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author | Robert Adams | 2012-12-12 16:29:03 -0800 |
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committer | Robert Adams | 2012-12-12 16:51:43 -0800 |
commit | e1814aa827c2d0af21d087bd34e3c7f4f7cf25bd (patch) | |
tree | 283bcee9a3320a93e9c252937f754c5962f9a19d /OpenSim/Region | |
parent | BulletSim: non-functional commenting and reorganization of material attribute... (diff) | |
download | opensim-SC-e1814aa827c2d0af21d087bd34e3c7f4f7cf25bd.zip opensim-SC-e1814aa827c2d0af21d087bd34e3c7f4f7cf25bd.tar.gz opensim-SC-e1814aa827c2d0af21d087bd34e3c7f4f7cf25bd.tar.bz2 opensim-SC-e1814aa827c2d0af21d087bd34e3c7f4f7cf25bd.tar.xz |
BulletSim: fix problem of avatar's floating off the ground after unsitting. Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
Diffstat (limited to 'OpenSim/Region')
4 files changed, 27 insertions, 24 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 83c78f6..c8aad8d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -105,12 +105,12 @@ public sealed class BSCharacter : BSPhysObject | |||
105 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", | 105 | DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", |
106 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); | 106 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); |
107 | 107 | ||
108 | // do actual create at taint time | 108 | // do actual creation in taint time |
109 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 109 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
110 | { | 110 | { |
111 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 111 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
112 | // New body and shape into PhysBody and PhysShape | 112 | // New body and shape into PhysBody and PhysShape |
113 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, null, null); | 113 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); |
114 | 114 | ||
115 | SetPhysicalProperties(); | 115 | SetPhysicalProperties(); |
116 | }); | 116 | }); |
@@ -189,6 +189,11 @@ public sealed class BSCharacter : BSPhysObject | |||
189 | set { | 189 | set { |
190 | // When an avatar's size is set, only the height is changed. | 190 | // When an avatar's size is set, only the height is changed. |
191 | _size = value; | 191 | _size = value; |
192 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
193 | // replace with the default values. | ||
194 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | ||
195 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | ||
196 | |||
192 | ComputeAvatarScale(_size); | 197 | ComputeAvatarScale(_size); |
193 | ComputeAvatarVolumeAndMass(); | 198 | ComputeAvatarVolumeAndMass(); |
194 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 199 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
@@ -196,18 +201,18 @@ public sealed class BSCharacter : BSPhysObject | |||
196 | 201 | ||
197 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 202 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
198 | { | 203 | { |
199 | if (PhysShape.HasPhysicalShape) | 204 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) |
200 | { | 205 | { |
201 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 206 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
202 | UpdatePhysicalMassProperties(RawMass); | 207 | UpdatePhysicalMassProperties(RawMass); |
208 | // Make sure this change appears as a property update event | ||
209 | BulletSimAPI.PushUpdate2(PhysBody.ptr); | ||
203 | } | 210 | } |
204 | }); | 211 | }); |
205 | 212 | ||
206 | } | 213 | } |
207 | } | 214 | } |
208 | 215 | ||
209 | public override OMV.Vector3 Scale { get; set; } | ||
210 | |||
211 | public override PrimitiveBaseShape Shape | 216 | public override PrimitiveBaseShape Shape |
212 | { | 217 | { |
213 | set { BaseShape = value; } | 218 | set { BaseShape = value; } |
@@ -638,9 +643,6 @@ public sealed class BSCharacter : BSPhysObject | |||
638 | 643 | ||
639 | private void ComputeAvatarScale(OMV.Vector3 size) | 644 | private void ComputeAvatarScale(OMV.Vector3 size) |
640 | { | 645 | { |
641 | // The 'size' given by the simulator is the mid-point of the avatar | ||
642 | // and X and Y are unspecified. | ||
643 | |||
644 | OMV.Vector3 newScale = size; | 646 | OMV.Vector3 newScale = size; |
645 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; | 647 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; |
646 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; | 648 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index f3b6993..6539b43 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -109,7 +109,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
109 | public EntityProperties CurrentEntityProperties { get; set; } | 109 | public EntityProperties CurrentEntityProperties { get; set; } |
110 | public EntityProperties LastEntityProperties { get; set; } | 110 | public EntityProperties LastEntityProperties { get; set; } |
111 | 111 | ||
112 | public abstract OMV.Vector3 Scale { get; set; } | 112 | public virtual OMV.Vector3 Scale { get; set; } |
113 | public abstract bool IsSolid { get; } | 113 | public abstract bool IsSolid { get; } |
114 | public abstract bool IsStatic { get; } | 114 | public abstract bool IsStatic { get; } |
115 | 115 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 35d22c0..19c29cc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -45,7 +45,6 @@ public sealed class BSPrim : BSPhysObject | |||
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 45 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
46 | 46 | ||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | 47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. |
48 | // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. | ||
49 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 48 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user |
50 | 49 | ||
51 | private bool _grabbed; | 50 | private bool _grabbed; |
@@ -93,7 +92,7 @@ public sealed class BSPrim : BSPhysObject | |||
93 | _physicsActorType = (int)ActorTypes.Prim; | 92 | _physicsActorType = (int)ActorTypes.Prim; |
94 | _position = pos; | 93 | _position = pos; |
95 | _size = size; | 94 | _size = size; |
96 | Scale = size; // the scale will be set by CreateGeom depending on object type | 95 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). |
97 | _orientation = rotation; | 96 | _orientation = rotation; |
98 | _buoyancy = 1f; | 97 | _buoyancy = 1f; |
99 | _velocity = OMV.Vector3.Zero; | 98 | _velocity = OMV.Vector3.Zero; |
@@ -159,12 +158,10 @@ public sealed class BSPrim : BSPhysObject | |||
159 | // We presume the scale and size are the same. If scale must be changed for | 158 | // We presume the scale and size are the same. If scale must be changed for |
160 | // the physical shape, that is done when the geometry is built. | 159 | // the physical shape, that is done when the geometry is built. |
161 | _size = value; | 160 | _size = value; |
161 | Scale = _size; | ||
162 | ForceBodyShapeRebuild(false); | 162 | ForceBodyShapeRebuild(false); |
163 | } | 163 | } |
164 | } | 164 | } |
165 | // Scale is what we set in the physics engine. It is different than 'size' in that | ||
166 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. | ||
167 | public override OMV.Vector3 Scale { get; set; } | ||
168 | 165 | ||
169 | public override PrimitiveBaseShape Shape { | 166 | public override PrimitiveBaseShape Shape { |
170 | set { | 167 | set { |
@@ -1369,7 +1366,6 @@ public sealed class BSPrim : BSPhysObject | |||
1369 | // Create the correct physical representation for this type of object. | 1366 | // Create the correct physical representation for this type of object. |
1370 | // Updates PhysBody and PhysShape with the new information. | 1367 | // Updates PhysBody and PhysShape with the new information. |
1371 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. | 1368 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1372 | // Returns 'true' if either the body or the shape was changed. | ||
1373 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) | 1369 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, null, delegate(BulletBody dBody) |
1374 | { | 1370 | { |
1375 | // Called if the current prim body is about to be destroyed. | 1371 | // Called if the current prim body is about to be destroyed. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 4ab9a99..ea996ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -126,6 +126,11 @@ public sealed class BSShapeCollection : IDisposable | |||
126 | return ret; | 126 | return ret; |
127 | } | 127 | } |
128 | 128 | ||
129 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim) | ||
130 | { | ||
131 | return GetBodyAndShape(forceRebuild, sim, prim, null, null); | ||
132 | } | ||
133 | |||
