diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
14 files changed, 529 insertions, 214 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 77ea3ed..f5b84d4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -259,12 +259,12 @@ public override BulletShape CreateHullShape(BulletWorld world, int hullCount, fl | |||
259 | BSPhysicsShapeType.SHAPE_HULL); | 259 | BSPhysicsShapeType.SHAPE_HULL); |
260 | } | 260 | } |
261 | 261 | ||
262 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | 262 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms) |
263 | { | 263 | { |
264 | BulletWorldUnman worldu = world as BulletWorldUnman; | 264 | BulletWorldUnman worldu = world as BulletWorldUnman; |
265 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; | 265 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; |
266 | return new BulletShapeUnman( | 266 | return new BulletShapeUnman( |
267 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr), | 267 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr, parms), |
268 | BSPhysicsShapeType.SHAPE_HULL); | 268 | BSPhysicsShapeType.SHAPE_HULL); |
269 | } | 269 | } |
270 | 270 | ||
@@ -1411,7 +1411,7 @@ public static extern IntPtr CreateHullShape2(IntPtr world, | |||
1411 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | 1411 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); |
1412 | 1412 | ||
1413 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1413 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1414 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape); | 1414 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape, HACDParams parms); |
1415 | 1415 | ||
1416 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1416 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1417 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); | 1417 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 6fc10e9..f6b4359 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -1773,10 +1773,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1773 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | 1773 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); |
1774 | } | 1774 | } |
1775 | 1775 | ||
1776 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | 1776 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms) |
1777 | { | 1777 | { |
1778 | /* TODO */ return null; | 1778 | /* TODO */ return null; |
1779 | |||
1780 | } | 1779 | } |
1781 | 1780 | ||
1782 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | 1781 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs new file mode 100755 index 0000000..7219617 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs | |||
@@ -0,0 +1,175 @@ | |||
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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using OMV = OpenMetaverse; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
36 | { | ||
37 | public class BSActorLockAxis : BSActor | ||
38 | { | ||
39 | bool TryExperimentalLockAxisCode = true; | ||
40 | BSConstraint LockAxisConstraint = null; | ||
41 | |||
42 | public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
43 | : base(physicsScene, pObj,actorName) | ||
44 | { | ||
45 | m_physicsScene.DetailLog("{0},BSActorLockAxis,constructor", m_controllingPrim.LocalID); | ||
46 | LockAxisConstraint = null; | ||
47 | } | ||
48 | |||
49 | // BSActor.isActive | ||
50 | public override bool isActive | ||
51 | { | ||
52 | get { return Enabled && m_controllingPrim.IsPhysicallyActive; } | ||
53 | } | ||
54 | |||
55 | // Release any connections and resources used by the actor. | ||
56 | // BSActor.Dispose() | ||
57 | public override void Dispose() | ||
58 | { | ||
59 | RemoveAxisLockConstraint(); | ||
60 | } | ||
61 | |||
62 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
63 | // Called at taint-time. | ||
64 | // BSActor.Refresh() | ||
65 | public override void Refresh() | ||
66 | { | ||
67 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", | ||
68 | m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); | ||
69 | // If all the axis are free, we don't need to exist | ||
70 | if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) | ||
71 | { | ||
72 | m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,allAxisFree,removing={1}", m_controllingPrim.LocalID, ActorName); | ||
73 | m_controllingPrim.PhysicalActors.RemoveAndRelease(ActorName); | ||
74 | return; | ||
75 | } | ||
76 | // If the object is physically active, add the axis locking constraint | ||
77 | if (Enabled | ||
78 | && m_controllingPrim.IsPhysicallyActive | ||
79 | && TryExperimentalLockAxisCode | ||
80 | && m_controllingPrim.LockedAxis != m_controllingPrim.LockedAxisFree) | ||
81 | { | ||
82 | if (LockAxisConstraint == null) | ||
83 | AddAxisLockConstraint(); | ||
84 | } | ||
85 | else | ||
86 | { | ||
87 | RemoveAxisLockConstraint(); | ||
88 | } | ||
89 | } | ||
90 | |||
91 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
92 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
93 | // Called at taint-time. | ||
94 | // BSActor.RemoveBodyDependencies() | ||
95 | public override void RemoveBodyDependencies() | ||
96 | { | ||
97 | if (LockAxisConstraint != null) | ||
98 | { | ||
99 | // If a constraint is set up, remove it from the physical scene | ||
100 | RemoveAxisLockConstraint(); | ||
101 | // Schedule a call before the next simulation step to restore the constraint. | ||
102 | m_physicsScene.PostTaintObject(m_controllingPrim.LockedAxisActorName, m_controllingPrim.LocalID, delegate() | ||
103 | { | ||
104 | Refresh(); | ||
105 | }); | ||
106 | } | ||
107 | } | ||
108 | |||
109 | private void AddAxisLockConstraint() | ||
110 | { | ||
111 | // Lock that axis by creating a 6DOF constraint that has one end in the world and | ||
112 | // the other in the object. | ||
113 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | ||
114 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | ||
115 | |||
116 | // Remove any existing axis constraint (just to be sure) | ||
117 | RemoveAxisLockConstraint(); | ||
118 | |||
119 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(m_physicsScene.World, m_controllingPrim.PhysBody, | ||
120 | OMV.Vector3.Zero, OMV.Quaternion.Identity, | ||
121 | false /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | ||
122 | LockAxisConstraint = axisConstrainer; | ||
123 | m_physicsScene.Constraints.AddConstraint(LockAxisConstraint); | ||
124 | |||
125 | // The constraint is tied to the world and oriented to the prim. | ||
126 | |||
127 | // Free to move linearly in the region | ||
128 | OMV.Vector3 linearLow = OMV.Vector3.Zero; | ||
129 | OMV.Vector3 linearHigh = m_physicsScene.TerrainManager.DefaultRegionSize; | ||
130 | axisConstrainer.SetLinearLimits(linearLow, linearHigh); | ||
131 | |||
132 | // Angular with some axis locked | ||
133 | float fPI = (float)Math.PI; | ||
134 | OMV.Vector3 angularLow = new OMV.Vector3(-fPI, -fPI, -fPI); | ||
135 | OMV.Vector3 angularHigh = new OMV.Vector3(fPI, fPI, fPI); | ||
136 | if (m_controllingPrim.LockedAxis.X != 1f) | ||
137 | { | ||
138 | angularLow.X = 0f; | ||
139 | angularHigh.X = 0f; | ||
140 | } | ||
141 | if (m_controllingPrim.LockedAxis.Y != 1f) | ||
142 | { | ||
143 | angularLow.Y = 0f; | ||
144 | angularHigh.Y = 0f; | ||
145 | } | ||
146 | if (m_controllingPrim.LockedAxis.Z != 1f) | ||
147 | { | ||
148 | angularLow.Z = 0f; | ||
149 | angularHigh.Z = 0f; | ||
150 | } | ||
151 | if (!axisConstrainer.SetAngularLimits(angularLow, angularHigh)) | ||
152 | { | ||
153 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,failedSetAngularLimits", m_controllingPrim.LocalID); | ||
154 | } | ||
155 | |||
156 | m_physicsScene.DetailLog("{0},BSActorLockAxis.AddAxisLockConstraint,create,linLow={1},linHi={2},angLow={3},angHi={4}", | ||
157 | m_controllingPrim.LocalID, linearLow, linearHigh, angularLow, angularHigh); | ||
158 | |||
159 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. | ||
160 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | ||
161 | |||
162 | axisConstrainer.RecomputeConstraintVariables(m_controllingPrim.RawMass); | ||
163 | } | ||
164 | |||
165 | private void RemoveAxisLockConstraint() | ||
166 | { | ||
167 | if (LockAxisConstraint != null) | ||
168 | { | ||
169 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); | ||
170 | LockAxisConstraint = null; | ||
171 | m_physicsScene.DetailLog("{0},BSActorLockAxis.RemoveAxisLockConstraint,destroyingConstraint", m_controllingPrim.LocalID); | ||
172 | } | ||
173 | } | ||
174 | } | ||
175 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs new file mode 100755 index 0000000..5a19ba4 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | |||
@@ -0,0 +1,131 @@ | |||
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 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
32 | { | ||
33 | public class BSActorCollection | ||
34 | { | ||
35 | private BSScene PhysicsScene { get; set; } | ||
36 | private Dictionary<string, BSActor> m_actors; | ||
37 | |||
38 | public BSActorCollection(BSScene physicsScene) | ||
39 | { | ||
40 | PhysicsScene = physicsScene; | ||
41 | m_actors = new Dictionary<string, BSActor>(); | ||
42 | } | ||
43 | public void Add(string name, BSActor actor) | ||
44 | { | ||
45 | m_actors[name] = actor; | ||
46 | } | ||
47 | public bool RemoveAndRelease(string name) | ||
48 | { | ||
49 | bool ret = false; | ||
50 | if (m_actors.ContainsKey(name)) | ||
51 | { | ||
52 | BSActor beingRemoved = m_actors[name]; | ||
53 | beingRemoved.Dispose(); | ||
54 | m_actors.Remove(name); | ||
55 | ret = true; | ||
56 | } | ||
57 | return ret; | ||
58 | } | ||
59 | public void Clear() | ||
60 | { | ||
61 | Release(); | ||
