/* * 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 OpenSim 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 libsecondlife; using Nini.Config; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Modules.World.Sun { public class SunModule : IRegionModule { //private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); private const int m_default_frame = 100; private const double m_real_day = 24.0; private double m_day_length; private int m_dilation; private int m_frame; private int m_frame_mod; private Scene m_scene; private long m_start; #region IRegionModule Members public void Initialise(Scene scene, IConfigSource config) { m_start = DateTime.Now.Ticks; m_frame = 0; // Just in case they don't have the stanzas try { m_day_length = config.Configs["Sun"].GetDouble("day_length", m_real_day); m_frame_mod = config.Configs["Sun"].GetInt("frame_rate", m_default_frame); } catch (Exception) { m_day_length = m_real_day; m_frame_mod = m_default_frame; } m_dilation = (int) (m_real_day / m_day_length); m_scene = scene; scene.EventManager.OnFrame += SunUpdate; scene.EventManager.OnNewClient += SunToClient; } public void PostInitialise() { } public void Close() { } public string Name { get { return "SunModule"; } } public bool IsSharedModule { get { return false; } } #endregion public void SunToClient(IClientAPI client) { client.SendSunPos(SunPos(HourOfTheDay()), new LLVector3(0, 0.0f, 10.0f)); } public void SunUpdate() { if (m_frame < m_frame_mod) { m_frame++; return; } // m_log.InfoFormat("[SUN]: I've got an update {0} => {1}", m_scene.RegionsInfo.RegionName, HourOfTheDay()); List avatars = m_scene.GetAvatars(); foreach (ScenePresence avatar in avatars) { avatar.ControllingClient.SendSunPos(SunPos(HourOfTheDay()), new LLVector3(0, 0.0f, 10.0f)); } // set estate settings for region access to sun position m_scene.RegionInfo.EstateSettings.sunPosition = SunPos(HourOfTheDay()); m_frame = 0; } // Hour of the Day figures out the hour of the day as a float. // The intent here is that we seed hour of the day with real // time when the simulator starts, then run time forward // faster based on time dilation factor. This means that // ticks don't get out of hand private double HourOfTheDay() { long m_addticks = (DateTime.Now.Ticks - m_start) * m_dilation; DateTime dt = new DateTime(m_start + m_addticks); return dt.Hour + (dt.Minute / 60.0); } private static LLVector3 SunPos(double hour) { // now we have our radian position double rad = (hour / m_real_day) * 2 * Math.PI - (Math.PI / 2.0); double z = Math.Sin(rad); double x = Math.Cos(rad); return new LLVector3((float) x, 0f, (float) z); } } }