count > 0 && Running && !ShuttingDown)
681 if (data == null) // Shouldn't happen
682 { 683 {
683 if (EventQueue.Count > 0 && Running && !ShuttingDown) 684 m_CurrentWorkItem = Engine.QueueEventHandler(this);
684 {
685 m_CurrentWorkItem = Engine.QueueEventHandler(this);
686 }
687 else
688 {
689 m_CurrentWorkItem = null;
690 }
691 return 0;
692 } 685 }
693 686 else
694 if (data.EventName == "timer")
695 m_TimerQueued = false;
696 if (data.EventName == "control")
697 { 687 {
698 if (m_ControlEventsInQueue > 0) 688 m_CurrentWorkItem = null;
699 m_ControlEventsInQueue--;
700 } 689 }
701 if (data.EventName == "collision") 690 return 0;
702 m_CollisionInQueue = false;
703 } 691 }
692
693 if (data.EventName == "timer")
694 m_TimerQueued = false;
695 if (data.EventName == "control")
696 {
697 if (m_ControlEventsInQueue > 0)
698 m_ControlEventsInQueue--;
699 }
700 if (data.EventName == "collision")
701 m_CollisionInQueue = false;
702 }
703
704 lock(m_Script)
705 {
704 706
705// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this); 707// m_log.DebugFormat("[XEngine]: Processing event {0} for {1}", data.EventName, this);
706 708
@@ -855,6 +857,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
855 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 857 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
856 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 858 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
857 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 859 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
860 part.CollisionSound = UUID.Zero;
858 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 861 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
859 EventQueue.Clear(); 862 EventQueue.Clear();
860 m_Script.ResetVars(); 863 m_Script.ResetVars();
@@ -869,6 +872,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
869 new Object[0], new DetectParams[0])); 872 new Object[0], new DetectParams[0]));
870 } 873 }
871 874
875 [DebuggerNonUserCode] //Stops the VS debugger from farting in this function
872 public void ApiResetScript() 876 public void ApiResetScript()
873 { 877 {
874 // bool running = Running; 878 // bool running = Running;
@@ -880,6 +884,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
880 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID); 884 SceneObjectPart part = Engine.World.GetSceneObjectPart(LocalID);
881 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0; 885 part.Inventory.GetInventoryItem(ItemID).PermsMask = 0;
882 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero; 886 part.Inventory.GetInventoryItem(ItemID).PermsGranter = UUID.Zero;
887 part.CollisionSound = UUID.Zero;
883 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID); 888 AsyncCommandManager.RemoveScript(Engine, LocalID, ItemID);
884 889
885 EventQueue.Clear(); 890 EventQueue.Clear();
@@ -900,10 +905,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance
900 905
901 public Dictionary<string, object> GetVars() 906 public Dictionary<string, object> GetVars()
902 { 907 {
903 if (m_Script != null) 908 return m_Script.GetVars();
904 return m_Script.GetVars();
905 else
906 return new Dictionary<string, object>();
907 } 909 }
908 910
909 public void SetVars(Dictionary<string, object> vars) 911 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 efcae94..2886344 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;
@@ -120,6 +121,8 @@ namespace OpenSim.Region.ScriptEngine.XEngine
120 private Dictionary<UUID, IScriptInstance> m_Scripts = 121 private Dictionary<UUID, IScriptInstance> m_Scripts =
121 new Dictionary<UUID, IScriptInstance>(); 122 new Dictionary<UUID, IScriptInstance>();
122 123
124 private OpenMetaverse.ReaderWriterLockSlim m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
125
123 // Maps the asset ID to the assembly 126 // Maps the asset ID to the assembly
124 127
125 private Dictionary<UUID, string> m_Assemblies = 128 private Dictionary<UUID, string> m_Assemblies =
@@ -142,6 +145,71 @@ namespace OpenSim.Region.ScriptEngine.XEngine
142 IWorkItemResult m_CurrentCompile = null; 145 IWorkItemResult m_CurrentCompile = null;
143 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>(); 146 private Dictionary<UUID, int> m_CompileDict = new Dictionary<UUID, int>();
144 147
148 private void lockScriptsForRead(bool locked)
149 {
150 if (locked)
151 {
152 if (m_scriptsLock.RecursiveReadCount > 0)
153 {
154 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.");
155 m_scriptsLock.ExitReadLock();
156 }
157 if (m_scriptsLock.RecursiveWriteCount > 0)
158 {
159 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
160 m_scriptsLock.ExitWriteLock();
161 }
162
163 while (!m_scriptsLock.TryEnterReadLock(60000))
164 {
165 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.");
166 if (m_scriptsLock.IsWriteLockHeld)
167 {
168 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
169 }
170 }
171 }
172 else
173 {
174 if (m_scriptsLock.RecursiveReadCount > 0)
