diff options
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 17 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 16 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 218 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 32 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 196 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 67 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 60 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 29 |
9 files changed, 351 insertions, 286 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index fa22c78..a9b1365 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -131,8 +131,6 @@ public class BSCharacter : BSPhysObject | |||
131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | 131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
132 | 132 | ||
133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); | 133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); |
134 | // avatars get all collisions no matter what (makes walking on ground and such work) | ||
135 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
136 | }); | 134 | }); |
137 | 135 | ||
138 | return; | 136 | return; |
@@ -480,11 +478,10 @@ public class BSCharacter : BSPhysObject | |||
480 | // Stop collision events | 478 | // Stop collision events |
481 | public override void UnSubscribeEvents() { | 479 | public override void UnSubscribeEvents() { |
482 | _subscribedEventsMs = 0; | 480 | _subscribedEventsMs = 0; |
483 | // Avatars get all their collision events | 481 | Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() |
484 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() | 482 | { |
485 | // { | 483 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
486 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 484 | }); |
487 | // }); | ||
488 | } | 485 | } |
489 | // Return 'true' if someone has subscribed to events | 486 | // Return 'true' if someone has subscribed to events |
490 | public override bool SubscribedEvents() { | 487 | public override bool SubscribedEvents() { |
@@ -532,10 +529,12 @@ public class BSCharacter : BSPhysObject | |||
532 | // The collision, if it should be reported to the character, is placed in a collection | 529 | // The collision, if it should be reported to the character, is placed in a collection |
533 | // that will later be sent to the simulator when SendCollisions() is called. | 530 | // that will later be sent to the simulator when SendCollisions() is called. |
534 | CollisionEventUpdate collisionCollection = null; | 531 | CollisionEventUpdate collisionCollection = null; |
535 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 532 | public override bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
536 | { | 533 | { |
537 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 534 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
538 | 535 | ||
536 | bool ret = false; | ||
537 | |||
539 | // The following makes IsColliding() and IsCollidingGround() work | 538 | // The following makes IsColliding() and IsCollidingGround() work |
540 | _collidingStep = Scene.SimulationStep; | 539 | _collidingStep = Scene.SimulationStep; |
541 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 540 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) |
@@ -553,8 +552,10 @@ public class BSCharacter : BSPhysObject | |||
553 | if (collisionCollection == null) | 552 | if (collisionCollection == null) |
554 | collisionCollection = new CollisionEventUpdate(); | 553 | collisionCollection = new CollisionEventUpdate(); |
555 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 554 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
555 | ret = true; | ||
556 | } | 556 | } |
557 | } | 557 | } |
558 | return ret; | ||
558 | } | 559 | } |
559 | 560 | ||
560 | public override void SendCollisions() | 561 | public override void SendCollisions() |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 2e15ced..1376a29 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -74,6 +74,17 @@ public abstract class BSConstraint : IDisposable | |||
74 | return ret; | 74 | return ret; |
75 | } | 75 | } |
76 | 76 | ||
77 | public virtual bool SetSolverIterations(float cnt) | ||
78 | { | ||
79 | bool ret = false; | ||
80 | if (m_enabled) | ||
81 | { | ||
82 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt); | ||
83 | ret = true; | ||
84 | } | ||
85 | return ret; | ||
86 | } | ||
87 | |||
77 | public virtual bool CalculateTransforms() | 88 | public virtual bool CalculateTransforms() |
78 | { | 89 | { |
79 | bool ret = false; | 90 | bool ret = false; |
@@ -96,12 +107,9 @@ public abstract class BSConstraint : IDisposable | |||
96 | ret = CalculateTransforms(); | 107 | ret = CalculateTransforms(); |
97 | if (ret) | 108 | if (ret) |
98 | { | 109 | { |
99 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | ||
100 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | ||
101 | |||
102 | // Setting an object's mass to zero (making it static like when it's selected) | 110 | // Setting an object's mass to zero (making it static like when it's selected) |
103 | // automatically disables the constraints. | 111 | // automatically disables the constraints. |
104 | // If enabled, be sure to set the constraint itself to enabled. | 112 | // If the link is enabled, be sure to set the constraint itself to enabled. |
105 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | 113 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); |
106 | } | 114 | } |
107 | else | 115 | else |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 8169e99..098fea7 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
80 | // Linear properties | 80 | // Linear properties |
81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
83 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body | 83 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body |
84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
85 | private float m_linearMotorDecayTimescale = 0; | 85 | private float m_linearMotorDecayTimescale = 0; |
86 | private float m_linearMotorTimescale = 0; | 86 | private float m_linearMotorTimescale = 0; |
@@ -475,32 +475,33 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
475 | frcount = 0; | 475 | frcount = 0; |
476 | 476 | ||
477 | MoveLinear(pTimestep); | 477 | MoveLinear(pTimestep); |
478 | MoveAngular(pTimestep); | 478 | // MoveAngular(pTimestep); |
479 | LimitRotation(pTimestep); | 479 | LimitRotation(pTimestep); |
480 | 480 | ||
481 | // remember the position so next step we can limit absolute movement effects | ||
482 | m_lastPositionVector = m_prim.Position; | ||
483 | |||
481 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 484 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
482 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 485 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
483 | }// end Step | 486 | }// end Step |
484 | 487 | ||
485 | private void MoveLinear(float pTimestep) | 488 | private void MoveLinear(float pTimestep) |
486 | { | 489 | { |
487 | // requested m_linearMotorDirection is significant | 490 | // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates |
488 | // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | 491 | // m_lastLinearVelocityVector is the speed we are moving in that direction |
489 | if (m_linearMotorDirection.LengthSquared() > 0.0001f) | 492 | if (m_linearMotorDirection.LengthSquared() > 0.001f) |
490 | { | 493 | { |
491 | Vector3 origDir = m_linearMotorDirection; | 494 | Vector3 origDir = m_linearMotorDirection; |
492 | Vector3 origVel = m_lastLinearVelocityVector; | 495 | Vector3 origVel = m_lastLinearVelocityVector; |
493 | 496 | ||
494 | // add drive to body | 497 | // add drive to body |
495 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | 498 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); |
496 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); | 499 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); |
497 | // lastLinearVelocityVector is the current body velocity vector? | 500 | // lastLinearVelocityVector is the current body velocity vector |
498 | // RA: Not sure what the *10 is for. A correction for pTimestep? | 501 | // RA: Not sure what the *10 is for. A correction for pTimestep? |
499 | // m_lastLinearVelocityVector += (addAmount*10); | 502 | // m_lastLinearVelocityVector += (addAmount*10); |
500 | m_lastLinearVelocityVector += addAmount; | 503 | m_lastLinearVelocityVector += addAmount; |
501 | 504 | ||
502 | // This will work temporarily, but we really need to compare speed on an axis | ||
503 | // KF: Limit body velocity to applied velocity? | ||
504 | // Limit the velocity vector to less than the last set linear motor direction | 505 | // Limit the velocity vector to less than the last set linear motor direction |
505 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 506 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
506 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 507 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; |
@@ -509,34 +510,29 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
509 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | 510 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) |
510 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | 511 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; |
511 | 512 | ||
513 | /* | ||
512 | // decay applied velocity | 514 | // decay applied velocity |
513 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | 515 | Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); |
516 | // (RA: do not know where the 0.5f comes from) | ||
