Compare commits
54 Commits
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815f3af1d7 |
@@ -235,4 +235,11 @@ CREATE NONCLUSTERED INDEX IX_regions_name ON dbo.regions
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regionName
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) WITH( STATISTICS_NORECOMPUTE = OFF, IGNORE_DUP_KEY = OFF, ALLOW_ROW_LOCKS = ON, ALLOW_PAGE_LOCKS = ON) ON [PRIMARY]
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COMMIT
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COMMIT
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:VERSION 9
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BEGIN TRANSACTION
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ALTER TABLE regions ADD parcelMapTexture uniqueidentifier NULL;
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COMMIT
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@@ -472,3 +472,73 @@ COMMIT;
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BEGIN;
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ALTER TABLE regionsettings ADD COLUMN covenant_datetime INTEGER NOT NULL default 0;
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COMMIT;
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:VERSION 23
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BEGIN;
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CREATE TABLE regionwindlight (
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region_id VARCHAR(36) NOT NULL DEFAULT '000000-0000-0000-0000-000000000000' PRIMARY KEY,
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water_color_r FLOAT NOT NULL DEFAULT '4.000000',
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water_color_g FLOAT NOT NULL DEFAULT '38.000000',
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||||
water_color_b FLOAT NOT NULL DEFAULT '64.000000',
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water_color_i FLOAT NOT NULL DEFAULT '1.000000',
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water_fog_density_exponent FLOAT NOT NULL DEFAULT '4.0',
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underwater_fog_modifier FLOAT NOT NULL DEFAULT '0.25',
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reflection_wavelet_scale_1 FLOAT NOT NULL DEFAULT '2.0',
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reflection_wavelet_scale_2 FLOAT NOT NULL DEFAULT '2.0',
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||||
reflection_wavelet_scale_3 FLOAT NOT NULL DEFAULT '2.0',
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||||
fresnel_scale FLOAT NOT NULL DEFAULT '0.40',
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fresnel_offset FLOAT NOT NULL DEFAULT '0.50',
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||||
refract_scale_above FLOAT NOT NULL DEFAULT '0.03',
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refract_scale_below FLOAT NOT NULL DEFAULT '0.20',
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blur_multiplier FLOAT NOT NULL DEFAULT '0.040',
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||||
big_wave_direction_x FLOAT NOT NULL DEFAULT '1.05',
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big_wave_direction_y FLOAT NOT NULL DEFAULT '-0.42',
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little_wave_direction_x FLOAT NOT NULL DEFAULT '1.11',
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little_wave_direction_y FLOAT NOT NULL DEFAULT '-1.16',
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normal_map_texture VARCHAR(36) NOT NULL DEFAULT '822ded49-9a6c-f61c-cb89-6df54f42cdf4',
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horizon_r FLOAT NOT NULL DEFAULT '0.25',
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horizon_g FLOAT NOT NULL DEFAULT '0.25',
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horizon_b FLOAT NOT NULL DEFAULT '0.32',
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horizon_i FLOAT NOT NULL DEFAULT '0.32',
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haze_horizon FLOAT NOT NULL DEFAULT '0.19',
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blue_density_r FLOAT NOT NULL DEFAULT '0.12',
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blue_density_g FLOAT NOT NULL DEFAULT '0.22',
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blue_density_b FLOAT NOT NULL DEFAULT '0.38',
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blue_density_i FLOAT NOT NULL DEFAULT '0.38',
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haze_density FLOAT NOT NULL DEFAULT '0.70',
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density_multiplier FLOAT NOT NULL DEFAULT '0.18',
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distance_multiplier FLOAT NOT NULL DEFAULT '0.8',
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max_altitude INTEGER NOT NULL DEFAULT '1605',
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sun_moon_color_r FLOAT NOT NULL DEFAULT '0.24',
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sun_moon_color_g FLOAT NOT NULL DEFAULT '0.26',
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||||
sun_moon_color_b FLOAT NOT NULL DEFAULT '0.30',
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sun_moon_color_i FLOAT NOT NULL DEFAULT '0.30',
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sun_moon_position FLOAT NOT NULL DEFAULT '0.317',
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ambient_r FLOAT NOT NULL DEFAULT '0.35',
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||||
ambient_g FLOAT NOT NULL DEFAULT '0.35',
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||||
ambient_b FLOAT NOT NULL DEFAULT '0.35',
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ambient_i FLOAT NOT NULL DEFAULT '0.35',
|
||||
east_angle FLOAT NOT NULL DEFAULT '0.00',
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sun_glow_focus FLOAT NOT NULL DEFAULT '0.10',
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sun_glow_size FLOAT NOT NULL DEFAULT '1.75',
|
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scene_gamma FLOAT NOT NULL DEFAULT '1.00',
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||||
star_brightness FLOAT NOT NULL DEFAULT '0.00',
|
||||
cloud_color_r FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_color_g FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_color_b FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_color_i FLOAT NOT NULL DEFAULT '0.41',
|
||||
cloud_x FLOAT NOT NULL DEFAULT '1.00',
|
||||
cloud_y FLOAT NOT NULL DEFAULT '0.53',
|
||||
cloud_density FLOAT NOT NULL DEFAULT '1.00',
|
||||
cloud_coverage FLOAT NOT NULL DEFAULT '0.27',
|
||||
cloud_scale FLOAT NOT NULL DEFAULT '0.42',
|
||||
cloud_detail_x FLOAT NOT NULL DEFAULT '1.00',
|
||||
cloud_detail_y FLOAT NOT NULL DEFAULT '0.53',
|
||||
cloud_detail_density FLOAT NOT NULL DEFAULT '0.12',
|
||||
cloud_scroll_x FLOAT NOT NULL DEFAULT '0.20',
|
||||
cloud_scroll_x_lock INTEGER NOT NULL DEFAULT '0',
|
||||
cloud_scroll_y FLOAT NOT NULL DEFAULT '0.01',
|
||||
cloud_scroll_y_lock INTEGER NOT NULL DEFAULT '0',
|
||||
draw_classic_clouds INTEGER NOT NULL DEFAULT '1');
|
||||
|
||||
COMMIT;
|
||||
File diff suppressed because it is too large
Load Diff
@@ -308,6 +308,8 @@ namespace OpenSim.Framework
|
||||
public Animation[] Anims;
|
||||
|
||||
public UUID GranterID;
|
||||
public UUID ParentPart;
|
||||
public Vector3 SitOffset;
|
||||
|
||||
// Appearance
|
||||
public AvatarAppearance Appearance;
|
||||
@@ -468,6 +470,10 @@ namespace OpenSim.Framework
|
||||
}
|
||||
args["attach_objects"] = attObjs;
|
||||
}
|
||||
|
||||
args["parent_part"] = OSD.FromUUID(ParentPart);
|
||||
args["sit_offset"] = OSD.FromString(SitOffset.ToString());
|
||||
|
||||
return args;
|
||||
}
|
||||
|
||||
@@ -675,6 +681,11 @@ namespace OpenSim.Framework
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (args["parent_part"] != null)
|
||||
ParentPart = args["parent_part"].AsUUID();
|
||||
if (args["sit_offset"] != null)
|
||||
Vector3.TryParse(args["sit_offset"].AsString(), out SitOffset);
|
||||
}
|
||||
|
||||
public AgentData()
|
||||
|
||||
@@ -49,15 +49,16 @@ namespace OpenSim.Framework.Serialization.External
|
||||
/// <param name="nodeToFill"></param>
|
||||
/// <param name="processors">/param>
|
||||
/// <param name="xtr"></param>
|
||||
public static void ExecuteReadProcessors<NodeType>(
|
||||
/// <returns>true on successful, false if there were any processing failures</returns>
|
||||
public static bool ExecuteReadProcessors<NodeType>(
|
||||
NodeType nodeToFill, Dictionary<string, Action<NodeType, XmlTextReader>> processors, XmlTextReader xtr)
|
||||
{
|
||||
ExecuteReadProcessors(
|
||||
return ExecuteReadProcessors(
|
||||
nodeToFill,
|
||||
processors,
|
||||
xtr,
|
||||
(o, name, e)
|
||||
=> m_log.ErrorFormat(
|
||||
=> m_log.DebugFormat(
|
||||
"[ExternalRepresentationUtils]: Exception while parsing element {0}, continuing. Exception {1}{2}",
|
||||
name, e.Message, e.StackTrace));
|
||||
}
|
||||
@@ -71,12 +72,15 @@ namespace OpenSim.Framework.Serialization.External
|
||||
/// <param name="parseExceptionAction">
|
||||
/// Action to take if there is a parsing problem. This will usually just be to log the exception
|
||||
/// </param>
|
||||
public static void ExecuteReadProcessors<NodeType>(
|
||||
/// <returns>true on successful, false if there were any processing failures</returns>
|
||||
public static bool ExecuteReadProcessors<NodeType>(
|
||||
NodeType nodeToFill,
|
||||
Dictionary<string, Action<NodeType, XmlTextReader>> processors,
|
||||
XmlTextReader xtr,
|
||||
Action<NodeType, string, Exception> parseExceptionAction)
|
||||
{
|
||||
bool errors = false;
|
||||
|
||||
string nodeName = string.Empty;
|
||||
while (xtr.NodeType != XmlNodeType.EndElement)
|
||||
{
|
||||
@@ -95,6 +99,7 @@ namespace OpenSim.Framework.Serialization.External
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
errors = true;
|
||||
parseExceptionAction(nodeToFill, nodeName, e);
|
||||
|
||||
if (xtr.NodeType == XmlNodeType.EndElement)
|
||||
@@ -107,6 +112,8 @@ namespace OpenSim.Framework.Serialization.External
|
||||
xtr.ReadOuterXml(); // ignore
|
||||
}
|
||||
}
|
||||
|
||||
return errors;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -140,6 +147,7 @@ namespace OpenSim.Framework.Serialization.External
|
||||
UUID.TryParse(node.InnerText, out uuid);
|
||||
creator = userService.GetUserAccount(scopeID, uuid);
|
||||
}
|
||||
|
||||
if (node.Name == "CreatorData" && node.InnerText != null && node.InnerText != string.Empty)
|
||||
hasCreatorData = true;
|
||||
|
||||
@@ -163,7 +171,6 @@ namespace OpenSim.Framework.Serialization.External
|
||||
doc.Save(wr);
|
||||
return wr.ToString();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1549,7 +1549,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
|
||||
|
||||
public void SendKillObject(ulong regionHandle, List<uint> localIDs)
|
||||
{
|
||||
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, localID, regionHandle);
|
||||
// foreach (uint id in localIDs)
|
||||
// m_log.DebugFormat("[CLIENT]: Sending KillObjectPacket to {0} for {1} in {2}", Name, id, regionHandle);
|
||||
|
||||
KillObjectPacket kill = (KillObjectPacket)PacketPool.Instance.GetPacket(PacketType.KillObject);
|
||||
// TODO: don't create new blocks if recycling an old packet
|
||||
|
||||
@@ -417,7 +417,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
|
||||
so.AttachedAvatar = UUID.Zero;
|
||||
rootPart.SetParentLocalId(0);
|
||||
so.ClearPartAttachmentData();
|
||||
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive);
|
||||
rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
|
||||
so.HasGroupChanged = true;
|
||||
rootPart.Rezzed = DateTime.Now;
|
||||
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
|
||||
|
||||
@@ -111,6 +111,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||
|
||||
#region IAvatarFactoryModule
|
||||
|
||||
/// </summary>
|
||||
/// <param name="sp"></param>
|
||||
/// <param name="texture"></param>
|
||||
/// <param name="visualParam"></param>
|
||||
public void SetAppearance(IScenePresence sp, AvatarAppearance appearance)
|
||||
{
|
||||
SetAppearance(sp, appearance.Texture, appearance.VisualParams);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set appearance data (texture asset IDs and slider settings)
|
||||
/// </summary>
|
||||
@@ -156,14 +165,23 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||
changed = sp.Appearance.SetTextureEntries(textureEntry) || changed;
|
||||
|
||||
// WriteBakedTexturesReport(sp, m_log.DebugFormat);
|
||||
if (!ValidateBakedTextureCache(sp))
|
||||
|
||||
// If bake textures are missing and this is not an NPC, request a rebake from client
|
||||
if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc))
|
||||
RequestRebake(sp, true);
|
||||
|
||||
// This appears to be set only in the final stage of the appearance
|
||||
// update transaction. In theory, we should be able to do an immediate
|
||||
// appearance send and save here.
|
||||
}
|
||||
|
||||
|
||||
// NPC should send to clients immediately and skip saving appearance
|
||||
if (((ScenePresence)sp).PresenceType == PresenceType.Npc)
|
||||
{
|
||||
SendAppearance((ScenePresence)sp);
|
||||
return;
|
||||
}
|
||||
|
||||
// save only if there were changes, send no matter what (doesn't hurt to send twice)
|
||||
if (changed)
|
||||
QueueAppearanceSave(sp.ControllingClient.AgentId);
|
||||
@@ -174,6 +192,15 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||
// m_log.WarnFormat("[AVFACTORY]: complete SetAppearance for {0}:\n{1}",client.AgentId,sp.Appearance.ToString());
|
||||
}
|
||||
|
||||
private void SendAppearance(ScenePresence sp)
|
||||
{
|
||||
// Send the appearance to everyone in the scene
|
||||
sp.SendAppearanceToAllOtherAgents();
|
||||
|
||||
// Send animations back to the avatar as well
|
||||
sp.Animator.SendAnimPack();
|
||||
}
|
||||
|
||||
public bool SendAppearance(UUID agentId)
|
||||
{
|
||||
// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId);
|
||||
@@ -185,12 +212,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||
return false;
|
||||
}
|
||||
|
||||
// Send the appearance to everyone in the scene
|
||||
sp.SendAppearanceToAllOtherAgents();
|
||||
|
||||
// Send animations back to the avatar as well
|
||||
sp.Animator.SendAnimPack();
|
||||
|
||||
SendAppearance(sp);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -626,4 +648,4 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory
|
||||
outputAction("{0} baked appearance texture is {1}", sp.Name, bakedTextureValid ? "OK" : "corrupt");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -681,11 +681,10 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
|
||||
#region Agent Crossings
|
||||
|
||||
public bool Cross(ScenePresence agent, bool isFlying)
|
||||
public GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos)
|
||||
{
|
||||
Scene scene = agent.Scene;
|
||||
Vector3 pos = agent.AbsolutePosition;
|
||||
Vector3 newpos = new Vector3(pos.X, pos.Y, pos.Z);
|
||||
version = String.Empty;
|
||||
newpos = new Vector3(pos.X, pos.Y, pos.Z);
|
||||
uint neighbourx = scene.RegionInfo.RegionLocX;
|
||||
uint neighboury = scene.RegionInfo.RegionLocY;
|
||||
const float boundaryDistance = 1.7f;
|
||||
@@ -706,53 +705,12 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
||||
{
|
||||
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
||||
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
|
||||
{
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = b.TriggerRegionY;
|
||||
neighbourx = b.TriggerRegionX;
|
||||
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
return true;
|
||||
}
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
|
||||
Border ba = scene.GetCrossedBorder(pos + westCross, Cardinals.W);
|
||||
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
|
||||
{
|
||||
neighbourx--;
|
||||
newpos.X = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = ba.TriggerRegionY;
|
||||
neighbourx = ba.TriggerRegionX;
|
||||
|
||||
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
neighbourx--;
|
||||
newpos.X = Constants.RegionSize - enterDistance;
|
||||
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + eastCross, Cardinals.E))
|
||||
@@ -763,26 +721,8 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
|
||||
if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
||||
{
|
||||
Border ba = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
||||
if (ba.TriggerRegionX == 0 && ba.TriggerRegionY == 0)
|
||||
{
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = ba.TriggerRegionY;
|
||||
neighbourx = ba.TriggerRegionX;
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
return true;
|
||||
}
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
||||
{
|
||||
@@ -790,35 +730,15 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
neighboury += (uint)(int)(c.BorderLine.Z / (int)Constants.RegionSize);
|
||||
newpos.Y = enterDistance;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + southCross, Cardinals.S))
|
||||
{
|
||||
Border b = scene.GetCrossedBorder(pos + southCross, Cardinals.S);
|
||||
if (b.TriggerRegionX == 0 && b.TriggerRegionY == 0)
|
||||
{
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else
|
||||
{
|
||||
agent.IsInTransit = true;
|
||||
|
||||
neighboury = b.TriggerRegionY;
|
||||
neighbourx = b.TriggerRegionX;
|
||||
Vector3 newposition = pos;
|
||||
newposition.X += (scene.RegionInfo.RegionLocX - neighbourx) * Constants.RegionSize;
|
||||
newposition.Y += (scene.RegionInfo.RegionLocY - neighboury) * Constants.RegionSize;
|
||||
agent.ControllingClient.SendAgentAlertMessage(
|
||||
String.Format("Moving you to region {0},{1}", neighbourx, neighboury), false);
|
||||
InformClientToInitateTeleportToLocation(agent, neighbourx, neighboury, newposition, scene);
|
||||
return true;
|
||||
}
|
||||
neighboury--;
|
||||
newpos.Y = Constants.RegionSize - enterDistance;
|
||||
}
|
||||
else if (scene.TestBorderCross(pos + northCross, Cardinals.N))
|
||||
{
|
||||
|
||||
Border b = scene.GetCrossedBorder(pos + northCross, Cardinals.N);
|
||||
neighboury += (uint)(int)(b.BorderLine.Z / (int)Constants.RegionSize);
|
||||
newpos.Y = enterDistance;
|
||||
@@ -849,19 +769,22 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
}
|
||||
*/
|
||||
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)(neighbourx * Constants.RegionSize), (uint)(neighboury * Constants.RegionSize));
|
||||
xDest = neighbourx;
|
||||
yDest = neighboury;
|
||||
|
||||
int x = (int)(neighbourx * Constants.RegionSize), y = (int)(neighboury * Constants.RegionSize);
|
||||
|
||||
ulong neighbourHandle = Utils.UIntsToLong((uint)x, (uint)y);
|
||||
|
||||
ExpiringCache<ulong, DateTime> r;
|
||||
DateTime banUntil;
|
||||
|
||||
if (m_bannedRegions.TryGetValue(agent.ControllingClient.AgentId, out r))
|
||||
if (m_bannedRegions.TryGetValue(agentID, out r))
|
||||
{
|
||||
if (r.TryGetValue(neighbourHandle, out banUntil))
|
||||
{
|
||||
if (DateTime.Now < banUntil)
|
||||
return false;
|
||||
return null;
|
||||
r.Remove(neighbourHandle);
|
||||
}
|
||||
}
|
||||
@@ -873,28 +796,43 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
|
||||
|
||||
string reason;
|
||||
string version;
|
||||
if (!scene.SimulationService.QueryAccess(neighbourRegion, agent.ControllingClient.AgentId, newpos, out version, out reason))
|
||||
if (!scene.SimulationService.QueryAccess(neighbourRegion, agentID, newpos, out version, out reason))
|
||||
{
|
||||
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
|
||||
if (r == null)
|
||||
{
|
||||
r = new ExpiringCache<ulong, DateTime>();
|
||||
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
|
||||
|
||||
m_bannedRegions.Add(agent.ControllingClient.AgentId, r, TimeSpan.FromSeconds(45));
|
||||
m_bannedRegions.Add(agentID, r, TimeSpan.FromSeconds(45));
|
||||
}
|
||||
else
|
||||
{
|
||||
r.Add(neighbourHandle, DateTime.Now + TimeSpan.FromSeconds(15), TimeSpan.FromSeconds(15));
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
return neighbourRegion;
|
||||
}
|
||||
|
||||
public bool Cross(ScenePresence agent, bool isFlying)
|
||||
{
|
||||
uint x;
|
||||
uint y;
|
||||
Vector3 newpos;
|
||||
string version;
|
||||
|
||||
GridRegion neighbourRegion = GetDestination(agent.Scene, agent.UUID, agent.AbsolutePosition, out x, out y, out version, out newpos);
|
||||
if (neighbourRegion == null)
|
||||
{
|
||||
agent.ControllingClient.SendAlertMessage("Cannot region cross into banned parcel");
|
||||
return false;
|
||||
}
|
||||
|
||||
agent.IsInTransit = true;
|
||||
|
||||
CrossAgentToNewRegionDelegate d = CrossAgentToNewRegionAsync;
|
||||
d.BeginInvoke(agent, newpos, neighbourx, neighboury, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
|
||||
d.BeginInvoke(agent, newpos, x, y, neighbourRegion, isFlying, version, CrossAgentToNewRegionCompleted, d);
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -951,13 +889,11 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
icon.EndInvoke(iar);
|
||||
}
|
||||
|
||||
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
/// <summary>
|
||||
/// This Closes child agents on neighbouring regions
|
||||
/// Calls an asynchronous method to do so.. so it doesn't lag the sim.
