diff options
author | Justin Clark-Casey (justincc) | 2012-12-13 01:12:12 +0000 |
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committer | Justin Clark-Casey (justincc) | 2012-12-13 01:12:12 +0000 |
commit | 8e8da20af2bf011098ebf68aae80d92da56dae65 (patch) | |
tree | ff368505aa31f0df0fe83d9990ad3c08abb5e02e | |
parent | Fix sounds so that they play from inventory after teleport rather than only o... (diff) | |
parent | BulletSim: fix problem of avatar's floating off the ground after unsitting. R... (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
7 files changed, 109 insertions, 71 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 83c78f6..c8aad8d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -105,12 +105,12 @@ public sealed class BSCharacter : BSPhysObject | |||
105 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 105 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", |
106 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 106 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); |
107 | 107 | ||
108 | // do actual create at taint time | 108 | // do actual creation in taint time |
109 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 109 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
110 | { | 110 | { |
111 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 111 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
112 | // New body and shape into PhysBody and PhysShape | 112 | // New body and shape into PhysBody and PhysShape |
113 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null); | 113 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); |
114 | 114 | ||
115 | SetPhysicalProperties(); | 115 | SetPhysicalProperties(); |
116 | }); | 116 | }); |
@@ -189,6 +189,11 @@ public sealed class BSCharacter : BSPhysObject | |||
189 | set { | 189 | set { |
190 | // When an avatar's size is set, only the height is changed. | 190 | // When an avatar's size is set, only the height is changed. |
191 | _size = value; | 191 | _size = value; |
192 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
193 | // replace with the default values. | ||
194 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | ||
195 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | ||
196 | |||
192 | ComputeAvatarScale(_size); | 197 | ComputeAvatarScale(_size); |
193 | ComputeAvatarVolumeAndMass(); | 198 | ComputeAvatarVolumeAndMass(); |
194 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 199 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
@@ -196,18 +201,18 @@ public sealed class BSCharacter : BSPhysObject | |||
196 | 201 | ||
197 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 202 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
198 | { | 203 | { |
199 | if (PhysShape.HasPhysicalShape) | 204 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) |
200 | { | 205 | { |
201 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 206 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
202 | UpdatePhysicalMassProperties(RawMass); | 207 | UpdatePhysicalMassProperties(RawMass); |
208 | // Make sure this change appears as a property update event | ||
209 | BulletSimAPI.PushUpdate2(PhysBody.ptr); | ||
203 | } | 210 | } |
204 | }); | 211 | }); |
205 | 212 | ||
206 | } | 213 | } |
207 | } | 214 | } |
208 | 215 | ||
209 | public override OMV.Vector3 Scale { get; set; } | ||
210 | |||
211 | public override PrimitiveBaseShape Shape | 216 | public override PrimitiveBaseShape Shape |
212 | { | 217 | { |
213 | set { BaseShape = value; } | 218 | set { BaseShape = value; } |
@@ -638,9 +643,6 @@ public sealed class BSCharacter : BSPhysObject | |||
638 | 643 | ||
639 | private void ComputeAvatarScale(OMV.Vector3 size) | 644 | private void ComputeAvatarScale(OMV.Vector3 size) |
640 | { | 645 | { |
641 | // The 'size' given by the simulator is the mid-point of the avatar | ||
642 | // and X and Y are unspecified. | ||
643 | |||
644 | OMV.Vector3 newScale = size; | 646 | OMV.Vector3 newScale = size; |
645 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; | 647 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; |
646 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; | 648 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs index 390c2f9..c113a43 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | |||
@@ -50,10 +50,11 @@ public struct MaterialAttributes | |||
50 | Avatar, | 50 | Avatar, |
51 | NumberOfTypes // the count of types in the enum. | 51 | NumberOfTypes // the count of types in the enum. |
52 | } | 52 | } |
53 | |||
53 | // Names must be in the order of the above enum. | 54 | // Names must be in the order of the above enum. |
54 | public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | 55 | // These names must coorespond to the lower case field names in the MaterialAttributes |
55 | "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | 56 | // structure as reflection is used to select the field to put the value in. |