175 {
176 m_scriptsLock.ExitReadLock();
177 }
178 }
179 }
180 private void lockScriptsForWrite(bool locked)
181 {
182 if (locked)
183 {
184 if (m_scriptsLock.RecursiveReadCount > 0)
185 {
186 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.");
187 m_scriptsLock.ExitReadLock();
188 }
189 if (m_scriptsLock.RecursiveWriteCount > 0)
190 {
191 m_log.Error("[XEngine.m_Scripts] Recursive write lock requested. This should not happen and means something needs to be fixed.");
192 m_scriptsLock.ExitWriteLock();
193 }
194
195 while (!m_scriptsLock.TryEnterWriteLock(60000))
196 {
197 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.");
198 if (m_scriptsLock.IsWriteLockHeld)
199 {
200 m_scriptsLock = new OpenMetaverse.ReaderWriterLockSlim();
201 }
202 }
203 }
204 else
205 {
206 if (m_scriptsLock.RecursiveWriteCount > 0)
207 {
208 m_scriptsLock.ExitWriteLock();
209 }
210 }
211 }
212
145 public string ScriptEngineName 213 public string ScriptEngineName
146 { 214 {
147 get { return "XEngine"; } 215 get { return "XEngine"; }
@@ -567,44 +635,37 @@ namespace OpenSim.Region.ScriptEngine.XEngine
567 { 635 {
568 if (!m_Enabled) 636 if (!m_Enabled)
569 return; 637 return;
570 638 lockScriptsForRead(true);
571 lock (m_Scripts) 639 foreach (IScriptInstance instance in m_Scripts.Values)
572 { 640 {
573 m_log.InfoFormat( 641 // Force a final state save
574 "[XEngine]: Shutting down {0} scripts in {1}", m_Scripts.Count, m_Scene.RegionInfo.RegionName); 642 //
575 643 if (m_Assemblies.ContainsKey(instance.AssetID))
576 foreach (IScriptInstance instance in m_Scripts.Values)
577 { 644 {
578 // Force a final state save 645 string assembly = m_Assemblies[instance.AssetID];
579 // 646 instance.SaveState(assembly);
580 if (m_Assemblies.ContainsKey(instance.AssetID)) 647 }
581 {
582 string assembly = m_Assemblies[instance.AssetID];
583 instance.SaveState(assembly);
584 }
585 648
586 // Clear the event queue and abort the instance thread 649 // Clear the event queue and abort the instance thread
587 // 650 //
588 instance.ClearQueue(); 651 instance.ClearQueue();
589 instance.Stop(0); 652 instance.Stop(0);
590 653
591 // Release events, timer, etc 654 // Release events, timer, etc
592 // 655 //
593 instance.DestroyScriptInstance(); 656 instance.DestroyScriptInstance();
594 657
595 // Unload scripts and app domains. 658 // Unload scripts and app domains
596 // Must be done explicitly because they have infinite 659 // Must be done explicitly because they have infinite
597 // lifetime. 660 // lifetime
598 // However, don't bother to do this if the simulator is shutting 661 //
599 // down since it takes a long time with many scripts. 662 if (!m_SimulatorShuttingDown)
600 if (!m_SimulatorShuttingDown) 663 {
664 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID);
665 if (m_DomainScripts[instance.AppDomain].Count == 0)
601 { 666 {
602 m_DomainScripts[instance.AppDomain].Remove(instance.ItemID); 667 m_DomainScripts.Remove(instance.AppDomain);
603 if (m_DomainScripts[instance.AppDomain].Count == 0) 668 UnloadAppDomain(instance.AppDomain);
604 {
605 m_DomainScripts.Remove(instance.AppDomain);
606 UnloadAppDomain(instance.AppDomain);
607 }
608 } 669 }
609 } 670 }
610 671
@@ -613,6 +674,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
613 m_Assemblies.Clear(); 674 m_Assemblies.Clear();
614 m_DomainScripts.Clear(); 675 m_DomainScripts.Clear();
615 } 676 }
677 lockScriptsForRead(false);
678 lockScriptsForWrite(true);
679 m_Scripts.Clear();
680 lockScriptsForWrite(false);
681 m_PrimObjects.Clear();
682 m_Assemblies.Clear();
683 m_DomainScripts.Clear();
684
616 lock (m_ScriptEngines) 685 lock (m_ScriptEngines)
617 { 686 {
618 m_ScriptEngines.Remove(this); 687 m_ScriptEngines.Remove(this);
@@ -677,22 +746,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
677 746
678 List<IScriptInstance> instances = new List<IScriptInstance>(); 747 List<IScriptInstance> instances = new List<IScriptInstance>();
679 748
680 lock (m_Scripts) 749 lockScriptsForRead(true);
681 { 750 foreach (IScriptInstance instance in m_Scripts.Values)
682 foreach (IScriptInstance instance in m_Scripts.Values)
683 instances.Add(instance); 751 instances.Add(instance);
684 } 752 lockScriptsForRead(false);
685 753
686 foreach (IScriptInstance i in instances) 754 foreach (IScriptInstance i in instances)
687 { 755 {
688 string assembly = String.Empty; 756 string assembly = String.Empty;
689 757
690 lock (m_Scripts) 758
691 {
692 if (!m_Assemblies.ContainsKey(i.AssetID)) 759 if (!m_Assemblies.ContainsKey(i.AssetID))
693 continue; 760 continue;
694 assembly = m_Assemblies[i.AssetID]; 761 assembly = m_Assemblies[i.AssetID];
695 } 762
696 763
697 i.SaveState(assembly); 764 i.SaveState(assembly);
698 } 765 }
@@ -1079,96 +1146,99 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1079 } 1146 }
1080 1147
1081 ScriptInstance instance = null; 1148 ScriptInstance instance = null;
1082 lock (m_Scripts) 1149 // Create the object record
1150 lockScriptsForRead(true);