|
||||
/// </summary>
|
||||
protected ScenePresence CrossAgentToNewRegionAsync(
|
||||
public ScenePresence CrossAgentToNewRegionAsync(
|
||||
ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion,
|
||||
bool isFlying, string version)
|
||||
{
|
||||
@@ -1719,35 +1655,38 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||
}
|
||||
|
||||
// Offset the positions for the new region across the border
|
||||
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
|
||||
grp.RootPart.GroupPosition = pos;
|
||||
// NOT here
|
||||
|
||||
// If we fail to cross the border, then reset the position of the scene object on that border.
|
||||
uint x = 0, y = 0;
|
||||
Utils.LongToUInts(newRegionHandle, out x, out y);
|
||||
GridRegion destination = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID, (int)x, (int)y);
|
||||
|
||||
if (destination == null || !CrossPrimGroupIntoNewRegion(destination, grp, silent))
|
||||
Vector3 oldGroupPosition = grp.RootPart.GroupPosition;
|
||||
|
||||
if (destination != null)
|
||||
{
|
||||
m_log.InfoFormat("[ENTITY TRANSFER MODULE] cross region transfer failed for object {0}",grp.UUID);
|
||||
|
||||
// Need to turn off the physics flags, otherwise the object will continue to attempt to
|
||||
// move out of the region creating an infinite loop of failed attempts to cross
|
||||
grp.UpdatePrimFlags(grp.RootPart.LocalId,false,grp.IsTemporary,grp.IsPhantom,false);
|
||||
|
||||
// We are going to move the object back to the old position so long as the old position
|
||||
// is in the region
|
||||
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X,1.0f,(float)Constants.RegionSize-1);
|
||||
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y,1.0f,(float)Constants.RegionSize-1);
|
||||
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z,1.0f,4096.0f);
|
||||
|
||||
grp.AbsolutePosition = oldGroupPosition;
|
||||
|
||||
grp.ScheduleGroupForFullUpdate();
|
||||
grp.RootPart.GroupPosition = pos; // only change this if we think there is anywhere to go
|
||||
if (CrossPrimGroupIntoNewRegion(destination, grp, silent))
|
||||
return; // we did it
|
||||
}
|
||||
|
||||
// no one or failed lets go back and tell physics to go on
|
||||
oldGroupPosition.X = Util.Clamp<float>(oldGroupPosition.X, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
oldGroupPosition.Y = Util.Clamp<float>(oldGroupPosition.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
oldGroupPosition.Z = Util.Clamp<float>(oldGroupPosition.Z, 0.5f, 4096.0f);
|
||||
|
||||
grp.AbsolutePosition = oldGroupPosition;
|
||||
grp.Velocity = Vector3.Zero;
|
||||
|
||||
if (grp.RootPart.PhysActor != null)
|
||||
grp.RootPart.PhysActor.CrossingFailure();
|
||||
|
||||
grp.ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Move the given scene object into a new region
|
||||
/// </summary>
|
||||
|
||||
@@ -707,7 +707,12 @@ namespace OpenSim.Region.CoreModules.World.Permissions
|
||||
// Object owners should be able to edit their own content
|
||||
if (currentUser == objectOwner)
|
||||
{
|
||||
permission = true;
|
||||
// there is no way that later code can change this back to false
|
||||
// so just return true immediately and short circuit the more
|
||||
// expensive group checks
|
||||
return true;
|
||||
|
||||
//permission = true;
|
||||
}
|
||||
else if (group.IsAttachment)
|
||||
{
|
||||
|
||||
@@ -35,6 +35,7 @@ namespace OpenSim.Region.Framework.Interfaces
|
||||
|
||||
public interface IAvatarFactoryModule
|
||||
{
|
||||
void SetAppearance(IScenePresence sp, AvatarAppearance appearance);
|
||||
void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams);
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Scenes;
|
||||
|
||||
namespace OpenSim.Region.Framework.Interfaces
|
||||
{
|
||||
public delegate ScenePresence CrossAgentToNewRegionDelegate(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
public interface IEntityTransferModule
|
||||
{
|
||||
void Teleport(ScenePresence agent, ulong regionHandle, Vector3 position,
|
||||
@@ -53,7 +55,12 @@ namespace OpenSim.Region.Framework.Interfaces
|
||||
|
||||
void EnableChildAgent(ScenePresence agent, GridRegion region);
|
||||
|
||||
GridRegion GetDestination(Scene scene, UUID agentID, Vector3 pos, out uint xDest, out uint yDest, out string version, out Vector3 newpos);
|
||||
|
||||
void Cross(SceneObjectGroup sog, Vector3 position, bool silent);
|
||||
|
||||
ScenePresence CrossAgentToNewRegionAsync(ScenePresence agent, Vector3 pos, uint neighbourx, uint neighboury, GridRegion neighbourRegion, bool isFlying, string version);
|
||||
|
||||
}
|
||||
|
||||
public interface IUserAgentVerificationModule
|
||||
|
||||
487
OpenSim/Region/Framework/Scenes/SOPVehicle.cs
Normal file
487
OpenSim/Region/Framework/Scenes/SOPVehicle.cs
Normal file
@@ -0,0 +1,487 @@
|
||||
/*
|
||||
* 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 OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using System.Xml;
|
||||
using OpenSim.Framework.Serialization;
|
||||
using OpenSim.Framework.Serialization.External;
|
||||
using OpenSim.Region.Framework.Scenes.Serialization;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
public class SOPVehicle
|
||||
{
|
||||
public VehicleData vd;
|
||||
|
||||
public Vehicle Type
|
||||
{
|
||||
get { return vd.m_type; }
|
||||
}
|
||||
|
||||
public SOPVehicle()
|
||||
{
|
||||
vd = new VehicleData();
|
||||
ProcessTypeChange(Vehicle.TYPE_NONE); // is needed?
|
||||
}
|
||||
|
||||
public void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
float len;
|
||||
float timestep = 0.01f;
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
vd.m_angularDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_angularDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
else if (pValue > 120) pValue = 120;
|
||||
vd.m_angularMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_angularMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_EFFICIENCY:
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
vd.m_bankingEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_MIX:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
vd.m_bankingMix = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_bankingTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BUOYANCY:
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
vd.m_VehicleBuoyancy = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
vd.m_VhoverEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_HEIGHT:
|
||||
vd.m_VhoverHeight = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_VhoverTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
vd.m_linearDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_linearDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
// if (pValue < timestep) pValue = timestep;
|
||||
// try to make impulses to work a bit better
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
else if (pValue > 120) pValue = 120;
|
||||
vd.m_linearMotorDecayTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_linearMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
vd.m_verticalAttractionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_verticalAttractionTimescale = pValue;
|
||||
break;
|
||||
|
||||
// These are vector properties but the engine lets you use a single float value to
|
||||
// set all of the components to the same value
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
vd.m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
len = vd.m_angularMotorDirection.Length();
|
||||
if (len > 12.566f)
|
||||
vd.m_angularMotorDirection *= (12.566f / len);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
vd.m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
vd.m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
len = vd.m_linearMotorDirection.Length();
|
||||
if (len > 30.0f)
|
||||
vd.m_linearMotorDirection *= (30.0f / len);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
vd.m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
len = vd.m_linearMotorOffset.Length();
|
||||
if (len > 100.0f)
|
||||
vd.m_linearMotorOffset *= (100.0f / len);
|
||||
break;
|
||||
}
|
||||
}//end ProcessFloatVehicleParam
|
||||
|
||||
public void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
{
|
||||
float len;
|
||||
float timestep = 0.01f;
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < timestep) pValue.X = timestep;
|
||||
if (pValue.Y < timestep) pValue.Y = timestep;
|
||||
if (pValue.Z < timestep) pValue.Z = timestep;
|
||||
|
||||
vd.m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
vd.m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
// Limit requested angular speed to 2 rps= 4 pi rads/sec
|
||||
len = vd.m_angularMotorDirection.Length();
|
||||
if (len > 12.566f)
|
||||
vd.m_angularMotorDirection *= (12.566f / len);
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < timestep) pValue.X = timestep;
|
||||
if (pValue.Y < timestep) pValue.Y = timestep;
|
||||
if (pValue.Z < timestep) pValue.Z = timestep;
|
||||
vd.m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
vd.m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
len = vd.m_linearMotorDirection.Length();
|
||||
if (len > 30.0f)
|
||||
vd.m_linearMotorDirection *= (30.0f / len);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
vd.m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
len = vd.m_linearMotorOffset.Length();
|
||||
if (len > 100.0f)
|
||||
vd.m_linearMotorOffset *= (100.0f / len);
|
||||
break;
|
||||
}
|
||||
}//end ProcessVectorVehicleParam
|
||||
|
||||
public void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
vd.m_referenceFrame = Quaternion.Inverse(pValue);
|
||||
break;
|
||||
}
|
||||
}//end ProcessRotationVehicleParam
|
||||
|
||||
public void ProcessVehicleFlags(int pParam, bool remove)
|
||||
{
|
||||
if (remove)
|
||||
{
|
||||
vd.m_flags &= ~((VehicleFlag)pParam);
|
||||
}
|
||||
else
|
||||
{
|
||||
vd.m_flags |= (VehicleFlag)pParam;
|
||||
}
|
||||
}//end ProcessVehicleFlags
|
||||
|
||||
public void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
vd.m_linearMotorDirection = Vector3.Zero;
|
||||
vd.m_angularMotorDirection = Vector3.Zero;
|
||||
vd.m_linearMotorOffset = Vector3.Zero;
|
||||
vd.m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
// Set Defaults For Type
|
||||
vd.m_type = pType;
|
||||
switch (pType)
|
||||
{
|
||||
case Vehicle.TYPE_NONE:
|
||||
vd.m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
vd.m_linearMotorTimescale = 1000;
|
||||
vd.m_linearMotorDecayTimescale = 120;
|
||||
vd.m_angularMotorTimescale = 1000;
|
||||
vd.m_angularMotorDecayTimescale = 1000;
|
||||
vd.m_VhoverHeight = 0;
|
||||
vd.m_VhoverEfficiency = 1;
|
||||
vd.m_VhoverTimescale = 1000;
|
||||
vd.m_VehicleBuoyancy = 0;
|
||||
vd.m_linearDeflectionEfficiency = 0;
|
||||
vd.m_linearDeflectionTimescale = 1000;
|
||||
vd.m_angularDeflectionEfficiency = 0;
|
||||
vd.m_angularDeflectionTimescale = 1000;
|
||||
vd.m_bankingEfficiency = 0;
|
||||
vd.m_bankingMix = 1;
|
||||
vd.m_bankingTimescale = 1000;
|
||||
vd.m_verticalAttractionEfficiency = 0;
|
||||
vd.m_verticalAttractionTimescale = 1000;
|
||||
|
||||
vd.m_flags = (VehicleFlag)0;
|
||||
break;
|
||||
|
||||
case Vehicle.TYPE_SLED:
|
||||
vd.m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
||||
vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
vd.m_linearMotorTimescale = 1000;
|
||||
vd.m_linearMotorDecayTimescale = 120;
|
||||
vd.m_angularMotorTimescale = 1000;
|
||||
vd.m_angularMotorDecayTimescale = 120;
|
||||
vd.m_VhoverHeight = 0;
|
||||
vd.m_VhoverEfficiency = 1;
|
||||
vd.m_VhoverTimescale = 10;
|
||||
vd.m_VehicleBuoyancy = 0;
|
||||
vd.m_linearDeflectionEfficiency = 1;
|
||||
vd.m_linearDeflectionTimescale = 1;
|
||||
vd.m_angularDeflectionEfficiency = 0;
|
||||
vd.m_angularDeflectionTimescale = 1000;
|
||||
vd.m_bankingEfficiency = 0;
|
||||
vd.m_bankingMix = 1;
|
||||
vd.m_bankingTimescale = 10;
|
||||
vd.m_flags &=
|
||||
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
break;
|
||||
case Vehicle.TYPE_CAR:
|
||||
vd.m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
||||
vd.m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
vd.m_linearMotorTimescale = 1;
|
||||
vd.m_linearMotorDecayTimescale = 60;
|
||||
vd.m_angularMotorTimescale = 1;
|
||||
vd.m_angularMotorDecayTimescale = 0.8f;
|
||||
vd.m_VhoverHeight = 0;
|
||||
vd.m_VhoverEfficiency = 0;
|
||||
vd.m_VhoverTimescale = 1000;
|
||||
vd.m_VehicleBuoyancy = 0;
|
||||
vd.m_linearDeflectionEfficiency = 1;
|
||||
vd.m_linearDeflectionTimescale = 2;
|
||||
vd.m_angularDeflectionEfficiency = 0;
|
||||
vd.m_angularDeflectionTimescale = 10;
|
||||
vd.m_verticalAttractionEfficiency = 1f;
|
||||
vd.m_verticalAttractionTimescale = 10f;
|
||||
vd.m_bankingEfficiency = -0.2f;
|
||||
vd.m_bankingMix = 1;
|
||||
vd.m_bankingTimescale = 1;
|
||||
vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BOAT:
|
||||
vd.m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
||||
vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
vd.m_linearMotorTimescale = 5;
|
||||
vd.m_linearMotorDecayTimescale = 60;
|
||||
vd.m_angularMotorTimescale = 4;
|
||||
vd.m_angularMotorDecayTimescale = 4;
|
||||
vd.m_VhoverHeight = 0;
|
||||
vd.m_VhoverEfficiency = 0.5f;
|
||||
vd.m_VhoverTimescale = 2;
|
||||
vd.m_VehicleBuoyancy = 1;
|
||||
vd.m_linearDeflectionEfficiency = 0.5f;
|
||||
vd.m_linearDeflectionTimescale = 3;
|
||||
vd.m_angularDeflectionEfficiency = 0.5f;
|
||||
vd.m_angularDeflectionTimescale = 5;
|
||||
vd.m_verticalAttractionEfficiency = 0.5f;
|
||||
vd.m_verticalAttractionTimescale = 5f;
|
||||
vd.m_bankingEfficiency = -0.3f;
|
||||
vd.m_bankingMix = 0.8f;
|
||||
vd.m_bankingTimescale = 1;
|
||||
vd.m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT |
|
||||
VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
vd.m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP |
|
||||
VehicleFlag.HOVER_WATER_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_AIRPLANE:
|
||||
vd.m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
vd.m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
||||
vd.m_linearMotorTimescale = 2;
|
||||
vd.m_linearMotorDecayTimescale = 60;
|
||||
vd.m_angularMotorTimescale = 4;
|
||||
vd.m_angularMotorDecayTimescale = 8;
|
||||
vd.m_VhoverHeight = 0;
|
||||
vd.m_VhoverEfficiency = 0.5f;
|
||||
vd.m_VhoverTimescale = 1000;
|
||||
vd.m_VehicleBuoyancy = 0;
|
||||
vd.m_linearDeflectionEfficiency = 0.5f;
|
||||
vd.m_linearDeflectionTimescale = 0.5f;
|
||||
vd.m_angularDeflectionEfficiency = 1;
|
||||
vd.m_angularDeflectionTimescale = 2;
|
||||
vd.m_verticalAttractionEfficiency = 0.9f;
|
||||
vd.m_verticalAttractionTimescale = 2f;
|
||||
vd.m_bankingEfficiency = 1;
|
||||
vd.m_bankingMix = 0.7f;
|
||||
vd.m_bankingTimescale = 2;
|
||||
vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
|
||||
VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT |
|
||||
VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BALLOON:
|
||||
vd.m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
||||
vd.m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
vd.m_linearMotorTimescale = 5;
|
||||
vd.m_linearMotorDecayTimescale = 60;
|
||||
vd.m_angularMotorTimescale = 6;
|
||||
vd.m_angularMotorDecayTimescale = 10;
|
||||
vd.m_VhoverHeight = 5;
|
||||
vd.m_VhoverEfficiency = 0.8f;
|
||||
vd.m_VhoverTimescale = 10;
|
||||
vd.m_VehicleBuoyancy = 1;
|
||||
vd.m_linearDeflectionEfficiency = 0;
|
||||
vd.m_linearDeflectionTimescale = 5;
|
||||
vd.m_angularDeflectionEfficiency = 0;
|
||||
vd.m_angularDeflectionTimescale = 5;
|
||||
vd.m_verticalAttractionEfficiency = 0f;
|
||||
vd.m_verticalAttractionTimescale = 1000f;
|
||||
vd.m_bankingEfficiency = 0;
|
||||
vd.m_bankingMix = 0.7f;
|
||||
vd.m_bankingTimescale = 5;
|
||||
vd.m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
|
||||
VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
vd.m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
}
|
||||
}
|
||||
public void SetVehicle(PhysicsActor ph)
|
||||
{
|
||||
if (ph == null)
|
||||
return;
|
||||
ph.SetVehicle(vd);
|
||||
}
|
||||
|
||||
private XmlTextWriter writer;
|
||||
|
||||
private void XWint(string name, int i)
|
||||
{
|
||||
writer.WriteElementString(name, i.ToString());
|
||||
}
|
||||
|
||||
private void XWfloat(string name, float f)
|
||||
{
|
||||
writer.WriteElementString(name, f.ToString(Utils.EnUsCulture));
|
||||
}
|
||||
|
||||
private void XWVector(string name, Vector3 vec)
|
||||
{
|
||||
writer.WriteStartElement(name);
|
||||
writer.WriteElementString("X", vec.X.ToString(Utils.EnUsCulture));
|
||||
writer.WriteElementString("Y", vec.Y.ToString(Utils.EnUsCulture));
|
||||
writer.WriteElementString("Z", vec.Z.ToString(Utils.EnUsCulture));
|
||||
writer.WriteEndElement();
|
||||
}
|
||||
|
||||
private void XWQuat(string name, Quaternion quat)
|
||||
{
|
||||
writer.WriteStartElement(name);
|
||||
writer.WriteElementString("X", quat.X.ToString(Utils.EnUsCulture));
|
||||
writer.WriteElementString("Y", quat.Y.ToString(Utils.EnUsCulture));
|
||||
writer.WriteElementString("Z", quat.Z.ToString(Utils.EnUsCulture));
|
||||
writer.WriteElementString("W", quat.W.ToString(Utils.EnUsCulture));
|
||||
writer.WriteEndElement();
|
||||
}
|
||||
|
||||
public void ToXml2(XmlTextWriter twriter)
|
||||
{
|
||||
writer = twriter;
|
||||
writer.WriteStartElement("SOGVehicle");
|
||||
|
||||
XWint("TYPE", (int)vd.m_type);
|
||||
XWint("FLAGS", (int)vd.m_flags);
|
||||
|
||||
// Linear properties
|
||||
XWVector("LMDIR", vd.m_linearMotorDirection);
|
||||
XWVector("LMFTIME", vd.m_linearFrictionTimescale);
|
||||
XWfloat("LMDTIME", vd.m_linearMotorDecayTimescale);
|
||||
XWfloat("LMTIME", vd.m_linearMotorTimescale);
|
||||
XWVector("LMOFF", vd.m_linearMotorOffset);
|
||||
|
||||
//Angular properties
|
||||
XWVector("AMDIR", vd.m_angularMotorDirection);
|
||||
XWfloat("AMTIME", vd.m_angularMotorTimescale);
|
||||
XWfloat("AMDTIME", vd.m_angularMotorDecayTimescale);
|
||||
XWVector("AMFTIME", vd.m_angularFrictionTimescale);
|
||||
|
||||
//Deflection properties
|
||||
XWfloat("ADEFF", vd.m_angularDeflectionEfficiency);
|
||||
XWfloat("ADTIME", vd.m_angularDeflectionTimescale);
|
||||
XWfloat("LDEFF", vd.m_linearDeflectionEfficiency);
|
||||
XWfloat("LDTIME", vd.m_linearDeflectionTimescale);
|
||||
|
||||
//Banking properties
|
||||
XWfloat("BEFF", vd.m_bankingEfficiency);
|
||||
XWfloat("BMIX", vd.m_bankingMix);
|
||||
XWfloat("BTIME", vd.m_bankingTimescale);
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
XWfloat("HHEI", vd.m_VhoverHeight);
|
||||
XWfloat("HEFF", vd.m_VhoverEfficiency);
|
||||
XWfloat("HTIME", vd.m_VhoverTimescale);
|
||||
XWfloat("VBUO", vd.m_VehicleBuoyancy);
|
||||
|
||||
//Attractor properties
|
||||
XWfloat("VAEFF", vd.m_verticalAttractionEfficiency);
|
||||
XWfloat("VATIME", vd.m_verticalAttractionTimescale);
|
||||
|
||||
XWQuat("REF_FRAME", vd.m_referenceFrame);
|
||||
|
||||
writer.WriteEndElement();
|
||||
writer = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3408,9 +3408,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
// Don't disable this log message - it's too helpful
|
||||
m_log.DebugFormat(
|
||||
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, teleportflags {6}, position {7})",
|
||||
RegionInfo.RegionName, (agent.child ? "child" : "root"), agent.firstname, agent.lastname,
|
||||
agent.AgentID, agent.circuitcode, teleportFlags, agent.startpos);
|
||||
"[SCENE]: Region {0} told of incoming {1} agent {2} {3} {4} (circuit code {5}, IP {6}, viewer {7}, teleportflags {8}, position {9})",
|
||||
RegionInfo.RegionName, (agent.child ? "child" : "root"),agent.firstname, agent.lastname,
|
||||
agent.AgentID, agent.circuitcode, agent.IPAddress, agent.Viewer, teleportFlags, agent.startpos);
|
||||
|
||||
if (LoginsDisabled)
|
||||
{
|
||||
@@ -4766,7 +4766,7 @@ Environment.Exit(1);
|
||||
bool wasUsingPhysics = ((jointProxyObject.Flags & PrimFlags.Physics) != 0);
|
||||
if (wasUsingPhysics)
|
||||
{
|
||||
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
|
||||
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
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -43,6 +43,7 @@ using OpenSim.Region.Framework.Scenes.Serialization;
|
||||
|
||||
namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
|
||||
[Flags]
|
||||
public enum scriptEvents
|
||||
{
|
||||
@@ -461,15 +462,91 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
if (Scene != null)
|
||||
{
|
||||
if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
|
||||
|| Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
|
||||
// if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
|
||||
// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
|
||||
// && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
|
||||
if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
|
||||
|| Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
|
||||
&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
|
||||
{
|
||||
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
|
||||
IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
|
||||
uint x = 0;
|
||||
uint y = 0;
|
||||
string version = String.Empty;
|
||||
Vector3 newpos = Vector3.Zero;
|
||||
OpenSim.Services.Interfaces.GridRegion destination = null;
|
||||
|
||||
if (IsDeleted)
|
||||
return;
|
||||
val = AbsolutePosition;
|
||||
bool canCross = true;
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
// We need to cross these agents. First, let's find
|
||||
// out if any of them can't cross for some reason.
