diff options
author | Melanie | 2012-08-18 13:17:39 +0100 |
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committer | Melanie | 2012-08-18 13:17:39 +0100 |
commit | aee7a31bc3b5348c883e0d750bab991d853db642 (patch) | |
tree | 9d38c2ec7cc62019ab3ea95a3716d28e1451c397 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim (diff) | |
download | opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.zip opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.tar.gz opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.tar.bz2 opensim-SC-aee7a31bc3b5348c883e0d750bab991d853db642.tar.xz |
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 110 |
1 files changed, 70 insertions, 40 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 9c20004..d3f1e9c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor | |||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 44 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
46 | |||
47 | private IMesh _mesh; | 45 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 46 | private PrimitiveBaseShape _pbs; |
49 | private ShapeData.PhysicsShapeType _shapeType; | 47 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -141,8 +139,8 @@ public sealed class BSPrim : PhysicsActor | |||
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 139 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 140 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 141 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 142 | _linkset = new BSLinkset(Scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 143 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
146 | _mass = CalculateMass(); | 144 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 145 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 146 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -193,7 +191,7 @@ public sealed class BSPrim : PhysicsActor | |||
193 | { | 191 | { |
194 | _mass = CalculateMass(); // changing size changes the mass | 192 | _mass = CalculateMass(); // changing size changes the mass |
195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 193 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 194 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); |
197 | RecreateGeomAndObject(); | 195 | RecreateGeomAndObject(); |
198 | }); | 196 | }); |
199 | } | 197 | } |
@@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 230 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 231 | if (parent != null) |
234 | { | 232 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | ||
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 233 | BSPrim parentBefore = _linkset.LinksetRoot; |
237 | int childrenBefore = _linkset.NumberOfChildren; | 234 | int childrenBefore = _linkset.NumberOfChildren; |
238 | 235 | ||
@@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor | |||
248 | public override void delink() { | 245 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 246 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 247 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | ||
252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); | ||
253 | 248 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 249 | BSPrim parentBefore = _linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 250 | int childrenBefore = _linkset.NumberOfChildren; |
@@ -280,7 +275,7 @@ public sealed class BSPrim : PhysicsActor | |||
280 | 275 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 276 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 277 | { |
283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 278 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 279 | return; |
285 | } | 280 | } |
286 | 281 | ||
@@ -299,7 +294,7 @@ public sealed class BSPrim : PhysicsActor | |||
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 294 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 295 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
301 | { | 296 | { |
302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 298 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
304 | }); | 299 | }); |
305 | } | 300 | } |
@@ -336,7 +331,7 @@ public sealed class BSPrim : PhysicsActor | |||
336 | _force = value; | 331 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 332 | _scene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 333 | { |
339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 334 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 335 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 336 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); |
342 | }); | 337 | }); |
@@ -354,7 +349,7 @@ public sealed class BSPrim : PhysicsActor | |||
354 | { | 349 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 350 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 351 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 352 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 353 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 354 | _scene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 355 | }); |
@@ -414,7 +409,7 @@ public sealed class BSPrim : PhysicsActor | |||
414 | _velocity = value; | 409 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 410 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 411 | { |
417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 412 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 413 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
419 | }); | 414 | }); |
420 | } | 415 | } |
@@ -422,7 +417,7 @@ public sealed class BSPrim : PhysicsActor | |||
422 | public override OMV.Vector3 Torque { | 417 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 418 | get { return _torque; } |
424 | set { _torque = value; | 419 | set { _torque = value; |
425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 420 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 421 | } |
427 | } | 422 | } |
428 | public override float CollisionScore { | 423 | public override float CollisionScore { |
@@ -449,7 +444,7 @@ public sealed class BSPrim : PhysicsActor | |||