56 | public static string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; | 57 | public static readonly string[] MaterialAttribs = { "Density", "Friction", "Restitution"}; |
57 | 58 | ||
58 | public MaterialAttributes(string t, float d, float f, float r) | 59 | public MaterialAttributes(string t, float d, float f, float r) |
59 | { | 60 | { |
@@ -70,60 +71,74 @@ public struct MaterialAttributes | |||
70 | 71 | ||
71 | public static class BSMaterials | 72 | public static class BSMaterials |
72 | { | 73 | { |
73 | public static MaterialAttributes[] Attributes; | 74 | // Attributes for each material type |
75 | private static readonly MaterialAttributes[] Attributes; | ||
76 | |||
77 | // Map of material name to material type code | ||
78 | public static readonly Dictionary<string, MaterialAttributes.Material> MaterialMap; | ||
74 | 79 | ||
75 | static BSMaterials() | 80 | static BSMaterials() |
76 | { | 81 | { |
77 | // Attribute sets for both the non-physical and physical instances of materials. | 82 | // Attribute sets for both the non-physical and physical instances of materials. |
78 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; | 83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; |
84 | |||
85 | // Map of name to type code. | ||
86 | MaterialMap = new Dictionary<string, MaterialAttributes.Material>(); | ||
87 | MaterialMap.Add("Stone", MaterialAttributes.Material.Stone); | ||
88 | MaterialMap.Add("Metal", MaterialAttributes.Material.Metal); | ||
89 | MaterialMap.Add("Glass", MaterialAttributes.Material.Glass); | ||
90 | MaterialMap.Add("Wood", MaterialAttributes.Material.Wood); | ||
91 | MaterialMap.Add("Flesh", MaterialAttributes.Material.Flesh); | ||
92 | MaterialMap.Add("Plastic", MaterialAttributes.Material.Plastic); | ||
93 | MaterialMap.Add("Rubber", MaterialAttributes.Material.Rubber); | ||
94 | MaterialMap.Add("Light", MaterialAttributes.Material.Light); | ||
95 | MaterialMap.Add("Avatar", MaterialAttributes.Material.Avatar); | ||
79 | } | 96 | } |
80 | 97 | ||
81 | // This is where all the default material attributes are defined. | 98 | // This is where all the default material attributes are defined. |
82 | public static void InitializeFromDefaults(ConfigurationParameters parms) | 99 | public static void InitializeFromDefaults(ConfigurationParameters parms) |
83 | { | 100 | { |
84 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL | 101 | // Values from http://wiki.secondlife.com/wiki/PRIM_MATERIAL |
85 | // public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | 102 | float dDensity = parms.defaultDensity; |
86 | // "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | ||
87 | float dFriction = parms.defaultFriction; | 103 | float dFriction = parms.defaultFriction; |
88 | float dRestitution = parms.defaultRestitution; | 104 | float dRestitution = parms.defaultRestitution; |
89 | float dDensity = parms.defaultDensity; | ||
90 | Attributes[(int)MaterialAttributes.Material.Stone] = | 105 | Attributes[(int)MaterialAttributes.Material.Stone] = |
91 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); | 106 | new MaterialAttributes("stone",dDensity, 0.8f, 0.4f); |
92 | Attributes[(int)MaterialAttributes.Material.Metal] = | 107 | Attributes[(int)MaterialAttributes.Material.Metal] = |
93 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); | 108 | new MaterialAttributes("metal",dDensity, 0.3f, 0.4f); |
94 | Attributes[(int)MaterialAttributes.Material.Glass] = | 109 | Attributes[(int)MaterialAttributes.Material.Glass] = |
95 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); | 110 | new MaterialAttributes("glass",dDensity, 0.2f, 0.7f); |
96 | Attributes[(int)MaterialAttributes.Material.Wood] = | 111 | Attributes[(int)MaterialAttributes.Material.Wood] = |
97 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); | 112 | new MaterialAttributes("wood",dDensity, 0.6f, 0.5f); |
98 | Attributes[(int)MaterialAttributes.Material.Flesh] = | 113 | Attributes[(int)MaterialAttributes.Material.Flesh] = |
99 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); | 114 | new MaterialAttributes("flesh",dDensity, 0.9f, 0.3f); |
100 | Attributes[(int)MaterialAttributes.Material.Plastic] = | 115 | Attributes[(int)MaterialAttributes.Material.Plastic] = |
101 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); | 116 | new MaterialAttributes("plastic",dDensity, 0.4f, 0.7f); |
102 | Attributes[(int)MaterialAttributes.Material.Rubber] = | 117 | Attributes[(int)MaterialAttributes.Material.Rubber] = |
103 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); | 118 | new MaterialAttributes("rubber",dDensity, 0.9f, 0.9f); |
104 | Attributes[(int)MaterialAttributes.Material.Light] = | 119 | Attributes[(int)MaterialAttributes.Material.Light] = |
105 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); | 120 | new MaterialAttributes("light",dDensity, dFriction, dRestitution); |
106 | Attributes[(int)MaterialAttributes.Material.Avatar] = | 121 | Attributes[(int)MaterialAttributes.Material.Avatar] = |
