Misc. cleanup:
* added Util.Clip(value, min, max) * modified asset cache's numPackets calculation to use max packet size (600) instead of 1000 * removed a few magic numbersafrisby
parent
bd16dddce5
commit
6702b03733
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@ -122,7 +122,7 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
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public XmlRpcResponse XmlRpcShutdownMethod(XmlRpcRequest request)
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{
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MainLog.Instance.Verbose("RADMIN", "Recieved Shutdown Administrator Request");
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MainLog.Instance.Verbose("RADMIN", "Received Shutdown Administrator Request");
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XmlRpcResponse response = new XmlRpcResponse();
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Hashtable requestData = (Hashtable)request.Params[0];
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@ -170,7 +170,7 @@ namespace OpenSim.ApplicationPlugins.LoadRegions
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public XmlRpcResponse XmlRpcCreateRegionMethod(XmlRpcRequest request)
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{
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MainLog.Instance.Verbose("RADMIN", "Recieved Create Region Administrator Request");
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MainLog.Instance.Verbose("RADMIN", "Received Create Region Administrator Request");
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XmlRpcResponse response = new XmlRpcResponse();
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Hashtable requestData = (Hashtable)request.Params[0];
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@ -36,7 +36,6 @@ using OpenSim.Framework.Console;
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namespace OpenSim.Framework.Communications.Cache
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{
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public delegate void AssetRequestCallback(LLUUID assetID, AssetBase asset);
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/// <summary>
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@ -77,7 +76,6 @@ namespace OpenSim.Framework.Communications.Cache
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m_assetCacheThread.IsBackground = true;
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m_assetCacheThread.Start();
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m_log = log;
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}
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@ -100,7 +98,6 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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public AssetBase GetAsset(LLUUID assetID)
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{
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AssetBase asset = null;
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@ -154,7 +151,6 @@ namespace OpenSim.Framework.Communications.Cache
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}
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}
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public AssetBase GetAsset(LLUUID assetID, bool isTexture)
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{
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AssetBase asset = GetAsset(assetID);
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@ -236,8 +232,6 @@ namespace OpenSim.Framework.Communications.Cache
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return asset;
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}
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public void AssetReceived(AssetBase asset, bool IsTexture)
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{
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if (asset.FullID != LLUUID.Zero) // if it is set to zero then the asset wasn't found by the server
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@ -249,7 +243,7 @@ namespace OpenSim.Framework.Communications.Cache
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if (IsTexture)
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{
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//Console.WriteLine("asset recieved from asset server");
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//Console.WriteLine("asset received from asset server");
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TextureImage image = new TextureImage(asset);
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if (!Textures.ContainsKey(image.FullID))
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@ -260,7 +254,7 @@ namespace OpenSim.Framework.Communications.Cache
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AssetRequest req = RequestedTextures[image.FullID];
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req.ImageInfo = image;
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req.NumPackets = CalculateNumPackets(image.Data.Length);
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req.NumPackets = CalculateNumPackets(image.Data);
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RequestedTextures.Remove(image.FullID);
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TextureRequests.Add(req);
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@ -277,15 +271,7 @@ namespace OpenSim.Framework.Communications.Cache
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{
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AssetRequest req = RequestedAssets[assetInf.FullID];
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req.AssetInf = assetInf;
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if (assetInf.Data.LongLength > 600)
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{
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//over 600 bytes so split up file
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req.NumPackets = 1 + (int)(assetInf.Data.Length - 600 + 999) / 1000;
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}
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else
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{
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req.NumPackets = 1;
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}
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req.NumPackets = CalculateNumPackets(assetInf.Data);
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RequestedAssets.Remove(assetInf.FullID);
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AssetRequests.Add(req);
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}
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@ -326,16 +312,17 @@ namespace OpenSim.Framework.Communications.Cache
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//}
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}
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private int CalculateNumPackets(int length)
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private int CalculateNumPackets(byte[] data)
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{
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const uint m_maxPacketSize = 600;
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int numPackets = 1;
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if (length > 600)
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if (data.LongLength > m_maxPacketSize)
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{
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//over 600 bytes so split up file
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int restData = (length - 600);
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int restPackets = ((restData + 999) / 1000);
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numPackets = 1 + restPackets;
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// over max number of bytes so split up file
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long restData = data.LongLength - m_maxPacketSize;
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int restPackets = (int) ((restData + m_maxPacketSize - 1) / m_maxPacketSize);
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numPackets += restPackets;
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}
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return numPackets;
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@ -385,8 +372,7 @@ namespace OpenSim.Framework.Communications.Cache
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//it is in our cache
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AssetInfo asset = Assets[requestID];
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//work out how many packets it should be sent in
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// and add to the AssetRequests list