|
||||
// We have to deny the crossing entirely if any
|
||||
// of them are banned. Alternatively, we could
|
||||
// unsit banned agents....
|
||||
|
||||
|
||||
// We set the avatar position as being the object
|
||||
// position to get the region to send to
|
||||
if ((destination = entityTransfer.GetDestination(m_scene, av.UUID, val, out x, out y, out version, out newpos)) == null)
|
||||
{
|
||||
canCross = false;
|
||||
break;
|
||||
}
|
||||
|
||||
m_log.DebugFormat("[SCENE OBJECT]: Avatar {0} needs to be crossed to {1}", av.Name, destination.RegionName);
|
||||
}
|
||||
|
||||
if (canCross)
|
||||
{
|
||||
// We unparent the SP quietly so that it won't
|
||||
// be made to stand up
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
SceneObjectPart parentPart = m_scene.GetSceneObjectPart(av.ParentID);
|
||||
if (parentPart != null)
|
||||
av.ParentUUID = parentPart.UUID;
|
||||
|
||||
av.ParentID = 0;
|
||||
}
|
||||
|
||||
m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
|
||||
|
||||
// Normalize
|
||||
if (val.X >= Constants.RegionSize)
|
||||
val.X -= Constants.RegionSize;
|
||||
if (val.Y >= Constants.RegionSize)
|
||||
val.Y -= Constants.RegionSize;
|
||||
if (val.X < 0)
|
||||
val.X += Constants.RegionSize;
|
||||
if (val.Y < 0)
|
||||
val.Y += Constants.RegionSize;
|
||||
|
||||
// If it's deleted, crossing was successful
|
||||
if (IsDeleted)
|
||||
{
|
||||
foreach (ScenePresence av in m_linkedAvatars)
|
||||
{
|
||||
m_log.DebugFormat("[SCENE OBJECT]: Crossing avatar {0} to {1}", av.Name, val);
|
||||
|
||||
av.IsInTransit = true;
|
||||
|
||||
CrossAgentToNewRegionDelegate d = entityTransfer.CrossAgentToNewRegionAsync;
|
||||
d.BeginInvoke(av, val, x, y, destination, av.Flying, version, CrossAgentToNewRegionCompleted, d);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
else if (RootPart.PhysActor != null)
|
||||
{
|
||||
RootPart.PhysActor.CrossingFailure();
|
||||
}
|
||||
|
||||
Vector3 oldp = AbsolutePosition;
|
||||
val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)Constants.RegionSize - 0.5f);
|
||||
val.Z = Util.Clamp<float>(oldp.Z, 0.5f, 4096.0f);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -528,6 +605,23 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
||||
|
||||
private void CrossAgentToNewRegionCompleted(IAsyncResult iar)
|
||||
{
|
||||
CrossAgentToNewRegionDelegate icon = (CrossAgentToNewRegionDelegate)iar.AsyncState;
|
||||
ScenePresence agent = icon.EndInvoke(iar);
|
||||
|
||||
//// If the cross was successful, this agent is a child agent
|
||||
//if (agent.IsChildAgent)
|
||||
// agent.Reset();
|
||||
//else // Not successful
|
||||
// agent.RestoreInCurrentScene();
|
||||
|
||||
// In any case
|
||||
agent.IsInTransit = false;
|
||||
|
||||
m_log.DebugFormat("[SCENE OBJECT]: Crossing agent {0} {1} completed.", agent.Firstname, agent.Lastname);
|
||||
}
|
||||
|
||||
public override uint LocalId
|
||||
{
|
||||
get { return m_rootPart.LocalId; }
|
||||
@@ -1285,7 +1379,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
m_rootPart.SetParentLocalId(0);
|
||||
AttachmentPoint = (byte)0;
|
||||
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
|
||||
// must check if buildind should be true or false here
|
||||
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
|
||||
HasGroupChanged = true;
|
||||
RootPart.Rezzed = DateTime.Now;
|
||||
RootPart.RemFlag(PrimFlags.TemporaryOnRez);
|
||||
@@ -1584,22 +1679,32 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
public void ApplyPhysics()
|
||||
{
|
||||
// Apply physics to the root prim
|
||||
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive);
|
||||
|
||||
// Apply physics to child prims
|
||||
SceneObjectPart[] parts = m_parts.GetArray();
|
||||
if (parts.Length > 1)
|
||||
{
|
||||
ResetChildPrimPhysicsPositions();
|
||||
|
||||
// Apply physics to the root prim
|
||||
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, true);
|
||||
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
SceneObjectPart part = parts[i];
|
||||
if (part.LocalId != m_rootPart.LocalId)
|
||||
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive);
|
||||
part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, true);
|
||||
}
|
||||
|
||||
// Hack to get the physics scene geometries in the right spot
|
||||
ResetChildPrimPhysicsPositions();
|
||||
// ResetChildPrimPhysicsPositions();
|
||||
if (m_rootPart.PhysActor != null)
|
||||
{
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Apply physics to the root prim
|
||||
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1770,6 +1875,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// <returns></returns>
|
||||
public SceneObjectGroup Copy(bool userExposed)
|
||||
{
|
||||
m_dupeInProgress = true;
|
||||
SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
|
||||
dupe.m_isBackedUp = false;
|
||||
dupe.m_parts = new MapAndArray<OpenMetaverse.UUID, SceneObjectPart>();
|
||||
@@ -1833,13 +1939,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
pbs,
|
||||
newPart.AbsolutePosition,
|
||||
newPart.Scale,
|
||||
newPart.RotationOffset,
|
||||
//newPart.RotationOffset,
|
||||
newPart.GetWorldRotation(),
|
||||
part.PhysActor.IsPhysical,
|
||||
newPart.LocalId);
|
||||
|
||||
newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
|
||||
}
|
||||
}
|
||||
if (dupe.m_rootPart.PhysActor != null && userExposed)
|
||||
dupe.m_rootPart.PhysActor.Building = false; // tell physics to finish building
|
||||
|
||||
if (userExposed)
|
||||
{
|
||||
@@ -1850,6 +1959,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
ScheduleGroupForFullUpdate();
|
||||
}
|
||||
|
||||
m_dupeInProgress = false;
|
||||
return dupe;
|
||||
}
|
||||
|
||||
@@ -2857,12 +2967,31 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
RootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
if (parts[i] != RootPart)
|
||||
parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect);
|
||||
}
|
||||
*/
|
||||
if (parts.Length > 1)
|
||||
{
|
||||
m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
|
||||
|
||||
for (int i = 0; i < parts.Length; i++)
|
||||
{
|
||||
|
||||
if (parts[i].UUID != m_rootPart.UUID)
|
||||
parts[i].UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, true);
|
||||
}
|
||||
|
||||
if (m_rootPart.PhysActor != null)
|
||||
m_rootPart.PhysActor.Building = false;
|
||||
}
|
||||
else
|
||||
m_rootPart.UpdatePrimFlags(UsePhysics, SetTemporary, SetPhantom, SetVolumeDetect, false);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -310,6 +310,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
private UUID m_collisionSound;
|
||||
private float m_collisionSoundVolume;
|
||||
|
||||
|
||||
private SOPVehicle m_vehicle = null;
|
||||
|
||||
#endregion Fields
|
||||
|
||||
// ~SceneObjectPart()
|
||||
@@ -1503,7 +1506,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
/// <param name="rootObjectFlags"></param>
|
||||
/// <param name="VolumeDetectActive"></param>
|
||||
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
|
||||
// public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
|
||||
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool building)
|
||||
{
|
||||
if (!ParentGroup.Scene.CollidablePrims)
|
||||
return;
|
||||
@@ -1539,7 +1543,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
Shape,
|
||||
AbsolutePosition,
|
||||
Scale,
|
||||
RotationOffset,
|
||||
// RotationOffset,
|
||||
GetWorldRotation(), // physics wants world rotation
|
||||
RigidBody,
|
||||
m_localId);
|
||||
}
|
||||
@@ -1554,8 +1559,16 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
|
||||
PhysActor.SetMaterial(Material);
|
||||
|
||||
// if root part apply vehicle
|
||||
if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
|
||||
m_vehicle.SetVehicle(PhysActor);
|
||||
|
||||
DoPhysicsPropertyUpdate(RigidBody, true);
|
||||
PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
|
||||
|
||||
if (!building)
|
||||
PhysActor.Building = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1791,6 +1804,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
if (!isNew)
|
||||
ParentGroup.Scene.RemovePhysicalPrim(1);
|
||||
|
||||
Velocity = new Vector3(0, 0, 0);
|
||||
Acceleration = new Vector3(0, 0, 0);
|
||||
AngularVelocity = new Vector3(0, 0, 0);
|
||||
|
||||
PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
|
||||
PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
|
||||
PhysActor.delink();
|
||||
@@ -2612,9 +2629,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
|
||||
|
||||
if (ParentGroup.Scene.TestBorderCross(newpos, Cardinals.N)
|
||||
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
|
||||
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
|
||||
| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
|
||||
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.S)
|
||||
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.E)
|
||||
|| ParentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
|
||||
{
|
||||
ParentGroup.AbsolutePosition = newpos;
|
||||
return;
|
||||
@@ -3160,17 +3177,61 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public int VehicleType
|
||||
{
|
||||
get
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return (int)Vehicle.TYPE_NONE;
|
||||
else
|
||||
return (int)m_vehicle.Type;
|
||||
}
|
||||
set
|
||||
{
|
||||
SetVehicleType(value);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVehicleType(int type)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
m_vehicle = null;
|
||||
if (type == (int)Vehicle.TYPE_NONE)
|
||||
{
|
||||
if (_parentID ==0 && PhysActor != null)
|
||||
PhysActor.VehicleType = (int)Vehicle.TYPE_NONE;
|
||||
return;
|
||||
}
|
||||
m_vehicle = new SOPVehicle();
|
||||
m_vehicle.ProcessTypeChange((Vehicle)type);
|
||||
{
|
||||
if (_parentID ==0 && PhysActor != null)
|
||||
PhysActor.VehicleType = type;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVehicleFlags(int param, bool remove)
|
||||
{
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessVehicleFlags(param, remove);
|
||||
|
||||
if (_parentID ==0 && PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleType = type;
|
||||
PhysActor.VehicleFlags(param, remove);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetVehicleFloatParam(int param, float value)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessFloatVehicleParam((Vehicle)param, value);
|
||||
|
||||
if (_parentID == 0 && PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleFloatParam(param, value);
|
||||
}
|
||||
@@ -3178,7 +3239,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
public void SetVehicleVectorParam(int param, Vector3 value)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessVectorVehicleParam((Vehicle)param, value);
|
||||
|
||||
if (_parentID == 0 && PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleVectorParam(param, value);
|
||||
}
|
||||
@@ -3186,7 +3252,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
public void SetVehicleRotationParam(int param, Quaternion rotation)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
if (m_vehicle == null)
|
||||
return;
|
||||
|
||||
m_vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation);
|
||||
|
||||
if (_parentID == 0 && PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleRotationParam(param, rotation);
|
||||
}
|
||||
@@ -3373,13 +3444,6 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
hasProfileCut = hasDimple; // is it the same thing?
|
||||
}
|
||||
|
||||
public void SetVehicleFlags(int param, bool remove)
|
||||
{
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.VehicleFlags(param, remove);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetGroup(UUID groupID, IClientAPI client)
|
||||
{
|
||||
@@ -4267,7 +4331,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// <param name="SetTemporary"></param>
|
||||
/// <param name="SetPhantom"></param>
|
||||
/// <param name="SetVD"></param>
|
||||
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
|
||||
// public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD)
|
||||
public void UpdatePrimFlags(bool UsePhysics, bool SetTemporary, bool SetPhantom, bool SetVD, bool building)
|
||||
{
|
||||
bool wasUsingPhysics = ((Flags & PrimFlags.Physics) != 0);
|
||||
bool wasTemporary = ((Flags & PrimFlags.TemporaryOnRez) != 0);
|
||||
@@ -4285,6 +4350,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// that...
|
||||
// ... if VD is changed, all others are not.
|
||||
// ... if one of the others is changed, VD is not.
|
||||
// do this first
|
||||
if (building && PhysActor != null && PhysActor.Building != building)
|
||||
PhysActor.Building = building;
|
||||
if (SetVD) // VD is active, special logic applies
|
||||
{
|
||||
// State machine logic for VolumeDetect
|
||||
@@ -4366,11 +4434,17 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
Shape,
|
||||
AbsolutePosition,
|
||||
Scale,
|
||||
RotationOffset,
|
||||
// RotationOffset,
|
||||
GetWorldRotation(), //physics wants world rotation like all other functions send
|
||||
UsePhysics,
|
||||
m_localId);
|
||||
|
||||
PhysActor.SetMaterial(Material);
|
||||
|
||||
// if root part apply vehicle
|
||||
if (m_vehicle != null && LocalId == ParentGroup.RootPart.LocalId)
|
||||
m_vehicle.SetVehicle(PhysActor);
|
||||
|
||||
DoPhysicsPropertyUpdate(UsePhysics, true);
|
||||
|
||||
if (!ParentGroup.IsDeleted)
|
||||
@@ -4446,6 +4520,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
|
||||
|
||||
// and last in case we have a new actor and not building
|
||||
if (PhysActor != null && PhysActor.Building != building)
|
||||
PhysActor.Building = building;
|
||||
if (ParentGroup != null)
|
||||
{
|
||||
ParentGroup.HasGroupChanged = true;
|
||||
|
||||
@@ -233,6 +233,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
private bool m_collisionEventFlag = false;
|
||||
private object m_collisionEventLock = new Object();
|
||||
|
||||
private Vector3 m_prevSitOffset;
|
||||
|
||||
protected AvatarAppearance m_appearance;
|
||||
|
||||
public AvatarAppearance Appearance
|
||||
@@ -295,13 +297,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
/// </summary>
|
||||
public PhysicsActor PhysicsActor { get; private set; }
|
||||
|
||||
private byte m_movementflag;
|
||||
|
||||
public byte MovementFlag
|
||||
{
|
||||
set { m_movementflag = value; }
|
||||
get { return m_movementflag; }
|
||||
}
|
||||
/// <summary>
|
||||
/// Record user movement inputs.