62 | m_actors.Clear(); | ||
63 | } | ||
64 | public bool HasActor(string name) | ||
65 | { | ||
66 | return m_actors.ContainsKey(name); | ||
67 | } | ||
68 | public void ForEachActor(Action<BSActor> act) | ||
69 | { | ||
70 | foreach (KeyValuePair<string, BSActor> kvp in m_actors) | ||
71 | act(kvp.Value); | ||
72 | } | ||
73 | |||
74 | public void Release() | ||
75 | { | ||
76 | ForEachActor(a => a.Dispose()); | ||
77 | } | ||
78 | public void Refresh() | ||
79 | { | ||
80 | ForEachActor(a => a.Refresh()); | ||
81 | } | ||
82 | public void RemoveBodyDependencies() | ||
83 | { | ||
84 | ForEachActor(a => a.RemoveBodyDependencies()); | ||
85 | } | ||
86 | } | ||
87 | |||
88 | // ============================================================================= | ||
89 | /// <summary> | ||
90 | /// Each physical object can have 'actors' who are pushing the object around. | ||
91 | /// This can be used for hover, locking axis, making vehicles, etc. | ||
92 | /// Each physical object can have multiple actors acting on it. | ||
93 | /// | ||
94 | /// An actor usually registers itself with physics scene events (pre-step action) | ||
95 | /// and modifies the parameters on the host physical object. | ||
96 | /// </summary> | ||
97 | public abstract class BSActor | ||
98 | { | ||
99 | protected BSScene m_physicsScene { get; private set; } | ||
100 | protected BSPhysObject m_controllingPrim { get; private set; } | ||
101 | protected bool Enabled { get; set; } | ||
102 | public string ActorName { get; private set; } | ||
103 | |||
104 | public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
105 | { | ||
106 | m_physicsScene = physicsScene; | ||
107 | m_controllingPrim = pObj; | ||
108 | ActorName = actorName; | ||
109 | Enabled = true; | ||
110 | } | ||
111 | |||
112 | // Return 'true' if activily updating the prim | ||
113 | public virtual bool isActive | ||
114 | { | ||
115 | get { return Enabled; } | ||
116 | } | ||
117 | // Turn the actor on an off. | ||
118 | public virtual void Enable(bool setEnabled) | ||
119 | { | ||
120 | Enabled = setEnabled; | ||
121 | } | ||
122 | // Release any connections and resources used by the actor. | ||
123 | public abstract void Dispose(); | ||
124 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
125 | public abstract void Refresh(); | ||
126 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
127 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
128 | public abstract void RemoveBodyDependencies(); | ||
129 | |||
130 | } | ||
131 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 5765b0d..d0d9f34 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -191,6 +191,21 @@ public struct ConfigurationParameters | |||
191 | public const float numericFalse = 0f; | 191 | public const float numericFalse = 0f; |
192 | } | 192 | } |
193 | 193 | ||
194 | // Parameters passed for the conversion of a mesh to a hull using Bullet's HACD library. | ||
195 | [StructLayout(LayoutKind.Sequential)] | ||
196 | public struct HACDParams | ||
197 | { | ||
198 | // usual default values | ||
199 | public float maxVerticesPerHull; // 100 | ||
200 | public float minClusters; // 2 | ||
201 | public float compacityWeight; // 0.1 | ||
202 | public float volumeWeight; // 0.0 | ||
203 | public float concavity; // 100 | ||
204 | public float addExtraDistPoints; // false | ||
205 | public float addNeighboursDistPoints; // false | ||
206 | public float addFacesPoints; // false | ||
207 | public float shouldAdjustCollisionMargin; // false | ||
208 | } | ||
194 | 209 | ||
195 | // The states a bullet collision object can have | 210 | // The states a bullet collision object can have |
196 | public enum ActivationState : uint | 211 | public enum ActivationState : uint |
@@ -308,7 +323,7 @@ public abstract BulletShape CreateMeshShape(BulletWorld world, | |||
308 | public abstract BulletShape CreateHullShape(BulletWorld world, | 323 | public abstract BulletShape CreateHullShape(BulletWorld world, |
309 | int hullCount, float[] hulls); | 324 | int hullCount, float[] hulls); |
310 | 325 | ||
311 | public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape); | 326 | public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms); |
312 | 327 | ||
313 | public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); | 328 | public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); |
314 | 329 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 90c2d9c..25be416 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -61,6 +61,7 @@ public sealed class BSCharacter : BSPhysObject | |||
61 | private OMV.Vector3 _rotationalVelocity; | 61 | private OMV.Vector3 _rotationalVelocity; |
62 | private bool _kinematic; | 62 | private bool _kinematic; |
63 | private float _buoyancy; | 63 | private float _buoyancy; |
64 | private bool _isStationaryStanding; // true is standing on a stationary object | ||
64 | 65 | ||
65 | private BSVMotor _velocityMotor; | 66 | private BSVMotor _velocityMotor; |
66 | 67 | ||
@@ -84,6 +85,7 @@ public sealed class BSCharacter : BSPhysObject | |||
84 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 85 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
85 | Friction = BSParam.AvatarStandingFriction; | 86 | Friction = BSParam.AvatarStandingFriction; |
86 | Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; | 87 | Density = BSParam.AvatarDensity / BSParam.DensityScaleFactor; |
88 | _isStationaryStanding = false; | ||
87 | 89 | ||
88 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | 90 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, |
89 | // replace with the default values. | 91 | // replace with the default values. |
@@ -208,6 +210,7 @@ public sealed class BSCharacter : BSPhysObject | |||
208 | // The code below uses whether the collider is static or moving to decide whether to zero motion. | 210 | // The code below uses whether the collider is static or moving to decide whether to zero motion. |
209 | 211 | ||
210 | _velocityMotor.Step(timeStep); | 212 | _velocityMotor.Step(timeStep); |
213 | _isStationaryStanding = false; | ||
211 | 214 | ||
212 | // If we're not supposed to be moving, make sure things are zero. | 215 | // If we're not supposed to be moving, make sure things are zero. |
213 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) | 216 | if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero) |
@@ -221,6 +224,7 @@ public sealed class BSCharacter : BSPhysObject | |||
221 | if (!ColliderIsMoving) | 224 | if (!ColliderIsMoving) |
222 | { | 225 | { |
223 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | 226 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); |
227 | _isStationaryStanding = true; | ||
224 | ZeroMotion(true /* inTaintTime */); | 228 | ZeroMotion(true /* inTaintTime */); |
225 | } | 229 | } |
226 | 230 | ||
@@ -882,7 +886,10 @@ public sealed class BSCharacter : BSPhysObject | |||
882 | // the world that things have changed. | 886 | // the world that things have changed. |
883 | public override void UpdateProperties(EntityProperties entprop) | 887 | public override void UpdateProperties(EntityProperties entprop) |
884 | { | 888 | { |
885 | _position = entprop.Position; | 889 | // Don't change position if standing on a stationary object. |
890 | if (!_isStationaryStanding) | ||
891 | _position = entprop.Position; | ||
892 | |||
886 | _orientation = entprop.Rotation; | 893 | _orientation = entprop.Rotation; |
887 | 894 | ||
888 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar | 895 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index b813974..42b5c49 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -85,7 +85,9 @@ public abstract class BSConstraint : IDisposable | |||
85 | { | 85 | { |
86 | bool ret = false; | 86 | bool ret = false; |
87 | if (m_enabled) | 87 | if (m_enabled) |
88 | { | ||
88 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); | 89 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); |
90 | } | ||
89 | return ret; | 91 | return ret; |
90 | } | 92 | } |
91 | 93 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs index 476a0e5..d0949f5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs | |||
@@ -97,14 +97,14 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
97 | 97 | ||
98 | // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object | 98 | // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object |
99 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot, | 99 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot, |
100 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 100 | bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies) |
101 | : base(world) | 101 | : base(world) |
102 | { | 102 | { |
103 | m_body1 = obj1; | 103 | m_body1 = obj1; |
104 | m_body2 = obj1; // Look out for confusion down the road | 104 | m_body2 = obj1; // Look out for confusion down the road |
105 | m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1, | 105 | m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1, |
106 | frameInBloc, frameInBrot, | 106 | frameInBloc, frameInBrot, |
107 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 107 | useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); |
108 | m_enabled = true; | 108 | m_enabled = true; |
109 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", | 109 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", |
110 | BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString); | 110 | BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 65df741..0fd1f73 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -40,13 +40,14 @@ using OpenSim.Region.Physics.Manager; | |||
