From 4e3bc9a63ebf9eb292eccca7b104b6914fe7de5a Mon Sep 17 00:00:00 2001 From: Justin Clarke Casey Date: Thu, 9 Oct 2008 22:41:07 +0000 Subject: * Apply http://opensimulator.org/mantis/view.php?id=2373 * Many llSensor() improvements, though sensoring isn't perfect yet * thanks idb! --- .../Api/Implementation/Plugins/SensorRepeat.cs | 315 ++++++++++++++++----- 1 file changed, 242 insertions(+), 73 deletions(-) diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs index c4240d8..68c7392 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs @@ -45,10 +45,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins m_CmdManager = CmdManager; } - public Dictionary> SenseEvents = - new Dictionary>(); private Object SenseLock = new Object(); + private const int AGENT = 1; + private const int ACTIVE = 2; + private const int PASSIVE = 4; + private const int SCRIPTED = 8; + + private double maximumRange = 96.0; + private int maximumToReturn = 16; + // // SenseRepeater and Sensors // @@ -87,7 +93,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins ts.name = name; ts.keyID = keyID; ts.type = type; - ts.range = range; + if (range > maximumRange) + ts.range = maximumRange; + else + ts.range = range; ts.arc = arc; ts.host = host; @@ -150,7 +159,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins ts.name = name; ts.keyID = keyID; ts.type = type; - ts.range = range; + if (range > maximumRange) + ts.range = maximumRange; + else + ts.range = range; ts.arc = arc; ts.host = host; SensorSweep(ts); @@ -158,13 +170,101 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins private void SensorSweep(SenseRepeatClass ts) { - SceneObjectPart SensePoint = ts.host; - - if (SensePoint == null) + if (ts.host == null) { return; } + LSL_Types.list SensedObjects = new LSL_Types.list(); + + // Is the sensor type is AGENT and not SCRIPTED then include agents + if ((ts.type & AGENT) != 0 && (ts.type & SCRIPTED) == 0) + { + doAgentSensor(ts, SensedObjects); + } + + // If SCRIPTED or PASSIVE or ACTIVE check objects + if ((ts.type & SCRIPTED) != 0 || (ts.type & PASSIVE) != 0 || (ts.type & ACTIVE) != 0) + { + doObjectSensor(ts, SensedObjects); + } + + lock (SenseLock) + { + if (SensedObjects.Length == 0) + { + // send a "no_sensor" + // Add it to queue + m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, + new EventParams("no_sensor", new Object[0], + new DetectParams[0])); + } + else + { + // the sort is stride = 2 and ascending to get everything ordered by distance + SensedObjects = SensedObjects.Sort(2, 1); + int count = SensedObjects.Length; + int idx; + List detected = new List(); + for (idx = 0; idx < count; idx++) + { + try + { + DetectParams detect = new DetectParams(); + detect.Key = (UUID)(SensedObjects.Data[(idx * 2) + 1]); + detect.Populate(m_CmdManager.m_ScriptEngine.World); + detected.Add(detect); + } + catch (Exception) + { + // Ignore errors, the object has been deleted or the avatar has gone and + // there was a problem in detect.Populate so nothing added to the list + } + if (detected.Count == maximumToReturn) + break; + } + + if (detected.Count == 0) + { + // To get here with zero in the list there must have been some sort of problem + // like the object being deleted or the avatar leaving to have caused some + // difficulty during the Populate above so fire a no_sensor event + m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, + new EventParams("no_sensor", new Object[0], + new DetectParams[0])); + } + else + { + m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, + new EventParams("sensor", + new Object[] {new LSL_Types.LSLInteger(detected.Count) }, + detected.ToArray())); + } + } + } + } + + private void doObjectSensor(SenseRepeatClass ts, LSL_Types.list SensedObjects) + { + List Entities; + + // If this is an object sense by key try to get it