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author | Justin Clark-Casey (justincc) | 2012-10-24 02:04:26 +0100 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2012-10-24 02:04:26 +0100 |
commit | 326f1507fac61d1f50470eebd0b873f8c2360338 (patch) | |
tree | e8c650707f20fd454c3d18187b063a9cb29349a7 /OpenSim/Region/Physics | |
parent | minor: Move co-ordinate related help to object commands to common ConsoleUtil... (diff) | |
parent | BulletSim: update binaries with small change that insures that manual positio... (diff) | |
download | opensim-SC-326f1507fac61d1f50470eebd0b873f8c2360338.zip opensim-SC-326f1507fac61d1f50470eebd0b873f8c2360338.tar.gz opensim-SC-326f1507fac61d1f50470eebd0b873f8c2360338.tar.bz2 opensim-SC-326f1507fac61d1f50470eebd0b873f8c2360338.tar.xz |
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to '')
10 files changed, 534 insertions, 390 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 623ac8f..a041ba8 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -105,7 +105,7 @@ public class BSCharacter : BSPhysObject | |||
105 | shapeData.Position = _position; | 105 | shapeData.Position = _position; |
106 | shapeData.Rotation = _orientation; | 106 | shapeData.Rotation = _orientation; |
107 | shapeData.Velocity = _velocity; | 107 | shapeData.Velocity = _velocity; |
108 | shapeData.Size = Scale; | 108 | shapeData.Size = Scale; // capsule is a native shape but scale is not just <1,1,1> |
109 | shapeData.Scale = Scale; | 109 | shapeData.Scale = Scale; |
110 | shapeData.Mass = _mass; | 110 | shapeData.Mass = _mass; |
111 | shapeData.Buoyancy = _buoyancy; | 111 | shapeData.Buoyancy = _buoyancy; |
@@ -144,7 +144,9 @@ public class BSCharacter : BSPhysObject | |||
144 | ForcePosition = _position; | 144 | ForcePosition = _position; |
145 | // Set the velocity and compute the proper friction | 145 | // Set the velocity and compute the proper friction |
146 | ForceVelocity = _velocity; | 146 | ForceVelocity = _velocity; |
147 | |||
147 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution); | 148 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution); |
149 | BulletSimAPI.SetMargin2(BSShape.ptr, PhysicsScene.Params.collisionMargin); | ||
148 | BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); | 150 | BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); |
149 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 151 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); |
150 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | 152 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) |
@@ -156,16 +158,20 @@ public class BSCharacter : BSPhysObject | |||
156 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); | 158 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSShape.ptr, MassRaw); |
157 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); | 159 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); |
158 | 160 | ||
161 | // Make so capsule does not fall over | ||
162 | BulletSimAPI.SetAngularFactorV2(BSBody.ptr, OMV.Vector3.Zero); | ||
163 | |||
159 | BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | 164 | BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); |
160 | 165 | ||
161 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 166 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); |
162 | 167 | ||
163 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | 168 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); |
169 | BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.DISABLE_DEACTIVATION); | ||
164 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); | 170 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, BSBody.ptr); |
165 | 171 | ||
166 | // Do this after the object has been added to the world | 172 | // Do this after the object has been added to the world |
167 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, | 173 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, |
168 | (uint)CollisionFilterGroups.AvatarFilter, | 174 | (uint)CollisionFilterGroups.AvatarFilter, |
169 | (uint)CollisionFilterGroups.AvatarMask); | 175 | (uint)CollisionFilterGroups.AvatarMask); |
170 | } | 176 | } |
171 | 177 | ||
@@ -175,11 +181,13 @@ public class BSCharacter : BSPhysObject | |||
175 | } | 181 | } |
176 | // No one calls this method so I don't know what it could possibly mean | 182 | // No one calls this method so I don't know what it could possibly mean |
177 | public override bool Stopped { get { return false; } } | 183 | public override bool Stopped { get { return false; } } |
184 | |||
178 | public override OMV.Vector3 Size { | 185 | public override OMV.Vector3 Size { |
179 | get | 186 | get |
180 | { | 187 | { |
181 | // Avatar capsule size is kept in the scale parameter. | 188 | // Avatar capsule size is kept in the scale parameter. |
182 | return _size; | 189 | // return _size; |
190 | return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z); | ||
183 | } | 191 | } |
184 | 192 | ||
185 | set { | 193 | set { |
@@ -199,7 +207,9 @@ public class BSCharacter : BSPhysObject | |||
199 | 207 | ||
200 | } | 208 | } |
201 | } | 209 | } |
210 | |||
202 | public override OMV.Vector3 Scale { get; set; } | 211 | public override OMV.Vector3 Scale { get; set; } |
212 | |||
203 | public override PrimitiveBaseShape Shape | 213 | public override PrimitiveBaseShape Shape |
204 | { | 214 | { |
205 | set { BaseShape = value; } | 215 | set { BaseShape = value; } |
@@ -264,12 +274,12 @@ public class BSCharacter : BSPhysObject | |||
264 | 274 | ||
265 | 275 | ||
266 | // Check that the current position is sane and, if not, modify the position to make it so. | 276 | // Check that the current position is sane and, if not, modify the position to make it so. |
267 | // Check for being below terrain and being out of bounds. | 277 | // Check for being below terrain or on water. |
268 | // Returns 'true' of the position was made sane by some action. | 278 | // Returns 'true' of the position was made sane by some action. |
269 | private bool PositionSanityCheck() | 279 | private bool PositionSanityCheck() |
270 | { | 280 | { |
271 | bool ret = false; | 281 | bool ret = false; |
272 | 282 | ||
273 | // If below the ground, move the avatar up | 283 | // If below the ground, move the avatar up |
274 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 284 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
275 | if (Position.Z < terrainHeight) | 285 | if (Position.Z < terrainHeight) |
@@ -335,7 +345,7 @@ public class BSCharacter : BSPhysObject | |||
335 | } | 345 | } |
336 | 346 | ||
337 | // Avatars don't do vehicles | 347 | // Avatars don't do vehicles |
338 | public override int VehicleType { get { return 0; } set { return; } } | 348 | public override int VehicleType { get { return (int)Vehicle.TYPE_NONE; } set { return; } } |
339 | public override void VehicleFloatParam(int param, float value) { } | 349 | public override void VehicleFloatParam(int param, float value) { } |
340 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} | 350 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
341 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } | 351 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } |
@@ -413,7 +423,7 @@ public class BSCharacter : BSPhysObject | |||
413 | }); | 423 | }); |
414 | } | 424 | } |
415 | } | 425 | } |
416 | // Go directly to Bullet to get/set the value. | 426 | // Go directly to Bullet to get/set the value. |
417 | public override OMV.Quaternion ForceOrientation | 427 | public override OMV.Quaternion ForceOrientation |
418 | { | 428 | { |
419 | get | 429 | get |
@@ -478,7 +488,7 @@ public class BSCharacter : BSPhysObject | |||
478 | set { _collidingObj = value; } | 488 | set { _collidingObj = value; } |
479 | } | 489 | } |
480 | public override bool FloatOnWater { | 490 | public override bool FloatOnWater { |
481 | set { | 491 | set { |
482 | _floatOnWater = value; | 492 | _floatOnWater = value; |
483 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 493 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() |
484 | { | 494 | { |
@@ -588,9 +598,8 @@ public class BSCharacter : BSPhysObject | |||
588 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; | 598 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; |
589 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; | 599 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; |
590 | 600 | ||
591 | // From the total height, remote the capsule half spheres that are at each end | 601 | // From the total height, remove the capsule half spheres that are at each end |
592 | newScale.Z = (size.Z * 2f) - Math.Min(newScale.X, newScale.Y); | 602 | newScale.Z = size.Z- (newScale.X + newScale.Y); |
593 | // newScale.Z = (size.Z * 2f); | ||
594 | Scale = newScale; | 603 | Scale = newScale; |
595 | } | 604 | } |
596 | 605 | ||
@@ -636,7 +645,7 @@ public class BSCharacter : BSPhysObject | |||
636 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel); | 645 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel); |
637 | } | 646 | } |
638 | 647 | ||
639 | // Tell the linkset about this | 648 | // Tell the linkset about value changes |
640 | Linkset.UpdateProperties(this); | 649 | Linkset.UpdateProperties(this); |
641 | 650 | ||
642 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 651 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index a20be3a..f017cdd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -34,6 +34,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
34 | 34 | ||
35 | public abstract class BSConstraint : IDisposable | 35 | public abstract class BSConstraint : IDisposable |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; | ||
38 | |||
37 | protected BulletSim m_world; | 39 | protected BulletSim m_world; |
38 | protected BulletBody m_body1; | 40 | protected BulletBody m_body1; |
39 | protected BulletBody m_body2; | 41 | protected BulletBody m_body2; |
@@ -53,7 +55,7 @@ public abstract class BSConstraint : IDisposable | |||
53 | { | 55 | { |
54 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); | 56 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); |