40 | 40 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 41 | namespace OpenSim.Region.Physics.BulletSPlugin |
42 | { | 42 | { |
43 | public sealed class BSDynamics | 43 | public sealed class BSDynamics : BSActor |
44 | { | 44 | { |
45 | private static string LogHeader = "[BULLETSIM VEHICLE]"; | 45 | private static string LogHeader = "[BULLETSIM VEHICLE]"; |
46 | 46 | ||
47 | private BSScene PhysicsScene { get; set; } | ||
48 | // the prim this dynamic controller belongs to | 47 | // the prim this dynamic controller belongs to |
49 | private BSPrim Prim { get; set; } | 48 | private BSPrim ControllingPrim { get; set; } |
49 | |||
50 | private bool m_haveRegisteredForSceneEvents; | ||
50 | 51 | ||
51 | // mass of the vehicle fetched each time we're calles | 52 | // mass of the vehicle fetched each time we're calles |
52 | private float m_vehicleMass; | 53 | private float m_vehicleMass; |
@@ -129,11 +130,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
129 | public bool enableAngularDeflection; | 130 | public bool enableAngularDeflection; |
130 | public bool enableAngularBanking; | 131 | public bool enableAngularBanking; |
131 | 132 | ||
132 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 133 | public BSDynamics(BSScene myScene, BSPrim myPrim, string actorName) |
134 | : base(myScene, myPrim, actorName) | ||
133 | { | 135 | { |
134 | PhysicsScene = myScene; | 136 | ControllingPrim = myPrim; |
135 | Prim = myPrim; | ||
136 | Type = Vehicle.TYPE_NONE; | 137 | Type = Vehicle.TYPE_NONE; |
138 | m_haveRegisteredForSceneEvents = false; | ||
137 | SetupVehicleDebugging(); | 139 | SetupVehicleDebugging(); |
138 | } | 140 | } |
139 | 141 | ||
@@ -155,7 +157,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
155 | // Return 'true' if this vehicle is doing vehicle things | 157 | // Return 'true' if this vehicle is doing vehicle things |
156 | public bool IsActive | 158 | public bool IsActive |
157 | { | 159 | { |
158 | get { return (Type != Vehicle.TYPE_NONE && Prim.IsPhysicallyActive); } | 160 | get { return (Type != Vehicle.TYPE_NONE && ControllingPrim.IsPhysicallyActive); } |
159 | } | 161 | } |
160 | 162 | ||
161 | // Return 'true' if this a vehicle that should be sitting on the ground | 163 | // Return 'true' if this a vehicle that should be sitting on the ground |
@@ -167,7 +169,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
167 | #region Vehicle parameter setting | 169 | #region Vehicle parameter setting |
168 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 170 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
169 | { | 171 | { |
170 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 172 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
171 | switch (pParam) | 173 | switch (pParam) |
172 | { | 174 | { |
173 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 175 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -195,7 +197,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
195 | break; | 197 | break; |
196 | case Vehicle.BUOYANCY: | 198 | case Vehicle.BUOYANCY: |
197 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); | 199 | m_VehicleBuoyancy = ClampInRange(-1f, pValue, 1f); |
198 | m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy); | 200 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); |
199 | break; | 201 | break; |
200 | case Vehicle.HOVER_EFFICIENCY: | 202 | case Vehicle.HOVER_EFFICIENCY: |
201 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); | 203 | m_VhoverEfficiency = ClampInRange(0f, pValue, 1f); |
@@ -258,7 +260,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
258 | 260 | ||
259 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) | 261 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) |
260 | { | 262 | { |
261 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 263 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
262 | switch (pParam) | 264 | switch (pParam) |
263 | { | 265 | { |
264 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 266 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -294,7 +296,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
294 | 296 | ||
295 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 297 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
296 | { | 298 | { |
297 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 299 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", ControllingPrim.LocalID, pParam, pValue); |
298 | switch (pParam) | 300 | switch (pParam) |
299 | { | 301 | { |
300 | case Vehicle.REFERENCE_FRAME: | 302 | case Vehicle.REFERENCE_FRAME: |
@@ -308,7 +310,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
308 | 310 | ||
309 | internal void ProcessVehicleFlags(int pParam, bool remove) | 311 | internal void ProcessVehicleFlags(int pParam, bool remove) |
310 | { | 312 | { |
311 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", Prim.LocalID, pParam, remove); | 313 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", ControllingPrim.LocalID, pParam, remove); |
312 | VehicleFlag parm = (VehicleFlag)pParam; | 314 | VehicleFlag parm = (VehicleFlag)pParam; |
313 | if (pParam == -1) | 315 | if (pParam == -1) |
314 | m_flags = (VehicleFlag)0; | 316 | m_flags = (VehicleFlag)0; |
@@ -323,7 +325,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
323 | 325 | ||
324 | public void ProcessTypeChange(Vehicle pType) | 326 | public void ProcessTypeChange(Vehicle pType) |
325 | { | 327 | { |
326 | VDetailLog("{0},ProcessTypeChange,type={1}", Prim.LocalID, pType); | 328 | VDetailLog("{0},ProcessTypeChange,type={1}", ControllingPrim.LocalID, pType); |
327 | // Set Defaults For Type | 329 | // Set Defaults For Type |
328 | Type = pType; | 330 | Type = pType; |
329 | switch (pType) | 331 | switch (pType) |
@@ -563,12 +565,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
563 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | 565 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, |
564 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, | 566 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, |
565 | 1f); | 567 | 1f); |
566 | m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 568 | m_linearMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
567 | 569 | ||
568 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, | 570 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, |
569 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, | 571 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, |
570 | 1f); | 572 | 1f); |
571 | m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 573 | m_angularMotor.PhysicsScene = m_physicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
572 | 574 | ||
573 | /* Not implemented | 575 | /* Not implemented |
574 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, | 576 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, |
@@ -578,13 +580,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
578 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | 580 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); |
579 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | 581 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) |
580 | */ | 582 | */ |
583 | |||
584 | if (this.Type == Vehicle.TYPE_NONE) | ||
585 | { | ||
586 | UnregisterForSceneEvents(); | ||
587 | } | ||
588 | else | ||
589 | { | ||
590 | RegisterForSceneEvents(); | ||
591 | } | ||
581 | } | 592 | } |
582 | #endregion // Vehicle parameter setting | 593 | #endregion // Vehicle parameter setting |
583 | 594 | ||
584 | public void Refresh() | 595 | // BSActor.Refresh() |
596 | public override void Refresh() | ||
585 | { | 597 | { |
586 | // If asking for a refresh, reset the physical parameters before the next simulation step. | 598 | // If asking for a refresh, reset the physical parameters before the next simulation step. |
587 | PhysicsScene.PostTaintObject("BSDynamics.Refresh", Prim.LocalID, delegate() | 599 | m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() |
588 | { | 600 | { |
589 | SetPhysicalParameters(); | 601 | SetPhysicalParameters(); |
590 | }); | 602 | }); |
@@ -597,49 +609,90 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
597 | if (IsActive) | 609 | if (IsActive) |
598 | { | 610 | { |
599 | // Remember the mass so we don't have to fetch it every step | 611 | // Remember the mass so we don't have to fetch it every step |
600 | m_vehicleMass = Prim.TotalMass; | 612 | m_vehicleMass = ControllingPrim.TotalMass; |
601 | 613 | ||
602 | // Friction affects are handled by this vehicle code | 614 | // Friction affects are handled by this vehicle code |
603 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); | 615 | m_physicsScene.PE.SetFriction(ControllingPrim.PhysBody, BSParam.VehicleFriction); |
604 | PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution); | 616 | m_physicsScene.PE.SetRestitution(ControllingPrim.PhysBody, BSParam.VehicleRestitution); |
605 | 617 | ||
606 | // Moderate angular movement introduced by Bullet. | 618 | // Moderate angular movement introduced by Bullet. |
607 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 619 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
608 | // Maybe compute linear and angular factor and damping from params. | 620 | // Maybe compute linear and angular factor and damping from params. |
609 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); | 621 | m_physicsScene.PE.SetAngularDamping(ControllingPrim.PhysBody, BSParam.VehicleAngularDamping); |
610 | PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactor); | 622 | m_physicsScene.PE.SetLinearFactor(ControllingPrim.PhysBody, BSParam.VehicleLinearFactor); |
