From: Alan M Webb <awebb@vnet.ibm.com>
The attached patch moves the sun module incrementally nearer where it needs to be. Default behavior, i.e. no overriding configuration is to match Second Life's diurnal/nocturnal rhythm. All designated values are now sent to the client.There remain a couple of unanswered questions about how this SHOULD be implemented though.0.6.0-stable
parent
0ea48cf786
commit
382b9c18ed
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@ -832,7 +832,7 @@ namespace OpenSim.Framework
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void SendDialog(string objectname, LLUUID objectID, LLUUID ownerID, string msg, LLUUID textureID, int ch, string[] buttonlabels);
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bool AddMoney(int debit);
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void SendSunPos(LLVector3 sunPos, LLVector3 sunVel);
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void SendSunPos(LLVector3 sunPos, LLVector3 sunVel, ulong CurrentTime, uint SecondsPerSunCycle, uint SecondsPerYear, float OrbitalPosition);
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void SendViewerTime(int phase);
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void SendAvatarProperties(LLUUID avatarID, string aboutText, string bornOn, string charterMember, string flAbout,
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@ -1772,18 +1772,23 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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OutPacket(sound, ThrottleOutPacketType.Task);
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}
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public void SendSunPos(LLVector3 sunPos, LLVector3 sunVel)
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public void SendSunPos(LLVector3 Position, LLVector3 Velocity, ulong CurrentTime, uint SecondsPerSunCycle, uint SecondsPerYear, float OrbitalPosition)
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{
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SimulatorViewerTimeMessagePacket viewertime = (SimulatorViewerTimeMessagePacket)PacketPool.Instance.GetPacket(PacketType.SimulatorViewerTimeMessage);
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viewertime.TimeInfo.SunDirection = sunPos;
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viewertime.TimeInfo.SunAngVelocity = sunVel;
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viewertime.TimeInfo.UsecSinceStart = (ulong)Util.UnixTimeSinceEpoch();
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viewertime.TimeInfo.SunDirection = Position;
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viewertime.TimeInfo.SunAngVelocity = Velocity;
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viewertime.TimeInfo.UsecSinceStart = CurrentTime;
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viewertime.TimeInfo.SecPerDay = SecondsPerSunCycle;
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viewertime.TimeInfo.SecPerYear = SecondsPerYear;
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viewertime.TimeInfo.SunPhase = OrbitalPosition;
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viewertime.Header.Reliable = false;
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OutPacket(viewertime, ThrottleOutPacketType.Task);
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}
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// Currently Deprecated
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public void SendViewerTime(int phase)
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{
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/*
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Console.WriteLine("SunPhase: {0}", phase);
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SimulatorViewerTimeMessagePacket viewertime = (SimulatorViewerTimeMessagePacket)PacketPool.Instance.GetPacket(PacketType.SimulatorViewerTimeMessage);
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//viewertime.TimeInfo.SecPerDay = 86400;
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@ -1829,6 +1834,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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viewertime.TimeInfo.UsecSinceStart = (ulong)Util.UnixTimeSinceEpoch();
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viewertime.Header.Reliable = false;
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OutPacket(viewertime, ThrottleOutPacketType.Task);
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*/
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}
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public void SendAvatarProperties(LLUUID avatarID, string aboutText, string bornOn, string charterMember,
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@ -33,45 +33,136 @@ using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.World.Sun
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namespace OpenSim.Region.Environment.Modules
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{
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public class SunModule : IRegionModule
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{
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//private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private const int m_default_frame = 100;
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private const double m_real_day = 24.0;
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private double m_day_length;
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private int m_dilation;
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private int m_frame;
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private int m_frame_mod;
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private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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private Scene m_scene;
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private long m_start;
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private const double SeasonalTilt = 0.03 * Math.PI; // A daily shift of approximately 1.7188 degrees
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private const double AverageTilt = -0.25 * Math.PI; // A 45 degree tilt
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private const double SunCycle = 2.0D * Math.PI; // A perfect circle measured in radians
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private const double SeasonalCycle = 2.0D * Math.PI; // Ditto
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#region IRegionModule Members
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//
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// Per Region Values
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//
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private bool ready = false;
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// Configurable values
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private int m_frame_mod = 0;
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private double m_day_length = 0;
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private int m_year_length = 0;
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private double m_day_night = 0;
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// Configurable defaults Defaults close to SL
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private int d_frame_mod = 100; // Every 10 seconds (actually less)
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private double d_day_length = 4; // A VW day is 4 RW hours long
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private int d_year_length = 60; // There are 60 VW days in a VW year
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private double d_day_night = 0.45; // axis offset: ratio of light-to-dark, approx 1:3
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// Frame counter
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private uint m_frame = 0;
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// Cached Scene reference
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private Scene m_scene = null;
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// Calculated Once in the lifetime of a region
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private ulong TicksToEpoch; // Elapsed time for 1/1/1970
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private uint SecondsPerSunCycle; // Length of a virtual day in RW seconds
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private uint SecondsPerYear; // Length of a virtual year in RW seconds
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private double SunSpeed; // Rate of passage in radians/second
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private double SeasonSpeed; // Rate of change for seasonal effects
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private double HoursToRadians; // Rate of change for seasonal effects
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// Calculated every update
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private float OrbitalPosition; // Orbital placement at a point in time
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private double HorizonShift; // Axis offset to skew day and night
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private double TotalDistanceTravelled; // Distance since beginning of time (in radians)
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private double SeasonalOffset; // Seaonal variation of tilt
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private float Magnitude; // Normal tilt
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private double VWTimeRatio; // VW time as a ratio of real time
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// Working values