55 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 57 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
56 | BSScene.DetailLogZero, | 58 | BSScene.DetailLogZero, |
57 | m_body1.ID, m_body1.ptr.ToString("X"), | 59 | m_body1.ID, m_body1.ptr.ToString("X"), |
58 | m_body2.ID, m_body2.ptr.ToString("X"), | 60 | m_body2.ID, m_body2.ptr.ToString("X"), |
59 | success); | 61 | success); |
@@ -124,7 +126,7 @@ public abstract class BSConstraint : IDisposable | |||
124 | } | 126 | } |
125 | else | 127 | else |
126 | { | 128 | { |
127 | m_world.physicsScene.Logger.ErrorFormat("[BULLETSIM CONSTRAINT] CalculateTransforms failed. A={0}, B={1}", Body1.ID, Body2.ID); | 129 | m_world.physicsScene.Logger.ErrorFormat("{0} CalculateTransforms failed. A={1}, B={2}", LogHeader, Body1.ID, Body2.ID); |
128 | } | 130 | } |
129 | } | 131 | } |
130 | return ret; | 132 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 56342b8..117c878 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -23,7 +23,7 @@ | |||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | * |
27 | 27 | ||
28 | /* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to | 28 | /* RA: June 14, 2011. Copied from ODEDynamics.cs and converted to |
29 | * call the BulletSim system. | 29 | * call the BulletSim system. |
@@ -352,7 +352,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
352 | // m_bankingMix = 1; | 352 | // m_bankingMix = 1; |
353 | // m_bankingTimescale = 1; | 353 | // m_bankingTimescale = 1; |
354 | // m_referenceFrame = Quaternion.Identity; | 354 | // m_referenceFrame = Quaternion.Identity; |
355 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | 355 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
356 | | VehicleFlag.LIMIT_ROLL_ONLY | 356 | | VehicleFlag.LIMIT_ROLL_ONLY |
357 | | VehicleFlag.LIMIT_MOTOR_UP); | 357 | | VehicleFlag.LIMIT_MOTOR_UP); |
358 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 358 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
@@ -382,7 +382,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
382 | // m_bankingTimescale = 1; | 382 | // m_bankingTimescale = 1; |
383 | // m_referenceFrame = Quaternion.Identity; | 383 | // m_referenceFrame = Quaternion.Identity; |
384 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | 384 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
385 | | VehicleFlag.HOVER_GLOBAL_HEIGHT | 385 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
386 | | VehicleFlag.LIMIT_ROLL_ONLY | 386 | | VehicleFlag.LIMIT_ROLL_ONLY |
387 | | VehicleFlag.HOVER_UP_ONLY); | 387 | | VehicleFlag.HOVER_UP_ONLY); |
388 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | 388 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
@@ -458,14 +458,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
458 | // Do any updating needed for a vehicle | 458 | // Do any updating needed for a vehicle |
459 | public void Refresh() | 459 | public void Refresh() |
460 | { | 460 | { |
461 | if (!IsActive) | 461 | if (!IsActive) |
462 | return; | 462 | return; |
463 | 463 | ||
464 | // Set the prim's inertia to zero. The vehicle code handles that and this | 464 | // Set the prim's inertia to zero. The vehicle code handles that and this |
465 | // removes the motion and torque actions introduced by Bullet. | 465 | // removes the motion and torque actions introduced by Bullet. |
466 | Vector3 inertia = Vector3.Zero; | 466 | Vector3 inertia = Vector3.Zero; |
467 | BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia); | 467 | // comment out for DEBUG test |
468 | BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr); | 468 | // BulletSimAPI.SetMassProps2(Prim.BSBody.ptr, Prim.MassRaw, inertia); |
469 | // BulletSimAPI.UpdateInertiaTensor2(Prim.BSBody.ptr); | ||
469 | } | 470 | } |
470 | 471 | ||
471 | // One step of the vehicle properties for the next 'pTimestep' seconds. | 472 | // One step of the vehicle properties for the next 'pTimestep' seconds. |
@@ -791,7 +792,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
791 | 792 | ||
792 | // Sum velocities | 793 | // Sum velocities |
793 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection | 794 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr; // + bank + deflection |
794 | 795 | ||
795 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | 796 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) |
796 | { | 797 | { |
797 | m_lastAngularVelocity.X = 0; | 798 | m_lastAngularVelocity.X = 0; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 43b1262..c984824 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -32,10 +32,27 @@ using OMV = OpenMetaverse; | |||
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | public class BSLinkset | 35 | public abstract class BSLinkset |
36 | { | 36 | { |
37 | // private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | // private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | // Create the correct type of linkset for this child | ||
40 | public static BSLinkset Factory(BSScene physScene, BSPhysObject parent) | ||
41 | { | ||
42 | BSLinkset ret = null; | ||
43 | /* | ||
44 | if (parent.IsPhysical) | ||
45 | ret = new BSLinksetConstraints(physScene, parent); | ||
46 | else | ||
47 | ret = new BSLinksetManual(physScene, parent); | ||
48 | */ | ||
49 | |||
50 | // at the moment, there is only one | ||
51 | ret = new BSLinksetConstraints(physScene, parent); | ||
52 | |||
53 | return ret; | ||
54 | } | ||
55 | |||
39 | public BSPhysObject LinksetRoot { get; protected set; } | 56 | public BSPhysObject LinksetRoot { get; protected set; } |
40 | 57 | ||
41 | public BSScene PhysicsScene { get; private set; } | 58 | public BSScene PhysicsScene { get; private set; } |
@@ -52,16 +69,16 @@ public class BSLinkset | |||
52 | // the physical 'taint' children separately. | 69 | // the physical 'taint' children separately. |
53 | // After taint processing and before the simulation step, these | 70 | // After taint processing and before the simulation step, these |
54 | // two lists must be the same. | 71 | // two lists must be the same. |
55 | private HashSet<BSPhysObject> m_children; | 72 | protected HashSet<BSPhysObject> m_children; |
56 | private HashSet<BSPhysObject> m_taintChildren; | 73 | protected HashSet<BSPhysObject> m_taintChildren; |
57 | 74 | ||
58 | // We lock the diddling of linkset classes to prevent any badness. | 75 | // We lock the diddling of linkset classes to prevent any badness. |
59 | // This locks the modification of the instances of this class. Changes | 76 | // This locks the modification of the instances of this class. Changes |
60 | // to the physical representation is done via the tainting mechenism. | 77 | // to the physical representation is done via the tainting mechenism. |
61 | private object m_linksetActivityLock = new Object(); | 78 | protected object m_linksetActivityLock = new Object(); |
62 | 79 | ||
63 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims | 80 | // We keep the prim's mass in the linkset structure since it could be dependent on other prims |
64 | private float m_mass; | 81 | protected float m_mass; |
65 | public float LinksetMass | 82 | public float LinksetMass |
66 | { | 83 | { |
67 | get | 84 | get |
@@ -81,7 +98,7 @@ public class BSLinkset | |||
81 | get { return ComputeLinksetGeometricCenter(); } | 98 | get { return ComputeLinksetGeometricCenter(); } |
82 | } | 99 | } |
83 | 100 | ||
84 | public BSLinkset(BSScene scene, BSPhysObject parent) | 101 | protected void Initialize(BSScene scene, BSPhysObject parent) |
85 | { | 102 | { |
86 | // A simple linkset of one (no children) | 103 | // A simple linkset of one (no children) |
87 | LinksetID = m_nextLinksetID++; | 104 | LinksetID = m_nextLinksetID++; |
@@ -128,7 +145,7 @@ public class BSLinkset | |||
128 | } | 145 | } |
129 | 146 | ||
130 | // The child is down to a linkset of just itself | 147 | // The child is down to a linkset of just itself |
131 | return new BSLinkset(PhysicsScene, child); | 148 | return BSLinkset.Factory(PhysicsScene, child); |
132 | } | 149 | } |
133 | 150 | ||
134 | // Return 'true' if the passed object is the root object of this linkset | 151 | // Return 'true' if the passed object is the root object of this linkset |
@@ -148,6 +165,9 @@ public class BSLinkset | |||
148 | bool ret = false; | 165 | bool ret = false; |
149 | lock (m_linksetActivityLock) | 166 | lock (m_linksetActivityLock) |
150 | { | 167 | { |
168 | if (m_children.Contains(child)) | ||
169 | ret = true; | ||
170 | /* | ||
151 | foreach (BSPhysObject bp in m_children) | 171 | foreach (BSPhysObject bp in m_children) |
152 | { | 172 | { |
153 | if (child.LocalID == bp.LocalID) | 173 | if (child.LocalID == bp.LocalID) |
@@ -156,6 +176,7 @@ public class BSLinkset | |||
156 | break; | 176 | break; |
157 | } | 177 | } |
158 | } | 178 | } |
179 | */ | ||
159 | } | 180 | } |
160 | return ret; | 181 | return ret; |
161 | } | 182 | } |
@@ -163,24 +184,7 @@ public class BSLinkset | |||
163 | // When physical properties are changed the linkset needs to recalculate | 184 | // When physical properties are changed the linkset needs to recalculate |
164 | // its internal properties. | 185 | // its internal properties. |
165 | // May be called at runtime or taint-time (just pass the appropriate flag). | 186 | // May be called at runtime or taint-time (just pass the appropriate flag). |
166 | public void Refresh(BSPhysObject requestor, bool inTaintTime) | 187 | public abstract void Refresh(BSPhysObject requestor, bool inTaintTime); |
167 | { | ||
168 | // If there are no children, not physical or not root, I am not the one that recomputes the constraints | ||
169 | // (For the moment, static linksets do create constraints so remove the test for physical.) | ||
170 | if (!HasAnyChildren || /*!requestor.IsPhysical ||*/ !IsRoot(requestor)) | ||
171 | return; | ||
172 | |||
173 | BSScene.TaintCallback refreshOperation = delegate() | ||
174 | { | ||
175 | RecomputeLinksetConstraintVariables(); | ||
176 | DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}", | ||
177 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | ||
178 | }; | ||
179 | if (inTaintTime) | ||
