/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Reflection; using log4net; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules { public class SunModule : ISunModule { /// /// Note: Sun Hour can be a little deceaving. Although it's based on a 24 hour clock /// it is not based on ~06:00 == Sun Rise. Rather it is based on 00:00 being sun-rise. /// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); // // Global Constants used to determine where in the sky the sun is // private const double m_SeasonalTilt = 0.03 * Math.PI; // A daily shift of approximately 1.7188 degrees private const double m_AverageTilt = -0.25 * Math.PI; // A 45 degree tilt private const double m_SunCycle = 2.0D * Math.PI; // A perfect circle measured in radians private const double m_SeasonalCycle = 2.0D * Math.PI; // Ditto // // Per Region Values // private bool ready = false; // This solves a chick before the egg problem // the local SunFixedHour and SunFixed variables MUST be updated // at least once with the proper Region Settings before we start // updating those region settings in GenSunPos() private bool receivedEstateToolsSunUpdate = false; // Configurable values private string m_RegionMode = "SL"; // Sun's position information is updated and sent to clients every m_UpdateInterval frames private int m_UpdateInterval = 0; // Number of real time hours per virtual day private double m_DayLengthHours = 0; // Number of virtual days to a virtual year private int m_YearLengthDays = 0; // Ratio of Daylight hours to Night time hours. This is accomplished by shifting the // sun's orbit above the horizon private double m_HorizonShift = 0; // Used to scale current and positional time to adjust length of an hour during day vs night. private double m_DayTimeSunHourScale; // private double m_longitude = 0; // private double m_latitude = 0; // Configurable defaults Defaults close to SL private string d_mode = "SL"; private int d_frame_mod = 100; // Every 10 seconds (actually less) private double d_day_length = 4; // A VW day is 4 RW hours long private int d_year_length = 60; // There are 60 VW days in a VW year private double d_day_night = 0.5; // axis offset: Default Hoizon shift to try and closely match the sun model in LL Viewer private double d_DayTimeSunHourScale = 0.5; // Day/Night hours are equal // private double d_longitude = -73.53; // private double d_latitude = 41.29; // Frame counter private uint m_frame = 0; // Cached Scene reference private Scene m_scene = null; // Calculated Once in the lifetime of a region private long TicksToEpoch; // Elapsed time for 1/1/1970 private uint SecondsPerSunCycle; // Length of a virtual day in RW seconds private uint SecondsPerYear; // Length of a virtual year in RW seconds private double SunSpeed; // Rate of passage in radians/second private double SeasonSpeed; // Rate of change for seasonal effects // private double HoursToRadians; // Rate of change for seasonal effects private long TicksUTCOffset = 0; // seconds offset from UTC // Calculated every update private float OrbitalPosition; // Orbital placement at a point in time private double HorizonShift; // Axis offset to skew day and night private double TotalDistanceTravelled; // Distance since beginning of time (in radians) private double SeasonalOffset; // Seaonal variation of tilt private float Magnitude; // Normal tilt // private double VWTimeRatio; // VW time as a ratio of real time // Working values private Vector3 Position = Vector3.Zero; private Vector3 Velocity = Vector3.Zero; private Quaternion Tilt = new Quaternion(1.0f, 0.0f, 0.0f, 0.0f); // Used to fix the sun in the sky so it doesn't move based on current time private bool m_SunFixed = false; private float m_SunFixedHour = 0f; private const int TICKS_PER_SECOND = 10000000; // Current time in elapsed seconds since Jan 1st 1970 private ulong CurrentTime { get { return (ulong)(((DateTime.Now.Ticks) - TicksToEpoch + TicksUTCOffset) / TICKS_PER_SECOND); } } // Time in seconds since UTC to use to calculate sun position. ulong PosTime = 0; /// /// Calculate the sun's orbital position and its velocity. /// private void GenSunPos() { // Time in seconds since UTC to use to calculate sun position. PosTime = CurrentTime; if (m_SunFixed) { // SunFixedHour represents the "hour of day" we would like // It's represented in 24hr time, with 0 hour being sun-rise // Because our day length is probably not 24hrs {LL is 6} we need to do a bit