611 | PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactor); | 623 | m_physicsScene.PE.SetAngularFactorV(ControllingPrim.PhysBody, BSParam.VehicleAngularFactor); |
612 | 624 | ||
613 | // Vehicles report collision events so we know when it's on the ground | 625 | // Vehicles report collision events so we know when it's on the ground |
614 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 626 | m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
615 | 627 | ||
616 | Prim.Inertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); | 628 | ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass); |
617 | PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, Prim.Inertia); | 629 | m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); |
618 | PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); | 630 | m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); |
619 | 631 | ||
620 | // Set the gravity for the vehicle depending on the buoyancy | 632 | // Set the gravity for the vehicle depending on the buoyancy |
621 | // TODO: what should be done if prim and vehicle buoyancy differ? | 633 | // TODO: what should be done if prim and vehicle buoyancy differ? |
622 | m_VehicleGravity = Prim.ComputeGravity(m_VehicleBuoyancy); | 634 | m_VehicleGravity = ControllingPrim.ComputeGravity(m_VehicleBuoyancy); |
623 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. | 635 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. |
624 | PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); | 636 | m_physicsScene.PE.SetGravity(ControllingPrim.PhysBody, Vector3.Zero); |
625 | 637 | ||
626 | VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", | 638 | VDetailLog("{0},BSDynamics.SetPhysicalParameters,mass={1},inert={2},vehGrav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", |
627 | Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity, | 639 | ControllingPrim.LocalID, m_vehicleMass, ControllingPrim.Inertia, m_VehicleGravity, |
628 | BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution, | 640 | BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution, |
629 | BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor | 641 | BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor |
630 | ); | 642 | ); |
631 | } | 643 | } |
632 | else | 644 | else |
633 | { | 645 | { |
634 | if (Prim.PhysBody.HasPhysicalBody) | 646 | if (ControllingPrim.PhysBody.HasPhysicalBody) |
635 | PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 647 | m_physicsScene.PE.RemoveFromCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
636 | } | 648 | } |
637 | } | 649 | } |
638 | 650 | ||
639 | public bool RemoveBodyDependencies(BSPhysObject prim) | 651 | // BSActor.RemoveBodyDependencies |
652 | public override void RemoveBodyDependencies() | ||
640 | { | 653 | { |
641 | Refresh(); | 654 | Refresh(); |
642 | return IsActive; | 655 | } |
656 | |||
657 | // BSActor.Release() | ||
658 | public override void Dispose() | ||
659 | { | ||
660 | UnregisterForSceneEvents(); | ||
661 | Type = Vehicle.TYPE_NONE; | ||
662 | Enabled = false; | ||
663 | return; | ||
664 | } | ||
665 | |||
666 | private void RegisterForSceneEvents() | ||
667 | { | ||
668 | if (!m_haveRegisteredForSceneEvents) | ||
669 | { | ||
670 | m_physicsScene.BeforeStep += this.Step; | ||
671 | m_physicsScene.AfterStep += this.PostStep; | ||
672 | ControllingPrim.OnPreUpdateProperty += this.PreUpdateProperty; | ||
673 | m_haveRegisteredForSceneEvents = true; | ||
674 | } | ||
675 | } | ||
676 | |||
677 | private void UnregisterForSceneEvents() | ||
678 | { | ||
679 | if (m_haveRegisteredForSceneEvents) | ||
680 | { | ||
681 | m_physicsScene.BeforeStep -= this.Step; | ||
682 | m_physicsScene.AfterStep -= this.PostStep; | ||
683 | ControllingPrim.OnPreUpdateProperty -= this.PreUpdateProperty; | ||
684 | m_haveRegisteredForSceneEvents = false; | ||
685 | } | ||
686 | } | ||
687 | |||
688 | private void PreUpdateProperty(ref EntityProperties entprop) | ||
689 | { | ||
690 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
691 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
692 | if (IsActive) | ||
693 | { | ||
694 | entprop.RotationalVelocity = Vector3.Zero; | ||
695 | } | ||
643 | } | 696 | } |
644 | 697 | ||
645 | #region Known vehicle value functions | 698 | #region Known vehicle value functions |
@@ -686,14 +739,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
686 | if (m_knownChanged != 0) | 739 | if (m_knownChanged != 0) |
687 | { | 740 | { |
688 | if ((m_knownChanged & m_knownChangedPosition) != 0) | 741 | if ((m_knownChanged & m_knownChangedPosition) != 0) |
689 | Prim.ForcePosition = m_knownPosition; | 742 | ControllingPrim.ForcePosition = m_knownPosition; |
690 | 743 | ||
691 | if ((m_knownChanged & m_knownChangedOrientation) != 0) | 744 | if ((m_knownChanged & m_knownChangedOrientation) != 0) |
692 | Prim.ForceOrientation = m_knownOrientation; | 745 | ControllingPrim.ForceOrientation = m_knownOrientation; |
693 | 746 | ||
694 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 747 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
695 | { | 748 | { |
696 | Prim.ForceVelocity = m_knownVelocity; | 749 | ControllingPrim.ForceVelocity = m_knownVelocity; |
697 | // Fake out Bullet by making it think the velocity is the same as last time. | 750 | // Fake out Bullet by making it think the velocity is the same as last time. |
698 | // Bullet does a bunch of smoothing for changing parameters. | 751 | // Bullet does a bunch of smoothing for changing parameters. |
699 | // Since the vehicle is demanding this setting, we override Bullet's smoothing | 752 | // Since the vehicle is demanding this setting, we override Bullet's smoothing |
@@ -702,28 +755,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
702 | } | 755 | } |
703 | 756 | ||
704 | if ((m_knownChanged & m_knownChangedForce) != 0) | 757 | if ((m_knownChanged & m_knownChangedForce) != 0) |
705 | Prim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/); | 758 | ControllingPrim.AddForce((Vector3)m_knownForce, false /*pushForce*/, true /*inTaintTime*/); |
706 | 759 | ||
707 | if ((m_knownChanged & m_knownChangedForceImpulse) != 0) | 760 | if ((m_knownChanged & m_knownChangedForceImpulse) != 0) |
708 | Prim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/); | 761 | ControllingPrim.AddForceImpulse((Vector3)m_knownForceImpulse, false /*pushforce*/, true /*inTaintTime*/); |
709 | 762 | ||
710 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) | 763 | if ((m_knownChanged & m_knownChangedRotationalVelocity) != 0) |
711 | { | 764 | { |
712 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 765 | ControllingPrim.ForceRotationalVelocity = m_knownRotationalVelocity; |
713 | // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); | 766 | // PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
714 | } | 767 | } |
715 | 768 | ||
716 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) | 769 | if ((m_knownChanged & m_knownChangedRotationalImpulse) != 0) |
717 | Prim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); | 770 | ControllingPrim.ApplyTorqueImpulse((Vector3)m_knownRotationalImpulse, true /*inTaintTime*/); |
718 | 771 | ||
719 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 772 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
720 | { | 773 | { |
721 | Prim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); | 774 | ControllingPrim.AddAngularForce((Vector3)m_knownRotationalForce, false /*pushForce*/, true /*inTaintTime*/); |
722 | } | 775 | } |
723 | 776 | ||
724 | // If we set one of the values (ie, the physics engine didn't do it) we must force | 777 | // If we set one of the values (ie, the physics engine didn't do it) we must force |
725 | // an UpdateProperties event to send the changes up to the simulator. | 778 | // an UpdateProperties event to send the changes up to the simulator. |
726 | PhysicsScene.PE.PushUpdate(Prim.PhysBody); | 779 | m_physicsScene.PE.PushUpdate(ControllingPrim.PhysBody); |
727 | } | 780 | } |
728 | m_knownChanged = 0; | 781 | m_knownChanged = 0; |
729 | } | 782 | } |
@@ -736,7 +789,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
736 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) | 789 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) |
737 | { | 790 | { |
738 | lastRememberedHeightPos = pos; | 791 | lastRememberedHeightPos = pos; |
739 | m_knownTerrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 792 | m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
740 | m_knownHas |= m_knownChangedTerrainHeight; | 793 | m_knownHas |= m_knownChangedTerrainHeight; |
741 | } | 794 | } |
742 | return m_knownTerrainHeight; | 795 | return m_knownTerrainHeight; |
@@ -748,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
748 | { | 801 | { |
749 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | 802 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) |
750 | { | 803 | { |
751 | m_knownWaterLevel = Prim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 804 | m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); |
752 | m_knownHas |= m_knownChangedWaterLevel; | 805 | m_knownHas |= m_knownChangedWaterLevel; |
753 | } | 806 | } |
754 | return (float)m_knownWaterLevel; | 807 | return (float)m_knownWaterLevel; |
@@ -760,7 +813,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
760 | { | 813 | { |
761 | if ((m_knownHas & m_knownChangedPosition) == 0) | 814 | if ((m_knownHas & m_knownChangedPosition) == 0) |
762 | { | 815 | { |
763 | m_knownPosition = Prim.ForcePosition; | 816 | m_knownPosition = ControllingPrim.ForcePosition; |
764 | m_knownHas |= m_knownChangedPosition; | 817 | m_knownHas |= m_knownChangedPosition; |
765 | } | 818 | } |