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private LLVector3 Position = new LLVector3(0,0,0);
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private LLVector3 Velocity = new LLVector3(0,0,0);
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private LLQuaternion Tilt = new LLQuaternion(1,0,0,0);
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// Current time in elpased seconds since Jan 1st 1970
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private ulong CurrentTime
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{
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get { return (ulong)((((ulong)System.DateTime.Now.Ticks)-TicksToEpoch)/10000000); }
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}
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// Called immediately after the module is loaded for a given region
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// i.e. Immediately after instance creation.
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public void Initialise(Scene scene, IConfigSource config)
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{
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m_start = DateTime.Now.Ticks;
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m_log.Debug("[SUN] Initializing");
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m_scene = scene;
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m_frame = 0;
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// Align ticks with Second Life
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TicksToEpoch = (ulong) new System.DateTime(1970,1,1).Ticks;
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// Just in case they don't have the stanzas
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try
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{
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m_day_length = config.Configs["Sun"].GetDouble("day_length", m_real_day);
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m_frame_mod = config.Configs["Sun"].GetInt("frame_rate", m_default_frame);
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// Day length in decimal hours
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m_year_length = config.Configs["Sun"].GetInt("year_length", d_year_length);
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// Day length in decimal hours
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m_day_length = config.Configs["Sun"].GetDouble("day_length", d_day_length);
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// Day to Night Ratio
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m_day_night = config.Configs["Sun"].GetDouble("day_night_offset", d_day_night);
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// Update frequency in frames
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m_frame_mod = config.Configs["Sun"].GetInt("update_interval", d_frame_mod);
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}
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catch (Exception)
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catch (Exception e)
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{
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m_day_length = m_real_day;
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m_frame_mod = m_default_frame;
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m_log.Debug("[SUN] Configuration access failed, using defaults. Reason: "+e.Message);
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m_year_length = d_year_length;
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m_day_length = d_day_length;
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m_day_night = d_day_night;
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m_frame_mod = d_frame_mod;
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}
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m_dilation = (int) (m_real_day / m_day_length);
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m_scene = scene;
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// Time taken to complete a cycle (day and season)
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SecondsPerSunCycle = (uint) (m_day_length * 60 * 60);
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SecondsPerYear = (uint) (SecondsPerSunCycle*m_year_length);
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// Ration of real-to-virtual time
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VWTimeRatio = 24/m_day_length;
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// Speed of rotation needed to complete a cycle in the
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// designated period (day and season)
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SunSpeed = SunCycle/SecondsPerSunCycle;
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SeasonSpeed = SeasonalCycle/SecondsPerYear;
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// Horizon translation
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HorizonShift = m_day_night; // Z axis translation
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HoursToRadians = (SunCycle/24)*VWTimeRatio;
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// Insert our event handling hooks
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scene.EventManager.OnFrame += SunUpdate;
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scene.EventManager.OnNewClient += SunToClient;
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ready = true;
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m_log.Debug("[SUN] Initialization completed. Day is "+SecondsPerSunCycle+" seconds, and year is "+m_year_length+" days");
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m_log.Debug("[SUN] Axis offset is "+m_day_night);
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m_log.Debug("[SUN] Positional data updated every "+m_frame_mod+" frames");
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}
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public void PostInitialise()
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@ -80,6 +171,10 @@ namespace OpenSim.Region.Environment.Modules.World.Sun
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public void Close()
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{
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ready = false;
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// Remove our hooks
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m_scene.EventManager.OnFrame -= SunUpdate;
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m_scene.EventManager.OnNewClient -= SunToClient;
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}
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public string Name
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@ -92,51 +187,88 @@ namespace OpenSim.Region.Environment.Modules.World.Sun
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get { return false; }
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}
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#endregion
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public void SunToClient(IClientAPI client)
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{
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client.SendSunPos(SunPos(HourOfTheDay()), new LLVector3(0, 0.0f, 10.0f));
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if(ready)
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{
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GenSunPos(); // Generate shared values once
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client.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
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}
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}
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public void SunUpdate()
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{
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if (m_frame < m_frame_mod)
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if(((m_frame++%m_frame_mod) != 0) || !ready)
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{
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m_frame++;
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return;
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}
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// m_log.InfoFormat("[SUN]: I've got an update {0} => {1}", m_scene.RegionsInfo.RegionName, HourOfTheDay());
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GenSunPos(); // Generate shared values once
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List<ScenePresence> avatars = m_scene.GetAvatars();
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foreach (ScenePresence avatar in avatars)
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{
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avatar.ControllingClient.SendSunPos(SunPos(HourOfTheDay()), new LLVector3(0, 0.0f, 10.0f));
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avatar.ControllingClient.SendSunPos(Position, Velocity, CurrentTime, SecondsPerSunCycle, SecondsPerYear, OrbitalPosition);
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}
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// set estate settings for region access to sun position
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m_scene.RegionInfo.EstateSettings.sunPosition = SunPos(HourOfTheDay());
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m_scene.RegionInfo.EstateSettings.sunPosition = Position;
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m_frame = 0;
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}
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// Hour of the Day figures out the hour of the day as a float.