180 | refreshOperation(); | ||
181 | else | ||
182 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation); | ||
183 | } | ||
184 | 188 | ||
185 | // The object is going dynamic (physical). Do any setup necessary | 189 | // The object is going dynamic (physical). Do any setup necessary |
186 | // for a dynamic linkset. | 190 | // for a dynamic linkset. |
@@ -188,102 +192,35 @@ public class BSLinkset | |||
188 | // has not yet been fully constructed. | 192 | // has not yet been fully constructed. |
189 | // Return 'true' if any properties updated on the passed object. | 193 | // Return 'true' if any properties updated on the passed object. |
190 | // Called at taint-time! | 194 | // Called at taint-time! |
191 | public bool MakeDynamic(BSPhysObject child) | 195 | public abstract bool MakeDynamic(BSPhysObject child); |
192 | { | ||
193 | // What is done for each object in BSPrim is what we want. | ||
194 | return false; | ||
195 | } | ||
196 | 196 | ||
197 | // The object is going static (non-physical). Do any setup necessary | 197 | // The object is going static (non-physical). Do any setup necessary |
198 | // for a static linkset. | 198 | // for a static linkset. |
199 | // Return 'true' if any properties updated on the passed object. | 199 | // Return 'true' if any properties updated on the passed object. |
200 | // Called at taint-time! | 200 | // Called at taint-time! |
201 | public bool MakeStatic(BSPhysObject child) | 201 | public abstract bool MakeStatic(BSPhysObject child); |
202 | { | ||
203 | // What is done for each object in BSPrim is what we want. | ||
204 | return false; | ||
205 | } | ||
206 | 202 | ||
207 | // If the software is handling the movement of all the objects in a linkset | 203 | // Called when a parameter update comes from the physics engine for any object |
208 | // (like if one doesn't use constraints for static linksets), this is called | 204 | // of the linkset is received. |
209 | // when an update for the root of the linkset is received. | ||
210 | // Called at taint-time!! | 205 | // Called at taint-time!! |
211 | public void UpdateProperties(BSPhysObject physObject) | 206 | public abstract void UpdateProperties(BSPhysObject physObject); |
212 | { | ||
213 | // The root local properties have been updated. Apply to the children if appropriate. | ||
214 | if (IsRoot(physObject) && HasAnyChildren) | ||
215 | { | ||
216 | if (!physObject.IsPhysical) | ||
217 | { | ||
218 | // TODO: implement software linkset update for static object linksets | ||
219 | } | ||
220 | } | ||
221 | } | ||
222 | 207 | ||
223 | // Routine used when rebuilding the body of the root of the linkset | 208 | // Routine used when rebuilding the body of the root of the linkset |
224 | // Destroy all the constraints have have been made to root. | 209 | // Destroy all the constraints have have been made to root. |
225 | // This is called when the root body is changing. | 210 | // This is called when the root body is changing. |
226 | // Returns 'true' of something eas actually removed and would need restoring | 211 | // Returns 'true' of something was actually removed and would need restoring |
227 | // Called at taint-time!! | 212 | // Called at taint-time!! |
228 | public bool RemoveBodyDependencies(BSPrim child) | 213 | public abstract bool RemoveBodyDependencies(BSPrim child); |
229 | { | ||
230 | bool ret = false; | ||
231 | |||
232 | lock (m_linksetActivityLock) | ||
233 | { | ||
234 | if (IsRoot(child)) | ||
235 | { | ||
236 | // If the one with the dependency is root, must undo all children | ||
237 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
238 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | ||
239 | |||
240 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
241 | } | ||
242 | else | ||
243 | { | ||
244 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
245 | child.LocalID, | ||
246 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
247 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
248 | // ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child); | ||
249 | // Despite the function name, this removes any link to the specified object. | ||
250 | ret = PhysicallyUnlinkAllChildrenFromRoot(child); | ||
251 | } | ||
252 | } | ||
253 | return ret; | ||
254 | } | ||
255 | 214 | ||
256 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | 215 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', |
257 | // this routine will restore the removed constraints. | 216 | // this routine will restore the removed constraints. |
258 | // Called at taint-time!! | 217 | // Called at taint-time!! |
259 | public void RestoreBodyDependencies(BSPrim child) | 218 | public abstract void RestoreBodyDependencies(BSPrim child); |
260 | { | ||
261 | lock (m_linksetActivityLock) | ||
262 | { | ||
263 | if (IsRoot(child)) | ||
264 | { | ||
265 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}", | ||
266 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); | ||
267 | foreach (BSPhysObject bpo in m_taintChildren) | ||
268 | { | ||
269 | PhysicallyLinkAChildToRoot(LinksetRoot, bpo); | ||
270 | } | ||
271 | } | ||
272 | else | ||
273 | { | ||
274 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
275 | LinksetRoot.LocalID, | ||
276 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
277 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
278 | PhysicallyLinkAChildToRoot(LinksetRoot, child); | ||
279 | } | ||
280 | } | ||
281 | } | ||
282 | 219 | ||
283 | // ================================================================ | 220 | // ================================================================ |
284 | // Below this point is internal magic | 221 | // Below this point is internal magic |
285 | 222 | ||
286 | private float ComputeLinksetMass() | 223 | protected virtual float ComputeLinksetMass() |
287 | { | 224 | { |
288 | float mass; | 225 | float mass; |
289 | lock (m_linksetActivityLock) | 226 | lock (m_linksetActivityLock) |
@@ -297,7 +234,7 @@ public class BSLinkset | |||
297 | return mass; | 234 | return mass; |
298 | } | 235 | } |
299 | 236 | ||
300 | private OMV.Vector3 ComputeLinksetCenterOfMass() | 237 | protected virtual OMV.Vector3 ComputeLinksetCenterOfMass() |
301 | { | 238 | { |
302 | OMV.Vector3 com; | 239 | OMV.Vector3 com; |
303 | lock (m_linksetActivityLock) | 240 | lock (m_linksetActivityLock) |
@@ -317,7 +254,7 @@ public class BSLinkset | |||
317 | return com; | 254 | return com; |
318 | } | 255 | } |
319 | 256 | ||
320 | private OMV.Vector3 ComputeLinksetGeometricCenter() | 257 | protected virtual OMV.Vector3 ComputeLinksetGeometricCenter() |
321 | { | 258 | { |
322 | OMV.Vector3 com; | 259 | OMV.Vector3 com; |
323 | lock (m_linksetActivityLock) | 260 | lock (m_linksetActivityLock) |
@@ -336,236 +273,21 @@ public class BSLinkset | |||
336 | 273 | ||
337 | // I am the root of a linkset and a new child is being added | 274 | // I am the root of a linkset and a new child is being added |
338 | // Called while LinkActivity is locked. | 275 | // Called while LinkActivity is locked. |
339 | private void AddChildToLinkset(BSPhysObject child) | 276 | protected abstract void AddChildToLinkset(BSPhysObject child); |
340 | { | ||
341 | if (!HasChild(child)) | ||
342 | { | ||
343 | m_children.Add(child); | ||
344 | |||
345 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | ||
346 | BSPhysObject childx = child; | ||
347 | |||
348 | DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
349 | |||
350 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
351 | { | ||
352 | DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}", | ||
353 | rootx.LocalID, | ||
354 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
355 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
356 | // Since this is taint-time, the body and shape could have changed for the child | ||
357 | rootx.ForcePosition = rootx.Position; // DEBUG | ||
358 | childx.ForcePosition = childx.Position; // DEBUG | ||
359 | PhysicallyLinkAChildToRoot(rootx, childx); | ||
360 | m_taintChildren.Add(child); | ||
361 | }); | ||
362 | } | ||
363 | return; | ||
364 | } | ||
365 | 277 | ||
366 | // Forcefully removing a child from a linkset. | 278 | // Forcefully removing a child from a linkset. |
367 | // This is not being called by the child so we have to make sure the child doesn't think | 279 | // This is not being called by the child so we have to make sure the child doesn't think |
368 | // it's still connected to the linkset. | 280 | // it's still connected to the linkset. |
369 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | 281 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information |
370 | // also has to be updated (like pointer to prim's parent). | 282 | // also has to be updated (like pointer to prim's parent). |
371 | private void RemoveChildFromOtherLinkset(BSPhysObject pchild) | 283 | protected abstract void RemoveChildFromOtherLinkset(BSPhysObject pchild); |
372 | { | ||
373 | pchild.Linkset = new BSLinkset(PhysicsScene, pchild); | ||
374 | RemoveChildFromLinkset(pchild); | ||
375 | } | ||
376 | 284 | ||
377 | // I am the root of a linkset and one of my children is being removed. | 285 | // I am the root of a linkset and one of my children is being removed. |
378 | // Safe to call even if the child is not really in my linkset. | 286 | // Safe to call even if the child is not really in my linkset. |
379 | private void RemoveChildFromLinkset(BSPhysObject child) | 287 | protected abstract void RemoveChildFromLinkset(BSPhysObject child); |
380 | { | ||
381 | if (m_children.Remove(child)) | ||
382 | { | ||
383 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | ||
384 | BSPhysObject childx = child; | ||
385 | |||
386 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
387 | childx.LocalID, | ||
388 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
389 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
390 | |||
391 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | ||
392 | { | ||
393 | m_taintChildren.Remove(child); | ||
394 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
395 | RecomputeLinksetConstraintVariables(); | ||