129 | // Track another user of a body. | 134 | // Track another user of a body. |
130 | // We presume the caller has allocated the body. | 135 | // We presume the caller has allocated the body. |
131 | // Bodies only have one user so the body is just put into the world if not already there. | 136 | // Bodies only have one user so the body is just put into the world if not already there. |
@@ -460,6 +465,11 @@ public sealed class BSShapeCollection : IDisposable | |||
460 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | 465 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 |
461 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) | 466 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) ) ) |
462 | { | 467 | { |
468 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. | ||
469 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; | ||
470 | if (prim.PhysShape.HasPhysicalShape) | ||
471 | scaleOfExistingShape = BulletSimAPI.GetLocalScaling2(prim.PhysShape.ptr); | ||
472 | |||
463 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", | 473 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", |
464 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); | 474 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); |
465 | 475 | ||
@@ -469,7 +479,7 @@ public sealed class BSShapeCollection : IDisposable | |||
469 | { | 479 | { |
470 | haveShape = true; | 480 | haveShape = true; |
471 | if (forceRebuild | 481 | if (forceRebuild |
472 | || prim.Scale != prim.Size | 482 | || prim.Scale != scaleOfExistingShape |
473 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE | 483 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE |
474 | ) | 484 | ) |
475 | { | 485 | { |
@@ -483,7 +493,7 @@ public sealed class BSShapeCollection : IDisposable | |||
483 | { | 493 | { |
484 | haveShape = true; | 494 | haveShape = true; |
485 | if (forceRebuild | 495 | if (forceRebuild |
486 | || prim.Scale != prim.Size | 496 | || prim.Scale != scaleOfExistingShape |
487 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX | 497 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX |
488 | ) | 498 | ) |
489 | { | 499 | { |
@@ -542,7 +552,6 @@ public sealed class BSShapeCollection : IDisposable | |||
542 | prim.LocalID, newShape, prim.Scale); | 552 | prim.LocalID, newShape, prim.Scale); |
543 | 553 | ||
544 | // native shapes are scaled by Bullet | 554 | // native shapes are scaled by Bullet |
545 | prim.Scale = prim.Size; | ||
546 | prim.PhysShape = newShape; | 555 | prim.PhysShape = newShape; |
547 | return true; | 556 | return true; |
548 | } | 557 | } |
@@ -555,8 +564,8 @@ public sealed class BSShapeCollection : IDisposable | |||
555 | ShapeData nativeShapeData = new ShapeData(); | 564 | ShapeData nativeShapeData = new ShapeData(); |
556 | nativeShapeData.Type = shapeType; | 565 | nativeShapeData.Type = shapeType; |
557 | nativeShapeData.ID = prim.LocalID; | 566 | nativeShapeData.ID = prim.LocalID; |
558 | nativeShapeData.Scale = prim.Size; | 567 | nativeShapeData.Scale = prim.Scale; |
559 | nativeShapeData.Size = prim.Size; // unneeded, I think. | 568 | nativeShapeData.Size = prim.Scale; // unneeded, I think. |
560 | nativeShapeData.MeshKey = (ulong)shapeKey; | 569 | nativeShapeData.MeshKey = (ulong)shapeKey; |
561 | nativeShapeData.HullKey = (ulong)shapeKey; | 570 | nativeShapeData.HullKey = (ulong)shapeKey; |
562 | 571 | ||
@@ -611,8 +620,6 @@ public sealed class BSShapeCollection : IDisposable | |||
611 | 620 | ||
612 | ReferenceShape(newShape); | 621 | ReferenceShape(newShape); |
613 | 622 | ||
614 | // meshes are already scaled by the meshmerizer | ||
615 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
616 | prim.PhysShape = newShape; | 623 | prim.PhysShape = newShape; |
617 | 624 | ||
618 | return true; // 'true' means a new shape has been added to this prim | 625 | return true; // 'true' means a new shape has been added to this prim |
@@ -683,8 +690,6 @@ public sealed class BSShapeCollection : IDisposable | |||
683 | 690 | ||
684 | ReferenceShape(newShape); | 691 | ReferenceShape(newShape); |
685 | 692 | ||
686 | // hulls are already scaled by the meshmerizer | ||
687 | prim.Scale = new OMV.Vector3(1f, 1f, 1f); | ||
688 | prim.PhysShape = newShape; | 693 | prim.PhysShape = newShape; |
689 | return true; // 'true' means a new shape has been added to this prim | 694 | return true; // 'true' means a new shape has been added to this prim |
690 | } | 695 | } |