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// add to the AssetRequests list
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AssetRequest req = new AssetRequest();
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req.RequestUser = userInfo;
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req.RequestAssetID = requestID;
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@ -394,17 +380,7 @@ namespace OpenSim.Framework.Communications.Cache
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req.AssetRequestSource = source;
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req.Params = transferRequest.TransferInfo.Params;
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req.AssetInf = asset;
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if (asset.Data.LongLength > 600)
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{
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//over 600 bytes so split up file
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req.NumPackets = 1 + (int)(asset.Data.Length - 600 + 999) / 1000;
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}
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else
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{
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req.NumPackets = 1;
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}
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req.NumPackets = CalculateNumPackets(asset.Data);
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AssetRequests.Add(req);
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}
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@ -419,17 +395,9 @@ namespace OpenSim.Framework.Communications.Cache
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//no requests waiting
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return;
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}
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int num;
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// if less than 5, do all of them
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int num = Math.Min(5, AssetRequests.Count);
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if (AssetRequests.Count < 5)
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{
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//lower than 5 so do all of them
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num = AssetRequests.Count;
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}
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else
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{
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num = 5;
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}
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AssetRequest req;
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for (int i = 0; i < num; i++)
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{
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@ -199,7 +199,7 @@ namespace OpenSim.Framework.Data.DB4o
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/// </summary>
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/// <remarks>Move to inventory server</remarks>
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/// <param name="from">Senders account</param>
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/// <param name="to">Recievers account</param>
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/// <param name="to">Receivers account</param>
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/// <param name="item">Inventory item</param>
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/// <returns>Success?</returns>
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public bool InventoryTransferRequest(LLUUID from, LLUUID to, LLUUID item)
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@ -387,7 +387,7 @@ namespace OpenSim.Framework.Data.MSSQL
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/// Performs a money transfer request between two accounts
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/// </summary>
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/// <param name="from">The senders account ID</param>
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/// <param name="to">The recievers account ID</param>
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/// <param name="to">The receivers account ID</param>
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/// <param name="amount">The amount to transfer</param>
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/// <returns>Success?</returns>
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public bool MoneyTransferRequest(LLUUID from, LLUUID to, uint amount)
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@ -400,7 +400,7 @@ namespace OpenSim.Framework.Data.MSSQL
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/// </summary>
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/// <remarks>TODO: Move to inventory server</remarks>
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/// <param name="from">The senders account ID</param>
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/// <param name="to">The recievers account ID</param>
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/// <param name="to">The receivers account ID</param>
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/// <param name="item">The item to transfer</param>
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/// <returns>Success?</returns>
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public bool InventoryTransferRequest(LLUUID from, LLUUID to, LLUUID item)
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@ -363,7 +363,7 @@ namespace OpenSim.Framework.Data.MySQL
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/// Performs a money transfer request between two accounts
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/// </summary>
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/// <param name="from">The senders account ID</param>
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/// <param name="to">The recievers account ID</param>
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/// <param name="to">The receivers account ID</param>
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/// <param name="amount">The amount to transfer</param>
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/// <returns>Success?</returns>
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public bool MoneyTransferRequest(LLUUID from, LLUUID to, uint amount)
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@ -376,7 +376,7 @@ namespace OpenSim.Framework.Data.MySQL
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/// </summary>
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/// <remarks>TODO: Move to inventory server</remarks>
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/// <param name="from">The senders account ID</param>
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/// <param name="to">The recievers account ID</param>
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/// <param name="to">The receivers account ID</param>
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/// <param name="item">The item to transfer</param>
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/// <returns>Success?</returns>
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public bool InventoryTransferRequest(LLUUID from, LLUUID to, LLUUID item)
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@ -320,7 +320,7 @@ namespace OpenSim.Framework.Data.SQLite
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/// </summary>
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/// <remarks>Move to inventory server</remarks>
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/// <param name="from">Senders account</param>
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/// <param name="to">Recievers account</param>
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/// <param name="to">Receivers account</param>
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/// <param name="item">Inventory item</param>
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/// <returns>Success?</returns>
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public bool InventoryTransferRequest(LLUUID from, LLUUID to, LLUUID item)
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@ -79,12 +79,12 @@ namespace OpenSim.Framework.Data
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List<AvatarPickerAvatar> GeneratePickerResults(LLUUID queryID, string query);
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/// <summary>
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/// Authenticates a sim by use of it's recv key.
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/// Authenticates a sim by use of its recv key.