of math // Determine the current "day" from current time, so we can use "today" // to determine Seasonal Tilt and what'not // Integer math rounded is on purpose to drop fractional day, determines number // of virtual days since Epoch PosTime = CurrentTime / SecondsPerSunCycle; // Since we want number of seconds since Epoch, multiply back up PosTime *= SecondsPerSunCycle; // Then offset by the current Fixed Sun Hour // Fixed Sun Hour needs to be scaled to reflect the user configured Seconds Per Sun Cycle PosTime += (ulong)((m_SunFixedHour / 24.0) * (ulong)SecondsPerSunCycle); } else { if (m_DayTimeSunHourScale != 0.5f) { ulong CurDaySeconds = CurrentTime % SecondsPerSunCycle; double CurDayPercentage = (double)CurDaySeconds / SecondsPerSunCycle; ulong DayLightSeconds = (ulong)(m_DayTimeSunHourScale * SecondsPerSunCycle); ulong NightSeconds = SecondsPerSunCycle - DayLightSeconds; PosTime = CurrentTime / SecondsPerSunCycle; PosTime *= SecondsPerSunCycle; if (CurDayPercentage < 0.5) { PosTime += (ulong)((CurDayPercentage / .5) * DayLightSeconds); } else { PosTime += DayLightSeconds; PosTime += (ulong)(((CurDayPercentage - 0.5) / .5) * NightSeconds); } } } TotalDistanceTravelled = SunSpeed * PosTime; // distance measured in radians OrbitalPosition = (float)(TotalDistanceTravelled % m_SunCycle); // position measured in radians // TotalDistanceTravelled += HoursToRadians-(0.25*Math.PI)*Math.Cos(HoursToRadians)-OrbitalPosition; // OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle); SeasonalOffset = SeasonSpeed * PosTime; // Present season determined as total radians travelled around season cycle Tilt.W = (float)(m_AverageTilt + (m_SeasonalTilt * Math.Sin(SeasonalOffset))); // Calculate seasonal orbital N/S tilt // m_log.Debug("[SUN] Total distance travelled = "+TotalDistanceTravelled+", present position = "+OrbitalPosition+"."); // m_log.Debug("[SUN] Total seasonal progress = "+SeasonalOffset+", present tilt = "+Tilt.W+"."); // The sun rotates about the Z axis Position.X = (float)Math.Cos(-TotalDistanceTravelled); Position.Y = (float)Math.Sin(-TotalDistanceTravelled); Position.Z = 0; // For interest we rotate it slightly about the X access. // Celestial tilt is a value that ranges .025 Position *= Tilt; // Finally we shift the axis so that more of the // circle is above the horizon than below. This // makes the nights shorter than the days. Position = Vector3.Normalize(Position); Position.Z = Position.Z + (float)HorizonShift; Position = Vector3.Normalize(Position); // m_log.Debug("[SUN] Position("+Position.X+","+Position.Y+","+Position.Z+")"); Velocity.X = 0; Velocity.Y = 0; Velocity.Z = (float)SunSpeed; // Correct angular velocity to reflect the seasonal rotation Magnitude = Position.Length(); if (m_SunFixed) { Velocity.X = 0; Velocity.Y = 0; Velocity.Z = 0; } else { Velocity = (Velocity * Tilt) * (1.0f / Magnitude); } // TODO: Decouple this, so we can get rid of Linden Hour info // Update Region infor with new Sun Position and Hour // set estate settings for region access to sun position if (receivedEstateToolsSunUpdate) { m_scene.RegionInfo.RegionSettings.SunVector = Position; m_scene.RegionInfo.RegionSettings.SunPosition = GetCurrentTimeAsLindenSunHour(); } } private float GetCurrentTimeAsLindenSunHour() { if (m_SunFixed) { return m_SunFixedHour + 6; } return GetCurrentSunHour() + 6.0f; } #region IRegion Methods // Called immediately after the module is loaded for a given region // i.e. Immediately after instance creation. public void Initialise(Scene scene, IConfigSource config) { m_scene = scene; m_frame = 0; // This one puts an entry in the main help screen m_scene.AddCommand(this, String.Empty, "sun", "Usage: sun [param] [value] - Get or Update Sun module paramater", null); // This one enables the ability to type just "sun" without any parameters m_scene.AddCommand(this, "sun", "", "", HandleSunConsoleCommand); foreach (KeyValuePair kvp in GetParamList()) { m_scene.AddCommand(this, String.Format("sun {0}", kvp.Key), String.Format("{0} - {1}", kvp.Key, kvp.Value), "", HandleSunConsoleCommand); } TimeZone local = TimeZone.CurrentTimeZone; TicksUTCOffset = local.GetUtcOffset(local.ToLocalTime(DateTime.Now)).Ticks; m_log.Debug("[SUN]: localtime offset is " + TicksUTCOffset); // Align ticks with Second Life TicksToEpoch = new DateTime(1970, 1, 1).Ticks; // Just in case they don't have the stanzas try { // Mode: determines how the sun is handled m_RegionMode = config.Configs["Sun"].GetString("mode", d_mode); // Mode: determines how the sun is handled // m_latitude = config.Configs["Sun"].GetDouble("latitude", d_latitude); // Mode: determines how the sun is handled // m_longitude = config.Configs["Sun"].GetDouble("longitude", d_longitude); // Year length in days m_YearLengthDays = config.Configs["Sun"].GetInt("year_length", d_year_length); // Day length in decimal hours m_DayLengthHours = config.Configs["Sun"].GetDouble("day_length", d_day_length); // Horizon shift, this is used to shift the sun's orbit, this affects the day / night ratio // must hard code to ~.5 to match sun position in LL based viewers m_HorizonShift = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night); // Scales the sun hours 0...12 vs 12...24, essentially makes daylight hours longer/shorter vs nighttime hours m_DayTimeSunHourScale = config.Configs["Sun"].GetDouble("day_time_sun_hour_scale", d_DayTimeSunHourScale); // Update frequency in frames m_UpdateInterval = config.Configs["Sun"].GetInt("update_interval", d_frame_mod); } catch (Exception e) { m_log.Debug("[SUN]: Configuration access failed, using defaults. Reason: " + e.Message); m_RegionMode = d_mode; m_YearLengthDays = d_year_length; m_DayLengthHours = d_day_length; m_HorizonShift = d_day_night; m_UpdateInterval = d_frame_mod; m_DayTimeSunHourScale = d_DayTimeSunHourScale; // m_latitude = d_latitude; // m_longitude = d_longitude; } switch (m_RegionMode) { case "T1": default: case "SL": // Time taken to complete a cycle (day and season) SecondsPerSunCycle = (uint) (m_DayLengthHours * 60 * 60); SecondsPerYear = (uint) (SecondsPerSunCycle*m_YearLengthDays); // Ration of real-to-virtual time // VWTimeRatio = 24/m_day_length; // Speed of rotation needed to complete a cycle in the // designated period (day and season) SunSpeed = m_SunCycle/SecondsPerSunCycle; SeasonSpeed = m_SeasonalCycle/SecondsPerYear; // Horizon translation HorizonShift = m_HorizonShift; // Z axis translation // HoursToRadians = (SunCycle/24)*VWTimeRatio; // Insert our event handling hooks scene.EventManager.OnFrame += SunUpdate; scene.EventManager.OnAvatarEnteringNewParcel += AvatarEnteringParcel; scene.EventManager.OnEstateToolsSunUpdate += EstateToolsSunUpdate; scene.EventManager.OnGetCurrentTimeAsLindenSunHour += GetCurrentTimeAsLindenSunHour; ready = true; m_log.Debug("[SUN]: Mode is " + m_RegionMode); m_log.Debug("[SUN]: Initialization completed. Day is " + SecondsPerSunCycle + " seconds, and year is " + m_YearLengthDays + " days"); m_log.Debug("[SUN]: Axis offset is " + m_HorizonShift); m_log.Debug("[SUN]: Percentage of time for daylight " + m_DayTimeSunHourScale); m_log.Debug("[SUN]: Positional data updated every " + m_UpdateInterval + " frames"); break; } scene.RegisterModuleInterface(this); } public void PostInitialise() { } public void Close() { ready = false; // Remove our hooks m_scene.EventManager.OnFrame -= SunUpdate; m_scene.EventManager.OnAvatarEnteringNewParcel -= AvatarEnteringParcel; m_scene.EventManager.OnEstateToolsSunUpdate -= EstateToolsSunUpdate; m_scene.EventManager.OnGetCurrentTimeAsLindenSunHour -= GetCurrentTimeAsLindenSunHour; } public string Name { get { return "SunModule"; } } public bool IsSharedModule { get { return false; } } #endregion #region EventManager Events public void SunToClient(IClientAPI client) { if (m_RegionMode != "T1") { if (ready) { if (m_SunFixed) { // m_log.DebugFormat("[SUN]: SunHour {0}, Position {1}, PosTime {2}, OrbitalPosition : {3} ", m_SunFixedHour, Position.ToString(), PosTime.ToString(), OrbitalPosition.ToString()); client.SendSunPos(Position, Velocity, PosTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition); } else { // m_log.DebugFormat("[SUN]: SunHour {0}, Position {1}, PosTime {2}, OrbitalPosition : {3} ", m_SunFixedHour, Position.ToString(), PosTime.ToString(), OrbitalPosition.ToString()); client.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition); } } } } public void SunUpdate() { if (((m_frame++ % m_UpdateInterval) != 0) || !ready || m_SunFixed || !receivedEstateToolsSunUpdate) { return; } GenSunPos(); // Generate shared values once SunUpdateToAllClients(); } /// /// When an avatar enters the region, it's probably a good idea to send them the current sun info /// /// /// /// private void AvatarEnteringParcel(ScenePresence avatar, int localLandID, UUID regionID) { SunToClient(avatar.ControllingClient); } /// /// /// /// /// Is the sun's position fixed? /// Use the Region or Estate Sun hour? /// What hour of the day is the Sun Fixed at? public void EstateToolsSunUpdate(ulong regionHandle, bool FixedSun, bool useEstateTime, float FixedSunHour) { if (m_scene.RegionInfo.RegionHandle == regionHandle) { // Must limit the Sun Hour to 0 ... 