107 | new MaterialAttributes("avatar",60f, 0.2f, 0f); | 122 | new MaterialAttributes("avatar",60f, 0.2f, 0f); |
108 | 123 | ||
109 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | 124 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = |
110 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); | 125 | new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f); |
111 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | 126 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = |
112 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); | 127 | new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f); |
113 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | 128 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = |
114 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); | 129 | new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f); |
115 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | 130 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = |
116 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); | 131 | new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f); |
117 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | 132 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = |
118 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); | 133 | new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f); |
119 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | 134 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = |
120 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); | 135 | new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f); |
121 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | 136 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = |
122 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); | 137 | new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f); |
123 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | 138 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = |
124 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); | 139 | new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution); |
125 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | 140 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = |
126 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); | 141 | new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f); |
127 | } | 142 | } |
128 | 143 | ||
129 | // Under the [BulletSim] section, one can change the individual material | 144 | // Under the [BulletSim] section, one can change the individual material |
@@ -139,34 +154,34 @@ public static class BSMaterials | |||
139 | // the physical value. | 154 | // the physical value. |
140 | public static void InitializefromParameters(IConfig pConfig) | 155 | public static void InitializefromParameters(IConfig pConfig) |
141 | { | 156 | { |
142 | int matType = 0; | 157 | foreach (KeyValuePair<string, MaterialAttributes.Material> kvp in MaterialMap) |
143 | foreach (string matName in MaterialAttributes.MaterialNames) | ||
144 | { | 158 | { |
159 | string matName = kvp.Key; | ||
145 | foreach (string attribName in MaterialAttributes.MaterialAttribs) | 160 | foreach (string attribName in MaterialAttributes.MaterialAttribs) |
146 | { | 161 | { |
147 | string paramName = matName + attribName; | 162 | string paramName = matName + attribName; |
148 | if (pConfig.Contains(paramName)) | 163 | if (pConfig.Contains(paramName)) |
149 | { | 164 | { |
150 | float paramValue = pConfig.GetFloat(paramName); | 165 | float paramValue = pConfig.GetFloat(paramName); |
151 | SetAttributeValue(matType, attribName, paramValue); | 166 | SetAttributeValue((int)kvp.Value, attribName, paramValue); |
152 | // set the physical value also | 167 | // set the physical value also |
153 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | 168 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
154 | } | 169 | } |
155 | paramName += "Physical"; | 170 | paramName += "Physical"; |
156 | if (pConfig.Contains(paramName)) | 171 | if (pConfig.Contains(paramName)) |
157 | { | 172 | { |
158 | float paramValue = pConfig.GetFloat(paramName); | 173 | float paramValue = pConfig.GetFloat(paramName); |
159 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | 174 | SetAttributeValue((int)kvp.Value + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); |
160 | } | 175 | } |
161 | } | 176 | } |
162 | matType++; | ||
163 | } | 177 | } |
164 | } | 178 | } |
165 | 179 | ||
180 | // Use reflection to set the value in the attribute structure. | ||
166 | private static void SetAttributeValue(int matType, string attribName, float val) | 181 | private static void SetAttributeValue(int matType, string attribName, float val) |
167 | { | 182 | { |
168 | MaterialAttributes thisAttrib = Attributes[matType]; | 183 | MaterialAttributes thisAttrib = Attributes[matType]; |
169 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName); | 184 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName.ToLower()); |