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/// WARNING: Insecure
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/// </summary>
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/// <param name="UUID">The UUID sent by the sim</param>
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/// <param name="regionHandle">The regionhandle sent by the sim</param>
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/// <param name="simrecvkey">The recieving key sent by the sim</param>
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/// <param name="simrecvkey">The receiving key sent by the sim</param>
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/// <returns>Whether the sim has been authenticated</returns>
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bool AuthenticateSim(LLUUID UUID, ulong regionHandle, string simrecvkey);
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@ -38,7 +38,7 @@ namespace OpenSim.Framework
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/// Suggested implementation
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/// <para>Store two digests for each foreign host. A local copy of the local hash using the local challenge (when issued), and a local copy of the remote hash using the remote challenge.</para>
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/// <para>When sending data to the foreign host - run 'Sign' on the data and affix the returned byte[] to the message.</para>
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/// <para>When recieving data from the foreign host - run 'Authenticate' against the data and the attached byte[].</para>
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/// <para>When receiving data from the foreign host - run 'Authenticate' against the data and the attached byte[].</para>
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/// <para>Both hosts should be performing these operations for this to be effective.</para>
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/// </remarks>
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internal class RemoteDigest
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@ -373,5 +373,15 @@ namespace OpenSim.Framework
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config.Configs[(string) row[0]].Set(row.Table.Columns[i].ColumnName, row[i]);
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}
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}
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public static float Clip(float x, float min, float max)
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{
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return Math.Min(Math.Max(x, min), max);
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}
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public static int Clip(int x, int min, int max)
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{
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return Math.Min(Math.Max(x, min), max);
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}
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}
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}
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@ -102,7 +102,6 @@ namespace OpenSim.Region.ClientStack
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protected LLVector3 m_startpos;
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protected EndPoint m_userEndPoint;
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/* Properties */
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public LLUUID SecureSessionId
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{
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@ -181,7 +180,7 @@ namespace OpenSim.Region.ClientStack
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// While working on this, the BlockingQueue had me fooled for a bit.
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// The Blocking queue causes the thread to stop until there's something
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// in it to process. it's an on-purpose threadlock though because
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// in it to process. It's an on-purpose threadlock though because
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// without it, the clientloop will suck up all sim resources.
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m_packetQueue = new PacketQueue();
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@ -193,7 +192,6 @@ namespace OpenSim.Region.ClientStack
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m_clientThread.Start();
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}
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public void SetDebug(int newDebug)
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{
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m_debug = newDebug;
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@ -236,10 +234,8 @@ namespace OpenSim.Region.ClientStack
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public void Kick(string message)
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{
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KickUserPacket kupack = new KickUserPacket();
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kupack.UserInfo.AgentID = AgentId;
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kupack.UserInfo.SessionID = SessionId;
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kupack.TargetBlock.TargetIP = (uint)0;
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kupack.TargetBlock.TargetPort = (ushort)0;
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kupack.UserInfo.Reason = Helpers.StringToField(message);
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@ -345,7 +341,6 @@ namespace OpenSim.Region.ClientStack
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QueItem nextPacket = m_packetQueue.Dequeue();
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if (nextPacket.Incoming)
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{
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//is a incoming packet
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if (nextPacket.Packet.Type != PacketType.AgentUpdate)
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{
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m_packetsReceived++;
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@ -532,7 +527,6 @@ namespace OpenSim.Region.ClientStack
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public event RegionInfoRequest OnRegionInfoRequest;
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public event EstateCovenantRequest OnEstateCovenantRequest;
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#region Scene/Avatar to Client
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/// <summary>
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@ -611,7 +605,6 @@ namespace OpenSim.Region.ClientStack
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SendChatMessage(Helpers.StringToField(message), type, fromPos, fromName, fromAgentID);
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}
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public void SendChatMessage(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID)
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{
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ChatFromSimulatorPacket reply = new ChatFromSimulatorPacket();
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@ -666,7 +659,7 @@ namespace OpenSim.Region.ClientStack
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for (int y = 0; y < 16; y++)
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{
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for (int x = 0; x < 16; x = x + 4)
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for (int x = 0; x < 16; x += 4)
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{
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patches[0] = x + 0 + y*16;
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patches[1] = x + 1 + y*16;
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@ -766,7 +759,6 @@ namespace OpenSim.Region.ClientStack
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newSimPack.Info = new CrossedRegionPacket.InfoBlock();
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newSimPack.Info.Position = pos;
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newSimPack.Info.LookAt = look;
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// new LLVector3(0.0f, 0.0f, 0.0f); // copied from Avatar.cs - SHOULD BE DYNAMIC!!!!!!!!!!