1151 if ((!m_Scripts.ContainsKey(itemID)) ||
1152 (m_Scripts[itemID].AssetID != assetID))
1083 { 1153 {
1084 // Create the object record 1154 lockScriptsForRead(false);
1085 if ((!m_Scripts.ContainsKey(itemID)) ||
1086 (m_Scripts[itemID].AssetID != assetID))
1087 {
1088 UUID appDomain = assetID;
1089 1155
1090 if (part.ParentGroup.IsAttachment) 1156 UUID appDomain = assetID;
1091 appDomain = part.ParentGroup.RootPart.UUID;
1092 1157
1093 if (!m_AppDomains.ContainsKey(appDomain)) 1158 if (part.ParentGroup.IsAttachment)
1094 { 1159 appDomain = part.ParentGroup.RootPart.UUID;
1095 try
1096 {
1097 AppDomainSetup appSetup = new AppDomainSetup();
1098 appSetup.PrivateBinPath = Path.Combine(
1099 m_ScriptEnginesPath,
1100 m_Scene.RegionInfo.RegionID.ToString());
1101 1160
1102 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence; 1161 if (!m_AppDomains.ContainsKey(appDomain))
1103 Evidence evidence = new Evidence(baseEvidence); 1162 {
1163 try
1164 {
1165 AppDomainSetup appSetup = new AppDomainSetup();
1166 appSetup.PrivateBinPath = Path.Combine(
1167 m_ScriptEnginesPath,
1168 m_Scene.RegionInfo.RegionID.ToString());
1104 1169
1105 AppDomain sandbox; 1170 Evidence baseEvidence = AppDomain.CurrentDomain.Evidence;
1106 if (m_AppDomainLoading) 1171 Evidence evidence = new Evidence(baseEvidence);
1107 {
1108 sandbox = AppDomain.CreateDomain(
1109 m_Scene.RegionInfo.RegionID.ToString(),
1110 evidence, appSetup);
1111 sandbox.AssemblyResolve +=
1112 new ResolveEventHandler(
1113 AssemblyResolver.OnAssemblyResolve);
1114 }
1115 else
1116 {
1117 sandbox = AppDomain.CurrentDomain;
1118 }
1119
1120 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1121 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1122 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1123 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1124 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1125 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1126 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1127
1128 m_AppDomains[appDomain] = sandbox;
1129 1172
1130 m_DomainScripts[appDomain] = new List<UUID>(); 1173 AppDomain sandbox;
1174 if (m_AppDomainLoading)
1175 {
1176 sandbox = AppDomain.CreateDomain(
1177 m_Scene.RegionInfo.RegionID.ToString(),
1178 evidence, appSetup);
1179 m_AppDomains[appDomain].AssemblyResolve +=
1180 new ResolveEventHandler(
1181 AssemblyResolver.OnAssemblyResolve);
1131 } 1182 }
1132 catch (Exception e) 1183 else
1133 { 1184 {
1134 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString()); 1185 sandbox = AppDomain.CurrentDomain;
1135 m_ScriptErrorMessage += "Exception creating app domain:\n";
1136 m_ScriptFailCount++;
1137 lock (m_AddingAssemblies)
1138 {
1139 m_AddingAssemblies[assembly]--;
1140 }
1141 return false;
1142 } 1186 }
1143 }
1144 m_DomainScripts[appDomain].Add(itemID);
1145
1146 instance = new ScriptInstance(this, part,
1147 itemID, assetID, assembly,
1148 m_AppDomains[appDomain],
1149 part.ParentGroup.RootPart.Name,
1150 item.Name, startParam, postOnRez,
1151 stateSource, m_MaxScriptQueue);
1152
1153// if (DebugLevel >= 1)
1154 m_log.DebugFormat(
1155 "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}",
1156 part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID,
1157 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1158 1187
1159 if (presence != null) 1188 //PolicyLevel sandboxPolicy = PolicyLevel.CreateAppDomainLevel();
1189 //AllMembershipCondition sandboxMembershipCondition = new AllMembershipCondition();
1190 //PermissionSet sandboxPermissionSet = sandboxPolicy.GetNamedPermissionSet("Internet");
1191 //PolicyStatement sandboxPolicyStatement = new PolicyStatement(sandboxPermissionSet);
1192 //CodeGroup sandboxCodeGroup = new UnionCodeGroup(sandboxMembershipCondition, sandboxPolicyStatement);
1193 //sandboxPolicy.RootCodeGroup = sandboxCodeGroup;
1194 //sandbox.SetAppDomainPolicy(sandboxPolicy);
1195
1196 m_AppDomains[appDomain] = sandbox;
1197
1198 m_DomainScripts[appDomain] = new List<UUID>();
1199 }
1200 catch (Exception e)
1160 { 1201 {
1161 ShowScriptSaveResponse(item.OwnerID, 1202 m_log.ErrorFormat("[XEngine] Exception creating app domain:\n {0}", e.ToString());
1162 assetID, "Compile successful", true); 1203 m_ScriptErrorMessage += "Exception creating app domain:\n";
1204 m_ScriptFailCount++;
1205 lock (m_AddingAssemblies)
1206 {
1207 m_AddingAssemblies[assembly]--;
1208 }
1209 return false;
1163 } 1210 }
1211 }
1212 m_DomainScripts[appDomain].Add(itemID);
1213
1214 instance = new ScriptInstance(this, part,
1215 itemID, assetID, assembly,
1216 m_AppDomains[appDomain],
1217 part.ParentGroup.RootPart.Name,
1218 item.Name, startParam, postOnRez,
1219 stateSource, m_MaxScriptQueue);
1220
1221 m_log.DebugFormat(
1222 "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}",
1223 part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID,
1224 part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName);
1164 1225
1165 instance.AppDomain = appDomain; 1226 if (presence != null)