396 | }); | ||
397 | |||
398 | } | ||
399 | else | ||
400 | { | ||
401 | // This will happen if we remove the root of the linkset first. Non-fatal occurance. | ||
402 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
403 | } | ||
404 | return; | ||
405 | } | ||
406 | |||
407 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
408 | // Called at taint time! | ||
409 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
410 | { | ||
411 | // Zero motion for children so they don't interpolate | ||
412 | childPrim.ZeroMotion(); | ||
413 | |||
414 | // Relative position normalized to the root prim | ||
415 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
416 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
417 | |||
418 | // real world coordinate of midpoint between the two objects | ||
419 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
420 | |||
421 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
422 | rootPrim.LocalID, | ||
423 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
424 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"), | ||
425 | rootPrim.Position, childPrim.Position, midPoint); | ||
426 | |||
427 | // create a constraint that allows no freedom of movement between the two objects | ||
428 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
429 | |||
430 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
431 | PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true ); | ||
432 | |||
433 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
434 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
435 | * of the objects. | ||
436 | * Code left as a warning to future programmers. | ||
437 | // ================================================================================== | ||
438 | // relative position normalized to the root prim | ||
439 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
440 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
441 | |||
442 | // relative rotation of the child to the parent | ||
443 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
444 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
445 | |||
446 | // create a constraint that allows no freedom of movement between the two objects | ||
447 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
448 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
449 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
450 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
451 | OMV.Vector3.Zero, | ||
452 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
453 | OMV.Vector3.Zero, | ||
454 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
455 | // A point half way between the parent and child | ||
456 | // childRelativePosition/2, | ||
457 | // childRelativeRotation, | ||
458 | // childRelativePosition/2, | ||
459 | // inverseChildRelativeRotation, | ||
460 | true, | ||
461 | true | ||
462 | ); | ||
463 | // ================================================================================== | ||
464 | */ | ||
465 | |||
466 | PhysicsScene.Constraints.AddConstraint(constrain); | ||
467 | |||
468 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
469 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
470 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
471 | |||
472 | // tweek the constraint to increase stability | ||
473 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | ||
474 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | ||
475 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | ||
476 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | ||
477 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | ||
478 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
479 | { | ||
480 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
481 | } | ||
482 | } | ||
483 | |||
484 | // Remove linkage between myself and a particular child | ||
485 | // The root and child bodies are passed in because we need to remove the constraint between | ||
486 | // the bodies that were at unlink time. | ||
487 | // Called at taint time! | ||
488 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
489 | { | ||
490 | bool ret = false; | ||
491 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
492 | rootPrim.LocalID, | ||
493 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
494 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X")); | ||
495 | |||
496 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
497 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody)) | ||
498 | { | ||
499 | // Make the child refresh its location | ||
500 | BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); | ||
501 | ret = true; | ||
502 | } | ||
503 | |||
504 | return ret; | ||
505 | } | ||
506 | |||
507 | // Remove linkage between myself and any possible children I might have. | ||
508 | // Called at taint time! | ||
509 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | ||
510 | { | ||
511 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
512 | bool ret = false; | ||
513 | |||
514 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody)) | ||
515 | { | ||
516 | ret = true; | ||
517 | } | ||
518 | return ret; | ||
519 | } | ||
520 | |||
521 | // Call each of the constraints that make up this linkset and recompute the | ||
522 | // various transforms and variables. Used when objects are added or removed | ||
523 | // from a linkset to make sure the constraints know about the new mass and | ||
524 | // geometry. | ||
525 | // Must only be called at taint time!! | ||
526 | private void RecomputeLinksetConstraintVariables() | ||
527 | { | ||
528 | float linksetMass = LinksetMass; | ||
529 | foreach (BSPhysObject child in m_taintChildren) | ||
530 | { | ||
531 | BSConstraint constrain; | ||
532 | if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | ||
533 | { | ||
534 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
535 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
536 | constrain.RecomputeConstraintVariables(linksetMass); | ||
537 | } | ||
538 | else | ||
539 | { | ||
540 | // Non-fatal error that happens when children are being added to the linkset but | ||
541 | // their constraints have not been created yet. | ||
542 | break; | ||
543 | } | ||
544 | } | ||
545 | |||
546 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
547 | if (m_children.Count == m_taintChildren.Count) | ||
548 | { | ||
549 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
550 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
551 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, | ||
552 | centerOfMass, OMV.Quaternion.Identity); | ||
553 | DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}", | ||
554 | LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X")); | ||
555 | foreach (BSPhysObject child in m_taintChildren) | ||
556 | { | ||
557 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, | ||
558 | centerOfMass, OMV.Quaternion.Identity); | ||
559 | } | ||
560 | |||
561 | // BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG | ||
562 | } | ||
563 | return; | ||
564 | } | ||
565 | |||
566 | 288 | ||
567 | // Invoke the detailed logger and output something if it's enabled. | 289 | // Invoke the detailed logger and output something if it's enabled. |
568 | private void DetailLog(string msg, params Object[] args) | 290 | protected void DetailLog(string msg, params Object[] args) |
569 | { | 291 | { |
570 | if (PhysicsScene.PhysicsLogging.Enabled) | 292 | if (PhysicsScene.PhysicsLogging.Enabled) |
571 | PhysicsScene.DetailLog(msg, args); | 293 | PhysicsScene.DetailLog(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs new file mode 100755 index 0000000..8a750b5 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -0,0 +1,385 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OMV = OpenMetaverse; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | public class BSLinksetConstraints : BSLinkset | ||
36 | { | ||
37 | // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]"; | ||
38 | |||
39 | public BSLinksetConstraints(BSScene scene, BSPhysObject parent) | ||
40 | { | ||
41 | base.Initialize(scene, parent); | ||
42 | } | ||
43 | |||
44 | // When physical properties are changed the linkset needs to recalculate | ||
45 | // its internal properties. | ||
46 | // May be called at runtime or taint-time (just pass the appropriate flag). | ||
47 | public override void Refresh(BSPhysObject requestor, bool inTaintTime) | ||
48 | { | ||
49 | // If there are no children or not root, I am not the one that recomputes the constraints | ||
50 | if (!HasAnyChildren || !IsRoot(requestor)) | ||
51 | return; | ||
52 | |||
53 | BSScene.TaintCallback refreshOperation = delegate() | ||
54 | { | ||
55 | RecomputeLinksetConstraintVariables(); | ||
56 | DetailLog("{0},BSLinkset.Refresh,complete,rBody={1}", | ||
57 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | ||
58 | }; | ||
59 | if (inTaintTime) | ||
60 | refreshOperation(); | ||
61 | else | ||
62 | PhysicsScene.TaintedObject("BSLinkSet.Refresh", refreshOperation); | ||
63 | } | ||
64 | |||
65 | // The object is going dynamic (physical). Do any setup necessary | ||
66 | // for a dynamic linkset. | ||
67 | // Only the state of the passed object can be modified. The rest of the linkset | ||
68 | // has not yet been fully constructed. | ||
69 | // Return 'true' if any properties updated on the passed object. | ||
70 | // Called at taint-time! | ||
71 | public override bool MakeDynamic(BSPhysObject child) | ||
72 | { | ||
73 | // What is done for each object in BSPrim is what we want. | ||
74 | return false; | ||
75 | } | ||
76 | |||
77 | // The object is going static (non-physical). Do any setup necessary | ||
78 | // for a static linkset. | ||
79 | // Return 'true' if any properties updated on the passed object. | ||
80 | // Called at taint-time! | ||
81 | public override bool MakeStatic(BSPhysObject child) | ||
82 | { | ||
83 | // What is done for each object in BSPrim is what we want. | ||
84 | return false; | ||
85 | } | ||
86 | |||
87 | // Called at taint-time!! | ||
88 | public override void UpdateProperties(BSPhysObject updated) | ||
89 | { | ||