514 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | 517 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; |
515 | |||
516 | /* | ||
517 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; | ||
518 | m_lastLinearVelocityVector += addAmount; | ||
519 | |||
520 | float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
521 | m_linearMotorDirection *= decayfraction; | ||
522 | |||
523 | */ | 518 | */ |
519 | float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); | ||
520 | m_linearMotorDirection *= keepfraction; | ||
524 | 521 | ||
525 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 522 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", |
526 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 523 | m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
527 | } | 524 | } |
528 | else | 525 | else |
529 | { | 526 | { |
530 | // if what remains of applied is small, zero it. | 527 | // if what remains of direction is very small, zero it. |
531 | // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | ||
532 | // m_lastLinearVelocityVector = Vector3.Zero; | ||
533 | m_linearMotorDirection = Vector3.Zero; | 528 | m_linearMotorDirection = Vector3.Zero; |
534 | m_lastLinearVelocityVector = Vector3.Zero; | 529 | m_lastLinearVelocityVector = Vector3.Zero; |
530 | VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID); | ||
535 | } | 531 | } |
536 | 532 | ||
537 | // convert requested object velocity to object relative vector | 533 | // convert requested object velocity to object relative vector |
538 | Quaternion rotq = m_prim.Orientation; | 534 | Quaternion rotq = m_prim.Orientation; |
539 | m_dir = m_lastLinearVelocityVector * rotq; | 535 | m_newVelocity = m_lastLinearVelocityVector * rotq; |
540 | 536 | ||
541 | // Add the various forces into m_dir which will be our new direction vector (velocity) | 537 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
542 | 538 | ||
@@ -544,60 +540,31 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
544 | // KF: So far I have found no good method to combine a script-requested | 540 | // KF: So far I have found no good method to combine a script-requested |
545 | // .Z velocity and gravity. Therefore only 0g will used script-requested | 541 | // .Z velocity and gravity. Therefore only 0g will used script-requested |
546 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | 542 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. |
547 | Vector3 grav = Vector3.Zero; | ||
548 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 543 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
549 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 544 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
550 | grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); | 545 | Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); |
546 | |||
547 | /* | ||
548 | * RA: Not sure why one would do this | ||
551 | // Preserve the current Z velocity | 549 | // Preserve the current Z velocity |
552 | Vector3 vel_now = m_prim.Velocity; | 550 | Vector3 vel_now = m_prim.Velocity; |
553 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 551 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
552 | */ | ||
554 | 553 | ||
555 | Vector3 pos = m_prim.Position; | 554 | Vector3 pos = m_prim.Position; |
556 | Vector3 posChange = pos; | ||
557 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | 555 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); |
558 | double Zchange = Math.Abs(posChange.Z); | ||
559 | if (m_BlockingEndPoint != Vector3.Zero) | ||
560 | { | ||
561 | bool changed = false; | ||
562 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
563 | { | ||
564 | pos.X -= posChange.X + 1; | ||
565 | changed = true; | ||
566 | } | ||
567 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
568 | { | ||
569 | pos.Y -= posChange.Y + 1; | ||
570 | changed = true; | ||
571 | } | ||
572 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
573 | { | ||
574 | pos.Z -= posChange.Z + 1; | ||
575 | changed = true; | ||
576 | } | ||
577 | if (pos.X <= 0) | ||
578 | { | ||
579 | pos.X += posChange.X + 1; | ||
580 | changed = true; | ||
581 | } | ||
582 | if (pos.Y <= 0) | ||
583 | { | ||
584 | pos.Y += posChange.Y + 1; | ||
585 | changed = true; | ||
586 | } | ||
587 | if (changed) | ||
588 | { | ||
589 | m_prim.Position = pos; | ||
590 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
591 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
592 | } | ||
593 | } | ||
594 | 556 | ||
595 | // If below the terrain, move us above the ground a little. | 557 | // If below the terrain, move us above the ground a little. |
596 | if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) | 558 | float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
559 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | ||
560 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | ||
561 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | ||
562 | // if (rotatedSize.Z < terrainHeight) | ||
563 | if (pos.Z < terrainHeight) | ||
597 | { | 564 | { |
598 | pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; | 565 | pos.Z = terrainHeight + 2; |
599 | m_prim.Position = pos; | 566 | m_prim.Position = pos; |
600 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 567 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos); |
601 | } | 568 | } |
602 | 569 | ||
603 | // Check if hovering | 570 | // Check if hovering |
@@ -606,11 +573,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
606 | // We should hover, get the target height | 573 | // We should hover, get the target height |
607 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 574 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
608 | { | 575 | { |
609 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 576 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; |
610 | } | 577 | } |
611 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 578 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
612 | { | 579 | { |
613 | m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 580 | m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; |
614 | } | 581 | } |
615 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 582 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
616 | { | 583 | { |
@@ -635,82 +602,92 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
635 | // Replace Vertical speed with correction figure if significant | 602 | // Replace Vertical speed with correction figure if significant |
636 | if (Math.Abs(herr0) > 0.01f) | 603 | if (Math.Abs(herr0) > 0.01f) |
637 | { | 604 | { |
638 | m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 605 | m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); |
639 | //KF: m_VhoverEfficiency is not yet implemented | 606 | //KF: m_VhoverEfficiency is not yet implemented |
640 | } | 607 | } |
641 | else | 608 | else |
642 | { | 609 | { |
643 | m_dir.Z = 0f; | 610 | m_newVelocity.Z = 0f; |
644 | } | 611 | } |
645 | } | 612 | } |
646 | 613 | ||
647 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 614 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); |
615 | } | ||
648 | 616 | ||
649 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 617 | Vector3 posChange = pos - m_lastPositionVector; |
650 | // m_VhoverTimescale = 0f; // time to acheive height | 618 | if (m_BlockingEndPoint != Vector3.Zero) |
651 | // pTimestep is time since last frame,in secs | 619 | { |
620 | bool changed = false; | ||
621 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
622 | { | ||
623 | pos.X -= posChange.X + 1; | ||
624 | changed = true; | ||
625 | } | ||
626 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
627 | { | ||
628 | pos.Y -= posChange.Y + 1; | ||
629 | changed = true; | ||
630 | } | ||
631 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
632 | { | ||
633 | pos.Z -= posChange.Z + 1; | ||
634 | changed = true; | ||
635 | } | ||
636 | if (pos.X <= 0) | ||
637 | { | ||
638 | pos.X += posChange.X + 1; | ||
639 | changed = true; | ||
640 | } | ||
641 | if (pos.Y <= 0) | ||
642 | { | ||
643 | pos.Y += posChange.Y + 1; | ||
644 | changed = true; | ||
645 | } | ||
646 | if (changed) | ||
647 | { | ||
648 | m_prim.Position = pos; | ||
649 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
650 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
651 | } | ||
652 | } | 652 | } |
653 | 653 | ||
654 | float Zchange = Math.Abs(posChange.Z); | ||
654 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 655 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
655 | { | 656 | { |
656 | //Start Experimental Values | ||
657 | if (Zchange > .3) | 657 | if (Zchange > .3) |
658 | { | ||
659 | grav.Z = (float)(grav.Z * 3); | 658 | grav.Z = (float)(grav.Z * 3); |
660 | } | ||
661 | if (Zchange > .15) | 659 | if (Zchange > .15) |
662 | { | ||
663 | grav.Z = (float)(grav.Z * 2); | 660 | grav.Z = (float)(grav.Z * 2); |
664 | } | ||
665 | if (Zchange > .75) | 661 | if (Zchange > .75) |
666 | { | ||
667 | grav.Z = (float)(grav.Z * 1.5); | 662 | grav.Z = (float)(grav.Z * 1.5); |
668 | } | ||
669 | if (Zchange > .05) | 663 | if (Zchange > .05) |
670 | { | ||
671 | grav.Z = (float)(grav.Z * 1.25); | 664 | grav.Z = (float)(grav.Z * 1.25); |
672 | } | ||
673 | if (Zchange > .025) | 665 | if (Zchange > .025) |
674 | { | ||
675 | grav.Z = (float)(grav.Z * 1.125); | 666 | grav.Z = (float)(grav.Z * 1.125); |
676 | } | 667 | float postemp = (pos.Z - terrainHeight); |
677 | float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
678 | float postemp = (pos.Z - terraintemp); | ||
679 | if (postemp > 2.5f) | 668 | if (postemp > 2.5f) |