766 | return m_knownPosition; | 819 | return m_knownPosition; |
@@ -779,7 +832,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
779 | { | 832 | { |
780 | if ((m_knownHas & m_knownChangedOrientation) == 0) | 833 | if ((m_knownHas & m_knownChangedOrientation) == 0) |
781 | { | 834 | { |
782 | m_knownOrientation = Prim.ForceOrientation; | 835 | m_knownOrientation = ControllingPrim.ForceOrientation; |
783 | m_knownHas |= m_knownChangedOrientation; | 836 | m_knownHas |= m_knownChangedOrientation; |
784 | } | 837 | } |
785 | return m_knownOrientation; | 838 | return m_knownOrientation; |
@@ -798,7 +851,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
798 | { | 851 | { |
799 | if ((m_knownHas & m_knownChangedVelocity) == 0) | 852 | if ((m_knownHas & m_knownChangedVelocity) == 0) |
800 | { | 853 | { |
801 | m_knownVelocity = Prim.ForceVelocity; | 854 | m_knownVelocity = ControllingPrim.ForceVelocity; |
802 | m_knownHas |= m_knownChangedVelocity; | 855 | m_knownHas |= m_knownChangedVelocity; |
803 | } | 856 | } |
804 | return m_knownVelocity; | 857 | return m_knownVelocity; |
@@ -839,7 +892,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
839 | { | 892 | { |
840 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) | 893 | if ((m_knownHas & m_knownChangedRotationalVelocity) == 0) |
841 | { | 894 | { |
842 | m_knownRotationalVelocity = Prim.ForceRotationalVelocity; | 895 | m_knownRotationalVelocity = ControllingPrim.ForceRotationalVelocity; |
843 | m_knownHas |= m_knownChangedRotationalVelocity; | 896 | m_knownHas |= m_knownChangedRotationalVelocity; |
844 | } | 897 | } |
845 | return (Vector3)m_knownRotationalVelocity; | 898 | return (Vector3)m_knownRotationalVelocity; |
@@ -914,11 +967,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
914 | // for the physics engine to note the changes so an UpdateProperties event will happen. | 967 | // for the physics engine to note the changes so an UpdateProperties event will happen. |
915 | PushKnownChanged(); | 968 | PushKnownChanged(); |
916 | 969 | ||
917 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 970 | if (m_physicsScene.VehiclePhysicalLoggingEnabled) |
918 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | 971 | m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody); |
919 | 972 | ||
920 | VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}", | 973 | VDetailLog("{0},BSDynamics.Step,done,pos={1}, force={2},velocity={3},angvel={4}", |
921 | Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); | 974 | ControllingPrim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); |
922 | } | 975 | } |
923 | 976 | ||
924 | // Called after the simulation step | 977 | // Called after the simulation step |
@@ -926,8 +979,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
926 | { | 979 | { |
927 | if (!IsActive) return; | 980 | if (!IsActive) return; |
928 | 981 | ||
929 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 982 | if (m_physicsScene.VehiclePhysicalLoggingEnabled) |
930 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | 983 | m_physicsScene.PE.DumpRigidBody(m_physicsScene.World, ControllingPrim.PhysBody); |
931 | } | 984 | } |
932 | 985 | ||
933 | // Apply the effect of the linear motor and other linear motions (like hover and float). | 986 | // Apply the effect of the linear motor and other linear motions (like hover and float). |
@@ -967,12 +1020,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
967 | VehicleVelocity /= VehicleVelocity.Length(); | 1020 | VehicleVelocity /= VehicleVelocity.Length(); |
968 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; | 1021 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; |
969 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", | 1022 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", |
970 | Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); | 1023 | ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); |
971 | } | 1024 | } |
972 | else if (newVelocityLengthSq < 0.001f) | 1025 | else if (newVelocityLengthSq < 0.001f) |
973 | VehicleVelocity = Vector3.Zero; | 1026 | VehicleVelocity = Vector3.Zero; |
974 | 1027 | ||
975 | VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", Prim.LocalID, Prim.IsColliding, VehicleVelocity ); | 1028 | VDetailLog("{0}, MoveLinear,done,isColl={1},newVel={2}", ControllingPrim.LocalID, ControllingPrim.IsColliding, VehicleVelocity ); |
976 | 1029 | ||
977 | } // end MoveLinear() | 1030 | } // end MoveLinear() |
978 | 1031 | ||
@@ -997,7 +1050,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
997 | VehicleVelocity += linearMotorVelocityW; | 1050 | VehicleVelocity += linearMotorVelocityW; |
998 | 1051 | ||
999 | VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", | 1052 | VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", |
1000 | Prim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); | 1053 | ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); |
1001 | } | 1054 | } |
1002 | 1055 | ||
1003 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) | 1056 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
@@ -1011,7 +1064,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1011 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; | 1064 | newPosition.Z = GetTerrainHeight(VehiclePosition) + 1f; |
1012 | VehiclePosition = newPosition; | 1065 | VehiclePosition = newPosition; |
1013 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", | 1066 | VDetailLog("{0}, MoveLinear,terrainHeight,terrainHeight={1},pos={2}", |
1014 | Prim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); | 1067 | ControllingPrim.LocalID, GetTerrainHeight(VehiclePosition), VehiclePosition); |
1015 | } | 1068 | } |
1016 | } | 1069 | } |
1017 | 1070 | ||
@@ -1050,7 +1103,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1050 | pos.Z = m_VhoverTargetHeight; | 1103 | pos.Z = m_VhoverTargetHeight; |
1051 | VehiclePosition = pos; | 1104 | VehiclePosition = pos; |
1052 | 1105 | ||
1053 | VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", Prim.LocalID, pos); | 1106 | VDetailLog("{0}, MoveLinear,hover,pos={1},lockHoverHeight", ControllingPrim.LocalID, pos); |
1054 | } | 1107 | } |
1055 | } | 1108 | } |
1056 | else | 1109 | else |
@@ -1079,7 +1132,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1079 | */ | 1132 | */ |
1080 | 1133 | ||
1081 | VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}", | 1134 | VDetailLog("{0}, MoveLinear,hover,pos={1},eff={2},hoverTS={3},height={4},target={5},err={6},corr={7}", |
1082 | Prim.LocalID, VehiclePosition, m_VhoverEfficiency, | 1135 | ControllingPrim.LocalID, VehiclePosition, m_VhoverEfficiency, |
1083 | m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, | 1136 | m_VhoverTimescale, m_VhoverHeight, m_VhoverTargetHeight, |
1084 | verticalError, verticalCorrection); | 1137 | verticalError, verticalCorrection); |
1085 | } | 1138 | } |
@@ -1124,7 +1177,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1124 | { | 1177 | { |
1125 | VehiclePosition = pos; | 1178 | VehiclePosition = pos; |
1126 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 1179 | VDetailLog("{0}, MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
1127 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 1180 | ControllingPrim.LocalID, m_BlockingEndPoint, posChange, pos); |
1128 | } | 1181 | } |
1129 | } | 1182 | } |
1130 | return changed; | 1183 | return changed; |
@@ -1164,7 +1217,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1164 | 1217 | ||
1165 | // Another approach is to measure if we're going up. If going up and not colliding, | 1218 | // Another approach is to measure if we're going up. If going up and not colliding, |
1166 | // the vehicle is in the air. Fix that by pushing down. | 1219 | // the vehicle is in the air. Fix that by pushing down. |
1167 | if (!Prim.IsColliding && VehicleVelocity.Z > 0.1) | 1220 | if (!ControllingPrim.IsColliding && VehicleVelocity.Z > 0.1) |
1168 | { | 1221 | { |
1169 | // Get rid of any of the velocity vector that is pushing us up. | 1222 | // Get rid of any of the velocity vector that is pushing us up. |
1170 | float upVelocity = VehicleVelocity.Z; | 1223 | float upVelocity = VehicleVelocity.Z; |
@@ -1186,7 +1239,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1186 | } | 1239 | } |
1187 | */ | 1240 | */ |
1188 | VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", | 1241 | VDetailLog("{0}, MoveLinear,limitMotorUp,collide={1},upVel={2},newVel={3}", |
1189 | Prim.LocalID, Prim.IsColliding, upVelocity, VehicleVelocity); | 1242 | ControllingPrim.LocalID, ControllingPrim.IsColliding, upVelocity, VehicleVelocity); |
1190 | } | 1243 | } |
1191 | } | 1244 | } |
1192 | } | 1245 | } |
@@ -1196,14 +1249,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1196 | Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; | 1249 | Vector3 appliedGravity = m_VehicleGravity * m_vehicleMass; |
1197 | 1250 | ||
1198 | // Hack to reduce downward force if the vehicle is probably sitting on the ground | 1251 | // Hack to reduce downward force if the vehicle is probably sitting on the ground |
1199 | if (Prim.IsColliding && IsGroundVehicle) | 1252 | if (ControllingPrim.IsColliding && IsGroundVehicle) |
1200 | appliedGravity *= BSParam.VehicleGroundGravityFudge; | 1253 | appliedGravity *= BSParam.VehicleGroundGravityFudge; |
1201 | 1254 | ||
1202 | VehicleAddForce(appliedGravity); | 1255 | VehicleAddForce(appliedGravity); |
1203 | 1256 | ||
1204 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", | 1257 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", |
1205 | Prim.LocalID, m_VehicleGravity, | 1258 | ControllingPrim.LocalID, m_VehicleGravity, |