90 | // Nothing to do for constraints on property updates | ||
91 | } | ||
92 | |||
93 | // Routine used when rebuilding the body of the root of the linkset | ||
94 | // Destroy all the constraints have have been made to root. | ||
95 | // This is called when the root body is changing. | ||
96 | // Returns 'true' of something eas actually removed and would need restoring | ||
97 | // Called at taint-time!! | ||
98 | public override bool RemoveBodyDependencies(BSPrim child) | ||
99 | { | ||
100 | bool ret = false; | ||
101 | |||
102 | lock (m_linksetActivityLock) | ||
103 | { | ||
104 | if (IsRoot(child)) | ||
105 | { | ||
106 | // If the one with the dependency is root, must undo all children | ||
107 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | ||
108 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X")); | ||
109 | |||
110 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | ||
111 | } | ||
112 | else | ||
113 | { | ||
114 | DetailLog("{0},BSLinkset.RemoveBodyDependencies,removeSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
115 | child.LocalID, | ||
116 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
117 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
118 | // ret = PhysicallyUnlinkAChildFromRoot(LinksetRoot, child); | ||
119 | // Despite the function name, this removes any link to the specified object. | ||
120 | ret = PhysicallyUnlinkAllChildrenFromRoot(child); | ||
121 | } | ||
122 | } | ||
123 | return ret; | ||
124 | } | ||
125 | |||
126 | // Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', | ||
127 | // this routine will restore the removed constraints. | ||
128 | // Called at taint-time!! | ||
129 | public override void RestoreBodyDependencies(BSPrim child) | ||
130 | { | ||
131 | lock (m_linksetActivityLock) | ||
132 | { | ||
133 | if (IsRoot(child)) | ||
134 | { | ||
135 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreChildrenForRoot,rID={1},numChild={2}", | ||
136 | child.LocalID, LinksetRoot.LocalID, m_taintChildren.Count); | ||
137 | foreach (BSPhysObject bpo in m_taintChildren) | ||
138 | { | ||
139 | PhysicallyLinkAChildToRoot(LinksetRoot, bpo); | ||
140 | } | ||
141 | } | ||
142 | else | ||
143 | { | ||
144 | DetailLog("{0},BSLinkset.RestoreBodyDependencies,restoreSingleChild,rID={1},rBody={2},cID={3},cBody={4}", | ||
145 | LinksetRoot.LocalID, | ||
146 | LinksetRoot.LocalID, LinksetRoot.BSBody.ptr.ToString("X"), | ||
147 | child.LocalID, child.BSBody.ptr.ToString("X")); | ||
148 | PhysicallyLinkAChildToRoot(LinksetRoot, child); | ||
149 | } | ||
150 | } | ||
151 | } | ||
152 | |||
153 | // ================================================================ | ||
154 | // Below this point is internal magic | ||
155 | |||
156 | // I am the root of a linkset and a new child is being added | ||
157 | // Called while LinkActivity is locked. | ||
158 | protected override void AddChildToLinkset(BSPhysObject child) | ||
159 | { | ||
160 | if (!HasChild(child)) | ||
161 | { | ||
162 | m_children.Add(child); | ||
163 | |||
164 | BSPhysObject rootx = LinksetRoot; // capture the root as of now | ||
165 | BSPhysObject childx = child; | ||
166 | |||
167 | DetailLog("{0},AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | ||
168 | |||
169 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() | ||
170 | { | ||
171 | DetailLog("{0},AddChildToLinkset,taint,rID={1},rBody={2},cID={3},cBody={4}", | ||
172 | rootx.LocalID, | ||
173 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
174 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
175 | // Since this is taint-time, the body and shape could have changed for the child | ||
176 | rootx.ForcePosition = rootx.Position; // DEBUG | ||
177 | childx.ForcePosition = childx.Position; // DEBUG | ||
178 | PhysicallyLinkAChildToRoot(rootx, childx); | ||
179 | m_taintChildren.Add(child); | ||
180 | }); | ||
181 | } | ||
182 | return; | ||
183 | } | ||
184 | |||
185 | // Forcefully removing a child from a linkset. | ||
186 | // This is not being called by the child so we have to make sure the child doesn't think | ||
187 | // it's still connected to the linkset. | ||
188 | // Normal OpenSimulator operation will never do this because other SceneObjectPart information | ||
189 | // also has to be updated (like pointer to prim's parent). | ||
190 | protected override void RemoveChildFromOtherLinkset(BSPhysObject pchild) | ||
191 | { | ||
192 | pchild.Linkset = BSLinkset.Factory(PhysicsScene, pchild); | ||
193 | RemoveChildFromLinkset(pchild); | ||
194 | } | ||
195 | |||
196 | // I am the root of a linkset and one of my children is being removed. | ||
197 | // Safe to call even if the child is not really in my linkset. | ||
198 | protected override void RemoveChildFromLinkset(BSPhysObject child) | ||
199 | { | ||
200 | if (m_children.Remove(child)) | ||
201 | { | ||
202 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | ||
203 | BSPhysObject childx = child; | ||
204 | |||
205 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | ||
206 | childx.LocalID, | ||
207 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), | ||
208 | childx.LocalID, childx.BSBody.ptr.ToString("X")); | ||
209 | |||
210 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | ||
211 | { | ||
212 | m_taintChildren.Remove(child); | ||
213 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | ||
214 | RecomputeLinksetConstraintVariables(); | ||
215 | }); | ||
216 | |||
217 | } | ||
218 | else | ||
219 | { | ||
220 | // This will happen if we remove the root of the linkset first. Non-fatal occurance. | ||
221 | // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader); | ||
222 | } | ||
223 | return; | ||
224 | } | ||
225 | |||
226 | // Create a constraint between me (root of linkset) and the passed prim (the child). | ||
227 | // Called at taint time! | ||
228 | private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
229 | { | ||
230 | // Zero motion for children so they don't interpolate | ||
231 | childPrim.ZeroMotion(); | ||
232 | |||
233 | // Relative position normalized to the root prim | ||
234 | // Essentually a vector pointing from center of rootPrim to center of childPrim | ||
235 | OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position; | ||
236 | |||
237 | // real world coordinate of midpoint between the two objects | ||
238 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | ||
239 | |||
240 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | ||
241 | rootPrim.LocalID, | ||
242 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
243 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X"), | ||
244 | rootPrim.Position, childPrim.Position, midPoint); | ||
245 | |||
246 | // create a constraint that allows no freedom of movement between the two objects | ||
247 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
248 | |||
249 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
250 | PhysicsScene.World, rootPrim.BSBody, childPrim.BSBody, midPoint, true, true ); | ||
251 | |||
252 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | ||
253 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | ||
254 | * of the objects. | ||
255 | * Code left as a warning to future programmers. | ||
256 | // ================================================================================== | ||
257 | // relative position normalized to the root prim | ||
258 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | ||
259 | OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation; | ||
260 | |||
261 | // relative rotation of the child to the parent | ||
262 | OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation; | ||
263 | OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation); | ||
264 | |||
265 | // create a constraint that allows no freedom of movement between the two objects | ||
266 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | ||
267 | DetailLog("{0},BSLinkset.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | ||
268 | BS6DofConstraint constrain = new BS6DofConstraint( | ||
269 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | ||
270 | OMV.Vector3.Zero, | ||
271 | OMV.Quaternion.Inverse(rootPrim.Orientation), | ||
272 | OMV.Vector3.Zero, | ||
273 | OMV.Quaternion.Inverse(childPrim.Orientation), | ||
274 | // A point half way between the parent and child | ||
275 | // childRelativePosition/2, | ||
276 | // childRelativeRotation, | ||
277 | // childRelativePosition/2, | ||
278 | // inverseChildRelativeRotation, | ||
279 | true, | ||
280 | true | ||
281 | ); | ||
282 | // ================================================================================== | ||
283 | */ | ||
284 | |||
285 | PhysicsScene.Constraints.AddConstraint(constrain); | ||
286 | |||
287 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
288 | constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
289 | constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
290 | |||
291 | // tweek the constraint to increase stability | ||
292 | constrain.UseFrameOffset(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintUseFrameOffset)); | ||
293 | constrain.TranslationalLimitMotor(PhysicsScene.BoolNumeric(PhysicsScene.Params.linkConstraintEnableTransMotor), | ||
294 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | ||
295 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | ||
296 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | ||
297 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
298 | { | ||
299 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
300 | } | ||
301 | } | ||
302 | |||
303 | // Remove linkage between myself and a particular child | ||
304 | // The root and child bodies are passed in because we need to remove the constraint between | ||
305 | // the bodies that were at unlink time. | ||
306 | // Called at taint time! | ||
307 | private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim) | ||
308 | { | ||
309 | bool ret = false; | ||
310 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | ||
311 | rootPrim.LocalID, | ||
312 | rootPrim.LocalID, rootPrim.BSBody.ptr.ToString("X"), | ||
313 | childPrim.LocalID, childPrim.BSBody.ptr.ToString("X")); | ||