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newSimPack.RegionData = new CrossedRegionPacket.RegionDataBlock();
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newSimPack.RegionData.RegionHandle = newRegionHandle;
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byte[] byteIP = externalIPEndPoint.Address.GetAddressBytes();
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@ -775,7 +767,6 @@ namespace OpenSim.Region.ClientStack
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newSimPack.RegionData.SimIP += (uint) byteIP[1] << 8;
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newSimPack.RegionData.SimIP += (uint) byteIP[0];
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newSimPack.RegionData.SimPort = (ushort) externalIPEndPoint.Port;
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//newSimPack.RegionData.SeedCapability = new byte[0];
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newSimPack.RegionData.SeedCapability = Helpers.StringToField(capsURL);
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OutPacket(newSimPack, ThrottleOutPacketType.Task);
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@ -823,7 +814,6 @@ namespace OpenSim.Region.ClientStack
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teleport.Info.SimAccess = simAccess;
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teleport.Info.SeedCapability = Helpers.StringToField(capsURL);
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//teleport.Info.SeedCapability = new byte[0];
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IPAddress oIP = newRegionEndPoint.Address;
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byte[] byteIP = oIP.GetAddressBytes();
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TeleportFailedPacket tpFailed = new TeleportFailedPacket();
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tpFailed.Info.AgentID = this.AgentId;
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tpFailed.Info.Reason = Helpers.StringToField("unknown failure of teleport");
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OutPacket(tpFailed, ThrottleOutPacketType.Task);
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}
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@ -946,7 +935,6 @@ namespace OpenSim.Region.ClientStack
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descend.ItemData[i].SaleType = 0;
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descend.ItemData[i].Type = (sbyte)item.assetType;
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descend.ItemData[i].CRC =
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Helpers.InventoryCRC(descend.ItemData[i].CreationDate, descend.ItemData[i].SaleType,
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descend.ItemData[i].InvType, descend.ItemData[i].Type,
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descend.ItemData[i].AssetID, descend.ItemData[i].GroupID, descend.ItemData[i].SalePrice,
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@ -1228,7 +1216,7 @@ namespace OpenSim.Region.ClientStack
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Console.WriteLine("SunPhase: {0}", phase);
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SimulatorViewerTimeMessagePacket viewertime = new SimulatorViewerTimeMessagePacket();
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//viewertime.TimeInfo.SecPerDay = 86400;
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// viewertime.TimeInfo.SecPerYear = 31536000;
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//viewertime.TimeInfo.SecPerYear = 31536000;
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viewertime.TimeInfo.SecPerDay = 1000;
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viewertime.TimeInfo.SecPerYear = 365000;
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viewertime.TimeInfo.SunPhase = 1;
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@ -1252,14 +1240,9 @@ namespace OpenSim.Region.ClientStack
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{
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yValue = yValue - 1.2f;
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}
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if (yValue > 1)
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{
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yValue = 1;
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}
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if (yValue < 0)
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{
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yValue = 0;
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}
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yValue = Util.Clip(yValue, 0, 1);
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if (sunPhase < 14)
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{
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yValue = 1 - yValue;
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@ -88,7 +88,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_textureEntry = GetDefaultTextureEntry();
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}
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/// <summary>
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///
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/// </summary>
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@ -109,7 +108,6 @@ namespace OpenSim.Region.Environment.Scenes
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// (float)m_visualParams[125] = LegLength
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m_avatarHeight = (1.50856f + (((float)m_visualParams[25] / 255.0f) * (2.525506f - 1.50856f)))
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+ (((float)m_visualParams[125] / 255.0f) / 1.5f);
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}
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/// <summary>
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@ -119,7 +117,7 @@ namespace OpenSim.Region.Environment.Scenes