|
||||
/// </summary>
|
||||
public byte MovementFlag { get; private set; }
|
||||
|
||||
private bool m_updateflag;
|
||||
|
||||
@@ -647,6 +646,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
}
|
||||
private uint m_parentID;
|
||||
|
||||
public UUID ParentUUID
|
||||
{
|
||||
get { return m_parentUUID; }
|
||||
set { m_parentUUID = value; }
|
||||
}
|
||||
private UUID m_parentUUID = UUID.Zero;
|
||||
|
||||
public float Health
|
||||
{
|
||||
get { return m_health; }
|
||||
@@ -868,7 +874,26 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
"[SCENE]: Upgrading child to root agent for {0} in {1}",
|
||||
Name, m_scene.RegionInfo.RegionName);
|
||||
|
||||
//m_log.DebugFormat("[SCENE]: known regions in {0}: {1}", Scene.RegionInfo.RegionName, KnownChildRegionHandles.Count);
|
||||
if (ParentUUID != UUID.Zero)
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Sitting avatar back on prim {0}", ParentUUID);
|
||||
SceneObjectPart part = m_scene.GetSceneObjectPart(ParentUUID);
|
||||
if (part == null)
|
||||
{
|
||||
m_log.ErrorFormat("[SCENE PRESENCE]: Can't find prim {0} to sit on", ParentUUID);
|
||||
}
|
||||
else
|
||||
{
|
||||
part.ParentGroup.AddAvatar(UUID);
|
||||
if (part.SitTargetPosition != Vector3.Zero)
|
||||
part.SitTargetAvatar = UUID;
|
||||
ParentPosition = part.GetWorldPosition();
|
||||
ParentID = part.LocalId;
|
||||
m_pos = m_prevSitOffset;
|
||||
pos = ParentPosition;
|
||||
}
|
||||
ParentUUID = UUID.Zero;
|
||||
}
|
||||
|
||||
bool wasChild = IsChildAgent;
|
||||
IsChildAgent = false;
|
||||
@@ -881,62 +906,64 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
|
||||
m_scene.EventManager.TriggerSetRootAgentScene(m_uuid, m_scene);
|
||||
|
||||
// Moved this from SendInitialData to ensure that Appearance is initialized
|
||||
// before the inventory is processed in MakeRootAgent. This fixes a race condition
|
||||
// related to the handling of attachments
|
||||
//m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
|
||||
if (m_scene.TestBorderCross(pos, Cardinals.E))
|
||||
if (ParentID == 0)
|
||||
{
|
||||
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
|
||||
pos.X = crossedBorder.BorderLine.Z - 1;
|
||||
// Moved this from SendInitialData to ensure that Appearance is initialized
|
||||
// before the inventory is processed in MakeRootAgent. This fixes a race condition
|
||||
// related to the handling of attachments
|
||||
//m_scene.GetAvatarAppearance(ControllingClient, out Appearance);
|
||||
if (m_scene.TestBorderCross(pos, Cardinals.E))
|
||||
{
|
||||
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.E);
|
||||
pos.X = crossedBorder.BorderLine.Z - 1;
|
||||
}
|
||||
|
||||
if (m_scene.TestBorderCross(pos, Cardinals.N))
|
||||
{
|
||||
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
|
||||
pos.Y = crossedBorder.BorderLine.Z - 1;
|
||||
}
|
||||
|
||||
CheckAndAdjustLandingPoint(ref pos);
|
||||
|
||||
if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
|
||||
pos, Name, UUID);
|
||||
|
||||
if (pos.X < 0f) pos.X = 0f;
|
||||
if (pos.Y < 0f) pos.Y = 0f;
|
||||
if (pos.Z < 0f) pos.Z = 0f;
|
||||
}
|
||||
|
||||
float localAVHeight = 1.56f;
|
||||
if (Appearance.AvatarHeight > 0)
|
||||
localAVHeight = Appearance.AvatarHeight;
|
||||
|
||||
float posZLimit = 0;
|
||||
|
||||
if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
|
||||
posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
|
||||
|
||||
float newPosZ = posZLimit + localAVHeight / 2;
|
||||
if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
|
||||
{
|
||||
pos.Z = newPosZ;
|
||||
}
|
||||
AbsolutePosition = pos;
|
||||
|
||||
AddToPhysicalScene(isFlying);
|
||||
|
||||
if (ForceFly)
|
||||
{
|
||||
Flying = true;
|
||||
}
|
||||
else if (FlyDisabled)
|
||||
{
|
||||
Flying = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (m_scene.TestBorderCross(pos, Cardinals.N))
|
||||
{
|
||||
Border crossedBorder = m_scene.GetCrossedBorder(pos, Cardinals.N);
|
||||
pos.Y = crossedBorder.BorderLine.Z - 1;
|
||||
}
|
||||
|
||||
CheckAndAdjustLandingPoint(ref pos);
|
||||
|
||||
if (pos.X < 0f || pos.Y < 0f || pos.Z < 0f)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[SCENE PRESENCE]: MakeRootAgent() was given an illegal position of {0} for avatar {1}, {2}. Clamping",
|
||||
pos, Name, UUID);
|
||||
|
||||
if (pos.X < 0f) pos.X = 0f;
|
||||
if (pos.Y < 0f) pos.Y = 0f;
|
||||
if (pos.Z < 0f) pos.Z = 0f;
|
||||
}
|
||||
|
||||
float localAVHeight = 1.56f;
|
||||
if (Appearance.AvatarHeight > 0)
|
||||
localAVHeight = Appearance.AvatarHeight;
|
||||
|
||||
float posZLimit = 0;
|
||||
|
||||
if (pos.X < Constants.RegionSize && pos.Y < Constants.RegionSize)
|
||||
posZLimit = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
|
||||
|
||||
float newPosZ = posZLimit + localAVHeight / 2;
|
||||
if (posZLimit >= (pos.Z - (localAVHeight / 2)) && !(Single.IsInfinity(newPosZ) || Single.IsNaN(newPosZ)))
|
||||
{
|
||||
pos.Z = newPosZ;
|
||||
}
|
||||
AbsolutePosition = pos;
|
||||
|
||||
AddToPhysicalScene(isFlying);
|
||||
|
||||
if (ForceFly)
|
||||
{
|
||||
Flying = true;
|
||||
}
|
||||
else if (FlyDisabled)
|
||||
{
|
||||
Flying = false;
|
||||
}
|
||||
|
||||
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
|
||||
// avatar to return to the standing position in mid-air. On login it looks like this is being sent
|
||||
// elsewhere anyway
|
||||
@@ -954,11 +981,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
{
|
||||
m_log.DebugFormat("[SCENE PRESENCE]: Restarting scripts in attachments...");
|
||||
// Resume scripts
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
|
||||
sog.ResumeScripts();
|
||||
}
|
||||
Util.FireAndForget(delegate(object x) {
|
||||
foreach (SceneObjectGroup sog in m_attachments)
|
||||
{
|
||||
sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
|
||||
sog.ResumeScripts();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1814,8 +1843,11 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
|
||||
|
||||
SitGround = false;
|
||||
|
||||
/* move this down so avatar gets physical in the new position and not where it is siting
|
||||
if (PhysicsActor == null)
|
||||
AddToPhysicalScene(false);
|
||||
*/
|
||||
|
||||
if (ParentID != 0)
|
||||
{
|
||||
@@ -1850,6 +1882,10 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
ParentPosition = Vector3.Zero;
|
||||
|
||||
ParentID = 0;
|
||||
|
||||
if (PhysicsActor == null)
|
||||
AddToPhysicalScene(false);
|
||||
|
||||
SendAvatarDataToAllAgents();
|
||||
m_requestedSitTargetID = 0;
|
||||
|
||||
@@ -1857,6 +1893,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
|
||||
}
|
||||
|
||||
else if (PhysicsActor == null)
|
||||
AddToPhysicalScene(false);
|
||||
|
||||
Animator.TrySetMovementAnimation("STAND");
|
||||
}
|
||||
|
||||
@@ -3112,6 +3151,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
cAgent.AlwaysRun = SetAlwaysRun;
|
||||
|
||||
cAgent.Appearance = new AvatarAppearance(Appearance);
|
||||
|
||||
cAgent.ParentPart = ParentUUID;
|
||||
cAgent.SitOffset = m_pos;
|
||||
|
||||
lock (scriptedcontrols)
|
||||
{
|
||||
@@ -3171,6 +3213,8 @@ namespace OpenSim.Region.Framework.Scenes
|
||||
CameraAtAxis = cAgent.AtAxis;
|
||||
CameraLeftAxis = cAgent.LeftAxis;
|
||||
m_CameraUpAxis = cAgent.UpAxis;
|
||||
ParentUUID = cAgent.ParentPart;
|
||||
m_prevSitOffset = cAgent.SitOffset;
|
||||
|
||||
// When we get to the point of re-computing neighbors everytime this
|
||||
// changes, then start using the agent's drawdistance rather than the
|
||||
|
||||
@@ -1486,7 +1486,7 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
||||
m_SOPXmlProcessors,
|
||||
reader,
|
||||
(o, nodeName, e)
|
||||
=> m_log.ErrorFormat(
|
||||
=> m_log.DebugFormat(
|
||||
"[SceneObjectSerializer]: Exception while parsing {0} in object {1} {2}: {3}{4}",
|
||||
((SceneObjectPart)o).Name, ((SceneObjectPart)o).UUID, nodeName, e.Message, e.StackTrace));
|
||||
|
||||
@@ -1539,14 +1539,18 @@ namespace OpenSim.Region.Framework.Scenes.Serialization
|
||||
|
||||
reader.ReadStartElement(name, String.Empty); // Shape
|
||||
|
||||
ExternalRepresentationUtils.ExecuteReadProcessors(
|
||||
errors = ExternalRepresentationUtils.ExecuteReadProcessors(
|
||||
shape,
|
||||
m_ShapeXmlProcessors,
|
||||
reader,
|
||||
(o, nodeName, e)
|
||||
=> m_log.ErrorFormat(
|
||||
"[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
|
||||
nodeName, e.Message, e.StackTrace));
|
||||
=>
|
||||
{
|
||||
m_log.DebugFormat(
|
||||
"[SceneObjectSerializer]: Exception while parsing Shape property {0}: {1}{2}",
|
||||
nodeName, e.Message, e.StackTrace);
|
||||
}
|
||||
);
|
||||
|
||||
reader.ReadEndElement(); // Shape
|
||||
|
||||
|
||||
@@ -63,9 +63,9 @@ namespace OpenSim.Region.OptionalModules.Avatar.Voice.FreeSwitchVoice
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
// Capability string prefixes
|
||||
private static readonly string m_parcelVoiceInfoRequestPath = "0007/";
|
||||
private static readonly string m_provisionVoiceAccountRequestPath = "0008/";
|
||||
private static readonly string m_chatSessionRequestPath = "0009/";
|
||||
private static readonly string m_parcelVoiceInfoRequestPath = "0207/";
|
||||
private static readonly string m_provisionVoiceAccountRequestPath = "0208/";
|
||||
private static readonly string m_chatSessionRequestPath = "0209/";
|
||||
|
||||
// Control info
|
||||
private static bool m_Enabled = false;
|
||||
|
||||
@@ -30,6 +30,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Collections.Specialized;
|
||||
using System.Reflection;
|
||||
using System.Threading;
|
||||
|
||||
using Nwc.XmlRpc;
|
||||
|
||||
@@ -167,6 +168,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
||||
|
||||
private bool m_debugEnabled = false;
|
||||
|
||||
private Dictionary<string, bool> m_pendingRequests = new Dictionary<string,bool>();
|
||||
|
||||
private ExpiringCache<string, OSDMap> m_memoryCache;
|
||||
private int m_cacheTimeout = 30;
|
||||
|
||||
@@ -1348,6 +1351,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
||||
// Immediately forward the request if the cache is disabled.
|
||||
if (m_cacheTimeout == 0)
|
||||
{
|
||||
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: cache is disabled");
|
||||
return WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
}
|
||||
|
||||
@@ -1355,6 +1359,8 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
||||
if (requestArgs["RequestMethod"] == "RemoveGeneric"
|
||||
|| requestArgs["RequestMethod"] == "AddGeneric")
|
||||
{
|
||||
m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: clearing generics cache");
|
||||
|
||||
// Any and all updates cause the cache to clear
|
||||
m_memoryCache.Clear();
|
||||
|
||||
@@ -1366,18 +1372,67 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups
|
||||
|
||||
// Create the cache key for the request and see if we have it cached
|
||||
string CacheKey = WebUtil.BuildQueryString(requestArgs);
|
||||
OSDMap response = null;
|
||||
if (!m_memoryCache.TryGetValue(CacheKey, out response))
|
||||
{
|
||||
// if it wasn't in the cache, pass the request to the Simian Grid Services
|
||||
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
|
||||
// and cache the response
|
||||
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
|
||||
// This code uses a leader/follower pattern. On a cache miss, the request is added
|
||||
// to a queue; the first thread to add it to the queue completes the request while
|
||||
// follow on threads busy wait for the results, this situation seems to happen
|
||||
// often when checking permissions
|
||||
while (true)
|
||||
{
|
||||
OSDMap response = null;
|
||||
bool firstRequest = false;
|
||||
|
||||
lock (m_memoryCache)
|
||||
{
|
||||
if (m_memoryCache.TryGetValue(CacheKey, out response))
|
||||
return response;
|
||||
|
||||
if (! m_pendingRequests.ContainsKey(CacheKey))
|
||||
{
|
||||
m_pendingRequests.Add(CacheKey,true);
|
||||
firstRequest = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (firstRequest)
|
||||
{
|
||||
// if it wasn't in the cache, pass the request to the Simian Grid Services
|
||||
try
|
||||
{
|
||||
response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.InfoFormat("[SIMIAN GROUPS CONNECTOR] request failed {0}",CacheKey);
|
||||
}
|
||||
|
||||
// and cache the response
|
||||
lock (m_memoryCache)
|
||||
{
|
||||
m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
|
||||
m_pendingRequests.Remove(CacheKey);
|
||||
}
|
||||
|
||||
return response;
|
||||
}
|
||||
|
||||
Thread.Sleep(50); // waiting for a web request to complete, 50msecs is reasonable
|
||||
}
|
||||
|
||||
// return cached response
|
||||
return response;
|
||||
// if (!m_memoryCache.TryGetValue(CacheKey, out response))
|
||||
// {
|
||||
// m_log.WarnFormat("[SIMIAN GROUPS CONNECTOR]: query not in the cache");
|
||||
// Util.PrintCallStack();
|
||||
|
||||
// // if it wasn't in the cache, pass the request to the Simian Grid Services
|
||||
// response = WebUtil.PostToService(m_groupsServerURI, requestArgs);
|
||||
|
||||
// // and cache the response
|
||||
// m_memoryCache.AddOrUpdate(CacheKey, response, TimeSpan.FromSeconds(m_cacheTimeout));
|
||||
// }
|
||||
|
||||
// // return cached response
|
||||
// return response;
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
||||
@@ -96,15 +96,15 @@ namespace OpenSim.Region.OptionalModules.World.NPC
|
||||
if (!m_avatars.ContainsKey(agentId))
|
||||
return false;
|
||||
|
||||
// Delete existing sp attachments
|
||||
scene.AttachmentsModule.DeleteAttachmentsFromScene(sp, false);
|
||||
|
||||
AvatarAppearance npcAppearance = new AvatarAppearance(appearance, true);
|
||||
sp.Appearance = npcAppearance;
|
||||
// Set new sp appearance. Also sends to clients.
|
||||
scene.RequestModuleInterface<IAvatarFactoryModule>().SetAppearance(sp, new AvatarAppearance(appearance, true));
|
||||
|
||||
// Rez needed sp attachments
|
||||
scene.AttachmentsModule.RezAttachments(sp);
|
||||
|
||||
IAvatarFactoryModule module = scene.RequestModuleInterface<IAvatarFactoryModule>();
|
||||
module.SendAppearance(sp.UUID);
|
||||
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1536,7 +1536,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
List<OdePrim> removeprims = null;
|
||||
foreach (OdePrim chr in _activeprims)
|
||||
{
|
||||
if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled))
|
||||
if (chr.Body != IntPtr.Zero && d.BodyIsEnabled(chr.Body) && (!chr.m_disabled) && !chr.m_outofBounds)
|
||||
{
|
||||
try
|
||||
{
|
||||
@@ -1736,6 +1736,23 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
private PhysicsActor AddPrim(String name, Vector3 position, PhysicsActor parent,
|
||||
PrimitiveBaseShape pbs, uint localid, byte[] sdata)
|
||||
{
|
||||
Vector3 pos = position;
|
||||
|
||||
OdePrim newPrim;
|
||||
lock (OdeLock)
|
||||
{
|
||||
newPrim = new OdePrim(name, this, pos, parent, pbs, ode, localid, sdata);
|
||||
lock (_prims)
|
||||
_prims.Add(newPrim);
|
||||
}
|
||||
|
||||
return newPrim;
|
||||
}
|
||||
|
||||
|
||||
public void addActivePrim(OdePrim activatePrim)
|
||||
{
|
||||
// adds active prim.. (ones that should be iterated over in collisions_optimized
|
||||
@@ -1762,6 +1779,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
return result;
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
|
||||
uint localid, byte[] sdata)
|
||||
{
|
||||
PhysicsActor result;
|
||||
|
||||
result = AddPrim(primName, position, parent,
|
||||
pbs, localid, sdata);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
public override float TimeDilation
|
||||
{
|
||||
get { return m_timeDilation; }
|
||||
@@ -3410,17 +3438,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
public void SetTerrain(float[] heightMap, Vector3 pOffset)
|
||||
{
|
||||
|
||||
uint regionsize = (uint) Constants.RegionSize; // visible region size eg. 256(M)
|
||||
int regionsize = (int) Constants.RegionSize; // visible region size eg. 256(M)
|
||||
|
||||
uint heightmapWidth = regionsize + 1; // ODE map size 257 x 257 (Meters) (1 extra
|
||||
uint heightmapHeight = regionsize + 1;
|
||||
int heightmapWidth = regionsize + 2; // ODE map size 258 x 258 (Meters) (1 extra each side)
|
||||
int heightmapHeight = regionsize + 2;
|
||||
|
||||
uint heightmapWidthSamples = (uint)regionsize + 2; // Sample file size, 258 x 258 samples
|
||||
uint heightmapHeightSamples = (uint)regionsize + 2;
|
||||
int heightmapWidthSamples = (int)regionsize + 3; // to have 258m we need 259 samples
|
||||
int heightmapHeightSamples = (int)regionsize + 3;
|
||||
|
||||
// Array of height samples for ODE
|
||||
float[] _heightmap;
|
||||
_heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 258 x 258
|
||||
_heightmap = new float[(heightmapWidthSamples * heightmapHeightSamples)]; // loaded samples 259 x 259
|
||||
|
||||
// Other ODE parameters
|
||||
const float scale = 1.0f;
|
||||
@@ -3432,10 +3460,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
float hfmax = -2000f;
|
||||
float minele = 0.0f; // Dont allow -ve heights
|
||||
|
||||
uint x = 0;
|
||||
uint y = 0;
|
||||
uint xx = 0;
|
||||
uint yy = 0;
|
||||
int x = 0;
|
||||
int y = 0;
|
||||
int xx = 0;
|
||||
int yy = 0;
|
||||
|
||||
// load the height samples array from the heightMap
|
||||
for ( x = 0; x < heightmapWidthSamples; x++) // 0 to 257
|
||||
|
||||
353
OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
Normal file
353
OpenSim/Region/Physics/ChOdePlugin/OdeUtils.cs
Normal file
@@ -0,0 +1,353 @@
|
||||
/* Ubit 2012
|
||||
* 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.
|
||||
*/
|
||||
|
||||
// no endian conversion. So can't be use to pass information around diferent cpus with diferent endian
|
||||
|
||||
using System;
|
||||
using System.IO;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
|
||||
unsafe public class wstreamer
|
||||
{
|
||||
byte[] buf;
|
||||
int index;
|
||||
byte* src;
|
||||
|
||||
public wstreamer()
|
||||
{
|
||||
buf = new byte[1024];
|
||||
index = 0;
|
||||
}
|
||||
public wstreamer(int size)
|
||||
{
|
||||
buf = new byte[size];
|
||||
index = 0;
|
||||
}
|
||||
|
||||
public byte[] close()
|
||||
{
|
||||
byte[] data = new byte[index];
|
||||
Buffer.BlockCopy(buf, 0, data, 0, index);
|
||||
return data;
|
||||
}
|
||||
|
||||
public void Seek(int pos)
|
||||
{
|
||||
index = pos;
|
||||
}
|
||||
|
||||
public void Seekrel(int pos)
|
||||
{
|
||||
index += pos;
|
||||
}
|
||||
|
||||
public void Wbyte(byte value)
|
||||
{
|
||||
buf[index++] = value;
|
||||
}
|
||||
public void Wshort(short value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
public void Wushort(ushort value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
public void Wint(int value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
public void Wuint(uint value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
public void Wlong(long value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
public void Wulong(ulong value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
|
||||
public void Wfloat(float value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
|
||||
public void Wdouble(double value)
|
||||
{
|
||||
src = (byte*)&value;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
|
||||
public void Wvector3(Vector3 value)
|
||||
{
|
||||
src = (byte*)&value.X;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
src = (byte*)&value.Y; // it may have padding ??