314 | |||
315 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
316 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody, childPrim.BSBody)) | ||
317 | { | ||
318 | // Make the child refresh its location | ||
319 | BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); | ||
320 | ret = true; | ||
321 | } | ||
322 | |||
323 | return ret; | ||
324 | } | ||
325 | |||
326 | // Remove linkage between myself and any possible children I might have. | ||
327 | // Called at taint time! | ||
328 | private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim) | ||
329 | { | ||
330 | DetailLog("{0},BSLinkset.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | ||
331 | bool ret = false; | ||
332 | |||
333 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.BSBody)) | ||
334 | { | ||
335 | ret = true; | ||
336 | } | ||
337 | return ret; | ||
338 | } | ||
339 | |||
340 | // Call each of the constraints that make up this linkset and recompute the | ||
341 | // various transforms and variables. Used when objects are added or removed | ||
342 | // from a linkset to make sure the constraints know about the new mass and | ||
343 | // geometry. | ||
344 | // Must only be called at taint time!! | ||
345 | private void RecomputeLinksetConstraintVariables() | ||
346 | { | ||
347 | float linksetMass = LinksetMass; | ||
348 | foreach (BSPhysObject child in m_taintChildren) | ||
349 | { | ||
350 | BSConstraint constrain; | ||
351 | if (PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.BSBody, child.BSBody, out constrain)) | ||
352 | { | ||
353 | // DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,taint,child={1},mass={2},A={3},B={4}", | ||
354 | // LinksetRoot.LocalID, child.LocalID, linksetMass, constrain.Body1.ID, constrain.Body2.ID); | ||
355 | constrain.RecomputeConstraintVariables(linksetMass); | ||
356 | } | ||
357 | else | ||
358 | { | ||
359 | // Non-fatal error that happens when children are being added to the linkset but | ||
360 | // their constraints have not been created yet. | ||
361 | break; | ||
362 | } | ||
363 | } | ||
364 | |||
365 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
366 | if (m_children.Count == m_taintChildren.Count) | ||
367 | { | ||
368 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
369 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
370 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.ptr, | ||
371 | centerOfMass, OMV.Quaternion.Identity); | ||
372 | DetailLog("{0},BSLinkset.RecomputeLinksetConstraintVariables,setCenterOfMass,COM={1},rBody={2}", | ||
373 | LinksetRoot.LocalID, centerOfMass, LinksetRoot.BSBody.ptr.ToString("X")); | ||
374 | foreach (BSPhysObject child in m_taintChildren) | ||
375 | { | ||
376 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.ptr, | ||
377 | centerOfMass, OMV.Quaternion.Identity); | ||
378 | } | ||
379 | |||
380 | // BulletSimAPI.DumpAllInfo2(PhysicsScene.World.ptr); // DEBUG DEBUG DEBUG | ||
381 | } | ||
382 | return; | ||
383 | } | ||
384 | } | ||
385 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index ead6a08..538f905 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -46,7 +46,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
46 | PhysObjectName = name; | 46 | PhysObjectName = name; |
47 | TypeName = typeName; | 47 | TypeName = typeName; |
48 | 48 | ||
49 | Linkset = new BSLinkset(PhysicsScene, this); | 49 | Linkset = BSLinkset.Factory(PhysicsScene, this); |
50 | LastAssetBuildFailed = false; | 50 | LastAssetBuildFailed = false; |
51 | 51 | ||
52 | CollisionCollection = new CollisionEventUpdate(); | 52 | CollisionCollection = new CollisionEventUpdate(); |
@@ -78,7 +78,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
78 | public PrimitiveBaseShape BaseShape { get; protected set; } | 78 | public PrimitiveBaseShape BaseShape { get; protected set; } |
79 | 79 | ||
80 | // When the physical properties are updated, an EntityProperty holds the update values. | 80 | // When the physical properties are updated, an EntityProperty holds the update values. |
81 | // Keep the current and last EntityProperties to enable computation of differences | 81 | // Keep the current and last EntityProperties to enable computation of differences |
82 | // between the current update and the previous values. | 82 | // between the current update and the previous values. |
83 | public EntityProperties CurrentEntityProperties { get; set; } | 83 | public EntityProperties CurrentEntityProperties { get; set; } |
84 | public EntityProperties LastEntityProperties { get; set; } | 84 | public EntityProperties LastEntityProperties { get; set; } |
@@ -213,7 +213,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
213 | UnSubscribeEvents(); | 213 | UnSubscribeEvents(); |
214 | } | 214 | } |
215 | } | 215 | } |
216 | public override void UnSubscribeEvents() { | 216 | public override void UnSubscribeEvents() { |
217 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | 217 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); |
218 | SubscribedEventsMs = 0; | 218 | SubscribedEventsMs = 0; |
219 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 219 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
@@ -222,7 +222,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
222 | }); | 222 | }); |
223 | } | 223 | } |
224 | // Return 'true' if the simulator wants collision events | 224 | // Return 'true' if the simulator wants collision events |
225 | public override bool SubscribedEvents() { | 225 | public override bool SubscribedEvents() { |
226 | return (SubscribedEventsMs > 0); | 226 | return (SubscribedEventsMs > 0); |
227 | } | 227 | } |
228 | 228 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index aeeb4dd..38ab3de 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -173,6 +173,7 @@ public sealed class BSPrim : BSPhysObject | |||
173 | } | 173 | } |
174 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 174 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
175 | { | 175 | { |
176 | LastAssetBuildFailed = false; | ||
176 | BSScene.TaintCallback rebuildOperation = delegate() | 177 | BSScene.TaintCallback rebuildOperation = delegate() |
177 | { | 178 | { |
178 | _mass = CalculateMass(); // changing the shape changes the mass | 179 | _mass = CalculateMass(); // changing the shape changes the mass |
@@ -295,7 +296,7 @@ public sealed class BSPrim : BSPhysObject | |||
295 | private bool PositionSanityCheck() | 296 | private bool PositionSanityCheck() |
296 | { | 297 | { |
297 | bool ret = false; | 298 | bool ret = false; |
298 | 299 | ||
299 | // If totally below the ground, move the prim up | 300 | // If totally below the ground, move the prim up |
300 | // TODO: figure out the right solution for this... only for dynamic objects? | 301 | // TODO: figure out the right solution for this... only for dynamic objects? |
301 | /* | 302 | /* |
@@ -398,7 +399,7 @@ public sealed class BSPrim : BSPhysObject | |||
398 | { | 399 | { |
399 | // Done at taint time so we're sure the physics engine is not using the variables | 400 | // Done at taint time so we're sure the physics engine is not using the variables |
400 | // Vehicle code changes the parameters for this vehicle type. | 401 | // Vehicle code changes the parameters for this vehicle type. |
401 | this._vehicle.ProcessTypeChange(type); | 402 | _vehicle.ProcessTypeChange(type); |
402 | }); | 403 | }); |
403 | } | 404 | } |
404 | } | 405 | } |
@@ -510,7 +511,7 @@ public sealed class BSPrim : BSPhysObject | |||
510 | }); | 511 | }); |
511 | } | 512 | } |
512 | } | 513 | } |
513 | // Go directly to Bullet to get/set the value. | 514 | // Go directly to Bullet to get/set the value. |
514 | public override OMV.Quaternion ForceOrientation | 515 | public override OMV.Quaternion ForceOrientation |
515 | { | 516 | { |
516 | get | 517 | get |
@@ -768,7 +769,7 @@ public sealed class BSPrim : BSPhysObject | |||
768 | } | 769 | } |
769 | } | 770 | } |
770 | public override bool FloatOnWater { | 771 | public override bool FloatOnWater { |
771 | set { | 772 | set { |
772 | _floatOnWater = value; | 773 | _floatOnWater = value; |
773 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 774 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
774 | { | 775 | { |
@@ -971,7 +972,7 @@ public sealed class BSPrim : BSPhysObject | |||
971 | if (hollowAmount > 0.0) | 972 | if (hollowAmount > 0.0) |
972 | { | 973 | { |
973 | hollowVolume *= hollowAmount; | 974 | hollowVolume *= hollowAmount; |
974 | 975 | ||
975 | switch (BaseShape.HollowShape) | 976 | switch (BaseShape.HollowShape) |
976 | { | 977 | { |
977 | case HollowShape.Square: | 978 | case HollowShape.Square: |
@@ -1245,13 +1246,14 @@ public sealed class BSPrim : BSPhysObject | |||
1245 | FillShapeInfo(out shapeData); | 1246 | FillShapeInfo(out shapeData); |
1246 | 1247 | ||
1247 | // If this prim is part of a linkset, we must remove and restore the physical | 1248 | // If this prim is part of a linkset, we must remove and restore the physical |
1248 | // links of the body is rebuilt. | 1249 | // links if the body is rebuilt. |
1249 | bool needToRestoreLinkset = false; | 1250 | bool needToRestoreLinkset = false; |
1250 | 1251 | ||
1251 | // Create the correct physical representation for this type of object. | 1252 | // Create the correct physical representation for this type of object. |
1252 | // Updates BSBody and BSShape with the new information. | 1253 | // Updates BSBody and BSShape with the new information. |
1253 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1254 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1254 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | 1255 | // Returns 'true' if either the body or the shape was changed. |
1256 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, BaseShape, | ||
1255 | null, delegate(BulletBody dBody) | 1257 | null, delegate(BulletBody dBody) |
1256 | { | 1258 | { |
1257 | // Called if the current prim body is about to be destroyed. | 1259 | // Called if the current prim body is about to be destroyed. |
@@ -1354,7 +1356,7 @@ public sealed class BSPrim : BSPhysObject | |||