170 | if (fieldInfo != null) | 185 | if (fieldInfo != null) |
171 | { | 186 | { |
172 | fieldInfo.SetValue(thisAttrib, val); | 187 | fieldInfo.SetValue(thisAttrib, val); |
@@ -174,12 +189,12 @@ public static class BSMaterials | |||
174 | } | 189 | } |
175 | } | 190 | } |
176 | 191 | ||
192 | // Given a material type, return a structure of attributes. | ||
177 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) | 193 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) |
178 | { | 194 | { |
179 | int ind = (int)type; | 195 | int ind = (int)type; |
180 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; | 196 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; |
181 | return Attributes[ind]; | 197 | return Attributes[ind]; |
182 | } | 198 | } |
183 | |||
184 | } | 199 | } |
185 | } | 200 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index f3b6993..6539b43 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -109,7 +109,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
109 | public EntityProperties CurrentEntityProperties { get; set; } | 109 | public EntityProperties CurrentEntityProperties { get; set; } |
110 | public EntityProperties LastEntityProperties { get; set; } | 110 | public EntityProperties LastEntityProperties { get; set; } |
111 | 111 | ||
112 | public abstract OMV.Vector3 Scale { get; set; } | 112 | public virtual OMV.Vector3 Scale { get; set; } |
113 | public abstract bool IsSolid { get; } | 113 | public abstract bool IsSolid { get; } |
114 | public abstract bool IsStatic { get; } | 114 | public abstract bool IsStatic { get; } |
115 | 115 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 35d22c0..19c29cc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -45,7 +45,6 @@ public sealed class BSPrim : BSPhysObject | |||
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 45 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
46 | 46 | ||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | 47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. |
48 | // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. | ||
49 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 48 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user |
50 | 49 | ||
51 | private bool _grabbed; | 50 | private bool _grabbed; |
@@ -93,7 +92,7 @@ public sealed class BSPrim : BSPhysObject | |||
93 | _physicsActorType = (int)ActorTypes.Prim; | 92 | _physicsActorType = (int)ActorTypes.Prim; |
94 | _position = pos; | 93 | _position = pos; |
95 | _size = size; | 94 | _size = size; |
96 | Scale = size; // the scale will be set by CreateGeom depending on object type | 95 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). |
97 | _orientation = rotation; | 96 | _orientation = rotation; |
98 | _buoyancy = 1f; | 97 | _buoyancy = 1f; |
99 | _velocity = OMV.Vector3.Zero; | 98 | _velocity = OMV.Vector3.Zero; |
@@ -159,12 +158,10 @@ public sealed class BSPrim : BSPhysObject | |||
159 | // We presume the scale and size are the same. If scale must be changed for | 158 | // We presume the scale and size are the same. If scale must be changed for |
160 | // the physical shape, that is done when the geometry is built. | 159 | // the physical shape, that is done when the geometry is built. |
161 | _size = value; | 160 | _size = value; |
161 | Scale = _size; | ||
162 | ForceBodyShapeRebuild(false); | 162 | ForceBodyShapeRebuild(false); |
163 | } | 163 | } |
164 | } | 164 | } |
165 | // Scale is what we set in the physics engine. It is different than 'size' in that | ||
166 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. | ||
167 | public override OMV.Vector3 Scale { get; set; } | ||
168 | 165 | ||
169 | public override PrimitiveBaseShape Shape { | 166 | public override PrimitiveBaseShape Shape { |
170 | set { | 167 | set { |
@@ -1369,7 +1366,6 @@ public sealed class BSPrim : BSPhysObject | |||
1369 | // Create the correct physical representation for this type of object. | 1366 | // Create the correct physical representation for this type of object. |
1370 | // Updates PhysBody and PhysShape with the new information. | 1367 | // Updates PhysBody and PhysShape with the new information. |
1371 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1368 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1372 | // Returns 'true' if either the body or the shape was changed. | ||
1373 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) | 1369 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) |
1374 | { | 1370 | { |
1375 | // Called if the current prim body is about to be destroyed. | 1371 | // Called if the current prim body is about to be destroyed. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index f4f2801..cf5bb57 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -309,6 +309,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
309 | BSMaterials.InitializeFromDefaults(Params); | 309 | BSMaterials.InitializeFromDefaults(Params); |