1206 | Prim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); | 1259 | ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); |
1207 | } | 1260 | } |
1208 | 1261 | ||
1209 | // ======================================================================= | 1262 | // ======================================================================= |
@@ -1227,11 +1280,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1227 | { | 1280 | { |
1228 | // The vehicle is not adding anything angular wise. | 1281 | // The vehicle is not adding anything angular wise. |
1229 | VehicleRotationalVelocity = Vector3.Zero; | 1282 | VehicleRotationalVelocity = Vector3.Zero; |
1230 | VDetailLog("{0}, MoveAngular,done,zero", Prim.LocalID); | 1283 | VDetailLog("{0}, MoveAngular,done,zero", ControllingPrim.LocalID); |
1231 | } | 1284 | } |
1232 | else | 1285 | else |
1233 | { | 1286 | { |
1234 | VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", Prim.LocalID, VehicleRotationalVelocity); | 1287 | VDetailLog("{0}, MoveAngular,done,nonZero,angVel={1}", ControllingPrim.LocalID, VehicleRotationalVelocity); |
1235 | } | 1288 | } |
1236 | 1289 | ||
1237 | // ================================================================== | 1290 | // ================================================================== |
@@ -1262,7 +1315,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1262 | torqueFromOffset.Z = 0; | 1315 | torqueFromOffset.Z = 0; |
1263 | 1316 | ||
1264 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); | 1317 | VehicleAddAngularForce(torqueFromOffset * m_vehicleMass); |
1265 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | 1318 | VDetailLog("{0}, BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", ControllingPrim.LocalID, torqueFromOffset); |
1266 | } | 1319 | } |
1267 | 1320 | ||
1268 | } | 1321 | } |
@@ -1288,7 +1341,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1288 | // } | 1341 | // } |
1289 | 1342 | ||
1290 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; | 1343 | VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation; |
1291 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", Prim.LocalID, angularMotorContributionV); | 1344 | VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV); |
1292 | } | 1345 | } |
1293 | 1346 | ||
1294 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: | 1347 | // From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial: |
@@ -1334,7 +1387,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1334 | VehicleRotationalVelocity += vertContributionV; | 1387 | VehicleRotationalVelocity += vertContributionV; |
1335 | 1388 | ||
1336 | VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", | 1389 | VDetailLog("{0}, MoveAngular,verticalAttraction,diffAxis={1},diffAng={2},corrRot={3},contrib={4}", |
1337 | Prim.LocalID, | 1390 | ControllingPrim.LocalID, |
1338 | differenceAxis, | 1391 | differenceAxis, |
1339 | differenceAngle, | 1392 | differenceAngle, |
1340 | correctionRotation, | 1393 | correctionRotation, |
@@ -1433,9 +1486,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1433 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; | 1486 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; |
1434 | 1487 | ||
1435 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1488 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1436 | Prim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); | 1489 | ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); |
1437 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | 1490 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", |
1438 | Prim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | 1491 | ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); |
1439 | } | 1492 | } |
1440 | } | 1493 | } |
1441 | 1494 | ||
@@ -1501,7 +1554,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1501 | 1554 | ||
1502 | 1555 | ||
1503 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", | 1556 | VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", |
1504 | Prim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); | 1557 | ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); |
1505 | } | 1558 | } |
1506 | } | 1559 | } |
1507 | 1560 | ||
@@ -1540,7 +1593,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1540 | if (rotq != m_rot) | 1593 | if (rotq != m_rot) |
1541 | { | 1594 | { |
1542 | VehicleOrientation = m_rot; | 1595 | VehicleOrientation = m_rot; |
1543 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 1596 | VDetailLog("{0}, LimitRotation,done,orig={1},new={2}", ControllingPrim.LocalID, rotq, m_rot); |
1544 | } | 1597 | } |
1545 | 1598 | ||
1546 | } | 1599 | } |
@@ -1554,8 +1607,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1554 | // Invoke the detailed logger and output something if it's enabled. | 1607 | // Invoke the detailed logger and output something if it's enabled. |
1555 | private void VDetailLog(string msg, params Object[] args) | 1608 | private void VDetailLog(string msg, params Object[] args) |
1556 | { | 1609 | { |
1557 | if (Prim.PhysicsScene.VehicleLoggingEnabled) | 1610 | if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled) |
1558 | Prim.PhysicsScene.DetailLog(msg, args); | 1611 | ControllingPrim.PhysicsScene.DetailLog(msg, args); |
1559 | } | 1612 | } |
1560 | } | 1613 | } |
1561 | } | 1614 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6bb88c7..98ea833 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -78,6 +78,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. | 78 | Name = name; // PhysicsActor also has the name of the object. Someday consolidate. |
79 | TypeName = typeName; | 79 | TypeName = typeName; |
80 | 80 | ||
81 | // The collection of things that push me around | ||
82 | PhysicalActors = new BSActorCollection(PhysicsScene); | ||
83 | |||
81 | // Initialize variables kept in base. | 84 | // Initialize variables kept in base. |
82 | GravModifier = 1.0f; | 85 | GravModifier = 1.0f; |
83 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); | 86 | Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); |
@@ -109,6 +112,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
109 | { | 112 | { |
110 | UnRegisterAllPreStepActions(); | 113 | UnRegisterAllPreStepActions(); |
111 | UnRegisterAllPostStepActions(); | 114 | UnRegisterAllPostStepActions(); |
115 | PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() | ||
116 | { | ||
117 | PhysicalActors.Release(); | ||
118 | }); | ||
112 | } | 119 | } |
113 | 120 | ||
114 | public BSScene PhysicsScene { get; protected set; } | 121 | public BSScene PhysicsScene { get; protected set; } |
@@ -180,7 +187,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
180 | Friction = matAttrib.friction; | 187 | Friction = matAttrib.friction; |
181 | Restitution = matAttrib.restitution; | 188 | Restitution = matAttrib.restitution; |
182 | Density = matAttrib.density / BSParam.DensityScaleFactor; | 189 | Density = matAttrib.density / BSParam.DensityScaleFactor; |
183 | DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); | 190 | // DetailLog("{0},{1}.SetMaterial,Mat={2},frict={3},rest={4},den={5}", LocalID, TypeName, Material, Friction, Restitution, Density); |
184 | } | 191 | } |
185 | 192 | ||
186 | // Stop all physical motion. | 193 | // Stop all physical motion. |
@@ -230,6 +237,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
230 | 237 | ||
231 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. | 238 | public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. |
232 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free | 239 | public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free |
240 | public readonly String LockedAxisActorName = "BSPrim.LockedAxis"; | ||
233 | 241 | ||
234 | #region Collisions | 242 | #region Collisions |
235 | 243 | ||
@@ -413,6 +421,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
413 | #endregion // Collisions | 421 | #endregion // Collisions |
414 | 422 | ||
415 | #region Per Simulation Step actions | 423 | #region Per Simulation Step actions |
424 | |||
425 | public BSActorCollection PhysicalActors; | ||
426 | |||
416 | // There are some actions that must be performed for a physical object before each simulation step. | 427 | // There are some actions that must be performed for a physical object before each simulation step. |
417 | // These actions are optional so, rather than scanning all the physical objects and asking them | 428 | // These actions are optional so, rather than scanning all the physical objects and asking them |
418 | // if they have anything to do, a physical object registers for an event call before the step is performed. | 429 | // if they have anything to do, a physical object registers for an event call before the step is performed. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6a5461a..e56276a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -72,7 +72,8 @@ public class BSPrim : BSPhysObject | |||
72 | 72 | ||
73 | private int CrossingFailures { get; set; } | 73 | private int CrossingFailures { get; set; } |
74 | 74 | ||
75 | public BSDynamics VehicleController { get; private set; } | 75 | public BSDynamics VehicleActor; |
76 | public string VehicleActorName = "BasicVehicle"; | ||
76 | 77 | ||
77 | private BSVMotor _targetMotor; | 78 | private BSVMotor _targetMotor; |
78 | private OMV.Vector3 _PIDTarget; | 79 | private OMV.Vector3 _PIDTarget; |
@@ -100,11 +101,12 @@ public class BSPrim : BSPhysObject | |||
100 | _isPhysical = pisPhysical; | 101 | _isPhysical = pisPhysical; |
101 | _isVolumeDetect = false; | 102 | _isVolumeDetect = false; |
102 | 103 | ||
103 | VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness | 104 | VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); |