680 | { | ||
681 | grav.Z = (float)(grav.Z * 1.037125); | 669 | grav.Z = (float)(grav.Z * 1.037125); |
682 | } | ||
683 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 670 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
684 | //End Experimental Values | ||
685 | } | 671 | } |
686 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 672 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
687 | { | 673 | m_newVelocity.X = 0; |
688 | m_dir.X = 0; | ||
689 | } | ||
690 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 674 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
691 | { | 675 | m_newVelocity.Y = 0; |
692 | m_dir.Y = 0; | ||
693 | } | ||
694 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 676 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
695 | { | 677 | m_newVelocity.Z = 0; |
696 | m_dir.Z = 0; | ||
697 | } | ||
698 | |||
699 | m_lastPositionVector = m_prim.Position; | ||
700 | 678 | ||
701 | // Apply velocity | 679 | // Apply velocity |
702 | m_prim.Velocity = m_dir; | 680 | m_prim.Velocity = m_newVelocity; |
703 | // apply gravity force | 681 | // apply gravity force |
704 | // Why is this set here? The physics engine already does gravity. | 682 | // Why is this set here? The physics engine already does gravity. |
705 | // m_prim.AddForce(grav, false); | 683 | // m_prim.AddForce(grav, false); |
706 | // m_prim.Force = grav; | ||
707 | 684 | ||
708 | // Apply friction | 685 | // Apply friction |
709 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 686 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); |
710 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 687 | m_lastLinearVelocityVector *= keepFraction; |
711 | 688 | ||
712 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 689 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", |
713 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 690 | m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); |
714 | 691 | ||
715 | } // end MoveLinear() | 692 | } // end MoveLinear() |
716 | 693 | ||
@@ -735,17 +712,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
735 | // There are m_angularMotorApply steps. | 712 | // There are m_angularMotorApply steps. |
736 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 713 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
737 | // ramp up to new value | 714 | // ramp up to new value |
738 | // current velocity += error / (time to get there / step interval) | 715 | // current velocity += error / ( time to get there / step interval) |
739 | // requested speed - last motor speed | 716 | // requested speed - last motor speed |
740 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 717 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
741 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 718 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
742 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 719 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
743 | 720 | ||
744 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 721 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", |
745 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 722 | m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
746 | 723 | ||
747 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 724 | // This is done so that if script request rate is less than phys frame rate the expected |
748 | // velocity may still be acheived. | 725 | // velocity may still be acheived. |
726 | m_angularMotorApply--; | ||
749 | } | 727 | } |
750 | else | 728 | else |
751 | { | 729 | { |
@@ -760,7 +738,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
760 | Vector3 vertattr = Vector3.Zero; | 738 | Vector3 vertattr = Vector3.Zero; |
761 | if (m_verticalAttractionTimescale < 300) | 739 | if (m_verticalAttractionTimescale < 300) |
762 | { | 740 | { |
763 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | 741 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); |
764 | // get present body rotation | 742 | // get present body rotation |
765 | Quaternion rotq = m_prim.Orientation; | 743 | Quaternion rotq = m_prim.Orientation; |
766 | // make a vector pointing up | 744 | // make a vector pointing up |
@@ -863,16 +841,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
863 | m_rot.Y = 0; | 841 | m_rot.Y = 0; |
864 | changed = true; | 842 | changed = true; |
865 | } | 843 | } |
866 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
867 | { | ||
868 | m_rot.X = 0; | ||
869 | m_rot.Y = 0; | ||
870 | changed = true; | ||
871 | } | ||
872 | if (changed) | 844 | if (changed) |
845 | { | ||
873 | m_prim.Orientation = m_rot; | 846 | m_prim.Orientation = m_rot; |
847 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot); | ||
848 | } | ||
874 | 849 | ||
875 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | ||
876 | } | 850 | } |
877 | 851 | ||
878 | // Invoke the detailed logger and output something if it's enabled. | 852 | // Invoke the detailed logger and output something if it's enabled. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 5f6601d..dc1de6c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -206,7 +206,7 @@ public class BSLinkset | |||
206 | // its internal properties. | 206 | // its internal properties. |
207 | public void Refresh(BSPhysObject requestor) | 207 | public void Refresh(BSPhysObject requestor) |
208 | { | 208 | { |
209 | // If there are no children, there aren't any constraints to recompute | 209 | // If there are no children, there can't be any constraints to recompute |
210 | if (!HasAnyChildren) | 210 | if (!HasAnyChildren) |
211 | return; | 211 | return; |
212 | 212 | ||
@@ -225,11 +225,12 @@ public class BSLinkset | |||
225 | // from a linkset to make sure the constraints know about the new mass and | 225 | // from a linkset to make sure the constraints know about the new mass and |
226 | // geometry. | 226 | // geometry. |
227 | // Must only be called at taint time!! | 227 | // Must only be called at taint time!! |
228 | private bool RecomputeLinksetConstraintVariables() | 228 | private void RecomputeLinksetConstraintVariables() |
229 | { | 229 | { |
230 | float linksetMass = LinksetMass; | 230 | float linksetMass = LinksetMass; |
231 | lock (m_linksetActivityLock) | 231 | lock (m_linksetActivityLock) |
232 | { | 232 | { |
233 | bool somethingMissing = false; | ||
233 | foreach (BSPhysObject child in m_children) | 234 | foreach (BSPhysObject child in m_children) |
234 | { | 235 | { |
235 | BSConstraint constrain; | 236 | BSConstraint constrain; |
@@ -241,16 +242,29 @@ public class BSLinkset | |||
241 | } | 242 | } |
242 | else | 243 | else |
243 | { | 244 | { |
244 | // Non-fatal error that can happen when children are being added to the linkset but | 245 | // Non-fatal error that happens when children are being added to the linkset but |
245 | // their constraints have not been created yet. | 246 | // their constraints have not been created yet. |
246 | // Caused by the fact that m_children is built at run time but building constraints | 247 | // Caused by the fact that m_children is built at run time but building constraints |
247 | // happens at taint time. | 248 | // happens at taint time. |
248 | // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}", | 249 | somethingMissing = true; |
249 | // LogHeader, m_linksetRoot.Body.ID, child.Body.ID); | 250 | break; |
250 | } | 251 | } |
251 | } | 252 | } |
253 | |||
254 | // If the whole linkset is not here, doesn't make sense to recompute the root prim now. | ||
255 | if (!somethingMissing) | ||
256 | { | ||
257 | // The root prim takes on the weight of the whole linkset | ||
258 | /* | ||
259 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); | ||
260 | BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); | ||
261 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
262 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | ||
263 | BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); | ||
264 | */ | ||
265 | } | ||
252 | } | 266 | } |
253 | return false; | 267 | return; |
254 | } | 268 | } |
255 | 269 | ||
256 | // I am the root of a linkset and a new child is being added | 270 | // I am the root of a linkset and a new child is being added |
@@ -296,9 +310,9 @@ public class BSLinkset | |||
296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 310 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
297 | 311 | ||
298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 312 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
313 | RecomputeLinksetConstraintVariables(); | ||
299 | }); | 314 | }); |
300 | 315 | ||
301 | RecomputeLinksetConstraintVariables(); | ||
302 | } | 316 | } |
303 | else | 317 | else |
304 | { | 318 | { |
@@ -377,6 +391,10 @@ public class BSLinkset | |||
377 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | 391 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, |
378 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | 392 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); |
379 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | 393 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); |
394 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
395 | { | ||
396 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
397 | } | ||
380 | 398 | ||
381 | RecomputeLinksetConstraintVariables(); | 399 | RecomputeLinksetConstraintVariables(); |
382 | } | 400 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e411fcb..969c53e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
41 | { | 41 | { |
42 | public abstract BSLinkset Linkset { get; set; } | 42 | public abstract BSLinkset Linkset { get; set; } |