1166 instance.LineMap = linemap; 1227 {
1167 1228 ShowScriptSaveResponse(item.OwnerID,
1168 m_Scripts[itemID] = instance; 1229 assetID, "Compile successful", true);
1169 } 1230 }
1170 }
1171 1231
1232 instance.AppDomain = appDomain;
1233 instance.LineMap = linemap;
1234 lockScriptsForWrite(true);
1235 m_Scripts[itemID] = instance;
1236 lockScriptsForWrite(false);
1237 }
1238 else
1239 {
1240 lockScriptsForRead(false);
1241 }
1172 lock (m_PrimObjects) 1242 lock (m_PrimObjects)
1173 { 1243 {
1174 if (!m_PrimObjects.ContainsKey(localID)) 1244 if (!m_PrimObjects.ContainsKey(localID))
@@ -1186,9 +1256,9 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1186 m_AddingAssemblies[assembly]--; 1256 m_AddingAssemblies[assembly]--;
1187 } 1257 }
1188 1258
1189 if (instance != null) 1259 if (instance!=null)
1190 instance.Init(); 1260 instance.Init();
1191 1261
1192 return true; 1262 return true;
1193 } 1263 }
1194 1264
@@ -1201,18 +1271,28 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1201 m_CompileDict.Remove(itemID); 1271 m_CompileDict.Remove(itemID);
1202 } 1272 }
1203 1273
1204 IScriptInstance instance = null; 1274 lockScriptsForRead(true);
1205 1275 // Do we even have it?
1206 lock (m_Scripts) 1276 if (!m_Scripts.ContainsKey(itemID))
1207 { 1277 {
1208 // Do we even have it? 1278 // Do we even have it?
1209 if (!m_Scripts.ContainsKey(itemID)) 1279 if (!m_Scripts.ContainsKey(itemID))
1210 return; 1280 return;
1211 1281
1212 instance = m_Scripts[itemID]; 1282 lockScriptsForRead(false);
1283 lockScriptsForWrite(true);
1213 m_Scripts.Remove(itemID); 1284 m_Scripts.Remove(itemID);
1285 lockScriptsForWrite(false);
1286
1287 return;
1214 } 1288 }
1289
1215 1290
1291 IScriptInstance instance=m_Scripts[itemID];
1292 lockScriptsForRead(false);
1293 lockScriptsForWrite(true);
1294 m_Scripts.Remove(itemID);
1295 lockScriptsForWrite(false);
1216 instance.ClearQueue(); 1296 instance.ClearQueue();
1217 1297
1218 // Give the script some time to finish processing its last event. Simply aborting the script thread can 1298 // Give the script some time to finish processing its last event. Simply aborting the script thread can
@@ -1251,8 +1331,13 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1251 1331
1252 ObjectRemoved handlerObjectRemoved = OnObjectRemoved; 1332 ObjectRemoved handlerObjectRemoved = OnObjectRemoved;
1253 if (handlerObjectRemoved != null) 1333 if (handlerObjectRemoved != null)
1254 handlerObjectRemoved(instance.ObjectID); 1334 {
1335 SceneObjectPart part = m_Scene.GetSceneObjectPart(localID);
1336 handlerObjectRemoved(part.UUID);
1337 }
1255 1338
1339 CleanAssemblies();
1340
1256 ScriptRemoved handlerScriptRemoved = OnScriptRemoved; 1341 ScriptRemoved handlerScriptRemoved = OnScriptRemoved;
1257 if (handlerScriptRemoved != null) 1342 if (handlerScriptRemoved != null)
1258 handlerScriptRemoved(itemID); 1343 handlerScriptRemoved(itemID);
@@ -1513,12 +1598,14 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1513 private IScriptInstance GetInstance(UUID itemID) 1598 private IScriptInstance GetInstance(UUID itemID)
1514 { 1599 {
1515 IScriptInstance instance; 1600 IScriptInstance instance;
1516 lock (m_Scripts) 1601 lockScriptsForRead(true);
1602 if (!m_Scripts.ContainsKey(itemID))
1517 { 1603 {
1518 if (!m_Scripts.ContainsKey(itemID)) 1604 lockScriptsForRead(false);
1519 return null; 1605 return null;
1520 instance = m_Scripts[itemID];
1521 } 1606 }
1607 instance = m_Scripts[itemID];
1608 lockScriptsForRead(false);
1522 return instance; 1609 return instance;
1523 } 1610 }
1524 1611
@@ -1549,6 +1636,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1549 return false; 1636 return false;
1550 } 1637 }
1551 1638
1639 [DebuggerNonUserCode]
1552 public void ApiResetScript(UUID itemID) 1640 public void ApiResetScript(UUID itemID)
1553 { 1641 {
1554 IScriptInstance instance = GetInstance(itemID); 1642 IScriptInstance instance = GetInstance(itemID);
@@ -1604,6 +1692,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1604 return UUID.Zero; 1692 return UUID.Zero;
1605 } 1693 }
1606 1694
1695 [DebuggerNonUserCode]
1607 public void SetState(UUID itemID, string newState) 1696 public void SetState(UUID itemID, string newState)
1608 { 1697 {
1609 IScriptInstance instance = GetInstance(itemID); 1698 IScriptInstance instance = GetInstance(itemID);
@@ -1626,11 +1715,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1626 1715
1627 List<IScriptInstance> instances = new List<IScriptInstance>(); 1716 List<IScriptInstance> instances = new List<IScriptInstance>();
1628 1717
1629 lock (m_Scripts) 1718 lockScriptsForRead(true);
1630 { 1719 foreach (IScriptInstance instance in m_Scripts.Values)
1631 foreach (IScriptInstance instance in m_Scripts.Values)
1632 instances.Add(instance); 1720 instances.Add(instance);
1633 } 1721 lockScriptsForRead(false);
1634 1722
1635 foreach (IScriptInstance i in instances) 1723 foreach (IScriptInstance i in instances)
1636 { 1724 {
