diff options
Diffstat (limited to '')
4 files changed, 51 insertions, 34 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index cca887a..a4c5e08 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -148,7 +148,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
148 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. | 148 | // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. |
149 | public enum PrimAssetCondition | 149 | public enum PrimAssetCondition |
150 | { | 150 | { |
151 | Unknown, Waiting, Failed, Fetched | 151 | Unknown, Waiting, FailedAssetFetch, FailedMeshing, Fetched |
152 | } | 152 | } |
153 | public PrimAssetCondition PrimAssetState { get; set; } | 153 | public PrimAssetCondition PrimAssetState { get; set; } |
154 | 154 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 423c389..dec6b6f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -249,7 +249,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
249 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); | 249 | TerrainManager.CreateInitialGroundPlaneAndTerrain(); |
250 | 250 | ||
251 | // Put some informational messages into the log file. | 251 | // Put some informational messages into the log file. |
252 | m_log.WarnFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); | 252 | m_log.InfoFormat("{0} Linksets implemented with {1}", LogHeader, (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation); |
253 | 253 | ||
254 | InTaintTime = false; | 254 | InTaintTime = false; |
255 | m_initialized = true; | 255 | m_initialized = true; |
@@ -374,7 +374,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
374 | } | 374 | } |
375 | else | 375 | else |
376 | { | 376 | { |
377 | m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); | 377 | m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); |
378 | } | 378 | } |
379 | 379 | ||
380 | return ret; | 380 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 867d2ab..202a4ce 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -167,7 +167,7 @@ public abstract class BSShape | |||
167 | // Prevent trying to keep fetching the mesh by declaring failure. | 167 | // Prevent trying to keep fetching the mesh by declaring failure. |
168 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | 168 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) |
169 | { | 169 | { |
170 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 170 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; |
171 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", | 171 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", |
172 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 172 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
173 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", | 173 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", |
@@ -177,7 +177,8 @@ public abstract class BSShape | |||
177 | { | 177 | { |
178 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset | 178 | // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset |
179 | if (prim.BaseShape.SculptEntry | 179 | if (prim.BaseShape.SculptEntry |
180 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed | 180 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedAssetFetch |
181 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.FailedMeshing | ||
181 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting | 182 | && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting |
182 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero | 183 | && prim.BaseShape.SculptTexture != OMV.UUID.Zero |
183 | ) | 184 | ) |
@@ -219,7 +220,7 @@ public abstract class BSShape | |||
219 | } | 220 | } |
220 | if (!assetFound) | 221 | if (!assetFound) |
221 | { | 222 | { |
222 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 223 | yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; |
223 | } | 224 | } |
224 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", | 225 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", |
225 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); | 226 | yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); |
@@ -227,7 +228,7 @@ public abstract class BSShape | |||
227 | } | 228 | } |
228 | else | 229 | else |
229 | { | 230 | { |
230 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 231 | xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; |
231 | physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", | 232 | physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", |
232 | LogHeader, physicsScene.Name); | 233 | LogHeader, physicsScene.Name); |
233 | } | 234 | } |
@@ -235,13 +236,20 @@ public abstract class BSShape | |||
235 | } | 236 | } |
236 | else | 237 | else |
237 | { | 238 | { |
238 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 239 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) |
239 | { | 240 | { |
240 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", | 241 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", |
241 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 242 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
242 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", | 243 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", |
243 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 244 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); |
244 | } | 245 | } |
246 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) | ||
247 | { | ||
248 | physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. obj={1}, texture={2}", | ||
249 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
250 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,objNam={1},tex={2}", | ||
251 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | ||
252 | } | ||
245 | } | 253 | } |
246 | } | 254 | } |
247 | 255 | ||
@@ -374,7 +382,9 @@ public class BSShapeMesh : BSShape | |||
374 | 382 | ||
375 | // Check to see if mesh was created (might require an asset). | 383 | // Check to see if mesh was created (might require an asset). |