43 | 43 | ||
44 | public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, | 44 | public abstract bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, |
45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | 45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); |
46 | public abstract void SendCollisions(); | 46 | public abstract void SendCollisions(); |
47 | 47 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6d0af63..481a8db 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject | |||
136 | Linkset = new BSLinkset(Scene, this); // a linkset of one | 136 | Linkset = new BSLinkset(Scene, this); // a linkset of one |
137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness | 137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
138 | _mass = CalculateMass(); | 138 | _mass = CalculateMass(); |
139 | // do the actual object creation at taint time | ||
140 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 139 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
140 | // do the actual object creation at taint time | ||
141 | _scene.TaintedObject("BSPrim.create", delegate() | 141 | _scene.TaintedObject("BSPrim.create", delegate() |
142 | { | 142 | { |
143 | RecreateGeomAndObject(); | 143 | CreateGeomAndObject(true); |
144 | 144 | ||
145 | // Get the pointer to the physical body for this object. | 145 | // Get the pointer to the physical body for this object. |
146 | // At the moment, we're still letting BulletSim manage the creation and destruction | 146 | // At the moment, we're still letting BulletSim manage the creation and destruction |
@@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject | |||
186 | _scene.TaintedObject("BSPrim.setSize", delegate() | 186 | _scene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 187 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
190 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 190 | // scale and margins are set. |
191 | RecreateGeomAndObject(); | 191 | CreateGeomAndObject(true); |
192 | DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | ||
192 | }); | 193 | }); |
193 | } | 194 | } |
194 | } | 195 | } |
@@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject | |||
198 | _scene.TaintedObject("BSPrim.setShape", delegate() | 199 | _scene.TaintedObject("BSPrim.setShape", delegate() |
199 | { | 200 | { |
200 | _mass = CalculateMass(); // changing the shape changes the mass | 201 | _mass = CalculateMass(); // changing the shape changes the mass |
201 | RecreateGeomAndObject(); | 202 | CreateGeomAndObject(false); |
202 | }); | 203 | }); |
203 | } | 204 | } |
204 | } | 205 | } |
@@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject | |||
279 | get { | 280 | get { |
280 | if (!Linkset.IsRoot(this)) | 281 | if (!Linkset.IsRoot(this)) |
281 | // child prims move around based on their parent. Need to get the latest location | 282 | // child prims move around based on their parent. Need to get the latest location |
282 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 283 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); |
283 | 284 | ||
284 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 285 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
285 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 286 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
@@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject | |||
291 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 292 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
292 | { | 293 | { |
293 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 294 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
294 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 295 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
295 | }); | 296 | }); |
296 | } | 297 | } |
297 | } | 298 | } |
@@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject | |||
302 | { | 303 | { |
303 | get | 304 | get |
304 | { | 305 | { |
305 | return Linkset.LinksetMass; | 306 | // return Linkset.LinksetMass; |
307 | return _mass; | ||
306 | } | 308 | } |
307 | } | 309 | } |
308 | 310 | ||
@@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject | |||
328 | _scene.TaintedObject("BSPrim.setForce", delegate() | 330 | _scene.TaintedObject("BSPrim.setForce", delegate() |
329 | { | 331 | { |
330 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 332 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
331 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
332 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); | 333 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
333 | }); | 334 | }); |
334 | } | 335 | } |
@@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject | |||
406 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 407 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
407 | { | 408 | { |
408 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 409 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
409 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 410 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); |
410 | }); | 411 | }); |
411 | } | 412 | } |
412 | } | 413 | } |
@@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject | |||
430 | if (!Linkset.IsRoot(this)) | 431 | if (!Linkset.IsRoot(this)) |
431 | { | 432 | { |
432 | // Children move around because tied to parent. Get a fresh value. | 433 | // Children move around because tied to parent. Get a fresh value. |
433 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 434 | _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); |
434 | } | 435 | } |
435 | return _orientation; | 436 | return _orientation; |
436 | } | 437 | } |
@@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject | |||
441 | { | 442 | { |
442 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 443 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
443 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 444 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
444 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 445 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
445 | }); | 446 | }); |
446 | } | 447 | } |
447 | } | 448 | } |
@@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject | |||
483 | { | 484 | { |
484 | // If it's becoming dynamic, it will need hullness | 485 | // If it's becoming dynamic, it will need hullness |
485 | VerifyCorrectPhysicalShape(); | 486 | VerifyCorrectPhysicalShape(); |
487 | UpdatePhysicalParameters(); | ||
488 | } | ||
486 | 489 | ||
490 | private void UpdatePhysicalParameters() | ||
491 | { | ||
492 | /* | ||
487 | // Bullet wants static objects to have a mass of zero | 493 | // Bullet wants static objects to have a mass of zero |
488 | float mass = IsStatic ? 0f : _mass; | 494 | float mass = IsStatic ? 0f : _mass; |
489 | 495 | ||
490 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 496 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
491 | /* | 497 | */ |
492 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); | 498 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); |
493 | 499 | ||
494 | // Set up the object physicalness (static or dynamic) | 500 | // Set up the object physicalness (does gravity and collisions move this object) |
495 | MakeDynamic(); | 501 | MakeDynamic(IsStatic); |
496 | 502 | ||
497 | // Make solid or not and arrange for collisions, etc | 503 | // Make solid or not (do things bounce off or pass through this object) |
498 | MakeSolid(); | 504 | MakeSolid(IsSolid); |
499 | 505 | ||
500 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | 506 | // Arrange for collisions events if the simulator wants them |
507 | EnableCollisions(SubscribedEvents()); | ||
501 | 508 | ||
502 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); | 509 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); |
503 | */ | ||
504 | 510 | ||
505 | // Recompute any linkset parameters. | 511 | // Recompute any linkset parameters. |
506 | // When going from non-physical to physical, this re-enables the constraints that | 512 | // When going from non-physical to physical, this re-enables the constraints that |
507 | // had been automatically disabled when the mass was set to zero. | 513 | // had been automatically disabled when the mass was set to zero. |
508 | Linkset.Refresh(this); | 514 | Linkset.Refresh(this); |
509 | 515 | ||
510 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); | 516 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", |
517 | LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); | ||
511 | } | 518 | } |
512 | 519 | ||
513 | // "Making dynamic" means changing to and from static. | 520 | // "Making dynamic" means changing to and from static. |
@@ -515,12 +522,12 @@ public sealed class BSPrim : BSPhysObject | |||
515 | // When dynamic, the object can fall and be pushed by others. | 522 | // When dynamic, the object can fall and be pushed by others. |
516 | // This is independent of its 'solidness' which controls what passes through | 523 | // This is independent of its 'solidness' which controls what passes through |
517 | // this object and what interacts with it. | 524 | // this object and what interacts with it. |
518 | private void MakeDynamic() | 525 | private void MakeDynamic(bool makeStatic) |
519 | { | 526 | { |
520 | if (IsStatic) | 527 | if (makeStatic) |
521 | { | 528 | { |
522 | // Become a Bullet 'static' object type | 529 | // Become a Bullet 'static' object type |
523 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 530 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
524 | // Stop all movement | 531 | // Stop all movement |