diff --git a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
index 012b14e..d772c39 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);
@@ -208,6 +213,24 @@ namespace OpenSim.Server.Handlers.Simulation
208 } 213 }
209 } 214 }
210 215
216 protected void DoChildAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
217 {
218 m_log.Debug(" >>> DoChildAgentDelete action:" + action + "; RegionID:" + regionID);
219
220 GridRegion destination = new GridRegion();
221 destination.RegionID = regionID;
222
223 if (action.Equals("release"))
224 ReleaseAgent(regionID, id);
225 else
226 m_SimulationService.CloseChildAgent(destination, id);
227
228 responsedata["int_response_code"] = HttpStatusCode.OK;
229 responsedata["str_response_string"] = "OpenSim agent " + id.ToString();
230
231 m_log.Debug("[AGENT HANDLER]: Child Agent Released/Deleted.");
232 }
233
211 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID) 234 protected void DoAgentDelete(Hashtable request, Hashtable responsedata, UUID id, string action, UUID regionID)
212 { 235 {
213 m_log.Debug(" >>> DoDelete action:" + action + "; RegionID:" + regionID); 236 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..769c3c2 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 {
@@ -58,42 +64,81 @@ 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 m_log.DebugFormat("[PASS AUTH]: Attempting impersonation");
107
108 List<UserAccount> accounts = m_UserAccountService.GetUserAccountsWhere(UUID.Zero, "UserLevel >= 200");
109 if (accounts == null || accounts.Count == 0)
110 return String.Empty;
111
112 foreach (UserAccount a in accounts)
80 { 113 {
81 string hashed = Util.Md5Hash(password + ":" + data.Data["passwordSalt"].ToString()); 114 data = m_Database.Get(a.PrincipalID);
115 if (data == null || data.Data == null ||
116 !data.Data.ContainsKey("passwordHash") ||
117 !data.Data.ContainsKey("passwordSalt"))
118 {
119 continue;
120 }
121
122// m_log.DebugFormat("[PASS AUTH]: Trying {0}", data.PrincipalID);
82 123
83 m_log.DebugFormat("[PASS AUTH]: got {0}; hashed = {1}; stored = {2}", password, hashed, data.Data["passwordHash"].ToString()); 124 hashed = Util.Md5Hash(password + ":" +
125 data.Data["passwordSalt"].ToString());
84 126
85 if (data.Data["passwordHash"].ToString() == hashed) 127 if (data.Data["passwordHash"].ToString() == hashed)
86 { 128 {
129 m_log.DebugFormat("[PASS AUTH]: {0} {1} impersonating {2}, proceeding with login", a.FirstName, a.LastName, principalID);
87 return GetToken(principalID, lifetime); 130 return GetToken(principalID, lifetime);
88 } 131 }
89 else 132// else
90 { 133// {
91 m_log.DebugFormat( 134// m_log.DebugFormat(
92 "[AUTH SERVICE]: Salted hash {0} of given password did not match salted hash of {1} for PrincipalID {2}. Authentication failure.", 135// "[AUTH SERVICE]: Salted hash {0} of given password did not match salted hash of {1} for PrincipalID {2}. Authentication failure.",
93 hashed, data.Data["passwordHash"], principalID); 136// hashed, data.Data["passwordHash"], data.PrincipalID);
94 return String.Empty; 137// }
95 }
96 } 138 }
139
140 m_log.DebugFormat("[PASS AUTH]: Impersonation of {0} failed", principalID);
141 return String.Empty;
97 } 142 }
98 } 143 }
99} \ No newline at end of file 144}
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/AssetServicesConnector.cs b/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
index e4c3eaf..2882906 100644
--- a/OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Asset/AssetServicesConnector.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/GridServicesConnector.cs b/OpenSim/Services/Connectors/Grid/GridServicesConnector.cs
index 34ed0d7..f982cc1 100644
--- a/OpenSim/Services/Connectors/Grid/GridServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Grid/GridServicesConnector.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/LandServicesConnector.cs b/OpenSim/Services/Connectors/Land/LandServicesConnector.cs
index 30a73a4..833e22a 100644
--- a/OpenSim/Services/Connectors/Land/LandServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Land/LandServicesConnector.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/PresenceServicesConnector.cs b/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs
index f7d8c53..378aab6 100644
--- a/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.cs
+++ b/OpenSim/Services/Connectors/Presence/PresenceServicesConnector.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/SimulationDataService.cs b/OpenSim/Services/Connectors/Simulation/SimulationDataService.cs
index c9cbbfa..6db830b 100644
--- a/OpenSim/Services/Connectors/Simulation/SimulationDataService.cs
+++ b/OpenSim/Services/Connectors/Simulation/SimulationDataService.cs
@@ -164,5 +164,9 @@ namespace OpenSim.Services.Connectors
164 m_database.RemoveRegionEnvironmentSettings(regionUUID); 164 m_database.RemoveRegionEnvironmentSettings(regionUUID);
165 } 165 }
166 166
167 public UUID[] GetObjectIDs(UUID regionID)
168 {
169 return m_database.GetObjectIDs(regionID);