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public void SendAppearanceToOtherAgent(ScenePresence avatar)
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{
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avatar.ControllingClient.SendAppearance(m_scenePresenceID, m_visualParams,
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m_textureEntry.ToBytes());
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m_textureEntry.ToBytes());
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}
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public void SetWearable(IClientAPI client, int wearableId, AvatarWearable wearable)
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@ -1233,25 +1233,37 @@ namespace OpenSim.Region.Environment.Scenes
|
|||
uint neighbourx = m_regionInfo.RegionLocX;
|
||||
uint neighboury = m_regionInfo.RegionLocY;
|
||||
|
||||
if (pos.X < 1.7F)
|
||||
// distance to edge that will trigger crossing
|
||||
const float boundaryDistance = 1.7f;
|
||||
|
||||
// distance into new region to place avatar
|
||||
const float enterDistance = 0.1f;
|
||||
|
||||
// region size
|
||||
// TODO: this should be hard-coded in some common place
|
||||
const float regionWidth = 256;
|
||||
const float regionHeight = 256;
|
||||
|
||||
if (pos.X < boundaryDistance)
|
||||
{
|
||||
neighbourx -= 1;
|
||||
newpos.X = 255.9F;
|
||||
neighbourx--;
|
||||
newpos.X = regionWidth - enterDistance;
|
||||
}
|
||||
if (pos.X > 254.3F)
|
||||
else if (pos.X > regionWidth - boundaryDistance)
|
||||
{
|
||||
neighbourx += 1;
|
||||
newpos.X = 0.1F;
|
||||
neighbourx++;
|
||||
newpos.X = enterDistance;
|
||||
}
|
||||
if (pos.Y < 1.7F)
|
||||
|
||||
if (pos.Y < boundaryDistance)
|
||||
{
|
||||
neighboury -= 1;
|
||||
newpos.Y = 255.9F;
|
||||
neighboury--;
|
||||
newpos.Y = regionHeight - enterDistance;
|
||||
}
|
||||
if (pos.Y > 254.3F)
|
||||
else if (pos.Y > regionHeight - boundaryDistance)
|
||||
{
|
||||
neighboury += 1;
|
||||
newpos.Y = 0.1F;
|
||||
neighboury++;
|
||||
newpos.Y = enterDistance;
|
||||
}
|
||||
|
||||
LLVector3 vel = m_velocity;
|
||||
|
|
|
@ -125,8 +125,9 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
|||
{
|
||||
BasicActor actor = _actors[i];
|
||||
|
||||
actor.Position.X = actor.Position.X + (actor.Velocity.X*timeStep);
|
||||
actor.Position.Y = actor.Position.Y + (actor.Velocity.Y*timeStep);
|
||||
actor.Position.X += actor.Velocity.X * timeStep;
|
||||
actor.Position.Y += actor.Velocity.Y * timeStep;
|
||||
|
||||
if (actor.Position.Y < 0)
|
||||
{
|
||||
actor.Position.Y = 0.1F;
|
||||
|
@ -145,18 +146,18 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
|||
actor.Position.X = 255.9F;
|
||||
}
|
||||
|
||||
float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f;
|
||||
float height = _heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X] + 1.0f;
|
||||
if (actor.Flying)
|
||||
{
|
||||
if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
|
||||
_heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2)
|
||||
if (actor.Position.Z + (actor.Velocity.Z * timeStep) <
|
||||
_heightMap[(int) actor.Position.Y * 256 + (int) actor.Position.X] + 2)
|
||||
{
|
||||
actor.Position.Z = height;
|
||||
actor.Velocity.Z = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z*timeStep);
|
||||
actor.Position.Z += actor.Velocity.Z * timeStep;
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
|
@ -75,6 +75,10 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
public class OdeScene : PhysicsScene
|
||||
{
|
||||
// TODO: this should be hard-coded in some common place
|
||||
private const uint m_regionWidth = 256;
|
||||
private const uint m_regionHeight = 256;
|
||||
|
||||
private static float ODE_STEPSIZE = 0.004f;
|
||||
private static bool RENDER_FLAG = false;
|
||||
private static float metersInSpace = 29.9f;
|
||||
|
@ -167,12 +171,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
}
|
||||
|
||||
|
||||
|
||||
public override void Initialise(IMesher meshmerizer)
|
||||
{
|
||||
mesher = meshmerizer;
|
||||
|
||||
}
|
||||
|
||||
public string whichspaceamIin(PhysicsVector pos)
|
||||
|
@ -196,7 +197,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
//Collide all geoms in each space..
|
||||
//if (d.GeomIsSpace(g1)) d.SpaceCollide(g1, IntPtr.Zero, nearCallback);
|
||||
//if (d.GeomIsSpace(g2)) d.SpaceCollide(g2, IntPtr.Zero, nearCallback);
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -206,14 +206,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
IntPtr b1 = d.GeomGetBody(g1);
|
||||
IntPtr b2 = d.GeomGetBody(g2);
|
||||
|
||||
|
||||
if (g1 == g2)
|
||||
return; // Can't collide with yourself
|
||||
|
||||
if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
|
||||
return;
|
||||
|
||||
|
||||
d.GeomClassID id = d.GeomGetClass(g1);
|
||||
|
||||
String name1 = null;
|
||||
|
@ -230,8 +228,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
if (id == d.GeomClassID.TriMeshClass)
|
||||
{
|
||||
|
||||
|
||||
// MainLog.Instance.Verbose("near: A collision was detected between {1} and {2}", 0, name1, name2);
|
||||
//System.Console.WriteLine("near: A collision was detected between {1} and {2}", 0, name1, name2);
|
||||
}
|
||||
|
@ -297,8 +293,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
TerrainContact.geom = contacts[i];
|
||||
joint = d.JointCreateContact(world, contactgroup, ref TerrainContact);
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -311,9 +305,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
contact.geom = contacts[i];
|
||||
joint = d.JointCreateContact(world, contactgroup, ref contact);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
@ -333,17 +325,12 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
|
||||
private void collision_optimized(float timeStep)
|
||||
{
|
||||
|
||||
foreach (OdeCharacter chr in _characters)
|
||||
{
|
||||
|
||||
|
||||
chr.IsColliding = false;
|
||||
chr.CollidingGround = false;
|
||||
chr.CollidingObj = false;
|
||||
d.SpaceCollide2(space, chr.Shell, IntPtr.Zero, nearCallback);
|
||||
|
||||
|
||||
}
|
||||
// If the sim is running slow this frame,
|
||||
// don't process collision for prim!