directly + // rather than getting a list to scan through + if (ts.keyID != UUID.Zero) + { + EntityBase e = null; + m_CmdManager.m_ScriptEngine.World.Entities.TryGetValue(ts.keyID, out e); + if (e == null) + return; + Entities = new List(); + Entities.Add(e); + } + else + { + Entities = m_CmdManager.m_ScriptEngine.World.GetEntities(); + } + SceneObjectPart SensePoint = ts.host; + Vector3 sensorPos = SensePoint.AbsolutePosition; Vector3 regionPos = new Vector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0); Vector3 fromRegionPos = sensorPos + regionPos; @@ -174,37 +274,55 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); - // Here we should do some smart culling ... - // math seems quicker than strings so try that first - LSL_Types.list SensedObjects = new LSL_Types.list(); - LSL_Types.Vector3 ZeroVector = new LSL_Types.Vector3(0, 0, 0); + Vector3 ZeroVector = new Vector3(0, 0, 0); + + bool nameSearch = (ts.name != null && ts.name != ""); + SceneObjectGroup group; - foreach (EntityBase ent in m_CmdManager.m_ScriptEngine.World.Entities.Values) + foreach (EntityBase ent in Entities) { + bool keep = true; + + if (nameSearch && ent.Name != ts.name) // Wrong name and it is a named search + continue; + + if (ent.IsDeleted) // taken so long to do this it has gone from the scene + continue; + + if (!(ent is SceneObjectGroup)) // dont bother if it is a pesky avatar + continue; + Vector3 toRegionPos = ent.AbsolutePosition + regionPos; double dis = Math.Abs((double)Util.GetDistanceTo(toRegionPos, fromRegionPos)); - if (dis <= ts.range) + if (keep && dis <= ts.range && ts.host.UUID != ent.UUID) { - // In Range, is it the right Type ? + // In Range and not the object containing the script, is it the right Type ? int objtype = 0; - if (m_CmdManager.m_ScriptEngine.World.GetScenePresence(ent.UUID) != null) objtype |= 0x01; // actor - if (ent.Velocity.Equals(ZeroVector)) - objtype |= 0x04; // passive non-moving - else - objtype |= 0x02; // active moving - - SceneObjectPart part = m_CmdManager.m_ScriptEngine.World.GetSceneObjectPart(ent.UUID); + SceneObjectPart part = ((SceneObjectGroup)ent).RootPart; + if (part.AttachmentPoint != 0) // Attached so ignore + continue; - if (part != null && part.ContainsScripts()) objtype |= 0x08; // Scripted. It COULD have one hidden ... - - if (((ts.type & objtype) != 0) || ((ts.type & objtype) == ts.type)) + if (part.ContainsScripts()) + { + objtype |= ACTIVE | SCRIPTED; // Scripted and active. It COULD have one hidden ... + } + else { - // docs claim AGENT|ACTIVE should find agent objects OR active objects - // so the bitwise AND with object type should be non-zero + if (ent.Velocity.Equals(ZeroVector)) + { + objtype |= PASSIVE; // Passive non-moving + } + else + { + objtype |= ACTIVE; // moving so active + } + } + // If any of the objects attributes match any in the requested scan type + if (((ts.type & objtype) != 0)) + { // Right type too, what about the other params , key and name ? - bool keep = true; if (ts.arc < Math.PI) { // not omni-directional. Can you see it ? @@ -230,67 +348,118 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Plugins if (ang_obj > ts.arc) keep = false; } - if (keep && (ts.keyID != UUID.Zero) && (ts.keyID != ent.UUID)) + if (keep == true) { - keep = false; + // add distance for sorting purposes later + SensedObjects.Add(new LSL_Types.LSLFloat(dis)); + SensedObjects.Add(ent.UUID); } - - if (keep && (ts.name.Length > 0)) - { - if (ts.name != ent.Name) - { - keep = false; - } - } - - if (keep == true) SensedObjects.Add(ent.UUID); } } } + } - lock (SenseLock) + private void doAgentSensor(SenseRepeatClass ts, LSL_Types.list SensedObjects) + { + List Presences; + + // If this is an avatar sense by key try to get them directly + // rather than getting a list to scan through + if (ts.keyID != UUID.Zero) { - // Create object if it doesn't exist - if (SenseEvents.ContainsKey(ts.localID) == false) - { - SenseEvents.Add(ts.localID, new Dictionary()); - } - // clear if previous traces exist - Dictionary Obj; - SenseEvents.TryGetValue(ts.localID, out Obj); - if (Obj.ContainsKey(ts.itemID) == true) - Obj.Remove(ts.itemID); + ScenePresence p = m_CmdManager.m_ScriptEngine.World.GetScenePresence(ts.keyID); + if (p == null) + return; + Presences = new List(); + Presences.Add(p); + } + else + { + Presences = m_CmdManager.m_ScriptEngine.World.GetScenePresences(); + } - // note list may be zero length - Obj.Add(ts.itemID, SensedObjects); + // If nobody about quit fast + if (Presences.Count == 0) + return; - if (SensedObjects.Length == 0) - { - // send a "no_sensor" - // Add it to queue - m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, - new EventParams("no_sensor", new Object[0], - new DetectParams[0])); - } - else + SceneObjectPart SensePoint = ts.host; + + Vector3 sensorPos = SensePoint.AbsolutePosition; + Vector3 regionPos = new Vector3(m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocX * Constants.RegionSize, m_CmdManager.m_ScriptEngine.World.RegionInfo.RegionLocY * Constants.RegionSize, 0); + Vector3 fromRegionPos = sensorPos + regionPos; + + Quaternion q = SensePoint.RotationOffset; + LSL_Types.Quaternion r = new LSL_Types.Quaternion(q.X, q.Y, q.Z, q.W); + LSL_Types.Vector3 forward_dir = (new LSL_Types.Vector3(1, 0, 0) * r); + double mag_fwd = LSL_Types.Vector3.Mag(forward_dir); + + bool attached = (SensePoint.AttachmentPoint != 0); + bool nameSearch = (ts.name != null && ts.name != ""); + + foreach (ScenePresence presence in Presences) + { + bool keep = true; + + if (presence.IsDeleted) + continue; + + if (presence.IsChildAgent) + keep = false; + + Vector3 toRegionPos = presence.AbsolutePosition + regionPos; + double dis = Math.Abs(Util.GetDistanceTo(toRegionPos, fromRegionPos)); + + // are they in range + if (keep && dis <= ts.range) { - DetectParams[] detect = - new DetectParams[SensedObjects.Length]; + // if the object the script is in is attached and the avatar is the owner + // then this one is not wanted + if (attached && presence.UUID == SensePoint.OwnerID) + keep = false; - int idx; - for (idx = 0; idx < SensedObjects.Length; idx++) + // check the name if needed + if (keep && nameSearch && ts.name != presence.Name) + keep = false; + + // Are they in the required angle of view + if (keep && ts.arc < Math.PI) { - detect[idx] = new DetectParams(); - detect[idx].Key=(UUID)(SensedObjects.Data[idx]); - detect[idx].Populate(m_CmdManager.m_ScriptEngine.World); + // not omni-directional. Can you see it ? + // vec forward_dir = llRot2Fwd(llGetRot()) + // vec obj_dir = toRegionPos-fromRegionPos + // dot=dot(forward_dir,obj_dir) + // mag_fwd = mag(forward_dir) + // mag_obj = mag(obj_dir) + // ang = acos(dot /(mag_fwd*mag_obj)) + double ang_obj = 0; + try + { + Vector3 diff = toRegionPos - fromRegionPos; + LSL_Types.Vector3 obj_dir = new LSL_Types.Vector3(diff.X, diff.Y, diff.Z); + double dot = LSL_Types.Vector3.Dot(forward_dir, obj_dir); + double mag_obj = LSL_Types.Vector3.Mag(obj_dir); + ang_obj = Math.Acos(dot / (mag_fwd * mag_obj)); + } + catch + { + } + if (ang_obj > ts.arc) keep = false; } + } - m_CmdManager.m_ScriptEngine.PostScriptEvent(ts.itemID, - new EventParams("sensor", - new Object[] { - new LSL_Types.LSLInteger(SensedObjects.Length) }, - detect)); + // Do not report gods, not even minor ones + if (keep && presence.GodLevel > 0.0) + keep = false; + + if (keep) // add to list with distance + { + SensedObjects.Add(new LSL_Types.LSLFloat(dis)); + SensedObjects.Add(presence.UUID); } + + // If this is a search by name and we have just found it then no more to do + if (nameSearch && ts.name == presence.Name) + return; } } -- cgit v1.1