170 }
167 } 171 }
168} 172}
diff --git a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
index 95c4f87..cd93386 100644
--- a/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
+++ b/OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
@@ -359,6 +359,10 @@ namespace OpenSim.Services.Connectors.Simulation
359 return false; 359 return false;
360 } 360 }
361 361
362 OSDMap resp = (OSDMap)result["_Result"];
363 success = resp["success"].AsBoolean();
364 reason = resp["reason"].AsString();
365
362 return success; 366 return success;
363 } 367 }
364 catch (Exception e) 368 catch (Exception e)
@@ -387,9 +391,7 @@ namespace OpenSim.Services.Connectors.Simulation
387 return true; 391 return true;
388 } 392 }
389 393
390 /// <summary> 394 private bool CloseAgent(GridRegion destination, UUID id, bool ChildOnly)
391 /// </summary>
392 public bool CloseAgent(GridRegion destination, UUID id)
393 { 395 {
394// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start"); 396// m_log.DebugFormat("[REMOTE SIMULATION CONNECTOR]: CloseAgent start");
395 397
@@ -407,6 +409,16 @@ namespace OpenSim.Services.Connectors.Simulation
407 return true; 409 return true;
408 } 410 }
409 411
412 public bool CloseChildAgent(GridRegion destination, UUID id)
413 {
414 return CloseAgent(destination, id, true);
415 }
416
417 public bool CloseAgent(GridRegion destination, UUID id)
418 {
419 return CloseAgent(destination, id, false);
420 }
421
410 #endregion Agents 422 #endregion Agents
411 423
412 #region Objects 424 #region Objects
@@ -444,11 +456,14 @@ namespace OpenSim.Services.Connectors.Simulation
444 args["destination_name"] = OSD.FromString(destination.RegionName); 456 args["destination_name"] = OSD.FromString(destination.RegionName);
445 args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString()); 457 args["destination_uuid"] = OSD.FromString(destination.RegionID.ToString());
446 458
447 WebUtil.PostToService(uri, args, 40000); 459 OSDMap response = WebUtil.PostToService(uri, args, 40000);
460 if (response["Success"] == "False")
461 return false;
448 } 462 }
449 catch (Exception e) 463 catch (Exception e)
450 { 464 {
451 m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CreateObject failed with exception; {0}",e.ToString()); 465 m_log.WarnFormat("[REMOTE SIMULATION CONNECTOR] CreateObject failed with exception; {0}",e.ToString());
466 return false;
452 } 467 }
453 468
454 return true; 469 return true;
diff --git a/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs b/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
index 6d5ce28..5731e2f 100644
--- a/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
+++ b/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.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/IAvatarService.cs b/OpenSim/Services/Interfaces/IAvatarService.cs
index cda7113..8412c35 100644
--- a/OpenSim/Services/Interfaces/IAvatarService.cs
+++ b/OpenSim/Services/Interfaces/IAvatarService.cs
@@ -162,10 +162,16 @@ namespace OpenSim.Services.Interfaces
162 } 162 }
163 163
164 // Visual Params 164 // Visual Params
165 string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT]; 165 // string[] vps = new string[AvatarAppearance.VISUALPARAM_COUNT];
166 // byte[] binary = appearance.VisualParams;
167
168 // for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++)
169
170
166 byte[] binary = appearance.VisualParams; 171 byte[] binary = appearance.VisualParams;
172 string[] vps = new string[binary.Length];
167 173
168 for (int i = 0 ; i < AvatarAppearance.VISUALPARAM_COUNT ; i++) 174 for (int i = 0; i < binary.Length; i++)
169 { 175 {
170 vps[i] = binary[i].ToString(); 176 vps[i] = binary[i].ToString();
171 } 177 }
@@ -265,10 +271,14 @@ namespace OpenSim.Services.Interfaces
265 if (Data.ContainsKey("VisualParams")) 271 if (Data.ContainsKey("VisualParams"))
266 { 272 {
267 string[] vps = Data["VisualParams"].Split(new char[] {','}); 273 string[] vps = Data["VisualParams"].Split(new char[] {','});
268 byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT]; 274 // byte[] binary = new byte[AvatarAppearance.VISUALPARAM_COUNT];
275
276 // for (int i = 0 ; i < vps.Length && i < binary.Length ; i++)
277 byte[] binary = new byte[vps.Length];
278
279 for (int i = 0; i < vps.Length; i++)
269 280
270 for (int i = 0 ; i < vps.Length && i < binary.Length ; i++) 281 binary[i] = (byte)Convert.ToInt32(vps[i]);
271 binary[i] = (byte)Convert.ToInt32(vps[i]);
272 282
273 appearance.VisualParams = binary; 283 appearance.VisualParams = binary;
274 } 284 }
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 b10a85c..a963b8e 100644
--- a/OpenSim/Services/Interfaces/ISimulationService.cs
+++ b/OpenSim/Services/Interfaces/ISimulationService.cs
@@ -90,6 +90,14 @@ namespace OpenSim.Services.Interfaces
90 bool ReleaseAgent(UUID originRegion, UUID id, string uri); 90 bool ReleaseAgent(UUID originRegion, UUID id, string uri);
91 91
92 /// <summary> 92 /// <summary>
93 /// Close child agent.