310 | if (pConfig != null) | 310 | if (pConfig != null) |
311 | { | 311 | { |
312 | // Let the user add new and interesting material property values. | ||
312 | BSMaterials.InitializefromParameters(pConfig); | 313 | BSMaterials.InitializefromParameters(pConfig); |
313 | } | 314 | } |
314 | } | 315 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 4ab9a99..ea996ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -126,6 +126,11 @@ public sealed class BSShapeCollection : IDisposable | |||
126 | return ret; | 126 | return ret; |
127 | } | 127 | } |
128 | 128 | ||
129 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim) | ||
130 | { | ||
131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | ||
132 | } | ||
133 | |||
129 | // Track another user of a body. | 134 | // Track another user of a body. |
130 | // We presume the caller has allocated the body. | 135 | // We presume the caller has allocated the body. |
131 | // Bodies only have one user so the body is just put into the world if not already there. | 136 | // Bodies only have one user so the body is just put into the world if not already there. |
@@ -460,6 +465,11 @@ public sealed class BSShapeCollection : IDisposable | |||
460 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | 465 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 |
461 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) | 466 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) |
462 | { | 467 | { |
468 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. | ||
469 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; | ||
470 | if (prim.PhysShape.HasPhysicalShape) | ||
471 | scaleOfExistingShape = BulletSimAPI.GetLocalScaling2(prim.PhysShape.ptr); | ||
472 | |||
463 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", | 473 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", |
464 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); | 474 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); |
465 | 475 | ||
@@ -469,7 +479,7 @@ public sealed class BSShapeCollection : IDisposable | |||
469 | { | 479 | { |
470 | haveShape = true; | 480 | haveShape = true; |
471 | if (forceRebuild | 481 | if (forceRebuild |
472 | || prim.Scale != prim.Size | 482 | || prim.Scale != scaleOfExistingShape |
473 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE | 483 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE |
474 | ) | 484 | ) |
475 | { | 485 | { |
@@ -483,7 +493,7 @@ public sealed class BSShapeCollection : IDisposable | |||
483 | { | 493 | { |
484 | haveShape = true; | 494 | haveShape = true; |
485 | if (forceRebuild | 495 | if (forceRebuild |
486 | || prim.Scale != prim.Size | 496 | || prim.Scale != scaleOfExistingShape |
487 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX | 497 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX |
488 | ) | 498 | ) |
489 | { | 499 | { |
@@ -542,7 +552,6 @@ public sealed class BSShapeCollection : IDisposable | |||
542 | prim.LocalID, newShape, prim.Scale); | 552 | prim.LocalID, newShape, prim.Scale); |
543 | 553 | ||
544 | // native shapes are scaled by Bullet | 554 | // native shapes are scaled by Bullet |
545 | prim.Scale = prim.Size; | ||
546 | prim.PhysShape = newShape; | 555 | prim.PhysShape = newShape; |
547 | return true; | 556 | return true; |
548 | } | 557 | } |
@@ -555,8 +564,8 @@ public sealed class BSShapeCollection : IDisposable | |||
555 | ShapeData nativeShapeData = new ShapeData(); | 564 | ShapeData nativeShapeData = new ShapeData(); |
556 | nativeShapeData.Type = shapeType; | 565 | nativeShapeData.Type = shapeType; |
557 | nativeShapeData.ID = prim.LocalID; | 566 | nativeShapeData.ID = prim.LocalID; |
558 | nativeShapeData.Scale = prim.Size; | 567 | nativeShapeData.Scale = prim.Scale; |
559 | nativeShapeData.Size = prim.Size; // unneeded, I think. | 568 | nativeShapeData.Size = prim.Scale; // unneeded, I think. |
560 | nativeShapeData.MeshKey = (ulong)shapeKey; | 569 | nativeShapeData.MeshKey = (ulong)shapeKey; |
561 | nativeShapeData.HullKey = (ulong)shapeKey; | 570 | nativeShapeData.HullKey = (ulong)shapeKey; |
562 | 571 | ||
@@ -611,8 +620,6 @@ public sealed class BSShapeCollection : IDisposable | |||
611 | 620 | ||
612 | ReferenceShape(newShape); | 621 | ReferenceShape(newShape); |
613 | 622 | ||
614 | // meshes are already scaled by the meshmerizer | ||
615 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
616 | prim.PhysShape = newShape; | 623 | prim.PhysShape = newShape; |
617 | 624 | ||
618 | return true; // 'true' means a new shape has been added to this prim | 625 | return true; // 'true' means a new shape has been added to this prim |
@@ -683,8 +690,6 @@ public sealed class BSShapeCollection : IDisposable | |||
683 | 690 | ||
684 | ReferenceShape(newShape); | 691 | ReferenceShape(newShape); |
685 | 692 | ||
686 | // hulls are already scaled by the meshmerizer | ||
687 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
688 | prim.PhysShape = newShape; | 693 | prim.PhysShape = newShape; |