525 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); | 532 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); |
526 | // Mass is zero which disables a bunch of physics stuff in Bullet | 533 | // Mass is zero which disables a bunch of physics stuff in Bullet |
@@ -533,12 +540,11 @@ public sealed class BSPrim : BSPhysObject | |||
533 | else | 540 | else |
534 | { | 541 | { |
535 | // Not a Bullet static object | 542 | // Not a Bullet static object |
536 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 543 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
537 | // A dynamic object has mass | 544 | // A dynamic object has mass |
538 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); | ||
539 | // The shape is interesting and has mass and a center of gravity | ||
540 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); | 545 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); |
541 | BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); | 546 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass); |
547 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); | ||
542 | // Inertia is based on our new mass | 548 | // Inertia is based on our new mass |
543 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 549 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
544 | // Force activation of the object so Bullet will act on it. | 550 | // Force activation of the object so Bullet will act on it. |
@@ -546,8 +552,31 @@ public sealed class BSPrim : BSPhysObject | |||
546 | } | 552 | } |
547 | } | 553 | } |
548 | 554 | ||
549 | private void MakeSolid() | 555 | // "Making solid" means that other object will not pass through this object. |
556 | private void MakeSolid(bool makeSolid) | ||
550 | { | 557 | { |
558 | if (makeSolid) | ||
559 | { | ||
560 | // Easy in Bullet -- just remove the object flag that controls collision response | ||
561 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
562 | } | ||
563 | else | ||
564 | { | ||
565 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
566 | } | ||
567 | } | ||
568 | |||
569 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
570 | private void EnableCollisions(bool wantsCollisionEvents) | ||
571 | { | ||
572 | if (wantsCollisionEvents) | ||
573 | { | ||
574 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
575 | } | ||
576 | else | ||
577 | { | ||
578 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
579 | } | ||
551 | } | 580 | } |
552 | 581 | ||
553 | // prims don't fly | 582 | // prims don't fly |
@@ -607,7 +636,7 @@ public sealed class BSPrim : BSPhysObject | |||
607 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 636 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
608 | { | 637 | { |
609 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 638 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
610 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 639 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); |
611 | }); | 640 | }); |
612 | } | 641 | } |
613 | } | 642 | } |
@@ -624,7 +653,10 @@ public sealed class BSPrim : BSPhysObject | |||
624 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 653 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
625 | { | 654 | { |
626 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 655 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
627 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 656 | // Buoyancy is faked by changing the gravity applied to the object |
657 | float grav = Scene.Params.gravity * (1f - _buoyancy); | ||
658 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); | ||
659 | // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
628 | }); | 660 | }); |
629 | } | 661 | } |
630 | } | 662 | } |
@@ -686,8 +718,8 @@ public sealed class BSPrim : BSPhysObject | |||
686 | } | 718 | } |
687 | m_accumulatedForces.Clear(); | 719 | m_accumulatedForces.Clear(); |
688 | } | 720 | } |
689 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 721 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); |
690 | // For unknown reason, "ApplyCentralForce" is really additive. | 722 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. |
691 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); | 723 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); |
692 | }); | 724 | }); |
693 | } | 725 | } |
@@ -1030,29 +1062,36 @@ public sealed class BSPrim : BSPhysObject | |||
1030 | // Returns 'true' if the geometry was rebuilt | 1062 | // Returns 'true' if the geometry was rebuilt |
1031 | private bool CreateGeom(bool forceRebuild) | 1063 | private bool CreateGeom(bool forceRebuild) |
1032 | { | 1064 | { |
1033 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
1034 | bool ret = false; | 1065 | bool ret = false; |
1035 | if (!_scene.NeedsMeshing(_pbs)) | 1066 | bool haveShape = false; |
1067 | |||
1068 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
1069 | if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) | ||
1070 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 | ||
1071 | && _pbs.ProfileHollow == 0 | ||
1072 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 | ||
1073 | && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 | ||
1074 | && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 | ||
1075 | && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 | ||
1076 | && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) | ||
1036 | { | 1077 | { |
1037 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 1078 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
1038 | { | 1079 | { |
1039 | // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 1080 | haveShape = true; |
1040 | // { | 1081 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
1041 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 1082 | { |
1042 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 1083 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
1043 | { | 1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
1044 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 1085 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
1045 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1086 | _scale = _size; |
1046 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1087 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
1047 | _scale = _size; | 1088 | ret = true; |
1048 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1089 | } |
1049 | ret = true; | ||
1050 | } | ||
1051 | // } | ||
1052 | } | 1090 | } |
1053 | else | 1091 | else |
1054 | { | 1092 | { |
1055 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1093 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1094 | haveShape = true; | ||
1056 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1095 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1057 | { | 1096 | { |
1058 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1097 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
@@ -1063,16 +1102,16 @@ public sealed class BSPrim : BSPhysObject | |||
1063 | } | 1102 | } |
1064 | } | 1103 | } |
1065 | } | 1104 | } |
1066 | else | 1105 | // If a simple shape isn't happening, create a mesh and possibly a hull |
1106 | if (!haveShape) | ||
1067 | { | 1107 | { |
1068 | if (IsPhysical) | 1108 | if (IsPhysical) |
1069 | { | 1109 | { |
1070 | if (forceRebuild || _hullKey == 0) | 1110 | if (forceRebuild || _hullKey == 0) |
1071 | { | 1111 | { |
1072 | // physical objects require a hull for interaction. | 1112 | // physical objects require a hull for interaction. |
1073 | // This will create the mesh if it doesn't already exist | 1113 | // This also creates the mesh if it doesn't already exist |
1074 | CreateGeomHull(); | 1114 | ret = CreateGeomHull(); |
1075 | ret = true; | ||
1076 | } | 1115 | } |
1077 | } | 1116 | } |
1078 | else | 1117 | else |
@@ -1080,8 +1119,7 @@ public sealed class BSPrim : BSPhysObject | |||
1080 | if (forceRebuild || _meshKey == 0) | 1119 | if (forceRebuild || _meshKey == 0) |
1081 | { | 1120 | { |
1082 | // Static (non-physical) objects only need a mesh for bumping into | 1121 | // Static (non-physical) objects only need a mesh for bumping into |
1083 | CreateGeomMesh(); | 1122 | ret = CreateGeomMesh(); |
1084 | ret = true; | ||
1085 | } | 1123 | } |
1086 | } | 1124 | } |
1087 | } | 1125 | } |
@@ -1089,7 +1127,8 @@ public sealed class BSPrim : BSPhysObject | |||
1089 | } | 1127 | } |
1090 | 1128 | ||
1091 | // No locking here because this is done when we know physics is not simulating | 1129 | // No locking here because this is done when we know physics is not simulating |
1092 | private void CreateGeomMesh() | 1130 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1131 | private bool CreateGeomMesh() | ||
1093 | { | 1132 | { |
1094 | // level of detail based on size and type of the object | 1133 | // level of detail based on size and type of the object |
1095 | float lod = _scene.MeshLOD; | 1134 | float lod = _scene.MeshLOD; |
@@ -1103,7 +1142,7 @@ public sealed class BSPrim : BSPhysObject | |||
1103 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1142 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1104 | 1143 | ||
1105 | // if this new shape is the same as last time, don't recreate the mesh | 1144 | // if this new shape is the same as last time, don't recreate the mesh |
1106 | if (_meshKey == newMeshKey) return; | 1145 | if (_meshKey == newMeshKey) return false; |
1107 | 1146 | ||
1108 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1147 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1109 | // Since we're recreating new, get rid of any previously generated shape | 1148 | // Since we're recreating new, get rid of any previously generated shape |