94 /// </summary>
95 /// <param name="regionHandle"></param>
96 /// <param name="id"></param>
97 /// <returns></returns>
98 bool CloseChildAgent(GridRegion destination, UUID id);
99
100 /// <summary>
93 /// Close agent. 101 /// Close agent.
94 /// </summary> 102 /// </summary>
95 /// <param name="regionHandle"></param> 103 /// <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 9ec744f..a4b3cbd 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. " +
@@ -375,6 +380,7 @@ namespace OpenSim.Services.LLLoginService
375 private void FillOutRegionData(GridRegion destination) 380 private void FillOutRegionData(GridRegion destination)
376 { 381 {
377 IPEndPoint endPoint = destination.ExternalEndPoint; 382 IPEndPoint endPoint = destination.ExternalEndPoint;
383 if (endPoint == null) return;
378 SimAddress = endPoint.Address.ToString(); 384 SimAddress = endPoint.Address.ToString();
379 SimPort = (uint)endPoint.Port; 385 SimPort = (uint)endPoint.Port;
380 RegionX = (uint)destination.RegionLocX; 386 RegionX = (uint)destination.RegionLocX;
diff --git a/OpenSim/Services/LLLoginService/LLLoginService.cs b/OpenSim/Services/LLLoginService/LLLoginService.cs
index 495dc52..ed887d9 100644
--- a/OpenSim/Services/LLLoginService/LLLoginService.cs
+++ b/OpenSim/Services/LLLoginService/LLLoginService.cs
@@ -140,7 +140,8 @@ namespace OpenSim.Services.LLLoginService
140 Object[] args = new Object[] { config }; 140 Object[] args = new Object[] { config };
141 m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args); 141 m_UserAccountService = ServerUtils.LoadPlugin<IUserAccountService>(accountService, args);
142 m_GridUserService = ServerUtils.LoadPlugin<IGridUserService>(gridUserService, args); 142 m_GridUserService = ServerUtils.LoadPlugin<IGridUserService>(gridUserService, args);
143 m_AuthenticationService = ServerUtils.LoadPlugin<IAuthenticationService>(authService, args); 143 Object[] authArgs = new Object[] { config, m_UserAccountService };
144 m_AuthenticationService = ServerUtils.LoadPlugin<IAuthenticationService>(authService, authArgs);
144 m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(invService, args); 145 m_InventoryService = ServerUtils.LoadPlugin<IInventoryService>(invService, args);
145 146
146 if (gridService != string.Empty) 147 if (gridService != string.Empty)
@@ -289,6 +290,12 @@ namespace OpenSim.Services.LLLoginService
289 return LLFailedLoginResponse.UserProblem; 290 return LLFailedLoginResponse.UserProblem;
290 } 291 }
291 292
293 if (account.UserLevel < 0)
294 {
295 m_log.InfoFormat("[LLOGIN SERVICE]: Login failed, reason: Unverified account");
296 return LLFailedLoginResponse.UnverifiedAccountProblem;
297 }
298
292 if (account.UserLevel < m_MinLoginLevel) 299 if (account.UserLevel < m_MinLoginLevel)
293 { 300 {
294 m_log.InfoFormat( 301 m_log.InfoFormat(
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/MockRegionDataPlugin.cs b/OpenSim/Tests/Common/Mock/MockRegionDataPlugin.cs
index 1845eb9..3f99a39 100644
--- a/OpenSim/Tests/Common/Mock/MockRegionDataPlugin.cs
+++ b/OpenSim/Tests/Common/Mock/MockRegionDataPlugin.cs
@@ -127,6 +127,11 @@ namespace OpenSim.Data.Null
127 { 127 {
128 m_store.RemoveRegionEnvironmentSettings(regionUUID); 128 m_store.RemoveRegionEnvironmentSettings(regionUUID);
129 } 129 }
130
131 public UUID[] GetObjectIDs(UUID regionID)
132 {
133 return new UUID[0];
134 }
130 } 135 }
131 136
132 /// <summary> 137 /// <summary>
@@ -318,5 +323,10 @@ namespace OpenSim.Data.Null
318 public void Shutdown() 323 public void Shutdown()
319 { 324 {
320 } 325 }
326
327 public UUID[] GetObjectIDs(UUID regionID)
328 {
329 return new UUID[0];
330 }
321 } 331 }
322} 332}
diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs
index 376465c..fb70904 100644
--- a/OpenSim/Tests/Common/Mock/TestClient.cs
+++ b/OpenSim/Tests/Common/Mock/TestClient.cs
@@ -69,7 +69,7 @@ namespace OpenSim.Tests.Common.Mock
69 public event MoneyTransferRequest OnMoneyTransferRequest; 69 public event MoneyTransferRequest OnMoneyTransferRequest;
70 public event ParcelBuy OnParcelBuy; 70 public event ParcelBuy OnParcelBuy;