1354 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1356 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1355 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1357 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1356 | 1358 | ||
1357 | // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); | 1359 | // BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, BSBody.ptr); // DEBUG DEBUG DEBUG |
1358 | 1360 | ||
1359 | base.RequestPhysicsterseUpdate(); | 1361 | base.RequestPhysicsterseUpdate(); |
1360 | } | 1362 | } |
@@ -1367,8 +1369,8 @@ public sealed class BSPrim : BSPhysObject | |||
1367 | entprop.Acceleration, entprop.RotationalVelocity); | 1369 | entprop.Acceleration, entprop.RotationalVelocity); |
1368 | } | 1370 | } |
1369 | */ | 1371 | */ |
1370 | // The linkset implimentation might want to know about this. | ||
1371 | 1372 | ||
1373 | // The linkset implimentation might want to know about this. | ||
1372 | Linkset.UpdateProperties(this); | 1374 | Linkset.UpdateProperties(this); |
1373 | } | 1375 | } |
1374 | } | 1376 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 6621d39..db0c99e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -320,7 +320,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
320 | { | 320 | { |
321 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | 321 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); |
322 | } | 322 | } |
323 | 323 | ||
324 | // Called directly from unmanaged code so don't do much | 324 | // Called directly from unmanaged code so don't do much |
325 | private void BulletLoggerPhysLog(string msg) | 325 | private void BulletLoggerPhysLog(string msg) |
326 | { | 326 | { |
@@ -545,7 +545,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
545 | } | 545 | } |
546 | 546 | ||
547 | // This is a kludge to get avatar movement updates. | 547 | // This is a kludge to get avatar movement updates. |
548 | // The simulator expects collisions for avatars even if there are have been no collisions. | 548 | // The simulator expects collisions for avatars even if there are have been no collisions. |
549 | // The event updates avatar animations and stuff. | 549 | // The event updates avatar animations and stuff. |
550 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | 550 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. |
551 | foreach (BSPhysObject bsp in m_avatars) | 551 | foreach (BSPhysObject bsp in m_avatars) |
@@ -692,7 +692,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
692 | { | 692 | { |
693 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process | 693 | if (_taintedObjects.Count > 0) // save allocating new list if there is nothing to process |
694 | { | 694 | { |
695 | // swizzle a new list into the list location so we can process what's there | ||
696 | int taintCount = m_taintsToProcessPerStep; | 695 | int taintCount = m_taintsToProcessPerStep; |
697 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); | 696 | TaintCallbackEntry oneCallback = new TaintCallbackEntry(); |
698 | while (_taintedObjects.Count > 0 && taintCount-- > 0) | 697 | while (_taintedObjects.Count > 0 && taintCount-- > 0) |
@@ -711,11 +710,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
711 | { | 710 | { |
712 | try | 711 | try |
713 | { | 712 | { |
714 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG | 713 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, oneCallback.ident); |
715 | oneCallback.callback(); | 714 | oneCallback.callback(); |
716 | } | 715 | } |
717 | catch (Exception e) | 716 | catch (Exception e) |
718 | { | 717 | { |
718 | DetailLog("{0},BSScene.ProcessTaints,doTaintException,id={1}", DetailLogZero, oneCallback.ident); // DEBUG DEBUG DEBUG | ||
719 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); | 719 | m_log.ErrorFormat("{0}: ProcessTaints: {1}: Exception: {2}", LogHeader, oneCallback.ident, e); |
720 | } | 720 | } |
721 | } | 721 | } |
@@ -1333,7 +1333,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1333 | // Add the Flush() if debugging crashes to get all the messages written out. | 1333 | // Add the Flush() if debugging crashes to get all the messages written out. |
1334 | // PhysicsLogging.Flush(); | 1334 | // PhysicsLogging.Flush(); |
1335 | } | 1335 | } |
1336 | // used to fill in the LocalID when there isn't one | 1336 | // Used to fill in the LocalID when there isn't one. It's the correct number of characters. |
1337 | public const string DetailLogZero = "0000000000"; | 1337 | public const string DetailLogZero = "0000000000"; |
1338 | 1338 | ||
1339 | } | 1339 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index d3ba273..30fa50a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
36 | { | 36 | { |
37 | public class BSShapeCollection : IDisposable | 37 | public class BSShapeCollection : IDisposable |
38 | { | 38 | { |
39 | // private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | 39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; |
40 | 40 | ||
41 | protected BSScene PhysicsScene { get; set; } | 41 | protected BSScene PhysicsScene { get; set; } |
42 | 42 | ||
@@ -89,7 +89,7 @@ public class BSShapeCollection : IDisposable | |||
89 | // higher level dependencies on the shape or body. Mostly used for LinkSets to | 89 | // higher level dependencies on the shape or body. Mostly used for LinkSets to |
90 | // remove the physical constraints before the body is destroyed. | 90 | // remove the physical constraints before the body is destroyed. |
91 | // Called at taint-time!! | 91 | // Called at taint-time!! |
92 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, | 92 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, |
93 | ShapeData shapeData, PrimitiveBaseShape pbs, | 93 | ShapeData shapeData, PrimitiveBaseShape pbs, |
94 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | 94 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) |
95 | { | 95 | { |
@@ -105,7 +105,7 @@ public class BSShapeCollection : IDisposable | |||
105 | // If we had to select a new shape geometry for the object, | 105 | // If we had to select a new shape geometry for the object, |
106 | // rebuild the body around it. | 106 | // rebuild the body around it. |
107 | // Updates prim.BSBody with information/pointers to requested body | 107 | // Updates prim.BSBody with information/pointers to requested body |
108 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, | 108 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, |
109 | prim.BSShape, shapeData, bodyCallback); | 109 | prim.BSShape, shapeData, bodyCallback); |
110 | ret = newGeom || newBody; | 110 | ret = newGeom || newBody; |
111 | } | 111 | } |
@@ -325,7 +325,7 @@ public class BSShapeCollection : IDisposable | |||
325 | // Info in prim.BSShape is updated to the new shape. | 325 | // Info in prim.BSShape is updated to the new shape. |
326 | // Returns 'true' if the geometry was rebuilt. | 326 | // Returns 'true' if the geometry was rebuilt. |
327 | // Called at taint-time! | 327 | // Called at taint-time! |
328 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, | 328 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, |
329 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) | 329 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) |
330 | { | 330 | { |
331 | bool ret = false; | 331 | bool ret = false; |
@@ -335,9 +335,10 @@ public class BSShapeCollection : IDisposable | |||
335 | if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 335 | if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) |
336 | { | 336 | { |
337 | // an avatar capsule is close to a native shape (it is not shared) | 337 | // an avatar capsule is close to a native shape (it is not shared) |
338 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | 338 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, |
339 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); | 339 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); |
340 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); | 340 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); |
341 | ret = true; | ||
341 | haveShape = true; | 342 | haveShape = true; |
342 | } | 343 | } |
343 | // If the prim attributes are simple, this could be a simple Bullet native shape | 344 | // If the prim attributes are simple, this could be a simple Bullet native shape |
@@ -362,7 +363,7 @@ public class BSShapeCollection : IDisposable | |||
362 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE | 363 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE |
363 | ) | 364 | ) |
364 | { | 365 | { |
365 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, | 366 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_SPHERE, |
366 | ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); | 367 | ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); |
367 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | 368 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", |
368 | prim.LocalID, forceRebuild, prim.BSShape); | 369 | prim.LocalID, forceRebuild, prim.BSShape); |
@@ -376,7 +377,7 @@ public class BSShapeCollection : IDisposable | |||
376 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX | 377 | || prim.BSShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX |
377 | ) | 378 | ) |
378 | { | 379 | { |
379 | ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, | 380 | ret = GetReferenceToNativeShape( prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_BOX, |
380 | ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); | 381 | ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); |
381 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | 382 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", |
382 | prim.LocalID, forceRebuild, prim.BSShape); | 383 | prim.LocalID, forceRebuild, prim.BSShape); |
@@ -411,39 +412,49 @@ public class BSShapeCollection : IDisposable | |||
411 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, | 412 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, |
412 | ShapeDestructionCallback shapeCallback) | 413 | ShapeDestructionCallback shapeCallback) |
413 | { | 414 | { |
415 | // release any previous shape | ||