24 while (FixedSunHour > 24.0f) FixedSunHour -= 24; while (FixedSunHour < 0) FixedSunHour += 24; m_SunFixedHour = FixedSunHour; m_SunFixed = FixedSun; m_log.DebugFormat("[SUN]: Sun Settings Update: Fixed Sun? : {0}", m_SunFixed.ToString()); m_log.DebugFormat("[SUN]: Sun Settings Update: Sun Hour : {0}", m_SunFixedHour.ToString()); receivedEstateToolsSunUpdate = true; // Generate shared values GenSunPos(); // When sun settings are updated, we should update all clients with new settings. SunUpdateToAllClients(); m_log.DebugFormat("[SUN]: PosTime : {0}", PosTime.ToString()); } } #endregion private void SunUpdateToAllClients() { List avatars = m_scene.GetAvatars(); foreach (ScenePresence avatar in avatars) { if (!avatar.IsChildAgent) { SunToClient(avatar.ControllingClient); } } } #region ISunModule Members public double GetSunParameter(string param) { switch (param.ToLower()) { case "year_length": return m_YearLengthDays; case "day_length": return m_DayLengthHours; case "day_night_offset": return m_HorizonShift; case "day_time_sun_hour_scale": return m_DayTimeSunHourScale; case "update_interval": return m_UpdateInterval; default: throw new Exception("Unknown sun parameter."); } } public void SetSunParameter(string param, double value) { HandleSunConsoleCommand("sun", new string[] {param, value.ToString() }); } public float GetCurrentSunHour() { float ticksleftover = CurrentTime % SecondsPerSunCycle; return (24.0f * (ticksleftover / SecondsPerSunCycle)); } #endregion public void HandleSunConsoleCommand(string module, string[] cmdparams) { if (m_scene.ConsoleScene() == null) { // FIXME: If console region is root then this will be printed by every module. Currently, there is no // way to prevent this, short of making the entire module shared (which is complete overkill). // One possibility is to return a bool to signal whether the module has completely handled the command m_log.InfoFormat("[Sun]: Please change to a specific region in order to set Sun parameters."); return; } if (m_scene.ConsoleScene() != m_scene) { m_log.InfoFormat("[Sun]: Console Scene is not my scene."); return; } m_log.InfoFormat("[Sun]: Processing command."); foreach (string output in ParseCmdParams(cmdparams)) { m_log.Info("[SUN] " + output); } } private Dictionary GetParamList() { Dictionary Params = new Dictionary(); Params.Add("year_length", "number of days to a year"); Params.Add("day_length", "number of seconds to a day"); Params.Add("day_night_offset", "induces a horizon shift"); Params.Add("update_interval", "how often to update the sun's position in frames"); Params.Add("day_time_sun_hour_scale", "scales day light vs nite hours to change day/night ratio"); return Params; } private List ParseCmdParams(string[] args) { List Output = new List(); if ((args.Length == 1) || (args[1].ToLower() == "help") || (args[1].ToLower() == "list")) { Output.Add("The following parameters can be changed or viewed:"); foreach (KeyValuePair kvp in GetParamList()) { Output.Add(String.Format("{0} - {1}",kvp.Key, kvp.Value)); } return Output; } if (args.Length == 2) { try { double value = GetSunParameter(args[1]); Output.Add(String.Format("Parameter {0} is {1}.", args[1], value.ToString())); } catch (Exception) { Output.Add(String.Format("Unknown parameter {0}.", args[1])); } } else if (args.Length == 3) { float value = 0.0f; if (!float.TryParse(args[2], out value)) { Output.Add(String.Format("The parameter value {0} is not a valid number.", args[2])); } switch (args[1].ToLower()) { case "year_length": m_YearLengthDays = (int)value; break; case "day_length": m_DayLengthHours = value; break; case "day_night_offset": m_HorizonShift = value; break; case "day_time_sun_hour_scale": m_DayTimeSunHourScale = value; break; case "update_interval": m_UpdateInterval = (int)value; break; default: Output.Add(String.Format("Unknown parameter {0}.", args[1])); return Output; } Output.Add(String.Format("Parameter {0} set to {1}.", args[1], value.ToString())); // Generate shared values GenSunPos(); // When sun settings are updated, we should update all clients with new settings. SunUpdateToAllClients(); } return Output; } } }