@@ -1140,19 +1179,19 @@ public sealed class BSPrim : BSPhysObject | |||
1140 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1179 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1141 | // meshes are already scaled by the meshmerizer | 1180 | // meshes are already scaled by the meshmerizer |
1142 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1181 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1143 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1182 | return true; |
1144 | return; | ||
1145 | } | 1183 | } |
1146 | 1184 | ||
1147 | // No locking here because this is done when we know physics is not simulating | 1185 | // No locking here because this is done when we know physics is not simulating |
1148 | private void CreateGeomHull() | 1186 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1187 | private bool CreateGeomHull() | ||
1149 | { | 1188 | { |
1150 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1189 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; |
1151 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1190 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1152 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1191 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); |
1153 | 1192 | ||
1154 | // if the hull hasn't changed, don't rebuild it | 1193 | // if the hull hasn't changed, don't rebuild it |
1155 | if (newHullKey == _hullKey) return; | 1194 | if (newHullKey == _hullKey) return false; |
1156 | 1195 | ||
1157 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1196 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1158 | 1197 | ||
@@ -1255,7 +1294,7 @@ public sealed class BSPrim : BSPhysObject | |||
1255 | // meshes are already scaled by the meshmerizer | 1294 | // meshes are already scaled by the meshmerizer |
1256 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1295 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1257 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1296 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1258 | return; | 1297 | return true; |
1259 | } | 1298 | } |
1260 | 1299 | ||
1261 | // Callback from convex hull creater with a newly created hull. | 1300 | // Callback from convex hull creater with a newly created hull. |
@@ -1268,20 +1307,12 @@ public sealed class BSPrim : BSPhysObject | |||
1268 | 1307 | ||
1269 | private void VerifyCorrectPhysicalShape() | 1308 | private void VerifyCorrectPhysicalShape() |
1270 | { | 1309 | { |
1271 | if (IsStatic) | 1310 | if (!IsStatic) |
1272 | { | ||
1273 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1274 | if (_hullKey != 0) | ||
1275 | { | ||
1276 | RecreateGeomAndObject(); | ||
1277 | } | ||
1278 | } | ||
1279 | else | ||
1280 | { | 1311 | { |
1281 | // if not static, it will need a hull to efficiently collide with things | 1312 | // if not static, it will need a hull to efficiently collide with things |
1282 | if (_hullKey == 0) | 1313 | if (_hullKey == 0) |
1283 | { | 1314 | { |
1284 | RecreateGeomAndObject(); | 1315 | CreateGeomAndObject(false); |
1285 | } | 1316 | } |
1286 | 1317 | ||
1287 | } | 1318 | } |
@@ -1300,8 +1331,9 @@ public sealed class BSPrim : BSPhysObject | |||
1300 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1331 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1301 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1332 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1302 | 1333 | ||
1303 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1334 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. |
1304 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 1335 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1336 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
1305 | 1337 | ||
1306 | return ret; | 1338 | return ret; |
1307 | } | 1339 | } |
@@ -1325,15 +1357,20 @@ public sealed class BSPrim : BSPhysObject | |||
1325 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1357 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1326 | } | 1358 | } |
1327 | 1359 | ||
1328 | |||
1329 | // Rebuild the geometry and object. | 1360 | // Rebuild the geometry and object. |
1330 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1361 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1331 | // No locking here because this is done when the physics engine is not simulating | 1362 | // No locking here because this is done when the physics engine is not simulating |
1332 | private void RecreateGeomAndObject() | 1363 | private void CreateGeomAndObject(bool forceRebuild) |
1333 | { | 1364 | { |
1334 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1365 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); |
1335 | if (CreateGeom(true)) | 1366 | // Create the geometry that will make up the object |
1367 | if (CreateGeom(forceRebuild)) | ||
1368 | { | ||
1369 | // Create the object and place it into the world | ||
1336 | CreateObject(); | 1370 | CreateObject(); |
1371 | // Make sure the properties are set on the new object | ||
1372 | UpdatePhysicalParameters(); | ||
1373 | } | ||
1337 | return; | 1374 | return; |
1338 | } | 1375 | } |
1339 | 1376 | ||
@@ -1430,9 +1467,10 @@ public sealed class BSPrim : BSPhysObject | |||
1430 | // I've collided with something | 1467 | // I've collided with something |
1431 | // Called at taint time from within the Step() function | 1468 | // Called at taint time from within the Step() function |
1432 | CollisionEventUpdate collisionCollection; | 1469 | CollisionEventUpdate collisionCollection; |
1433 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1470 | public override bool Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1434 | { | 1471 | { |
1435 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1472 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); |
1473 | bool ret = false; | ||
1436 | 1474 | ||
1437 | // The following lines make IsColliding() and IsCollidingGround() work | 1475 | // The following lines make IsColliding() and IsCollidingGround() work |
1438 | _collidingStep = _scene.SimulationStep; | 1476 | _collidingStep = _scene.SimulationStep; |
@@ -1446,7 +1484,7 @@ public sealed class BSPrim : BSPhysObject | |||
1446 | // prims in the same linkset cannot collide with each other | 1484 | // prims in the same linkset cannot collide with each other |
1447 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | 1485 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) |
1448 | { | 1486 | { |
1449 | return; | 1487 | return ret; |
1450 | } | 1488 | } |
1451 | 1489 | ||
1452 | // if someone has subscribed for collision events.... | 1490 | // if someone has subscribed for collision events.... |
@@ -1459,8 +1497,10 @@ public sealed class BSPrim : BSPhysObject | |||
1459 | if (collisionCollection == null) | 1497 | if (collisionCollection == null) |
1460 | collisionCollection = new CollisionEventUpdate(); | 1498 | collisionCollection = new CollisionEventUpdate(); |
1461 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 1499 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
1500 | ret = true; | ||
1462 | } | 1501 | } |
1463 | } | 1502 | } |
1503 | return ret; | ||
1464 | } | 1504 | } |
1465 | 1505 | ||
1466 | // The scene is telling us it's time to pass our collected collisions into the simulator | 1506 | // The scene is telling us it's time to pass our collected collisions into the simulator |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 4a468af..eea899f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -79,7 +79,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
79 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); | 79 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); |
80 | // Following is a kludge and can be removed when avatar animation updating is | 80 | // Following is a kludge and can be removed when avatar animation updating is |
81 | // moved to a better place. | 81 | // moved to a better place. |
82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 82 | private HashSet<BSPhysObject> m_avatarsWithCollisions = new HashSet<BSPhysObject>(); |
83 | 83 | ||
84 | // List of all the objects that have vehicle properties and should be called | 84 | // List of all the objects that have vehicle properties and should be called |
85 | // to update each physics step. | 85 | // to update each physics step. |
@@ -132,8 +132,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
132 | private EntityProperties[] m_updateArray; | 132 | private EntityProperties[] m_updateArray; |
133 | private GCHandle m_updateArrayPinnedHandle; | 133 | private GCHandle m_updateArrayPinnedHandle; |
134 | 134 | ||
135 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed | 135 | public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed |
136 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes | 136 | public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes |
137 | 137 | ||
138 | public float PID_D { get; private set; } // derivative | 138 | public float PID_D { get; private set; } // derivative |
139 | public float PID_P { get; private set; } // proportional | 139 | public float PID_P { get; private set; } // proportional |
@@ -153,6 +153,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
153 | { | 153 | { |
154 | get { return new Vector3(0f, 0f, Params.gravity); } | 154 | get { return new Vector3(0f, 0f, Params.gravity); } |
155 | } | 155 | } |
156 | // Just the Z value of the gravity | ||
157 | public float DefaultGravityZ | ||
158 | { | ||
159 | get { return Params.gravity; } | ||
160 | } | ||
156 | 161 | ||