689 | return true; // 'true' means a new shape has been added to this prim | 694 | return true; // 'true' means a new shape has been added to this prim |
690 | } | 695 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1c7b577..11c1387 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -20,6 +20,10 @@ Neb car jiggling left and right | |||
20 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 20 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
21 | This has been reduced but not eliminated. | 21 | This has been reduced but not eliminated. |
22 | For limitMotorUp, use raycast down to find if vehicle is in the air. | 22 | For limitMotorUp, use raycast down to find if vehicle is in the air. |
23 | Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. | ||
24 | Verify that angular motion specified around Z moves in the vehicle coordinates. | ||
25 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | ||
26 | llGetVel() should return the root's velocity if requested in a child prim. | ||
23 | Implement function efficiency for lineaar and angular motion. | 27 | Implement function efficiency for lineaar and angular motion. |
24 | Should vehicle angular/linear movement friction happen after all the components | 28 | Should vehicle angular/linear movement friction happen after all the components |
25 | or does it only apply to the basic movement? | 29 | or does it only apply to the basic movement? |
@@ -32,19 +36,14 @@ Border crossing with linked vehicle causes crash | |||
32 | 36 | ||
33 | BULLETSIM TODO LIST: | 37 | BULLETSIM TODO LIST: |
34 | ================================================= | 38 | ================================================= |
35 | Avatar height off after unsitting (float off ground) | 39 | Avatar height off after unsitting (floats off ground) |
36 | Editting appearance then moving restores. | 40 | Editting appearance then moving restores. |
37 | Must not be initializing height when recreating capsule after unsit. | 41 | Must not be initializing height when recreating capsule after unsit. |
38 | Duplicating a physical prim causes old prim to jump away | 42 | Duplicating a physical prim causes old prim to jump away |
39 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 43 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
40 | Disable activity of passive linkset children. | ||
41 | Since the linkset is a compound object, the old prims are left lying | ||
42 | around and need to be phantomized so they don't collide, ... | ||
43 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | 44 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. |
44 | BSPrim.Force should set a continious force on the prim. The force should be | 45 | BSPrim.Force should set a continious force on the prim. The force should be |
45 | applied each tick. Some limits? | 46 | applied each tick. Some limits? |
46 | Linksets should allow collisions to individual children | ||
47 | Add LocalID to children shapes in LinksetCompound and create events for individuals | ||
48 | Gun sending shooter flying. | 47 | Gun sending shooter flying. |
49 | Collision margin (gap between physical objects lying on each other) | 48 | Collision margin (gap between physical objects lying on each other) |
50 | Boundry checking (crashes related to crossing boundry) | 49 | Boundry checking (crashes related to crossing boundry) |
@@ -57,14 +56,34 @@ Small physical objects do not interact correctly | |||
57 | The chain will fall apart and pairs will dance around on ground | 56 | The chain will fall apart and pairs will dance around on ground |
58 | Chains of 1x1x.2 will stay connected but will dance. | 57 | Chains of 1x1x.2 will stay connected but will dance. |
59 | Chains above 2x2x.4 are move stable and get stablier as torui get larger. | 58 | Chains above 2x2x.4 are move stable and get stablier as torui get larger. |
60 | Add material type linkage and input all the material property definitions. | ||
61 | Skeleton classes and table are in the sources but are not filled or used. | ||
62 | Add PID motor for avatar movement (slow to stop, ...) | 59 | Add PID motor for avatar movement (slow to stop, ...) |
63 | setForce should set a constant force. Different than AddImpulse. | 60 | setForce should set a constant force. Different than AddImpulse. |
64 | Implement raycast. | 61 | Implement raycast. |
65 | Implement ShapeCollection.Dispose() | 62 | Implement ShapeCollection.Dispose() |
66 | Implement water as a plain so raycasting and collisions can happen with same. | 63 | Implement water as a plain so raycasting and collisions can happen with same. |
64 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
65 | Also osGetPhysicsEngineVerion() maybe. | ||
66 | |||
67 | LINKSETS | ||
68 | ====================================================== | ||
69 | Linksets should allow collisions to individual children | ||
70 | Add LocalID to children shapes in LinksetCompound and create events for individuals | ||