105 | PhysicalActors.Add(VehicleActorName, VehicleActor); | ||
104 | 106 | ||
105 | _mass = CalculateMass(); | 107 | _mass = CalculateMass(); |
106 | 108 | ||
107 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 109 | // DetailLog("{0},BSPrim.constructor,call", LocalID); |
108 | // do the actual object creation at taint time | 110 | // do the actual object creation at taint time |
109 | PhysicsScene.TaintedObject("BSPrim.create", delegate() | 111 | PhysicsScene.TaintedObject("BSPrim.create", delegate() |
110 | { | 112 | { |
@@ -126,7 +128,7 @@ public class BSPrim : BSPhysObject | |||
126 | // Undo any vehicle properties | 128 | // Undo any vehicle properties |
127 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 129 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
128 | 130 | ||
129 | PhysicsScene.TaintedObject("BSPrim.destroy", delegate() | 131 | PhysicsScene.TaintedObject("BSPrim.Destroy", delegate() |
130 | { | 132 | { |
131 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 133 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
132 | // If there are physical body and shape, release my use of same. | 134 | // If there are physical body and shape, release my use of same. |
@@ -257,98 +259,32 @@ public class BSPrim : BSPhysObject | |||
257 | }); | 259 | }); |
258 | } | 260 | } |
259 | 261 | ||
260 | bool TryExperimentalLockAxisCode = false; | ||
261 | BSConstraint LockAxisConstraint = null; | ||
262 | public override void LockAngularMotion(OMV.Vector3 axis) | 262 | public override void LockAngularMotion(OMV.Vector3 axis) |
263 | { | 263 | { |
264 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 264 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
265 | 265 | ||
266 | // "1" means free, "0" means locked | 266 | // "1" means free, "0" means locked |
267 | OMV.Vector3 locking = new OMV.Vector3(1f, 1f, 1f); | 267 | OMV.Vector3 locking = LockedAxisFree; |
268 | if (axis.X != 1) locking.X = 0f; | 268 | if (axis.X != 1) locking.X = 0f; |
269 | if (axis.Y != 1) locking.Y = 0f; | 269 | if (axis.Y != 1) locking.Y = 0f; |
270 | if (axis.Z != 1) locking.Z = 0f; | 270 | if (axis.Z != 1) locking.Z = 0f; |
271 | LockedAxis = locking; | 271 | LockedAxis = locking; |
272 | 272 | ||
273 | if (TryExperimentalLockAxisCode && LockedAxis != LockedAxisFree) | 273 | if (LockedAxis != LockedAxisFree) |
274 | { | 274 | { |
275 | // Lock that axis by creating a 6DOF constraint that has one end in the world and | ||
276 | // the other in the object. | ||
277 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 | ||
278 | // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 | ||
279 | |||
280 | PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() | 275 | PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() |
281 | { | 276 | { |
282 | CleanUpLockAxisPhysicals(true /* inTaintTime */); | 277 | // If there is not already an axis locker, make one |
283 | 278 | if (!PhysicalActors.HasActor(LockedAxisActorName)) | |
284 | BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, PhysBody, | ||
285 | OMV.Vector3.Zero, OMV.Quaternion.Inverse(RawOrientation), | ||
286 | true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); | ||
287 | LockAxisConstraint = axisConstrainer; | ||
288 | PhysicsScene.Constraints.AddConstraint(LockAxisConstraint); | ||
289 | |||
290 | // The constraint is tied to the world and oriented to the prim. | ||
291 | |||
292 | // Free to move linearly | ||
293 | OMV.Vector3 linearLow = OMV.Vector3.Zero; | ||
294 | OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize; | ||
295 | axisConstrainer.SetLinearLimits(linearLow, linearHigh); | ||
296 | |||
297 | // Angular with some axis locked | ||
298 | float f2PI = (float)Math.PI * 2f; | ||
299 | OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI); | ||
300 | OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI); | ||
301 | if (LockedAxis.X != 1f) | ||
302 | { | ||
303 | angularLow.X = 0f; | ||
304 | angularHigh.X = 0f; | ||
305 | } | ||
306 | if (LockedAxis.Y != 1f) | ||
307 | { | ||
308 | angularLow.Y = 0f; | ||
309 | angularHigh.Y = 0f; | ||
310 | } | ||
311 | if (LockedAxis.Z != 1f) | ||
312 | { | 279 | { |
313 | angularLow.Z = 0f; | 280 | DetailLog("{0},BSPrim.LockAngularMotion,taint,registeringLockAxisActor", LocalID); |
314 | angularHigh.Z = 0f; | 281 | PhysicalActors.Add(LockedAxisActorName, new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName)); |
315 | } | 282 | } |
316 | axisConstrainer.SetAngularLimits(angularLow, angularHigh); | 283 | UpdatePhysicalParameters(); |
317 | |||
318 | DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}", | ||
319 | LocalID, linearLow, linearHigh, angularLow, angularHigh); | ||
320 | |||
321 | // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. | ||
322 | axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); | ||
323 | |||
324 | axisConstrainer.RecomputeConstraintVariables(RawMass); | ||
325 | }); | 284 | }); |
326 | } | 285 | } |
327 | else | ||
328 | { | ||
329 | // Everything seems unlocked | ||
330 | CleanUpLockAxisPhysicals(false /* inTaintTime */); | ||
331 | } | ||
332 | |||
333 | return; | 286 | return; |
334 | } | 287 | } |
335 | // Get rid of any constraint built for LockAxis | ||
336 | // Most often the constraint is removed when the constraint collection is cleaned for this prim. | ||
337 | private void CleanUpLockAxisPhysicals(bool inTaintTime) | ||
338 | { | ||
339 | if (LockAxisConstraint != null) | ||
340 | { | ||
341 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CleanUpLockAxisPhysicals", delegate() | ||
342 | { | ||
343 | if (LockAxisConstraint != null) | ||
344 | { | ||
345 | PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); | ||
346 | LockAxisConstraint = null; | ||
347 | DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", LocalID); | ||
348 | } | ||
349 | }); | ||
350 | } | ||
351 | } | ||
352 | 288 | ||
353 | public override OMV.Vector3 RawPosition | 289 | public override OMV.Vector3 RawPosition |
354 | { | 290 | { |
@@ -604,7 +540,7 @@ public class BSPrim : BSPhysObject | |||
604 | 540 | ||
605 | public override int VehicleType { | 541 | public override int VehicleType { |
606 | get { | 542 | get { |
607 | return (int)VehicleController.Type; // if we are a vehicle, return that type | 543 | return (int)VehicleActor.Type; // if we are a vehicle, return that type |
608 | } | 544 | } |
609 | set { | 545 | set { |
610 | Vehicle type = (Vehicle)value; | 546 | Vehicle type = (Vehicle)value; |
@@ -613,20 +549,8 @@ public class BSPrim : BSPhysObject | |||
613 | { | 549 | { |
614 | // Done at taint time so we're sure the physics engine is not using the variables | 550 | // Done at taint time so we're sure the physics engine is not using the variables |
615 | // Vehicle code changes the parameters for this vehicle type. | 551 | // Vehicle code changes the parameters for this vehicle type. |
616 | VehicleController.ProcessTypeChange(type); | 552 | VehicleActor.ProcessTypeChange(type); |
617 | ActivateIfPhysical(false); | 553 | ActivateIfPhysical(false); |
618 | |||
619 | // If an active vehicle, register the vehicle code to be called before each step | ||
620 | if (VehicleController.Type == Vehicle.TYPE_NONE) | ||
621 | { | ||
622 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | ||
623 | UnRegisterPostStepAction("BSPrim.Vehicle", LocalID); | ||
624 | } | ||
625 | else | ||
626 | { | ||
627 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); | ||
628 | RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep); | ||
629 | } | ||
630 | }); | 554 | }); |
631 | } | 555 | } |
632 | } | 556 | } |
@@ -634,7 +558,7 @@ public class BSPrim : BSPhysObject | |||
634 | { | 558 | { |
635 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 559 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
636 | { | 560 | { |
637 | VehicleController.ProcessFloatVehicleParam((Vehicle)param, value); | 561 | VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); |
638 | ActivateIfPhysical(false); | 562 | ActivateIfPhysical(false); |
639 | }); | 563 | }); |
640 | } | 564 | } |
@@ -642,7 +566,7 @@ public class BSPrim : BSPhysObject | |||
642 | { | 566 | { |
643 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 567 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
644 | { | 568 | { |
645 | VehicleController.ProcessVectorVehicleParam((Vehicle)param, value); | 569 | VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); |
646 | ActivateIfPhysical(false); | 570 | ActivateIfPhysical(false); |
647 | }); | 571 | }); |
648 | } | 572 | } |
@@ -650,7 +574,7 @@ public class BSPrim : BSPhysObject | |||
650 | { | 574 | { |
651 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 575 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
652 | { | 576 | { |
653 | VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation); | 577 | VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); |
654 | ActivateIfPhysical(false); | 578 | ActivateIfPhysical(false); |
655 | }); | 579 | }); |
656 | } | 580 | } |
@@ -658,7 +582,7 @@ public class BSPrim : BSPhysObject | |||
658 | { | 582 | { |
659 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 583 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
660 | { | 584 | { |
661 | VehicleController.ProcessVehicleFlags(param, remove); | 585 | VehicleActor.ProcessVehicleFlags(param, remove); |
662 | }); | 586 | }); |
663 | } | 587 | } |
664 | 588 | ||
@@ -915,7 +839,8 @@ public class BSPrim : BSPhysObject | |||
915 | MakeDynamic(IsStatic); | 839 | MakeDynamic(IsStatic); |
916 | 840 | ||
917 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | 841 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) |