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
src = (byte*)&value.Z;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
public void Wquat(Quaternion value)
|
||||
{
|
||||
src = (byte*)&value.X;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
src = (byte*)&value.Y; // it may have padding ??
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
src = (byte*)&value.Z;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
src = (byte*)&value.W;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src++;
|
||||
buf[index++] = *src;
|
||||
}
|
||||
}
|
||||
|
||||
unsafe public class rstreamer
|
||||
{
|
||||
private byte[] rbuf;
|
||||
private int ptr;
|
||||
private byte* dst;
|
||||
|
||||
public rstreamer(byte[] data)
|
||||
{
|
||||
rbuf = data;
|
||||
ptr = 0;
|
||||
}
|
||||
|
||||
public void close()
|
||||
{
|
||||
}
|
||||
|
||||
public void Seek(int pos)
|
||||
{
|
||||
ptr = pos;
|
||||
}
|
||||
|
||||
public void Seekrel(int pos)
|
||||
{
|
||||
ptr += pos;
|
||||
}
|
||||
|
||||
public byte Rbyte()
|
||||
{
|
||||
return (byte)rbuf[ptr++];
|
||||
}
|
||||
|
||||
public short Rshort()
|
||||
{
|
||||
short v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
public ushort Rushort()
|
||||
{
|
||||
ushort v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
public int Rint()
|
||||
{
|
||||
int v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
public uint Ruint()
|
||||
{
|
||||
uint v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
public long Rlong()
|
||||
{
|
||||
long v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
public ulong Rulong()
|
||||
{
|
||||
ulong v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
public float Rfloat()
|
||||
{
|
||||
float v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
|
||||
public double Rdouble()
|
||||
{
|
||||
double v;
|
||||
dst = (byte*)&v;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
|
||||
public Vector3 Rvector3()
|
||||
{
|
||||
Vector3 v;
|
||||
dst = (byte*)&v.X;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
|
||||
dst = (byte*)&v.Y;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
|
||||
dst = (byte*)&v.Z;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
return v;
|
||||
}
|
||||
|
||||
public Quaternion Rquat()
|
||||
{
|
||||
Quaternion v;
|
||||
dst = (byte*)&v.X;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
|
||||
dst = (byte*)&v.Y;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
|
||||
dst = (byte*)&v.Z;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
|
||||
dst = (byte*)&v.W;
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst++ = rbuf[ptr++];
|
||||
*dst = rbuf[ptr++];
|
||||
|
||||
return v;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -65,5 +65,6 @@ namespace OpenSim.Region.Physics.Manager
|
||||
void releasePinned();
|
||||
void Append(IMesh newMesh);
|
||||
void TransformLinear(float[,] matrix, float[] offset);
|
||||
Vector3 GetCentroid();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -68,6 +68,17 @@ namespace OpenSim.Region.Physics.Manager
|
||||
}
|
||||
}
|
||||
|
||||
public struct ContactData
|
||||
{
|
||||
public float mu;
|
||||
public float bounce;
|
||||
|
||||
public ContactData(float _mu, float _bounce)
|
||||
{
|
||||
mu = _mu;
|
||||
bounce = _bounce;
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Used to pass collision information to OnCollisionUpdate listeners.
|
||||
/// </summary>
|
||||
@@ -135,6 +146,8 @@ namespace OpenSim.Region.Physics.Manager
|
||||
/// </summary>
|
||||
public event CollisionUpdate OnCollisionUpdate;
|
||||
|
||||
public virtual void SetVehicle(object vdata) { }
|
||||
|
||||
public event OutOfBounds OnOutOfBounds;
|
||||
#pragma warning restore 67
|
||||
|
||||
@@ -142,6 +155,13 @@ namespace OpenSim.Region.Physics.Manager
|
||||
{
|
||||
get { return new NullPhysicsActor(); }
|
||||
}
|
||||
|
||||
public virtual bool Building { get; set; }
|
||||
|
||||
public virtual ContactData ContactData
|
||||
{
|
||||
get { return new ContactData(0, 0); }
|
||||
}
|
||||
|
||||
public abstract bool Stopped { get; }
|
||||
|
||||
@@ -195,6 +215,11 @@ namespace OpenSim.Region.Physics.Manager
|
||||
}
|
||||
}
|
||||
|
||||
public virtual byte[] Serialize(bool PhysIsRunning)
|
||||
{
|
||||
return new byte[0];
|
||||
}
|
||||
|
||||
public virtual void RaiseOutOfBounds(Vector3 pos)
|
||||
{
|
||||
// Make a temporary copy of the event to avoid possibility of
|
||||
@@ -554,5 +579,6 @@ namespace OpenSim.Region.Physics.Manager
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -128,6 +128,12 @@ namespace OpenSim.Region.Physics.Manager
|
||||
public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
|
||||
|
||||
public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
|
||||
uint localid, byte[] sdata)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
public virtual float TimeDilation
|
||||
{
|
||||
get { return 1.0f; }
|
||||
@@ -225,7 +231,7 @@ namespace OpenSim.Region.Physics.Manager
|
||||
}
|
||||
|
||||
public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
|
||||
|
||||
public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
|
||||
public virtual void UnCombine(PhysicsScene pScene) {}
|
||||
|
||||
/// <summary>
|
||||
@@ -263,5 +269,13 @@ namespace OpenSim.Region.Physics.Manager
|
||||
{
|
||||
return new List<ContactResult>();
|
||||
}
|
||||
|
||||
public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){}
|
||||
public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { }
|
||||
public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count)
|
||||
{
|
||||
return new List<ContactResult>();
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
*/
|
||||
|
||||
using System;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.Manager
|
||||
{
|
||||
@@ -117,5 +118,47 @@ namespace OpenSim.Region.Physics.Manager
|
||||
NO_DEFLECTION = 16392,
|
||||
LOCK_ROTATION = 32784
|
||||
}
|
||||
|
||||
|
||||
public struct VehicleData
|
||||
{
|
||||
public Vehicle m_type;
|
||||
public VehicleFlag m_flags;
|
||||
|
||||
// Linear properties
|
||||
public Vector3 m_linearMotorDirection;
|
||||
public Vector3 m_linearFrictionTimescale;
|
||||
public float m_linearMotorDecayTimescale;
|
||||
public float m_linearMotorTimescale;
|
||||
public Vector3 m_linearMotorOffset;
|
||||
|
||||
//Angular properties
|
||||
public Vector3 m_angularMotorDirection;
|
||||
public float m_angularMotorTimescale;
|
||||
public float m_angularMotorDecayTimescale;
|
||||
public Vector3 m_angularFrictionTimescale;
|
||||
|
||||
//Deflection properties
|
||||
public float m_angularDeflectionEfficiency;
|
||||
public float m_angularDeflectionTimescale;
|
||||
public float m_linearDeflectionEfficiency;
|
||||
public float m_linearDeflectionTimescale;
|
||||
|
||||
//Banking properties
|
||||
public float m_bankingEfficiency;
|
||||
public float m_bankingMix;
|
||||
public float m_bankingTimescale;
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
public float m_VhoverHeight;
|
||||
public float m_VhoverEfficiency;
|
||||
public float m_VhoverTimescale;
|
||||
public float m_VehicleBuoyancy;
|
||||
|
||||
//Attractor properties
|
||||
public float m_verticalAttractionEfficiency;
|
||||
public float m_verticalAttractionTimescale;
|
||||
|
||||
// Axis
|
||||
public Quaternion m_referenceFrame;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,11 +46,36 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
IntPtr m_indicesPtr = IntPtr.Zero;
|
||||
int m_indexCount = 0;
|
||||
public float[] m_normals;
|
||||
Vector3 _centroid;
|
||||
int _centroidDiv;
|
||||
|
||||
private class vertexcomp : IEqualityComparer<Vertex>
|
||||
{
|
||||
public bool Equals(Vertex v1, Vertex v2)
|
||||
{
|
||||
if (v1.X == v2.X && v1.Y == v2.Y && v1.Z == v2.Z)
|
||||
return true;
|
||||
else
|
||||
return false;
|
||||
}
|
||||
public int GetHashCode(Vertex v)
|
||||
{
|
||||
int a = v.X.GetHashCode();
|
||||
int b = v.Y.GetHashCode();
|
||||
int c = v.Z.GetHashCode();
|
||||
return (a << 16) ^ (b << 8) ^ c;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public Mesh()
|
||||
{
|
||||
m_vertices = new Dictionary<Vertex, int>();
|
||||
vertexcomp vcomp = new vertexcomp();
|
||||
|
||||
m_vertices = new Dictionary<Vertex, int>(vcomp);
|
||||
m_triangles = new List<Triangle>();
|
||||
_centroid = Vector3.Zero;
|
||||
_centroidDiv = 0;
|
||||
}
|
||||
|
||||
public Mesh Clone()
|
||||
@@ -61,7 +86,8 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
result.Add(new Triangle(t.v1.Clone(), t.v2.Clone(), t.v3.Clone()));
|
||||
}
|
||||
|
||||
result._centroid = _centroid;
|
||||
result._centroidDiv = _centroidDiv;
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -71,15 +97,57 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
throw new NotSupportedException("Attempt to Add to a pinned Mesh");
|
||||
// If a vertex of the triangle is not yet in the vertices list,
|
||||
// add it and set its index to the current index count
|
||||
// vertex == seems broken
|
||||
// skip colapsed triangles
|
||||
if ((triangle.v1.X == triangle.v2.X && triangle.v1.Y == triangle.v2.Y && triangle.v1.Z == triangle.v2.Z)
|
||||
|| (triangle.v1.X == triangle.v3.X && triangle.v1.Y == triangle.v3.Y && triangle.v1.Z == triangle.v3.Z)
|
||||
|| (triangle.v2.X == triangle.v3.X && triangle.v2.Y == triangle.v3.Y && triangle.v2.Z == triangle.v3.Z)
|
||||
)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_vertices.Count == 0)
|
||||
{
|
||||
_centroidDiv = 0;
|
||||
_centroid = Vector3.Zero;
|
||||
}
|
||||
|
||||
if (!m_vertices.ContainsKey(triangle.v1))
|
||||
{
|
||||
m_vertices[triangle.v1] = m_vertices.Count;
|
||||
_centroid.X += triangle.v1.X;
|
||||
_centroid.Y += triangle.v1.Y;
|
||||
_centroid.Z += triangle.v1.Z;
|
||||
_centroidDiv++;
|
||||
}
|
||||
if (!m_vertices.ContainsKey(triangle.v2))
|
||||
{
|
||||
m_vertices[triangle.v2] = m_vertices.Count;
|
||||
_centroid.X += triangle.v2.X;
|
||||
_centroid.Y += triangle.v2.Y;
|
||||
_centroid.Z += triangle.v2.Z;
|
||||
_centroidDiv++;
|
||||
}
|
||||
if (!m_vertices.ContainsKey(triangle.v3))
|
||||
{
|
||||
m_vertices[triangle.v3] = m_vertices.Count;
|
||||
_centroid.X += triangle.v3.X;
|
||||
_centroid.Y += triangle.v3.Y;
|
||||
_centroid.Z += triangle.v3.Z;
|
||||
_centroidDiv++;
|
||||
}
|
||||
m_triangles.Add(triangle);
|
||||
}
|
||||
|
||||
public Vector3 GetCentroid()
|
||||
{
|
||||
if (_centroidDiv > 0)
|
||||
return new Vector3(_centroid.X / _centroidDiv, _centroid.Y / _centroidDiv, _centroid.Z / _centroidDiv);
|
||||
else
|
||||
return Vector3.Zero;
|
||||
}
|
||||
|
||||
public void CalcNormals()
|
||||
{
|
||||
int iTriangles = m_triangles.Count;
|
||||
|
||||
@@ -74,6 +74,8 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
#endif
|
||||
|
||||
private bool cacheSculptMaps = true;
|
||||
private bool cacheSculptAlphaMaps = true;
|
||||
|
||||
private string decodedSculptMapPath = null;
|
||||
private bool useMeshiesPhysicsMesh = false;
|
||||
|
||||
@@ -87,7 +89,16 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
IConfig mesh_config = config.Configs["Mesh"];
|
||||
|
||||
decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache");
|
||||
|
||||
cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps);
|
||||
|
||||
if (Environment.OSVersion.Platform == PlatformID.Unix)
|
||||
{
|
||||
cacheSculptAlphaMaps = false;
|
||||
}
|
||||
else
|
||||
cacheSculptAlphaMaps = cacheSculptMaps;
|
||||
|
||||
if(mesh_config != null)
|
||||
useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh);
|
||||
|
||||
@@ -268,15 +279,18 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
{
|
||||
if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces))
|
||||
return null;
|
||||
// Remove the reference to any JPEG2000 sculpt data so it can be GCed
|
||||
// don't loose it
|
||||
// primShape.SculptData = Utils.EmptyBytes;
|
||||
}
|
||||
// primShape.SculptDataLoaded = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, lod, out coords, out faces))
|
||||
return null;
|
||||
}
|
||||
|
||||
// Remove the reference to any JPEG2000 sculpt data so it can be GCed
|
||||
// keep compatible
|
||||
primShape.SculptData = Utils.EmptyBytes;
|
||||
|
||||
int numCoords = coords.Count;
|
||||
@@ -482,7 +496,8 @@ namespace OpenSim.Region.Physics.Meshing
|
||||
|
||||
//idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData);
|
||||
|
||||
if (cacheSculptMaps)
|
||||
if (cacheSculptMaps && (cacheSculptAlphaMaps || (((ImageFlags)(idata.Flags) & ImageFlags.HasAlpha) ==0)))
|
||||
// don't cache images with alpha channel in linux since mono can't load them correctly)
|
||||
{
|
||||
try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); }
|
||||
catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); }
|
||||
|
||||
@@ -58,28 +58,24 @@ namespace PrimMesher
|
||||
if (bmW == 0 || bmH == 0)
|
||||
throw new Exception("SculptMap: bitmap has no data");
|
||||
|
||||
int numLodPixels = lod * 2 * lod * 2; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
|
||||
int numLodPixels = lod * lod; // (32 * 2)^2 = 64^2 pixels for default sculpt map image
|
||||
|
||||
bool smallMap = bmW * bmH <= numLodPixels;
|
||||
bool needsScaling = false;
|
||||
|
||||
bool smallMap = bmW * bmH <= lod * lod;
|
||||
|
||||
width = bmW;
|
||||
height = bmH;
|
||||
while (width * height > numLodPixels)
|
||||
while (width * height > numLodPixels * 4)
|
||||
{
|
||||
width >>= 1;
|
||||
height >>= 1;
|
||||
needsScaling = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
if (needsScaling)
|
||||
bm = ScaleImage(bm, width, height,
|
||||
System.Drawing.Drawing2D.InterpolationMode.NearestNeighbor);
|
||||
bm = ScaleImage(bm, width, height);
|
||||
}
|
||||
|
||||
catch (Exception e)
|
||||
@@ -87,7 +83,7 @@ namespace PrimMesher
|
||||
throw new Exception("Exception in ScaleImage(): e: " + e.ToString());
|
||||
}
|
||||
|
||||
if (width * height > lod * lod)
|
||||
if (width * height > numLodPixels)
|
||||
{
|
||||
width >>= 1;
|
||||
height >>= 1;
|
||||
@@ -144,15 +140,17 @@ namespace PrimMesher
|
||||
int rowNdx, colNdx;
|
||||
int smNdx = 0;
|
||||
|
||||
|
||||
for (rowNdx = 0; rowNdx < numRows; rowNdx++)
|
||||
{
|
||||
List<Coord> row = new List<Coord>(numCols);
|
||||
for (colNdx = 0; colNdx < numCols; colNdx++)
|
||||
{
|
||||
|
||||
if (mirror)
|
||||
row.Add(new Coord(-(redBytes[smNdx] * pixScale - 0.5f), (greenBytes[smNdx] * pixScale - 0.5f), blueBytes[smNdx] * pixScale - 0.5f));
|
||||
row.Add(new Coord(-((float)redBytes[smNdx] * pixScale - 0.5f), ((float)greenBytes[smNdx] * pixScale - 0.5f), (float)blueBytes[smNdx] * pixScale - 0.5f));
|
||||
else
|
||||
row.Add(new Coord(redBytes[smNdx] * pixScale - 0.5f, greenBytes[smNdx] * pixScale - 0.5f, blueBytes[smNdx] * pixScale - 0.5f));
|
||||
row.Add(new Coord((float)redBytes[smNdx] * pixScale - 0.5f, (float)greenBytes[smNdx] * pixScale - 0.5f, (float)blueBytes[smNdx] * pixScale - 0.5f));
|
||||
|
||||
++smNdx;
|
||||
}
|
||||
@@ -161,23 +159,39 @@ namespace PrimMesher
|
||||
return rows;
|
||||
}
|
||||
|
||||
private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight,
|
||||
System.Drawing.Drawing2D.InterpolationMode interpMode)
|
||||
private Bitmap ScaleImage(Bitmap srcImage, int destWidth, int destHeight)
|
||||
{
|
||||
Bitmap scaledImage = new Bitmap(srcImage, destWidth, destHeight);
|
||||
scaledImage.SetResolution(96.0f, 96.0f);
|
||||
|
||||
Graphics grPhoto = Graphics.FromImage(scaledImage);
|
||||
grPhoto.InterpolationMode = interpMode;
|
||||
Bitmap scaledImage = new Bitmap(destWidth, destHeight, PixelFormat.Format24bppRgb);
|
||||
|
||||
Color c;
|
||||
float xscale = srcImage.Width / destWidth;
|
||||
float yscale = srcImage.Height / destHeight;
|
||||
|
||||
float sy = 0.5f;
|
||||
for (int y = 0; y < destHeight; y++)
|
||||
{
|
||||
float sx = 0.5f;
|
||||
for (int x = 0; x < destWidth; x++)
|
||||
{
|
||||
try
|
||||
{
|
||||
c = srcImage.GetPixel((int)(sx), (int)(sy));
|
||||
scaledImage.SetPixel(x, y, Color.FromArgb(c.R, c.G, c.B));
|
||||
}
|
||||
catch (IndexOutOfRangeException)
|
||||
{
|
||||
}
|
||||
|
||||
grPhoto.DrawImage(srcImage,
|
||||
new Rectangle(0, 0, destWidth, destHeight),
|
||||
new Rectangle(0, 0, srcImage.Width, srcImage.Height),
|
||||
GraphicsUnit.Pixel);
|
||||
|
||||
grPhoto.Dispose();
|
||||
sx += xscale;
|
||||
}
|
||||
sy += yscale;
|
||||
}
|
||||
srcImage.Dispose();
|
||||
return scaledImage;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
@@ -156,6 +156,22 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
internal UUID m_uuid { get; private set; }
|
||||
internal bool bad = false;
|
||||
|
||||
/// <summary>
|
||||
/// ODE Avatar.