|
||||
|
@ -422,11 +409,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RemovePrimThreadLocked(OdePrim prim)
|
||||
{
|
||||
lock (OdeLock)
|
||||
{
|
||||
|
||||
if (prim.IsPhysical)
|
||||
{
|
||||
prim.disableBody();
|
||||
|
@ -479,6 +466,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
}
|
||||
|
||||
public void resetSpaceArrayItemToZero(IntPtr space)
|
||||
{
|
||||
for (int x = 0; x < staticPrimspace.GetLength(0); x++)
|
||||
|
@ -490,6 +478,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void resetSpaceArrayItemToZero(int arrayitemX,int arrayitemY)
|
||||
{
|
||||
staticPrimspace[arrayitemX, arrayitemY] = IntPtr.Zero;
|
||||
|
@ -524,6 +513,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
if (!(sGeomIsIn.Equals(null)))
|
||||
{
|
||||
if (sGeomIsIn != (IntPtr)0)
|
||||
{
|
||||
if (d.GeomIsSpace(currentspace))
|
||||
{
|
||||
d.SpaceRemove(sGeomIsIn, geom);
|
||||
|
@ -532,6 +522,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
{
|
||||
MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -586,7 +577,6 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
else
|
||||
{
|
||||
MainLog.Instance.Verbose("Physics", "Invalid Scene passed to 'recalculatespace':" + sGeomIsIn.ToString() + " Geom:" + geom.ToString());
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -625,6 +615,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
//locationbasedspace = space;
|
||||
return locationbasedspace;
|
||||
}
|
||||
|
||||
public int[] calculateSpaceArrayItemFromPos(PhysicsVector pos)
|
||||
{
|
||||
int[] returnint = new int[2];
|
||||
|
@ -682,7 +673,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
|
||||
public void addActivePrim(OdePrim activatePrim)
|
||||
{
|
||||
{
|
||||
// adds active prim.. (ones that should be iterated over in collisions_optimized
|
||||
|
||||
_activeprims.Add(activatePrim);
|
||||
|
@ -902,17 +893,18 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
get { return (false); // for now we won't be multithreaded
|
||||
}
|
||||
}
|
||||
|
||||
public float[] ResizeTerrain512(float[] heightMap)
|
||||
{
|
||||
float[] returnarr = new float[262144];
|
||||
float[,] resultarr = new float[256, 256];
|
||||
float[,] resultarr = new float[m_regionWidth, m_regionHeight];
|
||||
|
||||
// Filling out the array into it's multi-dimentional components
|
||||
for (int y = 0; y < 256; y++)
|
||||
for (int y = 0; y < m_regionHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
for (int x = 0; x < m_regionWidth; x++)
|
||||
{
|
||||
resultarr[y,x] = heightMap[y * 256 + x];
|
||||
resultarr[y,x] = heightMap[y * m_regionWidth + x];
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -976,17 +968,17 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// on single loop.