918 | VehicleController.Refresh(); | 842 | VehicleActor.Refresh(); |
843 | PhysicalActors.Refresh(); | ||
919 | 844 | ||
920 | // Arrange for collision events if the simulator wants them | 845 | // Arrange for collision events if the simulator wants them |
921 | EnableCollisions(SubscribedEvents()); | 846 | EnableCollisions(SubscribedEvents()); |
@@ -1721,9 +1646,9 @@ public class BSPrim : BSPhysObject | |||
1721 | volume *= (profileEnd - profileBegin); | 1646 | volume *= (profileEnd - profileBegin); |
1722 | 1647 | ||
1723 | returnMass = Density * BSParam.DensityScaleFactor * volume; | 1648 | returnMass = Density * BSParam.DensityScaleFactor * volume; |
1724 | DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | ||
1725 | 1649 | ||
1726 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | 1650 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1651 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | ||
1727 | 1652 | ||
1728 | return returnMass; | 1653 | return returnMass; |
1729 | }// end CalculateMass | 1654 | }// end CalculateMass |
@@ -1752,7 +1677,8 @@ public class BSPrim : BSPhysObject | |||
1752 | 1677 | ||
1753 | protected virtual void RemoveBodyDependencies() | 1678 | protected virtual void RemoveBodyDependencies() |
1754 | { | 1679 | { |
1755 | VehicleController.RemoveBodyDependencies(this); | 1680 | VehicleActor.RemoveBodyDependencies(); |
1681 | PhysicalActors.RemoveBodyDependencies(); | ||
1756 | } | 1682 | } |
1757 | 1683 | ||
1758 | // The physics engine says that properties have updated. Update same and inform | 1684 | // The physics engine says that properties have updated. Update same and inform |
@@ -1761,13 +1687,6 @@ public class BSPrim : BSPhysObject | |||
1761 | { | 1687 | { |
1762 | TriggerPreUpdatePropertyAction(ref entprop); | 1688 | TriggerPreUpdatePropertyAction(ref entprop); |
1763 | 1689 | ||
1764 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | ||
1765 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | ||
1766 | if (VehicleController.IsActive) | ||
1767 | { | ||
1768 | entprop.RotationalVelocity = OMV.Vector3.Zero; | ||
1769 | } | ||
1770 | |||
1771 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1690 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1772 | 1691 | ||
1773 | // Assign directly to the local variables so the normal set actions do not happen | 1692 | // Assign directly to the local variables so the normal set actions do not happen |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index e6aefd5..9818b05 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -463,7 +463,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
463 | 463 | ||
464 | if (!m_initialized) return null; | 464 | if (!m_initialized) return null; |
465 | 465 | ||
466 | DetailLog("{0},BSScene.AddPrimShape,call", localID); | 466 | // DetailLog("{0},BSScene.AddPrimShape,call", localID); |
467 | 467 | ||
468 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); | 468 | BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical); |
469 | lock (PhysObjects) PhysObjects.Add(localID, prim); | 469 | lock (PhysObjects) PhysObjects.Add(localID, prim); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index b2fb835..cd15850 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -199,15 +199,8 @@ public sealed class BSTerrainManager : IDisposable | |||
199 | if (MegaRegionParentPhysicsScene is BSScene) | 199 | if (MegaRegionParentPhysicsScene is BSScene) |
200 | { | 200 | { |
201 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 201 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", BSScene.DetailLogZero, m_worldOffset, m_worldMax); |
202 | // This looks really odd but this region is passing its terrain to its mega-region root region | 202 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.AddMegaRegionChildTerrain( |
203 | // and the creation of the terrain must happen on the root region's taint thread and not | 203 | BSScene.CHILDTERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); |
204 | // my taint thread. | ||
205 | ((BSScene)MegaRegionParentPhysicsScene).PostTaintObject("TerrainManager.SetTerrain.Mega-" + m_worldOffset.ToString(), 0, delegate() | ||
206 | { | ||
207 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( | ||
208 | BSScene.CHILDTERRAIN_ID, localHeightMap, | ||
209 | m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */); | ||
210 | }); | ||
211 | } | 204 | } |
212 | } | 205 | } |
213 | else | 206 | else |
@@ -215,12 +208,23 @@ public sealed class BSTerrainManager : IDisposable | |||
215 | // If not doing the mega-prim thing, just change the terrain | 208 | // If not doing the mega-prim thing, just change the terrain |
216 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | 209 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
217 | 210 | ||
218 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, | 211 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize); |
219 | m_worldOffset, m_worldOffset + DefaultRegionSize, true /* inTaintTime */); | ||
220 | } | 212 | } |
221 | }); | 213 | }); |
222 | } | 214 | } |
223 | 215 | ||
216 | // Another region is calling this region passing a terrain. | ||
217 | // A region that is not the mega-region root will pass its terrain to the root region so the root region | ||
218 | // physics engine will have all the terrains. | ||
219 | private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) | ||
220 | { | ||
221 | // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. | ||
222 | PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + m_worldOffset.ToString(), 0, delegate() | ||
223 | { | ||
224 | UpdateTerrain(id, heightMap, minCoords, maxCoords); | ||
225 | }); | ||
226 | } | ||
227 | |||
224 | // If called for terrain has has not been previously allocated, a new terrain will be built | 228 | // If called for terrain has has not been previously allocated, a new terrain will be built |
225 | // based on the passed information. The 'id' should be either the terrain id or | 229 | // based on the passed information. The 'id' should be either the terrain id or |
226 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | 230 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. |
@@ -230,11 +234,10 @@ public sealed class BSTerrainManager : IDisposable | |||
230 | // This call is most often used to update the heightMap and parameters of the terrain. | 234 | // This call is most often used to update the heightMap and parameters of the terrain. |
231 | // (The above does suggest that some simplification/refactoring is in order.) | 235 | // (The above does suggest that some simplification/refactoring is in order.) |
232 | // Called during taint-time. | 236 | // Called during taint-time. |
233 | private void UpdateTerrain(uint id, float[] heightMap, | 237 | private void UpdateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
234 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
235 | { | 238 | { |
236 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3},inTaintTime={4}", | 239 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,id={1},minC={2},maxC={3}", |
237 | BSScene.DetailLogZero, id, minCoords, maxCoords, inTaintTime); | 240 | BSScene.DetailLogZero, id, minCoords, maxCoords); |
238 | 241 | ||
239 | // Find high and low points of passed heightmap. | 242 | // Find high and low points of passed heightmap. |
240 | // The min and max passed in is usually the area objects can be in (maximum | 243 | // The min and max passed in is usually the area objects can be in (maximum |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs index 33232bd..b040e21 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -114,9 +114,9 @@ public class BasicVehicles : OpenSimTestCase | |||
114 | // Instead the appropriate values are set and calls are made just the parts of the | 114 | // Instead the appropriate values are set and calls are made just the parts of the |
115 | // controller we want to exercise. Stepping the physics engine then applies | 115 | // controller we want to exercise. Stepping the physics engine then applies |
116 | // the actions of that one feature. | 116 | // the actions of that one feature. |
117 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); | 117 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); |
118 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); | 118 | TestVehicle.VehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, timeScale); |
119 | TestVehicle.VehicleController.enableAngularVerticalAttraction = true; | 119 | TestVehicle.VehicleActor.enableAngularVerticalAttraction = true; |
120 | 120 | ||
121 | TestVehicle.IsPhysical = true; | 121 | TestVehicle.IsPhysical = true; |
122 | PhysicsScene.ProcessTaints(); | 122 | PhysicsScene.ProcessTaints(); |
@@ -124,9 +124,9 @@ public class BasicVehicles : OpenSimTestCase | |||
124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up | 124 | // Step the simulator a bunch of times and vertical attraction should orient the vehicle up |
125 | for (int ii = 0; ii < simSteps; ii++) | 125 | for (int ii = 0; ii < simSteps; ii++) |
126 | { | 126 | { |
127 | TestVehicle.VehicleController.ForgetKnownVehicleProperties(); | 127 | TestVehicle.VehicleActor.ForgetKnownVehicleProperties(); |
128 | TestVehicle.VehicleController.ComputeAngularVerticalAttraction(); | 128 | TestVehicle.VehicleActor.ComputeAngularVerticalAttraction(); |
129 | TestVehicle.VehicleController.PushKnownChanged(); | 129 | TestVehicle.VehicleActor.PushKnownChanged(); |
130 | 130 | ||
131 | PhysicsScene.Simulate(simulationTimeStep); | 131 | PhysicsScene.Simulate(simulationTimeStep); |
132 | } | 132 | } |