376 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | 384 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); |
377 | if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 385 | if (!newShape.isNativeShape |
386 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing | ||
387 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | ||
378 | { | 388 | { |
379 | // If a mesh was what was created, remember the built shape for later sharing. | 389 | // If a mesh was what was created, remember the built shape for later sharing. |
380 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. | 390 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. |
@@ -517,7 +527,7 @@ public class BSShapeMesh : BSShape | |||
517 | else | 527 | else |
518 | { | 528 | { |
519 | // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. | 529 | // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. |
520 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; | 530 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; |
521 | physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", | 531 | physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", |
522 | LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); | 532 | LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); |
523 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); | 533 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); |
@@ -559,7 +569,9 @@ public class BSShapeHull : BSShape | |||
559 | 569 | ||
560 | // Check to see if hull was created (might require an asset). | 570 | // Check to see if hull was created (might require an asset). |
561 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | 571 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); |
562 | if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 572 | if (!newShape.isNativeShape |
573 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing | ||
574 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | ||
563 | { | 575 | { |
564 | // If a mesh was what was created, remember the built shape for later sharing. | 576 | // If a mesh was what was created, remember the built shape for later sharing. |
565 | Hulls.Add(newHullKey, retHull); | 577 | Hulls.Add(newHullKey, retHull); |
@@ -1079,10 +1091,13 @@ public class BSShapeGImpact : BSShape | |||
1079 | // Check to see if mesh was created (might require an asset). | 1091 | // Check to see if mesh was created (might require an asset). |
1080 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); | 1092 | newShape = VerifyMeshCreated(physicsScene, newShape, prim); |
1081 | newShape.shapeKey = newMeshKey; | 1093 | newShape.shapeKey = newMeshKey; |
1082 | if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) | 1094 | if (!newShape.isNativeShape |
1095 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing | ||
1096 | || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | ||
1083 | { | 1097 | { |
1084 | // If a mesh was what was created, remember the built shape for later sharing. | 1098 | // If a mesh was what was created, remember the built shape for later sharing. |
1085 | // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. | 1099 | // Also note that if meshing failed we put it in the mesh list as there is nothing |
1100 | // else to do about the mesh. | ||
1086 | GImpacts.Add(newMeshKey, retGImpact); | 1101 | GImpacts.Add(newMeshKey, retGImpact); |
1087 | } | 1102 | } |
1088 | 1103 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index df1da63..1e01526 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -2,11 +2,6 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT | |||
2 | ================================================= | 2 | ================================================= |
3 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | 3 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes |
4 | the wheel to appear to jump back. Looks like sending position from previous update. | 4 | the wheel to appear to jump back. Looks like sending position from previous update. |
5 | Vehicle ride, get up, ride again. Second time vehicle does not act correctly. | ||
6 | Have to rez new vehicle and delete the old to fix situation. | ||
7 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd | ||
8 | position state where it will not settle onto ground properly, etc | ||
9 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
10 | Enable vehicle border crossings (at least as poorly as ODE) | 5 | Enable vehicle border crossings (at least as poorly as ODE) |
11 | Terrain skirts | 6 | Terrain skirts |
12 | Avatar created in previous region and not new region when crossing border | 7 | Avatar created in previous region and not new region when crossing border |
@@ -23,24 +18,17 @@ vehicle angular banking | |||
23 | Center-of-gravity | 18 | Center-of-gravity |
24 | Vehicle angular deflection | 19 | Vehicle angular deflection |
25 | Preferred orientation angular correction fix | 20 | Preferred orientation angular correction fix |
26 | when should angular and linear motor targets be zeroed? when selected? | ||
27 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. | ||
28 | Teravus llMoveToTarget script debug | 21 | Teravus llMoveToTarget script debug |
29 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | 22 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force |
30 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) | 23 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) |
31 | limitMotorUp calibration (more down?) | 24 | limitMotorUp calibration (more down?) |
32 | llRotLookAt | 25 | llRotLookAt |
33 | llLookAt | 26 | llLookAt |
34 | Avatars walking up stairs (HALF DONE) | 27 | Convert to avatar mesh capsule. Include rotation of capsule. |
35 | Avatar movement | ||
36 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | ||
37 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) | ||
38 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) | ||
39 | Vehicle script tuning/debugging | 28 | Vehicle script tuning/debugging |
40 | Avanti speed script | 29 | Avanti speed script |
41 | Weapon shooter script | 30 | Weapon shooter script |