|
||||
|
||||
float[,] resultarr2 = new float[512, 512];
|
||||
for (int y = 0; y < 256; y++)
|
||||
for (int y = 0; y < m_regionHeight; y++)
|
||||
{
|
||||
for (int x = 0; x < 256; x++)
|
||||
for (int x = 0; x < m_regionWidth; x++)
|
||||
{
|
||||
resultarr2[y*2,x*2] = resultarr[y,x];
|
||||
|
||||
if (y < 256)
|
||||
if (y < m_regionHeight)
|
||||
{
|
||||
if (y + 1 < 256)
|
||||
if (y + 1 < m_regionHeight)
|
||||
{
|
||||
if (x + 1 < 256)
|
||||
if (x + 1 < m_regionWidth)
|
||||
{
|
||||
resultarr2[(y * 2) + 1, x * 2] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x+1] + resultarr[y+1, x+1])/4);
|
||||
}
|
||||
|
@ -1000,11 +992,11 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
resultarr2[(y * 2) + 1, x * 2] = resultarr[y, x];
|
||||
}
|
||||
}
|
||||
if (x < 256)
|
||||
if (x < m_regionWidth)
|
||||
{
|
||||
if (x + 1 < 256)
|
||||
if (x + 1 < m_regionWidth)
|
||||
{
|
||||
if (y + 1 < 256)
|
||||
if (y + 1 < m_regionHeight)
|
||||
{
|
||||
resultarr2[y * 2, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1]) / 4);
|
||||
}
|
||||
|
@ -1018,9 +1010,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
resultarr2[y * 2, (x * 2) + 1] = resultarr[y, x];
|
||||
}
|
||||
}
|
||||
if (x < 256 && y < 256)
|
||||
if (x < m_regionWidth && y < m_regionHeight)
|
||||
{
|
||||
if ((x + 1 < 256) && (y + 1 < 256))
|
||||
if ((x + 1 < m_regionWidth) && (y + 1 < m_regionHeight))
|
||||
{
|
||||
resultarr2[(y * 2) + 1, (x * 2) + 1] = ((resultarr[y, x] + resultarr[y + 1, x] + resultarr[y, x + 1] + resultarr[y + 1, x + 1]) / 4);
|
||||
}
|
||||
|
@ -1052,21 +1044,26 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
// dbm (danx0r) -- heightmap x,y must be swapped for Ode (should fix ODE, but for now...)
|
||||
// also, creating a buffer zone of one extra sample all around
|
||||
|
||||
const uint heightmapWidth = m_regionWidth + 2;
|
||||
const uint heightmapHeight = m_regionHeight + 2;
|
||||
const uint heightmapWidthSamples = 2 * m_regionWidth + 2;
|
||||
const uint heightmapHeightSamples = 2 * m_regionHeight + 2;
|
||||
const float scale = 1.0f;
|
||||
const float offset = 0.0f;
|
||||
const float thickness = 2.0f;
|
||||
const int wrap = 0;
|
||||
|
||||
//Double resolution
|
||||
heightMap = ResizeTerrain512(heightMap);
|
||||
for (int x = 0; x < 514; x++)
|
||||
for (int x = 0; x < heightmapWidthSamples; x++)
|
||||
{
|
||||
for (int y = 0; y < 514; y++)
|
||||
for (int y = 0; y < heightmapHeightSamples; y++)
|
||||
{
|
||||
int xx = x - 1;
|
||||
if (xx < 0) xx = 0;
|
||||
if (xx > 511) xx = 511;
|
||||
int yy = y - 1;
|
||||
if (yy < 0) yy = 0;
|
||||
if (yy > 511) yy = 511;
|
||||
int xx = Util.Clip(x - 1, 0, 511);
|
||||
int yy = Util.Clip(y - 1, 0, 511);
|
||||
|
||||
double val = (double) heightMap[yy*512 + xx];
|
||||
_heightmap[x*514 + y] = val;
|
||||
_heightmap[x*heightmapHeightSamples + y] = val;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1077,8 +1074,9 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
d.SpaceRemove(space, LandGeom);
|
||||
}
|
||||
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
|
||||
d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 258, 258, 514, 514, 1.0f, 0.0f, 2.0f, 0);
|
||||
d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256);
|
||||
d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, heightmapWidth, heightmapHeight,
|
||||
(int) heightmapWidthSamples, (int) heightmapHeightSamples, scale, offset, thickness, wrap);
|
||||
d.GeomHeightfieldDataSetBounds(HeightmapData, m_regionWidth, m_regionHeight);
|
||||
LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
|
||||
geom_name_map[LandGeom] = "Terrain";
|
||||
|
||||
|
|
|
@ -166,7 +166,6 @@ namespace OpenSim.Region.Physics.POSPlugin
|
|||
|
||||
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override float Simulate(float timeStep)
|
||||
|
@ -187,8 +186,8 @@ namespace OpenSim.Region.Physics.POSPlugin
|
|||
}
|
||||
|
||||
bool forcedZ = false;
|
||||
character.Position.X = character.Position.X + (character._target_velocity.X * timeStep);
|
||||
character.Position.Y = character.Position.Y + (character._target_velocity.Y * timeStep);
|
||||
character.Position.X += character._target_velocity.X * timeStep;
|
||||
character.Position.Y += character._target_velocity.Y * timeStep;
|
||||
|
||||
if (character.Position.Y < 0)
|