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 444 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 445 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 446 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 447 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 448 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
454 | }); | 449 | }); |
455 | } | 450 | } |
@@ -486,11 +481,8 @@ public sealed class BSPrim : PhysicsActor | |||
486 | // No locking here because only called when it is safe | 481 | // No locking here because only called when it is safe |
487 | private void SetObjectDynamic() | 482 | private void SetObjectDynamic() |
488 | { | 483 | { |
489 | // RA: remove this for the moment. | 484 | // If it's becoming dynamic, it will need hullness |
490 | // The problem is that dynamic objects are hulls so if we are becoming physical | 485 | VerifyCorrectPhysicalShape(); |
491 | // the shape has to be checked and possibly built. | ||
492 | // Maybe a VerifyCorrectPhysicalShape() routine? | ||
493 | // RecreateGeomAndObject(); | ||
494 | 486 | ||
495 | // Bullet wants static objects to have a mass of zero | 487 | // Bullet wants static objects to have a mass of zero |
496 | float mass = IsStatic ? 0f : _mass; | 488 | float mass = IsStatic ? 0f : _mass; |
@@ -501,13 +493,15 @@ public sealed class BSPrim : PhysicsActor | |||
501 | _linkset.Refresh(this); | 493 | _linkset.Refresh(this); |
502 | 494 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 495 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 496 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
505 | } | 497 | } |
506 | 498 | ||
507 | // prims don't fly | 499 | // prims don't fly |
508 | public override bool Flying { | 500 | public override bool Flying { |
509 | get { return _flying; } | 501 | get { return _flying; } |
510 | set { _flying = value; } | 502 | set { |
503 | _flying = value; | ||
504 | } | ||
511 | } | 505 | } |
512 | public override bool SetAlwaysRun { | 506 | public override bool SetAlwaysRun { |
513 | get { return _setAlwaysRun; } | 507 | get { return _setAlwaysRun; } |
@@ -558,7 +552,7 @@ public sealed class BSPrim : PhysicsActor | |||
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 552 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 553 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 554 | { |
561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 555 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 556 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
563 | }); | 557 | }); |
564 | } | 558 | } |
@@ -575,7 +569,7 @@ public sealed class BSPrim : PhysicsActor | |||
575 | _buoyancy = value; | 569 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 570 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 571 | { |
578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 572 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 573 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
580 | }); | 574 | }); |
581 | } | 575 | } |
@@ -638,17 +632,17 @@ public sealed class BSPrim : PhysicsActor | |||
638 | } | 632 | } |
639 | m_accumulatedForces.Clear(); | 633 | m_accumulatedForces.Clear(); |
640 | } | 634 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 635 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 636 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); |
643 | }); | 637 | }); |
644 | } | 638 | } |
645 | 639 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 640 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 641 | DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 642 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
649 | } | 643 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 644 | public override void SetMomentum(OMV.Vector3 momentum) { |
651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 645 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
652 | } | 646 | } |
653 | public override void SubscribeEvents(int ms) { | 647 | public override void SubscribeEvents(int ms) { |
654 | _subscribedEventsMs = ms; | 648 | _subscribedEventsMs = ms; |
@@ -992,7 +986,7 @@ public sealed class BSPrim : PhysicsActor | |||
992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 986 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 987 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
994 | { | 988 | { |
995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 989 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 990 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
997 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 991 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
998 | _scale = _size; | 992 | _scale = _size; |
@@ -1006,7 +1000,7 @@ public sealed class BSPrim : PhysicsActor | |||
1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1000 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1001 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1008 | { | 1002 | { |
1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1003 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1004 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1011 | _scale = _size; | 1005 | _scale = _size; |
1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1006 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1042,19 +1036,26 @@ public sealed class BSPrim : PhysicsActor | |||
1042 | // No locking here because this is done when we know physics is not simulating | 1036 | // No locking here because this is done when we know physics is not simulating |
1043 | private void CreateGeomMesh() | 1037 | private void CreateGeomMesh() |
1044 | { | 1038 | { |
1045 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1039 | // level of detail based on size and type of the object |
1040 | float lod = _scene.MeshLOD; | ||
1041 | if (_pbs.SculptEntry) | ||
1042 | lod = _scene.SculptLOD; | ||
1043 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | ||
1044 | if (maxAxis > _scene.MeshMegaPrimThreshold) | ||
1045 | lod = _scene.MeshMegaPrimLOD; | ||
1046 | |||
1046 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1047 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1047 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1048 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1048 | 1049 | ||