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// The intent here is that we seed hour of the day with real
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// time when the simulator starts, then run time forward
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// faster based on time dilation factor. This means that
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// ticks don't get out of hand
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private double HourOfTheDay()
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{
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long m_addticks = (DateTime.Now.Ticks - m_start) * m_dilation;
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DateTime dt = new DateTime(m_start + m_addticks);
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return dt.Hour + (dt.Minute / 60.0);
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}
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/// <summary>
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/// Calculate the sun's orbital position and its velocity.
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/// </summary>
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private static LLVector3 SunPos(double hour)
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private void GenSunPos()
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{
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// now we have our radian position
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double rad = (hour / m_real_day) * 2 * Math.PI - (Math.PI / 2.0);
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double z = Math.Sin(rad);
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double x = Math.Cos(rad);
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return new LLVector3((float) x, 0f, (float) z);
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TotalDistanceTravelled = SunSpeed * CurrentTime; // distance measured in radians
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OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle); // position measured in radians
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// TotalDistanceTravelled += HoursToRadians-(0.25*Math.PI)*Math.Cos(HoursToRadians)-OrbitalPosition;
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// OrbitalPosition = (float) (TotalDistanceTravelled%SunCycle);
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SeasonalOffset = SeasonSpeed * CurrentTime; // Present season determined as total radians travelled around season cycle
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Tilt.W = (float) (AverageTilt + (SeasonalTilt*Math.Sin(SeasonalOffset))); // Calculate seasonal orbital N/S tilt
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// m_log.Debug("[SUN] Total distance travelled = "+TotalDistanceTravelled+", present position = "+OrbitalPosition+".");
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// m_log.Debug("[SUN] Total seasonal progress = "+SeasonalOffset+", present tilt = "+Tilt.W+".");
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// The sun rotates about the Z axis
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Position.X = (float) Math.Cos(-TotalDistanceTravelled);
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Position.Y = (float) Math.Sin(-TotalDistanceTravelled);
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Position.Z = 0;
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// For interest we rotate it slightly about the X access.
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// Celestial tilt is a value that ranges .025
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Position = LLVector3.Rot(Position,Tilt);
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// Finally we shift the axis so that more of the
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// circle is above the horizon than below. This
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// makes the nights shorter than the days.
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Position.Z = Position.Z + (float) HorizonShift;
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Position = LLVector3.Norm(Position);
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// m_log.Debug("[SUN] Position("+Position.X+","+Position.Y+","+Position.Z+")");
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Velocity.X = 0;
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Velocity.Y = 0;
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Velocity.Z = (float) SunSpeed;
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// Correct angular velocity to reflect the seasonal rotation
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Magnitude = LLVector3.Mag(Position);
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Velocity = LLVector3.Rot(Velocity, Tilt)*((float)(1.0/Magnitude));
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// m_log.Debug("[SUN] Velocity("+Velocity.X+","+Velocity.Y+","+Velocity.Z+")");
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}
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}
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}
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@ -573,7 +573,7 @@ namespace OpenSim.Region.Examples.SimpleModule
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return false;
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}
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public void SendSunPos(LLVector3 sunPos, LLVector3 sunVel)
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public void SendSunPos(LLVector3 sunPos, LLVector3 sunVel, ulong time, uint dlen, uint ylen, float phase)
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{
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}
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