|
||||
/// </summary>
|
||||
/// <param name="avName"></param>
|
||||
/// <param name="parent_scene"></param>
|
||||
/// <param name="pos"></param>
|
||||
/// <param name="size"></param>
|
||||
/// <param name="pid_d"></param>
|
||||
/// <param name="pid_p"></param>
|
||||
/// <param name="capsule_radius"></param>
|
||||
/// <param name="tensor"></param>
|
||||
/// <param name="density">
|
||||
/// Only used right now to return information to LSL. Not actually used to set mass in ODE!
|
||||
/// </param>
|
||||
/// <param name="walk_divisor"></param>
|
||||
/// <param name="rundivisor"></param>
|
||||
public OdeCharacter(
|
||||
String avName, OdeScene parent_scene, Vector3 pos, Vector3 size, float pid_d, float pid_p,
|
||||
float capsule_radius, float tensor, float density,
|
||||
@@ -786,6 +802,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
Vector3 vec = Vector3.Zero;
|
||||
d.Vector3 vel = d.BodyGetLinearVel(Body);
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[ODE CHARACTER]: Current velocity in Move() is <{0},{1},{2}>, target {3} for {4}",
|
||||
// vel.X, vel.Y, vel.Z, _target_velocity, Name);
|
||||
|
||||
float movementdivisor = 1f;
|
||||
|
||||
if (!m_alwaysRun)
|
||||
@@ -884,18 +904,20 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
if (flying)
|
||||
{
|
||||
// This also acts as anti-gravity so that we hover when flying rather than fall.
|
||||
vec.Z = (_target_velocity.Z - vel.Z) * (PID_D);
|
||||
}
|
||||
}
|
||||
|
||||
if (flying)
|
||||
{
|
||||
// Anti-gravity so that we hover when flying rather than fall.
|
||||
vec.Z += ((-1 * _parent_scene.gravityz) * m_mass);
|
||||
|
||||
//Added for auto fly height. Kitto Flora
|
||||
//d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
float target_altitude = _parent_scene.GetTerrainHeightAtXY(_position.X, _position.Y) + MinimumGroundFlightOffset;
|
||||
|
||||
|
||||
if (_position.Z < target_altitude)
|
||||
{
|
||||
vec.Z += (target_altitude - _position.Z) * PID_P * 5.0f;
|
||||
@@ -921,6 +943,25 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
d.Vector3 newVel = d.BodyGetLinearVel(Body);
|
||||
if (newVel.X >= 256 || newVel.X <= 256 || newVel.Y >= 256 || newVel.Y <= 256 || newVel.Z >= 256 || newVel.Z <= 256)
|
||||
{
|
||||
// m_log.DebugFormat(
|
||||
// "[ODE CHARACTER]: Limiting falling velocity from {0} to {1} for {2}", newVel.Z, -9.8, Name);
|
||||
|
||||
newVel.X = Util.Clamp<float>(newVel.X, -255f, 255f);
|
||||
newVel.Y = Util.Clamp<float>(newVel.Y, -255f, 255f);
|
||||
|
||||
if (!flying)
|
||||
newVel.Z
|
||||
= Util.Clamp<float>(
|
||||
newVel.Z, -_parent_scene.AvatarTerminalVelocity, _parent_scene.AvatarTerminalVelocity);
|
||||
else
|
||||
newVel.Z = Util.Clamp<float>(newVel.Z, -255f, 255f);
|
||||
|
||||
d.BodySetLinearVel(Body, newVel.X, newVel.Y, newVel.Z);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -144,6 +144,8 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
public float gravityy = 0f;
|
||||
public float gravityz = -9.8f;
|
||||
|
||||
public float AvatarTerminalVelocity { get; set; }
|
||||
|
||||
private float contactsurfacelayer = 0.001f;
|
||||
|
||||
private int worldHashspaceLow = -4;
|
||||
@@ -459,6 +461,15 @@ namespace OpenSim.Region.Physics.OdePlugin
|
||||
gravityy = physicsconfig.GetFloat("world_gravityy", 0f);
|
||||
gravityz = physicsconfig.GetFloat("world_gravityz", -9.8f);
|
||||
|
||||
float avatarTerminalVelocity = physicsconfig.GetFloat("avatar_terminal_velocity", 54f);
|
||||
AvatarTerminalVelocity = Util.Clamp<float>(avatarTerminalVelocity, 0, 255f);
|
||||
if (AvatarTerminalVelocity != avatarTerminalVelocity)
|
||||
{
|
||||
m_log.WarnFormat(
|
||||
"[ODE SCENE]: avatar_terminal_velocity of {0} is invalid. Clamping to {1}",
|
||||
avatarTerminalVelocity, AvatarTerminalVelocity);
|
||||
}
|
||||
|
||||
worldHashspaceLow = physicsconfig.GetInt("world_hashspace_size_low", -4);
|
||||
worldHashspaceHigh = physicsconfig.GetInt("world_hashspace_size_high", 128);
|
||||
|
||||
|
||||
58
OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
Normal file
58
OpenSim/Region/Physics/UbitOdePlugin/AssemblyInfo.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
/*
|
||||
* 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.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// Information about this assembly is defined by the following
|
||||
// attributes.
|
||||
//
|
||||
// change them to the information which is associated with the assembly
|
||||
// you compile.
|
||||
|
||||
[assembly : AssemblyTitle("OdePlugin")]
|
||||
[assembly : AssemblyDescription("Ubit Variation")]
|
||||
[assembly : AssemblyConfiguration("")]
|
||||
[assembly : AssemblyCompany("http://opensimulator.org")]
|
||||
[assembly : AssemblyProduct("OdePlugin")]
|
||||
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers 2007-2009")]
|
||||
[assembly : AssemblyTrademark("")]
|
||||
[assembly : AssemblyCulture("")]
|
||||
|
||||
// This sets the default COM visibility of types in the assembly to invisible.
|
||||
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
|
||||
|
||||
[assembly : ComVisible(false)]
|
||||
|
||||
// The assembly version has following format :
|
||||
//
|
||||
// Major.Minor.Build.Revision
|
||||
//
|
||||
// You can specify all values by your own or you can build default build and revision
|
||||
// numbers with the '*' character (the default):
|
||||
|
||||
[assembly : AssemblyVersion("0.6.5.*")]
|
||||
1451
OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
Normal file
1451
OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs
Normal file
File diff suppressed because it is too large
Load Diff
849
OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
Normal file
849
OpenSim/Region/Physics/UbitOdePlugin/ODEDynamics.cs
Normal file
@@ -0,0 +1,849 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
|
||||
|
||||
/* Revised Aug, Sept 2009 by Kitto Flora. ODEDynamics.cs replaces
|
||||
* ODEVehicleSettings.cs. It and ODEPrim.cs are re-organised:
|
||||
* ODEPrim.cs contains methods dealing with Prim editing, Prim
|
||||
* characteristics and Kinetic motion.
|
||||
* ODEDynamics.cs contains methods dealing with Prim Physical motion
|
||||
* (dynamics) and the associated settings. Old Linear and angular
|
||||
* motors for dynamic motion have been replace with MoveLinear()
|
||||
* and MoveAngular(); 'Physical' is used only to switch ODE dynamic
|
||||
* simualtion on/off; VEHICAL_TYPE_NONE/VEHICAL_TYPE_<other> is to
|
||||
* switch between 'VEHICLE' parameter use and general dynamics
|
||||
* settings use.
|
||||
*/
|
||||
|
||||
// Ubit 2012
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
using log4net;
|
||||
using OpenMetaverse;
|
||||
using OdeAPI;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
public class ODEDynamics
|
||||
{
|
||||
public Vehicle Type
|
||||
{
|
||||
get { return m_type; }
|
||||
}
|
||||
|
||||
private OdePrim rootPrim;
|
||||
private OdeScene _pParentScene;
|
||||
|
||||
// Vehicle properties
|
||||
private Quaternion m_referenceFrame = Quaternion.Identity; // Axis modifier
|
||||
private Quaternion m_RollreferenceFrame = Quaternion.Identity; // what hell is this ?
|
||||
|
||||
private Vehicle m_type = Vehicle.TYPE_NONE; // If a 'VEHICLE', and what kind
|
||||
|
||||
private VehicleFlag m_flags = (VehicleFlag) 0; // Boolean settings:
|
||||
// HOVER_TERRAIN_ONLY
|
||||
// HOVER_GLOBAL_HEIGHT
|
||||
// NO_DEFLECTION_UP
|
||||
// HOVER_WATER_ONLY
|
||||
// HOVER_UP_ONLY
|
||||
// LIMIT_MOTOR_UP
|
||||
// LIMIT_ROLL_ONLY
|
||||
private Vector3 m_BlockingEndPoint = Vector3.Zero; // not sl
|
||||
|
||||
// Linear properties
|
||||
private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time
|
||||
private Vector3 m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
private float m_linearMotorDecayTimescale = 120;
|
||||
private float m_linearMotorTimescale = 1000;
|
||||
private Vector3 m_lastLinearVelocityVector = Vector3.Zero;
|
||||
private Vector3 m_linearMotorOffset = Vector3.Zero;
|
||||
|
||||
//Angular properties
|
||||
private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor
|
||||
private float m_angularMotorTimescale = 1000; // motor angular velocity ramp up rate
|
||||
private float m_angularMotorDecayTimescale = 120; // motor angular velocity decay rate
|
||||
private Vector3 m_angularFrictionTimescale = new Vector3(1000, 1000, 1000); // body angular velocity decay rate
|
||||
private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body
|
||||
|
||||
//Deflection properties
|
||||
private float m_angularDeflectionEfficiency = 0;
|
||||
private float m_angularDeflectionTimescale = 1000;
|
||||
private float m_linearDeflectionEfficiency = 0;
|
||||
private float m_linearDeflectionTimescale = 1000;
|
||||
|
||||
//Banking properties
|
||||
private float m_bankingEfficiency = 0;
|
||||
private float m_bankingMix = 0;
|
||||
private float m_bankingTimescale = 0;
|
||||
|
||||
//Hover and Buoyancy properties
|
||||
private float m_VhoverHeight = 0f;
|
||||
private float m_VhoverEfficiency = 0f;
|
||||
private float m_VhoverTimescale = 1000f;
|
||||
private float m_VehicleBuoyancy = 0f; //KF: m_VehicleBuoyancy is set by VEHICLE_BUOYANCY for a vehicle.
|
||||
// Modifies gravity. Slider between -1 (double-gravity) and 1 (full anti-gravity)
|
||||
// KF: So far I have found no good method to combine a script-requested .Z velocity and gravity.
|
||||
// Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity.
|
||||
|
||||
//Attractor properties
|
||||
private float m_verticalAttractionEfficiency = 1.0f; // damped
|
||||
private float m_verticalAttractionTimescale = 1000f; // Timescale > 300 means no vert attractor.
|
||||
|
||||
// auxiliar
|
||||
private Vector3 m_dir = Vector3.Zero; // velocity applied to body
|
||||
|
||||
private float m_lmEfect = 0; // current linear motor eficiency
|
||||
private float m_amEfect = 0; // current angular motor eficiency
|
||||
|
||||
|
||||
public ODEDynamics(OdePrim rootp)
|
||||
{
|
||||
rootPrim = rootp;
|
||||
_pParentScene = rootPrim._parent_scene;
|
||||
}
|
||||
|
||||
internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue)
|
||||
{
|
||||
float len;
|
||||
float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
|
||||
float timestep = _pParentScene.ODE_STEPSIZE;
|
||||
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_angularDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_angularDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE:
|
||||
// if (pValue < timestep) pValue = timestep;
|
||||
// try to make impulses to work a bit better
|
||||
if (pValue < 0.5f) pValue = 0.5f;
|
||||
else if (pValue > 120) pValue = 120;
|
||||
m_angularMotorDecayTimescale = pValue * invtimestep;
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_angularMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_EFFICIENCY:
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_bankingEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_MIX:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_bankingMix = pValue;
|
||||
break;
|
||||
case Vehicle.BANKING_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_bankingTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.BUOYANCY:
|
||||
if (pValue < -1f) pValue = -1f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_VehicleBuoyancy = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_VhoverEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_HEIGHT:
|
||||
m_VhoverHeight = pValue;
|
||||
break;
|
||||
case Vehicle.HOVER_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_VhoverTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_linearDeflectionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_DEFLECTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_linearDeflectionTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE:
|
||||
// if (pValue < timestep) pValue = timestep;
|
||||
// try to make impulses to work a bit better
|
||||
if (pValue < 0.5f) pValue = 0.5f;
|
||||
else if (pValue > 120) pValue = 120;
|
||||
m_linearMotorDecayTimescale = pValue * invtimestep;
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_linearMotorTimescale = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY:
|
||||
if (pValue < 0f) pValue = 0f;
|
||||
if (pValue > 1f) pValue = 1f;
|
||||
m_verticalAttractionEfficiency = pValue;
|
||||
break;
|
||||
case Vehicle.VERTICAL_ATTRACTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_verticalAttractionTimescale = pValue;
|
||||
break;
|
||||
|
||||
// These are vector properties but the engine lets you use a single float value to
|
||||
// set all of the components to the same value
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
len = m_angularMotorDirection.Length();
|
||||
if (len > 12.566f)
|
||||
m_angularMotorDirection *= (12.566f / len);
|
||||
m_amEfect = 1.0f; // turn it on
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue < timestep) pValue = timestep;
|
||||
m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue, pValue, pValue);
|
||||
len = m_linearMotorDirection.Length();
|
||||
if (len > 30.0f)
|
||||
m_linearMotorDirection *= (30.0f / len);
|
||||
m_lmEfect = 1.0f; // turn it on
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
m_linearMotorOffset = new Vector3(pValue, pValue, pValue);
|
||||
len = m_linearMotorOffset.Length();
|
||||
if (len > 100.0f)
|
||||
m_linearMotorOffset *= (100.0f / len);
|
||||
break;
|
||||
}
|
||||
}//end ProcessFloatVehicleParam
|
||||
|
||||
internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue)
|
||||
{
|
||||
float len;
|
||||
float invtimestep = 1.0f / _pParentScene.ODE_STEPSIZE;
|
||||
float timestep = _pParentScene.ODE_STEPSIZE;
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.ANGULAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < timestep) pValue.X = timestep;
|
||||
if (pValue.Y < timestep) pValue.Y = timestep;
|
||||
if (pValue.Z < timestep) pValue.Z = timestep;
|
||||
|
||||
m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.ANGULAR_MOTOR_DIRECTION:
|
||||
m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
// Limit requested angular speed to 2 rps= 4 pi rads/sec
|
||||
len = m_angularMotorDirection.Length();
|
||||
if (len > 12.566f)
|
||||
m_angularMotorDirection *= (12.566f / len);
|
||||
m_amEfect = 1.0f; // turn it on
|
||||
break;
|
||||
case Vehicle.LINEAR_FRICTION_TIMESCALE:
|
||||
if (pValue.X < timestep) pValue.X = timestep;
|
||||
if (pValue.Y < timestep) pValue.Y = timestep;
|
||||
if (pValue.Z < timestep) pValue.Z = timestep;
|
||||
m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_DIRECTION:
|
||||
m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
len = m_linearMotorDirection.Length();
|
||||
if (len > 30.0f)
|
||||
m_linearMotorDirection *= (30.0f / len);
|
||||
m_lmEfect = 1.0f; // turn it on
|
||||
break;
|
||||
case Vehicle.LINEAR_MOTOR_OFFSET:
|
||||
m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
len = m_linearMotorOffset.Length();
|
||||
if (len > 100.0f)
|
||||
m_linearMotorOffset *= (100.0f / len);
|
||||
break;
|
||||
case Vehicle.BLOCK_EXIT:
|
||||
m_BlockingEndPoint = new Vector3(pValue.X, pValue.Y, pValue.Z);
|
||||
break;
|
||||
}
|
||||
}//end ProcessVectorVehicleParam
|
||||
|
||||
internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue)
|
||||
{
|
||||
switch (pParam)
|
||||
{
|
||||
case Vehicle.REFERENCE_FRAME:
|
||||
m_referenceFrame = Quaternion.Inverse(pValue);
|
||||
break;
|
||||
case Vehicle.ROLL_FRAME:
|
||||
m_RollreferenceFrame = pValue;
|
||||
break;
|
||||
}
|
||||
}//end ProcessRotationVehicleParam
|
||||
|
||||
internal void ProcessVehicleFlags(int pParam, bool remove)
|
||||
{
|
||||
if (remove)
|
||||
{
|
||||
m_flags &= ~((VehicleFlag)pParam);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_flags |= (VehicleFlag)pParam;
|
||||
}
|
||||
}//end ProcessVehicleFlags
|
||||
|
||||
internal void ProcessTypeChange(Vehicle pType)
|
||||
{
|
||||
float invtimestep = _pParentScene.ODE_STEPSIZE;
|
||||
m_lmEfect = 0;
|
||||
m_amEfect = 0;
|
||||
|
||||
m_linearMotorDirection = Vector3.Zero;
|
||||
m_angularMotorDirection = Vector3.Zero;
|
||||
|
||||
m_BlockingEndPoint = Vector3.Zero;
|
||||
m_RollreferenceFrame = Quaternion.Identity;
|
||||
m_linearMotorOffset = Vector3.Zero;
|
||||
|
||||
m_referenceFrame = Quaternion.Identity;
|
||||
|
||||
// Set Defaults For Type
|
||||
m_type = pType;
|
||||
switch (pType)
|
||||
{
|
||||
case Vehicle.TYPE_NONE:
|
||||