416 | DereferenceShape(prim.BSShape, true, shapeCallback); | ||
414 | 417 | ||
415 | shapeData.Type = shapeType; | 418 | shapeData.Type = shapeType; |
416 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 419 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
417 | prim.Scale = shapeData.Size; | 420 | prim.Scale = shapeData.Size; |
418 | shapeData.Scale = shapeData.Size; | 421 | shapeData.Scale = shapeData.Size; |
419 | 422 | ||
420 | // release any previous shape | ||
421 | DereferenceShape(prim.BSShape, true, shapeCallback); | ||
422 | |||
423 | BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); | 423 | BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); |
424 | 424 | ||
425 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. | 425 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. |
426 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", | 426 | DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", |
427 | shapeData.ID, newShape, shapeData.Scale); | 427 | shapeData.ID, newShape, shapeData.Scale); |
428 | 428 | ||
429 | prim.BSShape = newShape; | 429 | prim.BSShape = newShape; |
430 | return true; | 430 | return true; |
431 | } | 431 | } |
432 | 432 | ||
433 | private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, | 433 | private BulletShape BuildPhysicalNativeShape(ShapeData.PhysicsShapeType shapeType, |
434 | ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) | 434 | ShapeData shapeData, ShapeData.FixedShapeKey shapeKey) |
435 | { | 435 | { |
436 | BulletShape newShape; | 436 | BulletShape newShape; |
437 | // Need to make sure the passed shape information is for the native type. | ||
438 | ShapeData nativeShapeData = shapeData; | ||
439 | nativeShapeData.Type = shapeType; | ||
440 | nativeShapeData.MeshKey = (ulong)shapeKey; | ||
441 | nativeShapeData.HullKey = (ulong)shapeKey; | ||
437 | 442 | ||
438 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 443 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) |
439 | { | 444 | { |
440 | newShape = new BulletShape( | 445 | newShape = new BulletShape( |
441 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1.0f, 1.0f, shapeData.Scale), | 446 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, nativeShapeData.Scale) |
442 | shapeType); | 447 | , shapeType); |
448 | DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", nativeShapeData.ID, nativeShapeData.Scale); | ||
443 | } | 449 | } |
444 | else | 450 | else |
445 | { | 451 | { |
446 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | 452 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); |
453 | } | ||
454 | if (newShape.ptr == IntPtr.Zero) | ||
455 | { | ||
456 | PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | ||
457 | LogHeader, nativeShapeData.ID, nativeShapeData.Type); | ||
447 | } | 458 | } |
448 | newShape.shapeKey = (System.UInt64)shapeKey; | 459 | newShape.shapeKey = (System.UInt64)shapeKey; |
449 | newShape.isNativeShape = true; | 460 | newShape.isNativeShape = true; |
@@ -698,19 +709,26 @@ public class BSShapeCollection : IDisposable | |||
698 | return ComputeShapeKey(shapeData, pbs, out lod); | 709 | return ComputeShapeKey(shapeData, pbs, out lod); |
699 | } | 710 | } |
700 | 711 | ||
712 | // The creation of a mesh or hull can fail if an underlying asset is not available. | ||
713 | // There are two cases: 1) the asset is not in the cache and it needs to be fetched; | ||
714 | // and 2) the asset cannot be converted (like decompressing JPEG2000s). | ||
715 | // The first case causes the asset to be fetched. The second case just requires | ||
716 | // us to not loop forever. | ||
717 | // Called after creating a physical mesh or hull. If the physical shape was created, | ||
718 | // just return. | ||
701 | private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs) | 719 | private BulletShape VerifyMeshCreated(BulletShape newShape, BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs) |
702 | { | 720 | { |
703 | // If the shape was successfully created, nothing more to do | 721 | // If the shape was successfully created, nothing more to do |
704 | if (newShape.ptr != IntPtr.Zero) | 722 | if (newShape.ptr != IntPtr.Zero) |
705 | return newShape; | 723 | return newShape; |
706 | 724 | ||
707 | // The most common reason for failure is that an underlying asset is not available | ||
708 | |||
709 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 725 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
710 | if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero) | 726 | if (pbs.SculptEntry && !prim.LastAssetBuildFailed && pbs.SculptTexture != OMV.UUID.Zero) |
711 | { | 727 | { |
712 | prim.LastAssetBuildFailed = true; | 728 | prim.LastAssetBuildFailed = true; |
713 | BSPhysObject xprim = prim; | 729 | BSPhysObject xprim = prim; |
730 | DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset,lID={1},lastFailed={2}", | ||
731 | LogHeader, shapeData.ID.ToString("X"), prim.LastAssetBuildFailed); | ||
714 | Util.FireAndForget(delegate | 732 | Util.FireAndForget(delegate |
715 | { | 733 | { |
716 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; | 734 | RequestAssetDelegate assetProvider = PhysicsScene.RequestAssetMethod; |
@@ -724,20 +742,28 @@ public class BSShapeCollection : IDisposable | |||
724 | if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) | 742 | if (yprim.BaseShape.SculptTexture.ToString() != asset.ID) |
725 | return; | 743 | return; |
726 | 744 | ||
727 | yprim.BaseShape.SculptData = new byte[asset.Data.Length]; | 745 | yprim.BaseShape.SculptData = asset.Data; |
728 | asset.Data.CopyTo(yprim.BaseShape.SculptData, 0); | ||
729 | // This will cause the prim to see that the filler shape is not the right | 746 | // This will cause the prim to see that the filler shape is not the right |
730 | // one and try again to build the object. | 747 | // one and try again to build the object. |
748 | // No race condition with the native sphere setting since the rebuild is at taint time. | ||
731 | yprim.ForceBodyShapeRebuild(false); | 749 | yprim.ForceBodyShapeRebuild(false); |
732 | 750 | ||
733 | }); | 751 | }); |
734 | } | 752 | } |
735 | }); | 753 | }); |
736 | } | 754 | } |
755 | else | ||
756 | { | ||
757 | if (prim.LastAssetBuildFailed) | ||
758 | { | ||
759 | PhysicsScene.Logger.ErrorFormat("{0} Mesh failed to fetch asset. lID={1}, texture={2}", | ||
760 | LogHeader, shapeData.ID, pbs.SculptTexture); | ||
761 | } | ||
762 | } | ||
737 | 763 | ||
738 | // While we figure out the real problem, stick a simple native shape on the object. | 764 | // While we figure out the real problem, stick a simple native shape on the object. |
739 | BulletShape fillinShape = | 765 | BulletShape fillinShape = |
740 | BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_SPHERE, shapeData, ShapeData.FixedShapeKey.KEY_SPHERE); | 766 | BuildPhysicalNativeShape(ShapeData.PhysicsShapeType.SHAPE_BOX, shapeData, ShapeData.FixedShapeKey.KEY_BOX); |
741 | 767 | ||
742 | return fillinShape; | 768 | return fillinShape; |
743 | } | 769 | } |
@@ -746,7 +772,7 @@ public class BSShapeCollection : IDisposable | |||
746 | // Updates prim.BSBody with the information about the new body if one is created. | 772 | // Updates prim.BSBody with the information about the new body if one is created. |
747 | // Returns 'true' if an object was actually created. | 773 | // Returns 'true' if an object was actually created. |
748 | // Called at taint-time. | 774 | // Called at taint-time. |
749 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, | 775 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, |
750 | ShapeData shapeData, BodyDestructionCallback bodyCallback) | 776 | ShapeData shapeData, BodyDestructionCallback bodyCallback) |
751 | { | 777 | { |
752 | bool ret = false; | 778 | bool ret = false; |
@@ -765,7 +791,6 @@ public class BSShapeCollection : IDisposable | |||
765 | // If the collisionObject is not the correct type for solidness, rebuild what's there | 791 | // If the collisionObject is not the correct type for solidness, rebuild what's there |
766 | mustRebuild = true; | 792 | mustRebuild = true; |
767 | } | 793 | } |
768 | |||
769 | } | 794 | } |
770 | 795 | ||
771 | if (mustRebuild || forceRebuild) | 796 | if (mustRebuild || forceRebuild) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 4106534..880859a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -201,9 +201,7 @@ public class BSTerrainManager | |||
201 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | 201 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new |
202 | // terrain shape is created and added to the body. | 202 | // terrain shape is created and added to the body. |
203 | // This call is most often used to update the heightMap and parameters of the terrain. | 203 | // This call is most often used to update the heightMap and parameters of the terrain. |
204 | // The 'doNow' boolean says whether to do all the unmanaged activities right now (like when | 204 | // (The above does suggest that some simplification/refactoring is in order.) |
205 | // calling this routine from initialization or taint-time routines) or whether to delay | ||
206 | // all the unmanaged activities to taint-time. | ||
207 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | 205 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) |
208 | { | 206 | { |
209 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | 207 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}", |
@@ -335,8 +333,8 @@ public class BSTerrainManager | |||
335 | 333 | ||
336 | // Make sure the new shape is processed. | 334 | // Make sure the new shape is processed. |
337 | // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); | 335 | // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); |
338 | BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING); | 336 | // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING); |
339 | // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | 337 | BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); |
340 | 338 | ||
341 | m_terrainModified = true; | 339 | m_terrainModified = true; |
342 | }; | 340 | }; |