157 | public float MaximumObjectMass { get; private set; } | 162 | public float MaximumObjectMass { get; private set; } |
158 | 163 | ||
@@ -171,8 +176,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
171 | callback = c; | 176 | callback = c; |
172 | } | 177 | } |
173 | } | 178 | } |
179 | private Object _taintLock = new Object(); // lock for using the next object | ||
174 | private List<TaintCallbackEntry> _taintedObjects; | 180 | private List<TaintCallbackEntry> _taintedObjects; |
175 | private Object _taintLock = new Object(); | ||
176 | 181 | ||
177 | // A pointer to an instance if this structure is passed to the C++ code | 182 | // A pointer to an instance if this structure is passed to the C++ code |
178 | // Used to pass basic configuration values to the unmanaged code. | 183 | // Used to pass basic configuration values to the unmanaged code. |
@@ -478,6 +483,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
478 | 483 | ||
479 | // Some of the prims operate with special vehicle properties | 484 | // Some of the prims operate with special vehicle properties |
480 | ProcessVehicles(timeStep); | 485 | ProcessVehicles(timeStep); |
486 | numTaints += _taintedObjects.Count; | ||
481 | ProcessTaints(); // the vehicles might have added taints | 487 | ProcessTaints(); // the vehicles might have added taints |
482 | 488 | ||
483 | // step the physical world one interval | 489 | // step the physical world one interval |
@@ -506,6 +512,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
506 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 512 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
507 | SimulationNowTime = Util.EnvironmentTickCount(); | 513 | SimulationNowTime = Util.EnvironmentTickCount(); |
508 | 514 | ||
515 | // This is a kludge to get avatar movement updates. | ||
516 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
517 | // avatar animations and stuff. | ||
518 | // If you fix avatar animation updates, remove this overhead and let collisions happen. | ||
519 | m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions); | ||
520 | |||
509 | // If there were collisions, process them by sending the event to the prim. | 521 | // If there were collisions, process them by sending the event to the prim. |
510 | // Collisions must be processed before updates. | 522 | // Collisions must be processed before updates. |
511 | if (collidersCount > 0) | 523 | if (collidersCount > 0) |
@@ -527,13 +539,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
527 | bsp.SendCollisions(); | 539 | bsp.SendCollisions(); |
528 | m_objectsWithCollisions.Clear(); | 540 | m_objectsWithCollisions.Clear(); |
529 | 541 | ||
530 | // This is a kludge to get avatar movement updated. | ||
531 | // ODE sends collisions even if there are none and this is used to update | ||
532 | // avatar animations and stuff. | ||
533 | foreach (BSPhysObject bpo in m_avatarsWithCollisions) | ||
534 | bpo.SendCollisions(); | ||
535 | // m_avatarsWithCollisions.Clear(); | ||
536 | |||
537 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 542 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
538 | if (updatedEntityCount > 0) | 543 | if (updatedEntityCount > 0) |
539 | { | 544 | { |
@@ -544,7 +549,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
544 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | 549 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) |
545 | { | 550 | { |
546 | pobj.UpdateProperties(entprop); | 551 | pobj.UpdateProperties(entprop); |
547 | continue; | ||
548 | } | 552 | } |
549 | } | 553 | } |
550 | } | 554 | } |
@@ -600,8 +604,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
600 | 604 | ||
601 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 605 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
602 | 606 | ||
603 | collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); | 607 | if (collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration)) |
604 | m_objectsWithCollisions.Add(collider); | 608 | { |
609 | // If a collision was posted, remember to send it to the simulator | ||
610 | m_objectsWithCollisions.Add(collider); | ||
611 | } | ||
605 | 612 | ||
606 | return; | 613 | return; |
607 | } | 614 | } |
@@ -619,9 +626,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
619 | public override void SetWaterLevel(float baseheight) | 626 | public override void SetWaterLevel(float baseheight) |
620 | { | 627 | { |
621 | m_waterLevel = baseheight; | 628 | m_waterLevel = baseheight; |
622 | // TODO: pass to physics engine so things will float? | ||
623 | } | 629 | } |
624 | public float GetWaterLevel() | 630 | // Someday.... |
631 | public float GetWaterLevelAtXYZ(Vector3 loc) | ||
625 | { | 632 | { |
626 | return m_waterLevel; | 633 | return m_waterLevel; |
627 | } | 634 | } |
@@ -672,7 +679,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
672 | 679 | ||
673 | // int iPropertiesNotSupportedDefault = 0; | 680 | // int iPropertiesNotSupportedDefault = 0; |
674 | 681 | ||
675 | if (pbs.SculptEntry && !_meshSculptedPrim) | 682 | if (pbs.SculptEntry && !ShouldMeshSculptedPrim) |
676 | { | 683 | { |
677 | // Render sculpties as boxes | 684 | // Render sculpties as boxes |
678 | return false; | 685 | return false; |
@@ -680,7 +687,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
680 | 687 | ||
681 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet | 688 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet |
682 | // can use an internal representation for the prim | 689 | // can use an internal representation for the prim |
683 | if (!_forceSimplePrimMeshing) | 690 | if (!ShouldForceSimplePrimMeshing) |
684 | { | 691 | { |
685 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | 692 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) |
686 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | 693 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 |
@@ -782,7 +789,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
782 | if (!m_initialized) return; | 789 | if (!m_initialized) return; |
783 | 790 | ||
784 | lock (_taintLock) | 791 | lock (_taintLock) |
792 | { | ||
785 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); | 793 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); |
794 | } | ||
795 | |||
786 | return; | 796 | return; |
787 | } | 797 | } |
788 | 798 | ||
@@ -919,14 +929,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
919 | { | 929 | { |
920 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | 930 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", |
921 | ConfigurationParameters.numericTrue, | 931 | ConfigurationParameters.numericTrue, |
922 | (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 932 | (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
923 | (s) => { return s.NumericBool(s._meshSculptedPrim); }, | 933 | (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, |
924 | (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), | 934 | (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), |
925 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | 935 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", |
926 | ConfigurationParameters.numericFalse, | 936 | ConfigurationParameters.numericFalse, |
927 | (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 937 | (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
928 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 938 | (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, |
929 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 939 | (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), |
930 | 940 | ||
931 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 941 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
932 | 8f, | 942 | 8f, |
@@ -1162,8 +1172,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1162 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | 1172 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, |
1163 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | 1173 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, |
1164 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | 1174 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), |
1165 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", | 1175 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
1166 | 0.0f, | 1176 | 0.1f, |
1167 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | 1177 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, |
1168 | (s) => { return s.m_params[0].linkConstraintCFM; }, | 1178 | (s) => { return s.m_params[0].linkConstraintCFM; }, |
1169 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | 1179 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), |
@@ -1172,6 +1182,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1172 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | 1182 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, |
1173 | (s) => { return s.m_params[0].linkConstraintERP; }, | 1183 | (s) => { return s.m_params[0].linkConstraintERP; }, |
1174 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | 1184 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), |
1185 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
1186 | 40, | ||
1187 | (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
1188 | (s) => { return s.m_params[0].linkConstraintSolverIterations; }, | ||
1189 | (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), | ||
1175 | 1190 | ||
1176 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", | 1191 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", |