m_linearFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120 * invtimestep;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 1000 * invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
m_flags = (VehicleFlag)0;
|
||||
break;
|
||||
|
||||
case Vehicle.TYPE_SLED:
|
||||
m_linearFrictionTimescale = new Vector3(30, 1, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorTimescale = 1000;
|
||||
m_linearMotorDecayTimescale = 120 * invtimestep;
|
||||
m_angularMotorTimescale = 1000;
|
||||
m_angularMotorDecayTimescale = 120 * invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 1;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 0;
|
||||
m_linearDeflectionEfficiency = 1;
|
||||
m_linearDeflectionTimescale = 1;
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 1000;
|
||||
m_bankingEfficiency = 0;
|
||||
m_bankingMix = 1;
|
||||
m_bankingTimescale = 10;
|
||||
m_flags &=
|
||||
~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP);
|
||||
break;
|
||||
case Vehicle.TYPE_CAR:
|
||||
m_linearFrictionTimescale = new Vector3(100, 2, 1000);
|
||||
m_angularFrictionTimescale = new Vector3(1000, 1000, 1000);
|
||||
m_linearMotorTimescale = 1;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_angularMotorTimescale = 1;
|
||||
m_angularMotorDecayTimescale = 0.8f * invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
m_linearDeflectionEfficiency = 1;
|
||||
m_linearDeflectionTimescale = 2;
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 10;
|
||||
m_verticalAttractionEfficiency = 1f;
|
||||
m_verticalAttractionTimescale = 10f;
|
||||
m_bankingEfficiency = -0.2f;
|
||||
m_bankingMix = 1;
|
||||
m_bankingTimescale = 1;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.LIMIT_MOTOR_UP | VehicleFlag.HOVER_UP_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BOAT:
|
||||
m_linearFrictionTimescale = new Vector3(10, 3, 2);
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 4 * invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 2;
|
||||
m_VehicleBuoyancy = 1;
|
||||
m_linearDeflectionEfficiency = 0.5f;
|
||||
m_linearDeflectionTimescale = 3;
|
||||
m_angularDeflectionEfficiency = 0.5f;
|
||||
m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 0.5f;
|
||||
m_verticalAttractionTimescale = 5f;
|
||||
m_bankingEfficiency = -0.3f;
|
||||
m_bankingMix = 0.8f;
|
||||
m_bankingTimescale = 1;
|
||||
m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT |
|
||||
VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP |
|
||||
VehicleFlag.HOVER_WATER_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_AIRPLANE:
|
||||
m_linearFrictionTimescale = new Vector3(200, 10, 5);
|
||||
m_angularFrictionTimescale = new Vector3(20, 20, 20);
|
||||
m_linearMotorTimescale = 2;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_angularMotorTimescale = 4;
|
||||
m_angularMotorDecayTimescale = 8 * invtimestep;
|
||||
m_VhoverHeight = 0;
|
||||
m_VhoverEfficiency = 0.5f;
|
||||
m_VhoverTimescale = 1000;
|
||||
m_VehicleBuoyancy = 0;
|
||||
m_linearDeflectionEfficiency = 0.5f;
|
||||
m_linearDeflectionTimescale = 0.5f;
|
||||
m_angularDeflectionEfficiency = 1;
|
||||
m_angularDeflectionTimescale = 2;
|
||||
m_verticalAttractionEfficiency = 0.9f;
|
||||
m_verticalAttractionTimescale = 2f;
|
||||
m_bankingEfficiency = 1;
|
||||
m_bankingMix = 0.7f;
|
||||
m_bankingTimescale = 2;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
|
||||
VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT |
|
||||
VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY);
|
||||
break;
|
||||
case Vehicle.TYPE_BALLOON:
|
||||
m_linearFrictionTimescale = new Vector3(5, 5, 5);
|
||||
m_angularFrictionTimescale = new Vector3(10, 10, 10);
|
||||
m_linearMotorTimescale = 5;
|
||||
m_linearMotorDecayTimescale = 60 * invtimestep;
|
||||
m_angularMotorTimescale = 6;
|
||||
m_angularMotorDecayTimescale = 10 * invtimestep;
|
||||
m_VhoverHeight = 5;
|
||||
m_VhoverEfficiency = 0.8f;
|
||||
m_VhoverTimescale = 10;
|
||||
m_VehicleBuoyancy = 1;
|
||||
m_linearDeflectionEfficiency = 0;
|
||||
m_linearDeflectionTimescale = 5 * invtimestep;
|
||||
m_angularDeflectionEfficiency = 0;
|
||||
m_angularDeflectionTimescale = 5;
|
||||
m_verticalAttractionEfficiency = 0f;
|
||||
m_verticalAttractionTimescale = 1000f;
|
||||
m_bankingEfficiency = 0;
|
||||
m_bankingMix = 0.7f;
|
||||
m_bankingTimescale = 5;
|
||||
m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
|
||||
VehicleFlag.HOVER_TERRAIN_ONLY |
|
||||
VehicleFlag.HOVER_UP_ONLY |
|
||||
VehicleFlag.NO_DEFLECTION_UP |
|
||||
VehicleFlag.LIMIT_MOTOR_UP);
|
||||
m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY |
|
||||
VehicleFlag.HOVER_GLOBAL_HEIGHT);
|
||||
break;
|
||||
}
|
||||
|
||||
}//end SetDefaultsForType
|
||||
|
||||
internal void Stop()
|
||||
{
|
||||
m_lmEfect = 0;
|
||||
m_amEfect = 0;
|
||||
}
|
||||
|
||||
public static Vector3 Xrot(Quaternion rot)
|
||||
{
|
||||
Vector3 vec;
|
||||
rot.Normalize(); // just in case
|
||||
vec.X = 2 * (rot.X * rot.X + rot.W * rot.W) - 1;
|
||||
vec.Y = 2 * (rot.X * rot.Y + rot.Z * rot.W);
|
||||
vec.Z = 2 * (rot.X * rot.Z - rot.Y * rot.W);
|
||||
return vec;
|
||||
}
|
||||
|
||||
public static Vector3 Zrot(Quaternion rot)
|
||||
{
|
||||
Vector3 vec;
|
||||
rot.Normalize(); // just in case
|
||||
vec.X = 2 * (rot.X * rot.Z + rot.Y * rot.W);
|
||||
vec.Y = 2 * (rot.Y * rot.Z - rot.X * rot.W);
|
||||
vec.Z = 2 * (rot.Z * rot.Z + rot.W * rot.W) - 1;
|
||||
|
||||
return vec;
|
||||
}
|
||||
|
||||
private const float halfpi = 0.5f * (float)Math.PI;
|
||||
|
||||
public static Vector3 ubitRot2Euler(Quaternion rot)
|
||||
{
|
||||
// returns roll in X
|
||||
// pitch in Y
|
||||
// yaw in Z
|
||||
Vector3 vec;
|
||||
|
||||
// assuming rot is normalised
|
||||
// rot.Normalize();
|
||||
|
||||
float zX = rot.X * rot.Z + rot.Y * rot.W;
|
||||
|
||||
if (zX < -0.49999f)
|
||||
{
|
||||
vec.X = 0;
|
||||
vec.Y = -halfpi;
|
||||
vec.Z = (float)(-2d * Math.Atan(rot.X / rot.W));
|
||||
}
|
||||
else if (zX > 0.49999f)
|
||||
{
|
||||
vec.X = 0;
|
||||
vec.Y = halfpi;
|
||||
vec.Z = (float)(2d * Math.Atan(rot.X / rot.W));
|
||||
}
|
||||
else
|
||||
{
|
||||
vec.Y = (float)Math.Asin(2 * zX);
|
||||
|
||||
float sqw = rot.W * rot.W;
|
||||
|
||||
float minuszY = rot.X * rot.W - rot.Y * rot.Z;
|
||||
float zZ = rot.Z * rot.Z + sqw - 0.5f;
|
||||
|
||||
vec.X = (float)Math.Atan2(minuszY, zZ);
|
||||
|
||||
float yX = rot.Z * rot.W - rot.X * rot.Y; //( have negative ?)
|
||||
float yY = rot.X * rot.X + sqw - 0.5f;
|
||||
vec.Z = (float)Math.Atan2(yX, yY);
|
||||
}
|
||||
return vec;
|
||||
}
|
||||
|
||||
public static void GetRollPitch(Quaternion rot, out float roll, out float pitch)
|
||||
{
|
||||
// assuming rot is normalised
|
||||
// rot.Normalize();
|
||||
|
||||
float zX = rot.X * rot.Z + rot.Y * rot.W;
|
||||
|
||||
if (zX < -0.49999f)
|
||||
{
|
||||
roll = 0;
|
||||
pitch = -halfpi;
|
||||
}
|
||||
else if (zX > 0.49999f)
|
||||
{
|
||||
roll = 0;
|
||||
pitch = halfpi;
|
||||
}
|
||||
else
|
||||
{
|
||||
pitch = (float)Math.Asin(2 * zX);
|
||||
|
||||
float minuszY = rot.X * rot.W - rot.Y * rot.Z;
|
||||
float zZ = rot.Z * rot.Z + rot.W * rot.W - 0.5f;
|
||||
|
||||
roll = (float)Math.Atan2(minuszY, zZ);
|
||||
}
|
||||
return ;
|
||||
}
|
||||
|
||||
internal void Step()//float pTimestep)
|
||||
{
|
||||
IntPtr Body = rootPrim.Body;
|
||||
|
||||
d.Quaternion rot = d.BodyGetQuaternion(Body);
|
||||
Quaternion objrotq = new Quaternion(rot.X, rot.Y, rot.Z, rot.W); // rotq = rotation of object
|
||||
Quaternion rotq = objrotq; // rotq = rotation of object
|
||||
rotq *= m_referenceFrame; // rotq is now rotation in vehicle reference frame
|
||||
Quaternion irotq = Quaternion.Inverse(rotq);
|
||||
|
||||
d.Vector3 dvtmp;
|
||||
Vector3 tmpV;
|
||||
Vector3 curVel; // velocity in world
|
||||
Vector3 curAngVel; // angular velocity in world
|
||||
Vector3 force = Vector3.Zero; // actually linear aceleration until mult by mass in world frame
|
||||
Vector3 torque = Vector3.Zero;// actually angular aceleration until mult by Inertia in vehicle frame
|
||||
d.Vector3 dtorque = new d.Vector3();
|
||||
|
||||
dvtmp = d.BodyGetLinearVel(Body);
|
||||
curVel.X = dvtmp.X;
|
||||
curVel.Y = dvtmp.Y;
|
||||
curVel.Z = dvtmp.Z;
|
||||
Vector3 curLocalVel = curVel * irotq; // current velocity in local
|
||||
|
||||
dvtmp = d.BodyGetAngularVel(Body);
|
||||
curAngVel.X = dvtmp.X;
|
||||
curAngVel.Y = dvtmp.Y;
|
||||
curAngVel.Z = dvtmp.Z;
|
||||
Vector3 curLocalAngVel = curAngVel * irotq; // current angular velocity in local
|
||||
|
||||
// linear motor
|
||||
if (m_lmEfect > 0.01 && m_linearMotorTimescale < 1000)
|
||||
{
|
||||
tmpV = m_linearMotorDirection - curLocalVel; // velocity error
|
||||
tmpV *= m_lmEfect / m_linearMotorTimescale; // error to correct in this timestep
|
||||
tmpV *= rotq; // to world
|
||||
|
||||
if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != 0)
|
||||
tmpV.Z = 0;
|
||||
|
||||
if (m_linearMotorOffset.X != 0 || m_linearMotorOffset.Y != 0 || m_linearMotorOffset.Z != 0)
|
||||
{
|
||||
// have offset, do it now
|
||||
tmpV *= rootPrim.Mass;
|
||||
d.BodyAddForceAtRelPos(Body, tmpV.X, tmpV.Y, tmpV.Z, m_linearMotorOffset.X, m_linearMotorOffset.Y, m_linearMotorOffset.Z);
|
||||
}
|
||||
else
|
||||
{
|
||||
force.X += tmpV.X;
|
||||
force.Y += tmpV.Y;
|
||||
force.Z += tmpV.Z;
|
||||
}
|
||||
m_lmEfect *= (1.0f - 1.0f / m_linearMotorDecayTimescale);
|
||||
}
|
||||
else
|
||||
m_lmEfect = 0;
|
||||
|
||||
// friction
|
||||
if (curLocalVel.X != 0 || curLocalVel.Y != 0 || curLocalVel.Z != 0)
|
||||
{
|
||||
tmpV.X = -curLocalVel.X / m_linearFrictionTimescale.X;
|
||||
tmpV.Y = -curLocalVel.Y / m_linearFrictionTimescale.Y;
|
||||
tmpV.Z = -curLocalVel.Z / m_linearFrictionTimescale.Z;
|
||||
tmpV *= rotq; // to world
|
||||
force.X += tmpV.X;
|
||||
force.Y += tmpV.Y;
|
||||
force.Z += tmpV.Z;
|
||||
}
|
||||
|
||||
// hover
|
||||
if (m_VhoverTimescale < 300)
|
||||
{
|
||||
d.Vector3 pos = d.BodyGetPosition(Body);
|
||||
|
||||
// default to global
|
||||
float perr = m_VhoverHeight - pos.Z;;
|
||||
|
||||
if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0)
|
||||
{
|
||||
perr += _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
}
|
||||
else if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0)
|
||||
{
|
||||
perr += _pParentScene.GetWaterLevel();
|
||||
}
|
||||
else if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) == 0)
|
||||
{
|
||||
float t = _pParentScene.GetTerrainHeightAtXY(pos.X, pos.Y);
|
||||
float w = _pParentScene.GetWaterLevel();
|
||||
if (t > w)
|
||||
perr += t;
|
||||
else
|
||||
perr += w;
|
||||
}
|
||||
|
||||
if ((m_flags & VehicleFlag.HOVER_UP_ONLY) == 0 || perr > 0)
|
||||
{
|
||||
force.Z += (perr / m_VhoverTimescale / m_VhoverTimescale - curVel.Z * m_VhoverEfficiency) / _pParentScene.ODE_STEPSIZE;
|
||||
force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
|
||||
}
|
||||
else // no buoyancy
|
||||
force.Z += _pParentScene.gravityz;
|
||||
}
|
||||
else
|
||||
{
|
||||
// default gravity and buoancy
|
||||
force.Z += _pParentScene.gravityz * (1f - m_VehicleBuoyancy);
|
||||
}
|
||||
|
||||
// linear deflection
|
||||
if (m_linearDeflectionEfficiency > 0)
|
||||
{
|
||||
float len = curVel.Length();
|
||||
Vector3 atAxis;
|
||||
atAxis = Xrot(rotq); // where are we pointing to
|
||||
atAxis *= len; // make it same size as world velocity vector
|
||||
tmpV = -atAxis; // oposite direction
|
||||
atAxis -= curVel; // error to one direction
|
||||
len = atAxis.LengthSquared();
|
||||
tmpV -= curVel; // error to oposite
|
||||
float lens = tmpV.LengthSquared();
|
||||
if (len > 0.01 || lens > 0.01) // do nothing if close enougth
|
||||
{
|
||||
if (len < lens)
|
||||
tmpV = atAxis;
|
||||
|
||||
tmpV *= (m_linearDeflectionEfficiency / m_linearDeflectionTimescale); // error to correct in this timestep
|
||||
force.X += tmpV.X;
|
||||
force.Y += tmpV.Y;
|
||||
if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) == 0)
|
||||
force.Z += tmpV.Z;
|
||||
}
|
||||
}
|
||||
|
||||
// angular motor
|
||||
if (m_amEfect > 0.01 && m_angularMotorTimescale < 1000)
|
||||
{
|
||||
tmpV = m_angularMotorDirection - curLocalAngVel; // velocity error
|
||||
tmpV *= m_amEfect / m_angularMotorTimescale; // error to correct in this timestep
|
||||
torque.X += tmpV.X;
|
||||
torque.Y += tmpV.Y;
|
||||
torque.Z += tmpV.Z;
|
||||
m_amEfect *= (1 - 1.0f / m_angularMotorDecayTimescale);
|
||||
}
|
||||
else
|
||||
m_amEfect = 0;
|
||||
|
||||
// angular friction
|
||||
if (curLocalAngVel.X != 0 || curLocalAngVel.Y != 0 || curLocalAngVel.Z != 0)
|
||||
{
|
||||
torque.X -= curLocalAngVel.X / m_angularFrictionTimescale.X;
|
||||
torque.Y -= curLocalAngVel.Y / m_angularFrictionTimescale.Y;
|
||||
torque.Z -= curLocalAngVel.Z / m_angularFrictionTimescale.Z;
|
||||
}
|
||||
|
||||
// angular deflection
|
||||
if (m_angularDeflectionEfficiency > 0)
|
||||
{
|
||||
Vector3 dirv;
|
||||
|
||||
if (curLocalVel.X > 0.01f)
|
||||
dirv = curLocalVel;
|
||||
else if (curLocalVel.X < -0.01f)
|
||||
// use oposite
|
||||
dirv = -curLocalVel;
|
||||
else
|
||||
{
|
||||
// make it fall into small positive x case
|
||||
dirv.X = 0.01f;
|
||||
dirv.Y = curLocalVel.Y;
|
||||
dirv.Z = curLocalVel.Z;
|
||||
}
|
||||
|
||||
float ftmp = m_angularDeflectionEfficiency / m_angularDeflectionTimescale;
|
||||
|
||||
if (Math.Abs(dirv.Z) > 0.01)
|
||||
{
|
||||
torque.Y += - (float)Math.Atan2(dirv.Z, dirv.X) * ftmp;
|
||||
}
|
||||
|
||||
if (Math.Abs(dirv.Y) > 0.01)
|
||||
{
|
||||
torque.Z += (float)Math.Atan2(dirv.Y, dirv.X) * ftmp;
|
||||
}
|
||||
}
|
||||
|
||||
// vertical atractor
|
||||
if (m_verticalAttractionTimescale < 300)
|
||||
{
|
||||
float roll;
|
||||
float pitch;
|
||||
|
||||
GetRollPitch(irotq, out roll, out pitch);
|
||||
|
||||
float ftmp = 1.0f / m_verticalAttractionTimescale / m_verticalAttractionTimescale / _pParentScene.ODE_STEPSIZE;
|
||||
float ftmp2 = m_verticalAttractionEfficiency / _pParentScene.ODE_STEPSIZE;
|
||||
|
||||
if (Math.Abs(roll) > 0.01) // roll
|
||||
{
|
||||
torque.X -= -roll * ftmp + curLocalAngVel.X * ftmp2;
|
||||
}
|
||||
|
||||
if (Math.Abs(pitch) > 0.01 && ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) == 0)) // pitch
|
||||
{
|
||||
torque.Y -= -pitch * ftmp + curLocalAngVel.Y * ftmp2;
|
||||
}
|
||||
|
||||
if (m_bankingEfficiency != 0 && Math.Abs(roll) > 0.01)
|
||||
{
|
||||
float broll = roll * m_bankingEfficiency; ;
|
||||
if (m_bankingMix != 0)
|
||||
{
|
||||
float vfact = Math.Abs(curLocalVel.X) / 10.0f;
|
||||
if (vfact > 1.0f) vfact = 1.0f;
|
||||
if (curLocalVel.X >= 0)
|
||||
broll *= ((1 - m_bankingMix) + vfact);
|
||||
else
|
||||
broll *= -((1 - m_bankingMix) + vfact);
|
||||
}
|
||||
broll = (broll - curLocalAngVel.Z) / m_bankingTimescale;
|
||||
// torque.Z += broll;
|
||||
|
||||
// make z rot be in world Z not local as seems to be in sl
|
||||
tmpV.X = 0;
|
||||
tmpV.Y = 0;
|
||||
tmpV.Z = broll;
|
||||
tmpV *= irotq;
|
||||
|
||||
torque.X += tmpV.X;
|
||||
torque.Y += tmpV.Y;
|
||||
torque.Z += tmpV.Z;
|
||||
}
|
||||
}
|
||||
|
||||
d.Mass dmass;
|
||||
d.BodyGetMass(Body,out dmass);
|
||||
|
||||
if (force.X != 0 || force.Y != 0 || force.Z != 0)
|
||||
{
|
||||
force *= dmass.mass;
|
||||
d.BodySetForce(Body, force.X, force.Y, force.Z);
|
||||
}
|
||||
|
||||
if (torque.X != 0 || torque.Y != 0 || torque.Z != 0)
|
||||
{
|
||||
torque *= m_referenceFrame; // to object frame
|
||||
dtorque.X = torque.X;
|
||||
dtorque.Y = torque.Y;
|
||||
dtorque.Z = torque.Z;
|
||||
|
||||
d.MultiplyM3V3(out dvtmp, ref dmass.I, ref dtorque);
|
||||
d.BodyAddRelTorque(Body, dvtmp.X, dvtmp.Y, dvtmp.Z); // add torque in object frame
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
3317
OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
Normal file
3317
OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs
Normal file
File diff suppressed because it is too large
Load Diff
443
OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
Normal file
443
OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs
Normal file
@@ -0,0 +1,443 @@
|
||||
/*
|
||||
* 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 System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using OpenMetaverse;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OdeAPI;
|
||||
using log4net;
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// Processes raycast requests as ODE is in a state to be able to do them.
|
||||
/// This ensures that it's thread safe and there will be no conflicts.
|
||||
/// Requests get returned by a different thread then they were requested by.