71 | Verify/think through scripts in children of linksets. What do they reference | ||
72 | and return when getting position, velocity, ... | ||
73 | Confirm constraint linksets still work after making all the changes for compound linksets. | ||
74 | Add 'changed' flag or similar to reduce the number of times a linkset is rebuilt. | ||
75 | For compound linksets, add ability to remove or reposition individual child shapes. | ||
76 | Disable activity of passive linkset children. | ||
77 | Since the linkset is a compound object, the old prims are left lying | ||
78 | around and need to be phantomized so they don't collide, ... | ||
79 | Speed up creation of large physical linksets | ||
80 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical | ||
81 | Eliminate collisions between objects in a linkset. (LinksetConstraint) | ||
82 | Have UserPointer point to struct with localID and linksetID? | ||
83 | Objects in original linkset still collide with each other? | ||
67 | 84 | ||
85 | MORE | ||
86 | ====================================================== | ||
68 | Find/remove avatar collision with ID=0. | 87 | Find/remove avatar collision with ID=0. |
69 | Test avatar walking up stairs. How does compare with SL. | 88 | Test avatar walking up stairs. How does compare with SL. |
70 | Radius of the capsule affects ability to climb edges. | 89 | Radius of the capsule affects ability to climb edges. |
@@ -73,8 +92,6 @@ Debounce avatar contact so legs don't keep folding up when standing. | |||
73 | Implement LSL physics controls. Like STATUS_ROTATE_X. | 92 | Implement LSL physics controls. Like STATUS_ROTATE_X. |
74 | Add border extensions to terrain to help region crossings and objects leaving region. | 93 | Add border extensions to terrain to help region crossings and objects leaving region. |
75 | 94 | ||
76 | Speed up creation of large physical linksets | ||
77 | For instance, sitting in Neb's car (130 prims) takes several seconds to become physical | ||
78 | Performance test with lots of avatars. Can BulletSim support a thousand? | 95 | Performance test with lots of avatars. Can BulletSim support a thousand? |
79 | Optimize collisions in C++: only send up to the object subscribed to collisions. | 96 | Optimize collisions in C++: only send up to the object subscribed to collisions. |
80 | Use collision subscription and remove the collsion(A,B) and collision(B,A) | 97 | Use collision subscription and remove the collsion(A,B) and collision(B,A) |
@@ -85,10 +102,6 @@ Avatar jump | |||
85 | Performance measurement and changes to make quicker. | 102 | Performance measurement and changes to make quicker. |
86 | Implement detailed physics stats (GetStats()). | 103 | Implement detailed physics stats (GetStats()). |
87 | 104 | ||
88 | Eliminate collisions between objects in a linkset. (LinksetConstraint) | ||
89 | Have UserPointer point to struct with localID and linksetID? | ||
90 | Objects in original linkset still collide with each other? | ||
91 | |||
92 | Measure performance improvement from hulls | 105 | Measure performance improvement from hulls |
93 | Test not using ghost objects for volume detect implementation. | 106 | Test not using ghost objects for volume detect implementation. |
94 | Performance of closures and delegates for taint processing | 107 | Performance of closures and delegates for taint processing |
@@ -101,6 +114,9 @@ Physics Arena central pyramid: why is one side permiable? | |||
101 | 114 | ||
102 | INTERNAL IMPROVEMENT/CLEANUP | 115 | INTERNAL IMPROVEMENT/CLEANUP |
103 | ================================================= | 116 | ================================================= |
117 | Consider moving prim/character body and shape destruction in destroy() | ||
118 | to postTimeTime rather than protecting all the potential sets that | ||
119 | might have been queued up. | ||
104 | Remove unused fields from ShapeData (not used in API2) | 120 | Remove unused fields from ShapeData (not used in API2) |
105 | Breakout code for mesh/hull/compound/native into separate BSShape* classes | 121 | Breakout code for mesh/hull/compound/native into separate BSShape* classes |
106 | Standardize access to building and reference code. | 122 | Standardize access to building and reference code. |
@@ -154,3 +170,6 @@ Package Bullet source mods for Bullet internal stats output | |||
154 | (Resolution: move code into WorldData.h rather than relying on patches) | 170 | (Resolution: move code into WorldData.h rather than relying on patches) |
155 | Single prim vehicles don't seem to properly vehiclize. | 171 | Single prim vehicles don't seem to properly vehiclize. |
156 | (Resolution: mass was not getting set properly for single prim linksets) | 172 | (Resolution: mass was not getting set properly for single prim linksets) |
173 | Add material type linkage and input all the material property definitions. | ||
174 | Skeleton classes and table are in the sources but are not filled or used. | ||
175 | (Resolution: | ||