1177 | 0f, | 1192 | 0f, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 47d7199..d48462e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -154,27 +154,31 @@ public class BSTerrainManager | |||
154 | 154 | ||
155 | // The simulator wants to set a new heightmap for the terrain. | 155 | // The simulator wants to set a new heightmap for the terrain. |
156 | public void SetTerrain(float[] heightMap) { | 156 | public void SetTerrain(float[] heightMap) { |
157 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | 157 | float[] localHeightMap = heightMap; |
158 | m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() | ||
158 | { | 159 | { |
159 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | 160 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) |
160 | ReleaseGroundPlaneAndTerrain(); | ||
161 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
162 | // the terrain is added to our parent | ||
163 | if (m_parentScene is BSScene) | ||
164 | { | 161 | { |
165 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 162 | // If a child of a mega-region, we shouldn't have any terrain allocated for us |
166 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 163 | ReleaseGroundPlaneAndTerrain(); |
167 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | 164 | // If doing the mega-prim stuff and we are the child of the zero region, |
168 | heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | 165 | // the terrain is added to our parent |
166 | if (m_parentScene is BSScene) | ||
167 | { | ||
168 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
169 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
170 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | ||
171 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
172 | } | ||
169 | } | 173 | } |
170 | } | 174 | else |
171 | else | 175 | { |
172 | { | 176 | // If not doing the mega-prim thing, just change the terrain |
173 | // If not doing the mega-prim thing, just change the terrain | 177 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
174 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
175 | 178 | ||
176 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | 179 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); |
177 | } | 180 | } |
181 | }); | ||
178 | } | 182 | } |
179 | 183 | ||
180 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | 184 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain |
@@ -319,6 +323,8 @@ public class BSTerrainManager | |||
319 | 323 | ||
320 | // Make sure the new shape is processed. | 324 | // Make sure the new shape is processed. |
321 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); | 325 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); |
326 | |||
327 | m_terrainModified = true; | ||
322 | }; | 328 | }; |
323 | 329 | ||
324 | // There is the option to do the changes now (we're already in 'taint time'), or | 330 | // There is the option to do the changes now (we're already in 'taint time'), or |
@@ -357,6 +363,8 @@ public class BSTerrainManager | |||
357 | m_heightMaps.Add(terrainRegionBase, mapInfo); | 363 | m_heightMaps.Add(terrainRegionBase, mapInfo); |
358 | // Build the terrain | 364 | // Build the terrain |
359 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | 365 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); |
366 | |||
367 | m_terrainModified = true; | ||
360 | }; | 368 | }; |
361 | 369 | ||
362 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | 370 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. |
@@ -383,7 +391,7 @@ public class BSTerrainManager | |||
383 | private float lastHeightTX = 999999f; | 391 | private float lastHeightTX = 999999f; |
384 | private float lastHeightTY = 999999f; | 392 | private float lastHeightTY = 999999f; |
385 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | 393 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; |
386 | public float GetTerrainHeightAtXY(float tX, float tY) | 394 | private float GetTerrainHeightAtXY(float tX, float tY) |
387 | { | 395 | { |
388 | // You'd be surprized at the number of times this routine is called | 396 | // You'd be surprized at the number of times this routine is called |
389 | // with the same parameters as last time. | 397 | // with the same parameters as last time. |
@@ -403,11 +411,18 @@ public class BSTerrainManager | |||
403 | { | 411 | { |
404 | float regionX = tX - offsetX; | 412 | float regionX = tX - offsetX; |
405 | float regionY = tY - offsetY; | 413 | float regionY = tY - offsetY; |
406 | if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0; | ||
407 | if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0; | ||
408 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | 414 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; |
409 | ret = mapInfo.heightMap[mapIndex]; | 415 | try |
410 | m_terrainModified = false; | 416 | { |
417 | ret = mapInfo.heightMap[mapIndex]; | ||
418 | } | ||
419 | catch | ||
420 | { | ||
421 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
422 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", | ||
423 | LogHeader, terrainBaseXY, regionX, regionY); | ||
424 | ret = HEIGHT_GETHEIGHT_RET; | ||
425 | } | ||
411 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | 426 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", |
412 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | 427 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); |
413 | } | 428 | } |
@@ -416,6 +431,7 @@ public class BSTerrainManager | |||
416 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | 431 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
417 | LogHeader, m_physicsScene.RegionName, tX, tY); | 432 | LogHeader, m_physicsScene.RegionName, tX, tY); |
418 | } | 433 | } |
434 | m_terrainModified = false; | ||
419 | lastHeight = ret; | 435 | lastHeight = ret; |
420 | return ret; | 436 | return ret; |
421 | } | 437 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index e579cf2..043423e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -213,6 +213,7 @@ public struct ConfigurationParameters | |||
213 | public float linkConstraintTransMotorMaxForce; | 213 | public float linkConstraintTransMotorMaxForce; |
214 | public float linkConstraintERP; | 214 | public float linkConstraintERP; |
215 | public float linkConstraintCFM; | 215 | public float linkConstraintCFM; |
216 | public float linkConstraintSolverIterations; | ||
216 | 217 | ||
217 | public const float numericTrue = 1f; | 218 | public const float numericTrue = 1f; |
218 | public const float numericFalse = 0f; | 219 | public const float numericFalse = 0f; |
@@ -395,23 +396,6 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); | |||
395 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 396 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
396 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); | 397 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); |
397 | 398 | ||
398 | /* Remove old functionality | ||
399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
400 | public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); | ||
401 | |||
402 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
403 | public static extern void AddConstraint(uint worldID, uint id1, uint id2, | ||
404 | Vector3 frame1, Quaternion frame1rot, | ||
405 | Vector3 frame2, Quaternion frame2rot, | ||
406 | Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular); | ||
407 | |||
408 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
409 | public static extern bool RemoveConstraintByID(uint worldID, uint id1); | ||
410 | |||
411 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
412 | public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); | ||
413 | */ | ||
414 | |||
415 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
416 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); | 400 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); |
417 | 401 | ||
@@ -545,6 +529,15 @@ public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | |||
545 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); | 529 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); |
546 | 530 | ||
547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 531 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
532 | public static extern IntPtr CreateCompoundShape2(IntPtr sim); | ||
533 | |||
534 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
535 | public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); | ||
536 | |||
537 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
538 | public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | ||
539 | |||
540 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
548 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); | 541 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); |
549 | 542 | ||
550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 543 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1010,7 +1003,7 @@ public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); | |||
1010 | public static extern Vector3 GetLocalScaling2(IntPtr shape); | 1003 | public static extern Vector3 GetLocalScaling2(IntPtr shape); |
1011 | 1004 | ||
1012 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1005 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1013 | public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia); | 1006 | public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); |
1014 | 1007 | ||
1015 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1008 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1016 | public static extern int GetShapeType2(IntPtr shape); | 1009 | public static extern int GetShapeType2(IntPtr shape); |