|
||||
/// </summary>
|
||||
public class ODERayCastRequestManager
|
||||
{
|
||||
/// <summary>
|
||||
/// Pending ray requests
|
||||
/// </summary>
|
||||
protected OpenSim.Framework.LocklessQueue<ODERayRequest> m_PendingRequests = new OpenSim.Framework.LocklessQueue<ODERayRequest>();
|
||||
|
||||
/// <summary>
|
||||
/// Scene that created this object.
|
||||
/// </summary>
|
||||
private OdeScene m_scene;
|
||||
|
||||
IntPtr ray;
|
||||
|
||||
private const int ColisionContactGeomsPerTest = 5;
|
||||
|
||||
/// <summary>
|
||||
/// ODE near callback delegate
|
||||
/// </summary>
|
||||
private d.NearCallback nearCallback;
|
||||
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
private List<ContactResult> m_contactResults = new List<ContactResult>();
|
||||
|
||||
public ODERayCastRequestManager(OdeScene pScene)
|
||||
{
|
||||
m_scene = pScene;
|
||||
nearCallback = near;
|
||||
ray = d.CreateRay(IntPtr.Zero, 1.0f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queues a raycast
|
||||
/// </summary>
|
||||
/// <param name="position">Origin of Ray</param>
|
||||
/// <param name="direction">Ray normal</param>
|
||||
/// <param name="length">Ray length</param>
|
||||
/// <param name="retMethod">Return method to send the results</param>
|
||||
public void QueueRequest(Vector3 position, Vector3 direction, float length, RayCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = IntPtr.Zero;
|
||||
req.callbackMethod = retMethod;
|
||||
req.Count = 0;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RayCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = geom;
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = 0;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void QueueRequest(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = IntPtr.Zero;
|
||||
req.callbackMethod = retMethod;
|
||||
req.Count = 0;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = geom;
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = 0;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Queues a raycast
|
||||
/// </summary>
|
||||
/// <param name="position">Origin of Ray</param>
|
||||
/// <param name="direction">Ray normal</param>
|
||||
/// <param name="length">Ray length</param>
|
||||
/// <param name="count"></param>
|
||||
/// <param name="retMethod">Return method to send the results</param>
|
||||
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = IntPtr.Zero;
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = count;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RayCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = geom;
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = count;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void QueueRequest(Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = IntPtr.Zero;
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = count;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
public void QueueRequest(IntPtr geom, Vector3 position, Vector3 direction, float length, int count, RaycastCallback retMethod)
|
||||
{
|
||||
ODERayRequest req = new ODERayRequest();
|
||||
req.geom = geom;
|
||||
req.callbackMethod = retMethod;
|
||||
req.length = length;
|
||||
req.Normal = direction;
|
||||
req.Origin = position;
|
||||
req.Count = count;
|
||||
|
||||
m_PendingRequests.Enqueue(req);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Process all queued raycast requests
|
||||
/// </summary>
|
||||
/// <returns>Time in MS the raycasts took to process.</returns>
|
||||
public int ProcessQueuedRequests()
|
||||
{
|
||||
int time = System.Environment.TickCount;
|
||||
|
||||
if (m_PendingRequests.Count <= 0)
|
||||
return 0;
|
||||
|
||||
if (m_scene.ContactgeomsArray == IntPtr.Zero) // oops something got wrong or scene isn't ready still
|
||||
{
|
||||
m_PendingRequests.Clear();
|
||||
return 0;
|
||||
}
|
||||
|
||||
ODERayRequest req;
|
||||
|
||||
int i = 50; // arbitary limit of processed tests per frame
|
||||
|
||||
while(m_PendingRequests.Dequeue(out req))
|
||||
{
|
||||
if (req.geom == IntPtr.Zero)
|
||||
doSpaceRay(req);
|
||||
else
|
||||
doGeomRay(req);
|
||||
if(--i < 0)
|
||||
break;
|
||||
}
|
||||
|
||||
lock (m_contactResults)
|
||||
m_contactResults.Clear();
|
||||
|
||||
return System.Environment.TickCount - time;
|
||||
}
|
||||
/// <summary>
|
||||
/// Method that actually initiates the raycast with full top space
|
||||
/// </summary>
|
||||
/// <param name="req"></param>
|
||||
private void doSpaceRay(ODERayRequest req)
|
||||
{
|
||||
// Create the ray
|
||||
// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
|
||||
d.GeomRaySetLength(ray, req.length);
|
||||
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
|
||||
|
||||
// Collide test
|
||||
d.SpaceCollide2(m_scene.TopSpace, ray, IntPtr.Zero, nearCallback);
|
||||
|
||||
// Remove Ray
|
||||
// d.GeomDestroy(ray);
|
||||
|
||||
if (req.callbackMethod == null)
|
||||
return;
|
||||
|
||||
if (req.callbackMethod is RaycastCallback)
|
||||
{
|
||||
// Define default results
|
||||
bool hitYN = false;
|
||||
uint hitConsumerID = 0;
|
||||
float distance = 999999999999f;
|
||||
Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
|
||||
Vector3 snormal = Vector3.Zero;
|
||||
|
||||
// Find closest contact and object.
|
||||
lock (m_contactResults)
|
||||
{
|
||||
foreach (ContactResult cResult in m_contactResults)
|
||||
{
|
||||
if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
|
||||
{
|
||||
closestcontact = cResult.Pos;
|
||||
hitConsumerID = cResult.ConsumerID;
|
||||
distance = cResult.Depth;
|
||||
hitYN = true;
|
||||
snormal = cResult.Normal;
|
||||
}
|
||||
}
|
||||
m_contactResults.Clear();
|
||||
}
|
||||
|
||||
((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
((RayCallback)req.callbackMethod)(m_contactResults);
|
||||
lock (m_PendingRequests)
|
||||
m_contactResults.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method that actually initiates the raycast with a geom
|
||||
/// </summary>
|
||||
/// <param name="req"></param>
|
||||
private void doGeomRay(ODERayRequest req)
|
||||
{
|
||||
// Create the ray
|
||||
// IntPtr ray = d.CreateRay(m_scene.TopSpace, req.length);
|
||||
d.GeomRaySetLength(ray, req.length);
|
||||
d.GeomRaySet(ray, req.Origin.X, req.Origin.Y, req.Origin.Z, req.Normal.X, req.Normal.Y, req.Normal.Z);
|
||||
|
||||
// Collide test
|
||||
d.SpaceCollide2(req.geom, ray, IntPtr.Zero, nearCallback); // still do this to have full AABB pre test
|
||||
|
||||
// Remove Ray
|
||||
// d.GeomDestroy(ray);
|
||||
|
||||
if (req.callbackMethod == null)
|
||||
return;
|
||||
|
||||
if (req.callbackMethod is RaycastCallback)
|
||||
{
|
||||
// Define default results
|
||||
bool hitYN = false;
|
||||
uint hitConsumerID = 0;
|
||||
float distance = 999999999999f;
|
||||
Vector3 closestcontact = new Vector3(99999f, 99999f, 99999f);
|
||||
Vector3 snormal = Vector3.Zero;
|
||||
|
||||
// Find closest contact and object.
|
||||
lock (m_contactResults)
|
||||
{
|
||||
foreach (ContactResult cResult in m_contactResults)
|
||||
{
|
||||
if (Vector3.Distance(req.Origin, cResult.Pos) < Vector3.Distance(req.Origin, closestcontact))
|
||||
{
|
||||
closestcontact = cResult.Pos;
|
||||
hitConsumerID = cResult.ConsumerID;
|
||||
distance = cResult.Depth;
|
||||
hitYN = true;
|
||||
snormal = cResult.Normal;
|
||||
}
|
||||
}
|
||||
m_contactResults.Clear();
|
||||
}
|
||||
|
||||
((RaycastCallback)req.callbackMethod)(hitYN, closestcontact, hitConsumerID, distance, snormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
((RayCallback)req.callbackMethod)(m_contactResults);
|
||||
lock (m_PendingRequests)
|
||||
m_contactResults.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
private bool GetCurContactGeom(int index, ref d.ContactGeom newcontactgeom)
|
||||
{
|
||||
IntPtr ContactgeomsArray = m_scene.ContactgeomsArray;
|
||||
if (ContactgeomsArray == IntPtr.Zero || index >= ColisionContactGeomsPerTest)
|
||||
return false;
|
||||
|
||||
IntPtr contactptr = new IntPtr(ContactgeomsArray.ToInt64() + (Int64)(index * d.ContactGeom.unmanagedSizeOf));
|
||||
newcontactgeom = (d.ContactGeom)Marshal.PtrToStructure(contactptr, typeof(d.ContactGeom));
|
||||
return true;
|
||||
}
|
||||
|
||||
// This is the standard Near. g2 is the ray
|
||||
private void near(IntPtr space, IntPtr g1, IntPtr g2)
|
||||
{
|
||||
//Don't test against heightfield Geom, or you'll be sorry!
|
||||
// Exclude heightfield geom
|
||||
|
||||
if (g1 == IntPtr.Zero || g1 == g2)
|
||||
return;
|
||||
|
||||
if (d.GeomGetClass(g1) == d.GeomClassID.HeightfieldClass)
|
||||
return;
|
||||
|
||||
// Raytest against AABBs of spaces first, then dig into the spaces it hits for actual geoms.
|
||||
if (d.GeomIsSpace(g1))
|
||||
{
|
||||
try
|
||||
{
|
||||
d.SpaceCollide2(g1, g2, IntPtr.Zero, nearCallback);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[PHYSICS Ray]: Unable to Space collide test an object: {0}", e.Message);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
int count = 0;
|
||||
try
|
||||
{
|
||||
count = d.CollidePtr(g1, g2, ColisionContactGeomsPerTest, m_scene.ContactgeomsArray, d.ContactGeom.unmanagedSizeOf);
|
||||
}
|
||||
catch (SEHException)
|
||||
{
|
||||
m_log.Error("[PHYSICS Ray]: 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.");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
m_log.WarnFormat("[PHYSICS Ray]: Unable to collide test an object: {0}", e.Message);
|
||||
return;
|
||||
}
|
||||
|
||||
if (count == 0)
|
||||
return;
|
||||
|
||||
PhysicsActor p1 = null;
|
||||
|
||||
if (g1 != IntPtr.Zero)
|
||||
m_scene.actor_name_map.TryGetValue(g1, out p1);
|
||||
|
||||
d.ContactGeom curcontact = new d.ContactGeom();
|
||||
// Loop over contacts, build results.
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
if (!GetCurContactGeom(i, ref curcontact))
|
||||
break;
|
||||
if (p1 != null) {
|
||||
if (p1 is OdePrim)
|
||||
{
|
||||
ContactResult collisionresult = new ContactResult();
|
||||
|
||||
collisionresult.ConsumerID = ((OdePrim)p1).m_localID;
|
||||
collisionresult.Pos = new Vector3(curcontact.pos.X, curcontact.pos.Y, curcontact.pos.Z);
|
||||
collisionresult.Depth = curcontact.depth;
|
||||
collisionresult.Normal = new Vector3(curcontact.normal.X, curcontact.normal.Y,
|
||||
curcontact.normal.Z);
|
||||
lock (m_contactResults)
|
||||
m_contactResults.Add(collisionresult);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Dereference the creator scene so that it can be garbage collected if needed.
|
||||
/// </summary>
|
||||
internal void Dispose()
|
||||
{
|
||||
m_scene = null;
|
||||
}
|
||||
}
|
||||
|
||||
public struct ODERayRequest
|
||||
{
|
||||
public IntPtr geom;
|
||||
public Vector3 Origin;
|
||||
public Vector3 Normal;
|
||||
public int Count;
|
||||
public float length;
|
||||
public object callbackMethod;
|
||||
}
|
||||
}
|
||||
1961
OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
Normal file
1961
OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs
Normal file
File diff suppressed because it is too large
Load Diff
86
OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
Normal file
86
OpenSim/Region/Physics/UbitOdePlugin/OdePlugin.cs
Normal file
@@ -0,0 +1,86 @@
|
||||
/*
|
||||
* 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 System.Runtime.InteropServices;
|
||||
using System.Threading;
|
||||
using System.IO;
|
||||
using System.Diagnostics;
|
||||
using log4net;
|
||||
using Nini.Config;
|
||||
using OdeAPI;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
using OpenMetaverse;
|
||||
|
||||
namespace OpenSim.Region.Physics.OdePlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// ODE plugin
|
||||
/// </summary>
|
||||
public class OdePlugin : IPhysicsPlugin
|
||||
{
|
||||
//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private OdeScene m_scene;
|
||||
|
||||
public bool Init()
|
||||
{
|
||||
if (d.InitODE2(0) != 0)
|
||||
{
|
||||
if (d.AllocateODEDataForThread(~0U) == 0)
|
||||
{
|
||||
d.CloseODE();
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
public PhysicsScene GetScene(String sceneIdentifier)
|
||||
{
|
||||
if (m_scene == null)
|
||||
{
|
||||
m_scene = new OdeScene(sceneIdentifier);
|
||||
}
|
||||
return (m_scene);
|
||||
}
|
||||
|
||||
public string GetName()
|
||||
{
|
||||
return ("UbitODE");
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
d.CloseODE();
|
||||
}
|
||||
}
|
||||
}
|
||||
2540
OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
Normal file
2540
OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs
Normal file
File diff suppressed because it is too large
Load Diff
@@ -484,7 +484,6 @@
|
||||
;; such as the Meta7 viewer.
|
||||
;; It has no ill effect on viewers which do not support server-side
|
||||
;; windlight settings.
|
||||
;; Currently we only have support for MySQL databases.
|
||||
; enable_windlight = false
|
||||
|
||||
|
||||
@@ -573,10 +572,15 @@
|
||||
; DeleteScriptsOnStartup = true
|
||||
|
||||
;; Set this to true (the default) to load each script into a separate
|
||||
;; AppDomain. Setting this to false will load all script assemblies into the
|
||||
;; current AppDomain, which will reduce the per-script overhead at the
|
||||
;; expense of reduced security and the inability to garbage collect the
|
||||
;; script assemblies
|
||||
;; AppDomain.
|
||||
;;
|
||||
;; Setting this to false will load all script assemblies into the
|
||||
;; current AppDomain, which will significantly improve script loading times.
|
||||
;; It will also reduce initial per-script memory overhead.
|
||||
;;
|
||||
;; However, setting this to false will also prevent script DLLs from being unloaded from memory if the script is deleted.
|
||||
;; This may cause an OutOfMemory problem over time when avatars with scripted attachments move in and out of the region.
|
||||
;; Some Windows users have also reported script loading problems when AppDomainLoading = false
|
||||
; AppDomainLoading = true
|
||||
|
||||
;# {DefaultCompileLanguage} {Enabled:true} {Default script language?} {lsl vb cs} lsl
|
||||
|
||||
@@ -655,6 +655,11 @@
|
||||
world_gravityy = 0
|
||||
world_gravityz = -9.8
|
||||
|
||||
; Terminal velocity of a falling avatar
|
||||
; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
|
||||
; Max value is 255, min value is 0
|
||||
avatar_terminal_velocity = 54
|
||||
|
||||
; World Step size. (warning these are dangerous. Changing these will probably cause your scene to explode dramatically)
|
||||
; reference: fps = (0.089/ODE_STEPSIZE) * 1000;
|
||||
world_stepsize = 0.0178
|
||||
@@ -1065,7 +1070,6 @@
|
||||
[LightShare]
|
||||
; This enables the transmission of Windlight scenes to supporting clients, such as the Meta7 viewer.
|
||||
; It has no ill effect on viewers which do not support server-side windlight settings.
|
||||
; Currently we only have support for MySQL databases.
|
||||
enable_windlight = false
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,7 @@
|
||||
<configuration>
|
||||
<dllmap os="osx" dll="ode" target="libode.dylib" />
|
||||
<dllmap os="!windows,osx" cpu="x86-64,ia64" dll="ode" target="libode-x86_64" />
|
||||
<dllmap os="!windows,osx" cpu="x86" dll="ode" target="libode" />
|
||||
<dllmap os="!windows,osx" cpu="ppc64" dll="ode" target="libode-ppc64" />
|
||||
<dllmap os="!windows,osx" cpu="s390x" dll="ode" target="libode-s390x" />
|
||||
</configuration>
|
||||
BIN
bin/Physics/libode-x86_64.so
Normal file
BIN
bin/Physics/libode-x86_64.so
Normal file
Binary file not shown.
BIN
bin/Physics/libode.so
Normal file
BIN
bin/Physics/libode.so
Normal file
Binary file not shown.
38
prebuild.xml
38
prebuild.xml
@@ -6,7 +6,7 @@
|
||||
<CompilerDefines>TRACE;DEBUG</CompilerDefines>
|
||||
<OptimizeCode>false</OptimizeCode>
|
||||
<CheckUnderflowOverflow>false</CheckUnderflowOverflow>
|
||||
<AllowUnsafe>false</AllowUnsafe>
|
||||
<AllowUnsafe>true</AllowUnsafe>
|
||||
<WarningLevel>4</WarningLevel>
|
||||
<WarningsAsErrors>false</WarningsAsErrors>
|
||||
<SuppressWarnings/>
|
||||
@@ -606,6 +606,36 @@
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.UbitOdePlugin" path="OpenSim/Region/Physics/UbitOdePlugin" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
<Configuration name="Release">
|
||||
<Options>
|
||||
<OutputPath>../../../../bin/Physics/</OutputPath>
|
||||
</Options>
|
||||
</Configuration>
|
||||
|
||||
<ReferencePath>../../../../bin/</ReferencePath>
|
||||
<Reference name="System"/>
|
||||
<Reference name="System.Core"/>
|
||||
<Reference name="OpenMetaverseTypes" path="../../../../bin/"/>
|
||||
<Reference name="Nini" path="../../../../bin/"/>
|
||||
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Region.Physics.Manager"/>
|
||||
<Reference name="log4net" path="../../../../bin/"/>
|
||||
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="true">
|
||||
<Exclude name="Tests" pattern="Tests"/>
|
||||
</Match>
|
||||
</Files>
|
||||
</Project>
|
||||
|
||||
<Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.ConvexDecompositionDotNet" path="OpenSim/Region/Physics/ConvexDecompositionDotNet" type="Library">
|
||||
<Configuration name="Debug">
|
||||
<Options>
|
||||
@@ -3316,16 +3346,12 @@
|
||||
<Reference name="OpenMetaverse.StructuredData" path="../../../bin/"/>
|
||||
<Reference name="XMLRPC" path="../../../bin/"/>
|
||||
<Reference name="OpenSim.Framework"/>
|
||||
<Reference name="OpenSim.Framework.Communications"/>
|
||||
<Reference name="OpenSim.Framework.Console"/>
|
||||
<Reference name="OpenSim.Framework.Servers.HttpServer"/>
|
||||
<Reference name="OpenSim.Region.CoreModules"/>
|
||||
<Reference name="OpenSim.Region.Framework"/>
|
||||
<Reference name="OpenSim.Region.OptionalModules"/>
|
||||
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
|
||||
<Reference name="OpenSim.Region.ScriptEngine.XEngine"/>
|
||||
<Reference name="OpenSim.Services.Interfaces"/>
|
||||
<Reference name="OpenSim.Services.AvatarService"/>
|
||||
<Reference name="OpenSim.Region.ScriptEngine.Shared"/>
|
||||
<Reference name="OpenSim.Tests.Common"/>
|
||||
<Files>
|
||||
<Match pattern="*.cs" recurse="false"/>
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
bin\Prebuild.exe /target nant
|
||||
bin\Prebuild.exe /target vs2008
|
||||
echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild opensim.sln > compile.bat
|
||||
echo C:\WINDOWS\Microsoft.NET\Framework\v3.5\msbuild OpenSim.sln > compile.bat
|
||||
|
||||
|
||||
Reference in New Issue
Block a user