1049 | // if this new shape is the same as last time, don't recreate the mesh | 1050 | // if this new shape is the same as last time, don't recreate the mesh |
1050 | if (_meshKey == newMeshKey) return; | 1051 | if (_meshKey == newMeshKey) return; |
1051 | 1052 | ||
1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1053 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1053 | // Since we're recreating new, get rid of any previously generated shape | 1054 | // Since we're recreating new, get rid of any previously generated shape |
1054 | if (_meshKey != 0) | 1055 | if (_meshKey != 0) |
1055 | { | 1056 | { |
1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1057 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1058 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1059 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1059 | _mesh = null; | 1060 | _mesh = null; |
1060 | _meshKey = 0; | 1061 | _meshKey = 0; |
@@ -1084,7 +1085,7 @@ public sealed class BSPrim : PhysicsActor | |||
1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1085 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1085 | // meshes are already scaled by the meshmerizer | 1086 | // meshes are already scaled by the meshmerizer |
1086 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1087 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1088 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1088 | return; | 1089 | return; |
1089 | } | 1090 | } |
1090 | 1091 | ||
@@ -1098,13 +1099,13 @@ public sealed class BSPrim : PhysicsActor | |||
1098 | // if the hull hasn't changed, don't rebuild it | 1099 | // if the hull hasn't changed, don't rebuild it |
1099 | if (newHullKey == _hullKey) return; | 1100 | if (newHullKey == _hullKey) return; |
1100 | 1101 | ||
1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1102 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1102 | 1103 | ||
1103 | // Since we're recreating new, get rid of any previously generated shape | 1104 | // Since we're recreating new, get rid of any previously generated shape |
1104 | if (_hullKey != 0) | 1105 | if (_hullKey != 0) |
1105 | { | 1106 | { |
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1107 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1108 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1109 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1109 | _hullKey = 0; | 1110 | _hullKey = 0; |
1110 | } | 1111 | } |
@@ -1198,7 +1199,7 @@ public sealed class BSPrim : PhysicsActor | |||
1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1199 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1199 | // meshes are already scaled by the meshmerizer | 1200 | // meshes are already scaled by the meshmerizer |
1200 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1201 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1202 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1202 | return; | 1203 | return; |
1203 | } | 1204 | } |
1204 | 1205 | ||
@@ -1210,6 +1211,27 @@ public sealed class BSPrim : PhysicsActor | |||
1210 | return; | 1211 | return; |
1211 | } | 1212 | } |
1212 | 1213 | ||
1214 | private void VerifyCorrectPhysicalShape() | ||
1215 | { | ||
1216 | if (IsStatic) | ||
1217 | { | ||
1218 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1219 | if (_hullKey != 0) | ||
1220 | { | ||
1221 | RecreateGeomAndObject(); | ||
1222 | } | ||
1223 | } | ||
1224 | else | ||
1225 | { | ||
1226 | // if not static, it will need a hull to efficiently collide with things | ||
1227 | if (_hullKey == 0) | ||
1228 | { | ||
1229 | RecreateGeomAndObject(); | ||
1230 | } | ||
1231 | |||
1232 | } | ||
1233 | } | ||
1234 | |||
1213 | // Create an object in Bullet if it has not already been created | 1235 | // Create an object in Bullet if it has not already been created |
1214 | // No locking here because this is done when the physics engine is not simulating | 1236 | // No locking here because this is done when the physics engine is not simulating |
1215 | // Returns 'true' if an object was actually created. | 1237 | // Returns 'true' if an object was actually created. |
@@ -1334,10 +1356,8 @@ public sealed class BSPrim : PhysicsActor | |||
1334 | _acceleration = entprop.Acceleration; | 1356 | _acceleration = entprop.Acceleration; |
1335 | _rotationalVelocity = entprop.RotationalVelocity; | 1357 | _rotationalVelocity = entprop.RotationalVelocity; |
1336 | 1358 | ||
1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1359 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1360 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1341 | 1361 | ||
1342 | base.RequestPhysicsterseUpdate(); | 1362 | base.RequestPhysicsterseUpdate(); |
1343 | } | 1363 | } |
@@ -1353,6 +1373,7 @@ public sealed class BSPrim : PhysicsActor | |||
1353 | } | 1373 | } |
1354 | 1374 | ||
1355 | // I've collided with something | 1375 | // I've collided with something |
1376 | // Called at taint time from within the Step() function | ||
1356 | CollisionEventUpdate collisionCollection; | 1377 | CollisionEventUpdate collisionCollection; |
1357 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1378 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1358 | { | 1379 | { |
@@ -1366,6 +1387,15 @@ public sealed class BSPrim : PhysicsActor | |||
1366 | } | 1387 | } |
1367 | 1388 | ||
1368 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1389 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
1390 | BSPrim collidingWithPrim; | ||
1391 | if (_scene.Prims.TryGetValue(collidingWith, out collidingWithPrim)) | ||
1392 | { | ||
1393 | // prims in the same linkset cannot collide with each other | ||
1394 | if (this.Linkset.LinksetID == collidingWithPrim.Linkset.LinksetID) | ||
1395 | { | ||
1396 | return; | ||
1397 | } | ||
1398 | } | ||
1369 | 1399 | ||
1370 | // if someone is subscribed to collision events.... | 1400 | // if someone is subscribed to collision events.... |
1371 | if (_subscribedEventsMs != 0) { | 1401 | if (_subscribedEventsMs != 0) { |