42 | Move material definitions (friction, ...) into simulator. | 31 | Move material definitions (friction, ...) into simulator. |
43 | Add material densities to the material types. | ||
44 | One sided meshes? Should terrain be built into a closed shape? | 32 | One sided meshes? Should terrain be built into a closed shape? |
45 | When meshes get partially wedged into the terrain, they cannot push themselves out. | 33 | When meshes get partially wedged into the terrain, they cannot push themselves out. |
46 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | 34 | It is possible that Bullet processes collisions whether entering or leaving a mesh. |
@@ -53,12 +41,8 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. | |||
53 | Same for other velocity settings. | 41 | Same for other velocity settings. |
54 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | 42 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: |
55 | https://github.com/UbitUmarov/Ubit-opensim | 43 | https://github.com/UbitUmarov/Ubit-opensim |
56 | Border crossing with linked vehicle causes crash | ||
57 | 20121129.1411: editting/moving phys object across region boundries causes crash | ||
58 | getPos-> btRigidBody::upcast -> getBodyType -> BOOM | ||
59 | Vehicles (Move smoothly) | 44 | Vehicles (Move smoothly) |
60 | Some vehicles should not be able to turn if no speed or off ground. | 45 | Some vehicles should not be able to turn if no speed or off ground. |
61 | What to do if vehicle and prim buoyancy differ? | ||
62 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 46 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
63 | Neb car jiggling left and right | 47 | Neb car jiggling left and right |
64 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 48 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
@@ -68,8 +52,6 @@ For limitMotorUp, use raycast down to find if vehicle is in the air. | |||
68 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 52 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
69 | llGetVel() should return the root's velocity if requested in a child prim. | 53 | llGetVel() should return the root's velocity if requested in a child prim. |
70 | Implement function efficiency for lineaar and angular motion. | 54 | Implement function efficiency for lineaar and angular motion. |
71 | After getting off a vehicle, the root prim is phantom (can be walked through) | ||
72 | Need to force a position update for the root prim after compound shape destruction | ||
73 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) | 55 | Linkset explosion after three "rides" on Nebadon lite vehicle (LinksetConstraint) |
74 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). | 56 | Remove vehicle angular velocity zeroing in BSPrim.UpdateProperties(). |
75 | A kludge that isn't fixing the real problem of Bullet adding extra motion. | 57 | A kludge that isn't fixing the real problem of Bullet adding extra motion. |
@@ -78,11 +60,10 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
78 | creates over-correction and over-shoot and wabbling. | 60 | creates over-correction and over-shoot and wabbling. |
79 | Vehicle attributes are not restored when a vehicle is rezzed on region creation | 61 | Vehicle attributes are not restored when a vehicle is rezzed on region creation |
80 | Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. | 62 | Create vehicle, setup vehicle properties, restart region, vehicle is not reinitialized. |
63 | What to do if vehicle and prim buoyancy differ? | ||
81 | 64 | ||
82 | GENERAL TODO LIST: | 65 | GENERAL TODO LIST: |
83 | ================================================= | 66 | ================================================= |
84 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | ||
85 | Regular triangle meshes don't do physical collisions. | ||
86 | Resitution of a prim works on another prim but not on terrain. | 67 | Resitution of a prim works on another prim but not on terrain. |
87 | The dropped prim doesn't bounce properly on the terrain. | 68 | The dropped prim doesn't bounce properly on the terrain. |
88 | Add a sanity check for PIDTarget location. | 69 | Add a sanity check for PIDTarget location. |
@@ -359,4 +340,25 @@ Lock axis (DONE 20130401) | |||
359 | Terrain detail: double terrain mesh detail (DONE) | 340 | Terrain detail: double terrain mesh detail (DONE) |
360 | Use the HACD convex hull routine in Bullet rather than the C# version. | 341 | Use the HACD convex hull routine in Bullet rather than the C# version. |
361 | Speed up hullifying large meshes. (DONE) | 342 | Speed up hullifying large meshes. (DONE) |
343 | Vehicle ride, get up, ride again. Second time vehicle does not act correctly. | ||
344 | Have to rez new vehicle and delete the old to fix situation. | ||
345 | (DONE 20130520: normalize rotations) | ||
346 | Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd | ||
347 | position state where it will not settle onto ground properly, etc | ||
348 | (DONE 20130520: normalize rotations) | ||
349 | Two of Nebadon vehicles in a sim max the CPU. This is new. | ||
350 | (DONE 20130520: two problems: if asset failed to mesh, constantly refetched | ||
351 | asset; vehicle was sending too many messages to all linkset members) | ||
352 | Add material densities to the material types. (WILL NOT BE DONE: not how it is done) | ||
353 | Avatars walking up stairs (DONE) | ||
354 | Avatar movement | ||
355 | flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) | ||
356 | walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) | ||
357 | avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) | ||
358 | After getting off a vehicle, the root prim is phantom (can be walked through) | ||
359 | Need to force a position update for the root prim after compound shape destruction | ||
360 | (DONE) | ||
361 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | ||
362 | Regular triangle meshes don't do physical collisions. | ||
363 | (DONE: discovered GImpact is VERY CPU intensive) | ||
362 | 364 | ||