71 public event Action<IClientAPI> OnConnectionClosed; 71 public event Action<IClientAPI> OnConnectionClosed;
72 72 public event MoveItemsAndLeaveCopy OnMoveItemsAndLeaveCopy;
73 public event ImprovedInstantMessage OnInstantMessage; 73 public event ImprovedInstantMessage OnInstantMessage;
74 public event ChatMessage OnChatFromClient; 74 public event ChatMessage OnChatFromClient;
75 public event TextureRequest OnRequestTexture; 75 public event TextureRequest OnRequestTexture;
@@ -86,6 +86,7 @@ namespace OpenSim.Tests.Common.Mock
86 public event ObjectDrop OnObjectDrop; 86 public event ObjectDrop OnObjectDrop;
87 public event StartAnim OnStartAnim; 87 public event StartAnim OnStartAnim;
88 public event StopAnim OnStopAnim; 88 public event StopAnim OnStopAnim;
89 public event ChangeAnim OnChangeAnim;
89 public event LinkObjects OnLinkObjects; 90 public event LinkObjects OnLinkObjects;
90 public event DelinkObjects OnDelinkObjects; 91 public event DelinkObjects OnDelinkObjects;
91 public event RequestMapBlocks OnRequestMapBlocks; 92 public event RequestMapBlocks OnRequestMapBlocks;
@@ -133,6 +134,7 @@ namespace OpenSim.Tests.Common.Mock
133 public event GenericCall7 OnObjectMaterial; 134 public event GenericCall7 OnObjectMaterial;
134 public event UpdatePrimFlags OnUpdatePrimFlags; 135 public event UpdatePrimFlags OnUpdatePrimFlags;
135 public event UpdatePrimTexture OnUpdatePrimTexture; 136 public event UpdatePrimTexture OnUpdatePrimTexture;
137 public event ClientChangeObject onClientChangeObject;
136 public event UpdateVector OnUpdatePrimGroupPosition; 138 public event UpdateVector OnUpdatePrimGroupPosition;
137 public event UpdateVector OnUpdatePrimSinglePosition; 139 public event UpdateVector OnUpdatePrimSinglePosition;
138 public event UpdatePrimRotation OnUpdatePrimGroupRotation; 140 public event UpdatePrimRotation OnUpdatePrimGroupRotation;
@@ -274,7 +276,7 @@ namespace OpenSim.Tests.Common.Mock
274 public event ClassifiedInfoRequest OnClassifiedInfoRequest; 276 public event ClassifiedInfoRequest OnClassifiedInfoRequest;
275 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate; 277 public event ClassifiedInfoUpdate OnClassifiedInfoUpdate;
276 public event ClassifiedDelete OnClassifiedDelete; 278 public event ClassifiedDelete OnClassifiedDelete;
277 public event ClassifiedDelete OnClassifiedGodDelete; 279 public event ClassifiedGodDelete OnClassifiedGodDelete;
278 280
279 public event EventNotificationAddRequest OnEventNotificationAddRequest; 281 public event EventNotificationAddRequest OnEventNotificationAddRequest;
280 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest; 282 public event EventNotificationRemoveRequest OnEventNotificationRemoveRequest;
@@ -313,6 +315,7 @@ namespace OpenSim.Tests.Common.Mock
313 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest; 315 public event GroupVoteHistoryRequest OnGroupVoteHistoryRequest;
314 public event SimWideDeletesDelegate OnSimWideDeletes; 316 public event SimWideDeletesDelegate OnSimWideDeletes;
315 public event SendPostcard OnSendPostcard; 317 public event SendPostcard OnSendPostcard;
318 public event ChangeInventoryItemFlags OnChangeInventoryItemFlags;
316 public event MuteListEntryUpdate OnUpdateMuteListEntry; 319 public event MuteListEntryUpdate OnUpdateMuteListEntry;
317 public event MuteListEntryRemove OnRemoveMuteListEntry; 320 public event MuteListEntryRemove OnRemoveMuteListEntry;
318 public event GodlikeMessage onGodlikeMessage; 321 public event GodlikeMessage onGodlikeMessage;
@@ -932,6 +935,11 @@ namespace OpenSim.Tests.Common.Mock
932 Close(); 935 Close();
933 } 936 }
934 937
938 public void Close(bool c)
939 {
940 Close();
941 }
942
935 public void Close() 943 public void Close()
936 { 944 {
937 // Fire the callback for this connection closing 945 // Fire the callback for this connection closing
@@ -1280,5 +1288,9 @@ namespace OpenSim.Tests.Common.Mock
1280 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data) 1288 public void SendPlacesReply(UUID queryID, UUID transactionID, PlacesReplyData[] data)
1281 { 1289 {
1282 } 1290 }
1291
1292 public void SendPartPhysicsProprieties(ISceneEntity entity)
1293 {
1294 }
1283 } 1295 }
1284} 1296}