||||
{
|
||||
|
@ -216,7 +215,7 @@ namespace OpenSim.Region.Physics.POSPlugin
|
|||
}
|
||||
else
|
||||
{
|
||||
character.Position.Z = character.Position.Z + (character._target_velocity.Z * timeStep);
|
||||
character.Position.Z += character._target_velocity.Z * timeStep;
|
||||
}
|
||||
|
||||
/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
|
||||
|
|
|
@ -60,20 +60,22 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
{
|
||||
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ">";
|
||||
}
|
||||
|
||||
public static bool operator ==(Vector3 lhs, Vector3 rhs)
|
||||
{
|
||||
return (lhs.x == rhs.x && lhs.y == rhs.y && lhs.z == rhs.z);
|
||||
}
|
||||
|
||||
public static bool operator !=(Vector3 lhs, Vector3 rhs)
|
||||
{
|
||||
return !(lhs == rhs);
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode());
|
||||
}
|
||||
|
||||
|
||||
public override bool Equals(object o)
|
||||
{
|
||||
if (!(o is Vector3)) return false;
|
||||
|
@ -91,10 +93,12 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
{
|
||||
return new Vector3(lhs.x + rhs.x, lhs.y + rhs.y, lhs.z + rhs.z);
|
||||
}
|
||||
|
||||
public static Vector3 operator -(Vector3 lhs, Vector3 rhs)
|
||||
{
|
||||
return new Vector3(lhs.x - rhs.x, lhs.y - rhs.y, lhs.z - rhs.z);
|
||||
}
|
||||
|
||||
public static Vector3 operator *(Vector3 lhs, Vector3 rhs)
|
||||
{
|
||||
return new Vector3(lhs.x * rhs.x, lhs.y * rhs.y, lhs.z * rhs.z);
|
||||
|
@ -145,6 +149,7 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
|
||||
return new Vector3(result.x, result.y, result.z);
|
||||
}
|
||||
|
||||
// I *think* this is how it works....
|
||||
public static Vector3 operator /(Vector3 vec, Quaternion quat)
|
||||
{
|
||||
|
@ -163,6 +168,7 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
{
|
||||
return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
|
||||
}
|
||||
|
||||
public static Vector3 Cross(Vector3 v1, Vector3 v2)
|
||||
{
|
||||
return new Vector3
|
||||
|
@ -172,10 +178,12 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
v1.x * v2.y - v1.y * v2.x
|
||||
);
|
||||
}
|
||||
|
||||
public static float Mag(Vector3 v)
|
||||
{
|
||||
return (float)Math.Sqrt(v.x * v.y + v.y * v.y + v.z * v.z);
|
||||
}
|
||||
|
||||
public static Vector3 Norm(Vector3 vector)
|
||||
{
|
||||
float mag = Mag(vector);
|
||||
|
@ -215,7 +223,6 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
return (x.GetHashCode() ^ y.GetHashCode() ^ z.GetHashCode() ^ s.GetHashCode());
|
||||
}
|
||||
|
||||
|
||||
public override bool Equals(object o)
|
||||
{
|
||||
if (!(o is Quaternion)) return false;
|
||||
|
@ -224,6 +231,7 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
|
||||
return x == quaternion.x && y == quaternion.y && z == quaternion.z && s == quaternion.s;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return "<" + x.ToString() + ", " + y.ToString() + ", " + z.ToString() + ", " + s.ToString() + ">";
|
||||
|
@ -257,19 +265,23 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
public class list
|
||||
{
|
||||
private object[] m_data;
|
||||
|
||||
public list(params object[] args)
|
||||
{
|
||||
m_data = new object[args.Length];
|
||||
m_data = args;
|
||||
}
|
||||
|
||||
public int Length
|
||||
{
|
||||
get { return m_data.Length; }
|
||||
}
|
||||
|
||||
public object[] Data
|
||||
{
|
||||
get { return m_data; }
|
||||
}
|
||||
|
||||
public static list operator +(list a, list b)
|
||||
{
|
||||
object[] tmp;
|
||||
|
@ -278,6 +290,7 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
b.Data.CopyTo(tmp, a.Length);
|
||||
return new list(tmp);
|
||||
}
|
||||
|
||||
public list GetSublist(int start, int end)
|
||||
{
|
||||
Console.WriteLine("GetSublist(" + start.ToString() + "," + end.ToString() + ")");
|
||||
|
@ -292,8 +305,7 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
end = m_data.Length + end;
|
||||
}
|
||||
|
||||
// Case start < end
|
||||
|
||||
// Case start <= end
|
||||
if (start <= end)
|
||||
{
|
||||
if (start >= m_data.Length)
|
||||
|
@ -350,6 +362,7 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
output = output + "]";
|
||||
return output;
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
string output;
|
||||
|
@ -366,5 +379,4 @@ namespace OpenSim.Region.ScriptEngine.Common
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue