diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 182 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 66 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 21 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 51 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 11 |
6 files changed, 250 insertions, 93 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 2e6b2da..7c2f856 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -41,8 +41,6 @@ public class BSCharacter : BSPhysObject | |||
41 | 41 | ||
42 | // private bool _stopped; | 42 | // private bool _stopped; |
43 | private OMV.Vector3 _size; | 43 | private OMV.Vector3 _size; |
44 | private OMV.Vector3 _scale; | ||
45 | private PrimitiveBaseShape _pbs; | ||
46 | private bool _grabbed; | 44 | private bool _grabbed; |
47 | private bool _selected; | 45 | private bool _selected; |
48 | private OMV.Vector3 _position; | 46 | private OMV.Vector3 _position; |
@@ -67,6 +65,10 @@ public class BSCharacter : BSPhysObject | |||
67 | private bool _kinematic; | 65 | private bool _kinematic; |
68 | private float _buoyancy; | 66 | private float _buoyancy; |
69 | 67 | ||
68 | // The friction and velocity of the avatar is modified depending on whether walking or not. | ||
69 | private OMV.Vector3 _appliedVelocity; // the last velocity applied to the avatar | ||
70 | private float _currentFriction; // the friction currently being used (changed by setVelocity). | ||
71 | |||
70 | private OMV.Vector3 _PIDTarget; | 72 | private OMV.Vector3 _PIDTarget; |
71 | private bool _usePID; | 73 | private bool _usePID; |
72 | private float _PIDTau; | 74 | private float _PIDTau; |
@@ -84,13 +86,15 @@ public class BSCharacter : BSPhysObject | |||
84 | _flying = isFlying; | 86 | _flying = isFlying; |
85 | _orientation = OMV.Quaternion.Identity; | 87 | _orientation = OMV.Quaternion.Identity; |
86 | _velocity = OMV.Vector3.Zero; | 88 | _velocity = OMV.Vector3.Zero; |
89 | _appliedVelocity = OMV.Vector3.Zero; | ||
87 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 90 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
91 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | ||
88 | 92 | ||
89 | // The dimensions of the avatar capsule are kept in the scale. | 93 | // The dimensions of the avatar capsule are kept in the scale. |
90 | // Physics creates a unit capsule which is scaled by the physics engine. | 94 | // Physics creates a unit capsule which is scaled by the physics engine. |
91 | ComputeAvatarScale(_size); | 95 | ComputeAvatarScale(_size); |
92 | _avatarDensity = PhysicsScene.Params.avatarDensity; | 96 | _avatarDensity = PhysicsScene.Params.avatarDensity; |
93 | // set _avatarVolume and _mass based on capsule size, _density and _scale | 97 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
94 | ComputeAvatarVolumeAndMass(); | 98 | ComputeAvatarVolumeAndMass(); |
95 | 99 | ||
96 | ShapeData shapeData = new ShapeData(); | 100 | ShapeData shapeData = new ShapeData(); |
@@ -99,24 +103,24 @@ public class BSCharacter : BSPhysObject | |||
99 | shapeData.Position = _position; | 103 | shapeData.Position = _position; |
100 | shapeData.Rotation = _orientation; | 104 | shapeData.Rotation = _orientation; |
101 | shapeData.Velocity = _velocity; | 105 | shapeData.Velocity = _velocity; |
102 | shapeData.Scale = _scale; | 106 | shapeData.Scale = Scale; |
103 | shapeData.Mass = _mass; | 107 | shapeData.Mass = _mass; |
104 | shapeData.Buoyancy = _buoyancy; | 108 | shapeData.Buoyancy = _buoyancy; |
105 | shapeData.Static = ShapeData.numericFalse; | 109 | shapeData.Static = ShapeData.numericFalse; |
106 | shapeData.Friction = PhysicsScene.Params.avatarFriction; | 110 | shapeData.Friction = PhysicsScene.Params.avatarStandingFriction; |
107 | shapeData.Restitution = PhysicsScene.Params.avatarRestitution; | 111 | shapeData.Restitution = PhysicsScene.Params.avatarRestitution; |
108 | 112 | ||
109 | // do actual create at taint time | 113 | // do actual create at taint time |
110 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() | 114 | PhysicsScene.TaintedObject("BSCharacter.create", delegate() |
111 | { | 115 | { |
112 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 116 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
113 | BulletSimAPI.CreateObject(PhysicsScene.WorldID, shapeData); | 117 | PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this, shapeData, null, null, null); |
118 | |||
119 | SetPhysicalProperties(); | ||
114 | 120 | ||
115 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C#. | 121 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C#. |
116 | // If not set at creation, the avatar will stop flying when created after crossing a region boundry. | 122 | // If not set at creation, the avatar will stop flying when created after crossing a region boundry. |
117 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); | 123 | ForceBuoyancy = _buoyancy; |
118 | |||
119 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(PhysicsScene.World.ptr, LocalID)); | ||
120 | 124 | ||
121 | // This works here because CreateObject has already put the character into the physical world. | 125 | // This works here because CreateObject has already put the character into the physical world. |
122 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, | 126 | BulletSimAPI.SetCollisionFilterMask2(BSBody.ptr, |
@@ -131,10 +135,40 @@ public class BSCharacter : BSPhysObject | |||
131 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 135 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
132 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() | 136 | PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() |
133 | { | 137 | { |
134 | BulletSimAPI.DestroyObject(PhysicsScene.WorldID, LocalID); | 138 | PhysicsScene.Shapes.DereferenceBody(BSBody, true, null); |
139 | PhysicsScene.Shapes.DereferenceShape(BSShape, true, null); | ||
135 | }); | 140 | }); |
136 | } | 141 | } |
137 | 142 | ||
143 | private void SetPhysicalProperties() | ||
144 | { | ||
145 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | ||
146 | |||
147 | ZeroMotion(); | ||
148 | |||
149 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSBody.ptr, MassRaw); | ||
150 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); | ||
151 | |||
152 | // Set the velocity and compute the proper friction | ||
153 | ForceVelocity = _velocity; | ||
154 | |||
155 | BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); | ||
156 | BulletSimAPI.SetRestitution2(BSBody.ptr, PhysicsScene.Params.avatarRestitution); | ||
157 | |||
158 | BulletSimAPI.SetLocalScaling2(BSShape.ptr, Scale); | ||
159 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | ||
160 | |||
161 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | ||
162 | { | ||
163 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | ||
164 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | ||
165 | } | ||
166 | |||
167 | BulletSimAPI.SetActivationState2(BSBody.ptr, (int)ActivationState.DISABLE_DEACTIVATION); | ||
168 | |||
169 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, BSBody.ptr); | ||
170 | } | ||
171 | |||
138 | public override void RequestPhysicsterseUpdate() | 172 | public override void RequestPhysicsterseUpdate() |
139 | { | 173 | { |
140 | base.RequestPhysicsterseUpdate(); | 174 | base.RequestPhysicsterseUpdate(); |
@@ -147,7 +181,7 @@ public class BSCharacter : BSPhysObject | |||
147 | get | 181 | get |
148 | { | 182 | { |
149 | // Avatar capsule size is kept in the scale parameter. | 183 | // Avatar capsule size is kept in the scale parameter. |
150 | return new OMV.Vector3(_scale.X * 2, _scale.Y * 2, _scale.Z); | 184 | return new OMV.Vector3(Scale.X * 2, Scale.Y * 2, Scale.Z); |
151 | } | 185 | } |
152 | 186 | ||
153 | set { | 187 | set { |
@@ -162,22 +196,25 @@ public class BSCharacter : BSPhysObject | |||
162 | 196 | ||
163 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 197 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
164 | { | 198 | { |
165 | BulletSimAPI.SetObjectScaleMass(PhysicsScene.WorldID, LocalID, _scale, _mass, true); | 199 | BulletSimAPI.SetLocalScaling2(BSBody.ptr, Scale); |
200 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(BSBody.ptr, MassRaw); | ||
201 | BulletSimAPI.SetMassProps2(BSBody.ptr, MassRaw, localInertia); | ||
166 | }); | 202 | }); |
167 | 203 | ||
168 | } | 204 | } |
169 | } | 205 | } |
170 | public override PrimitiveBaseShape Shape { | 206 | public override OMV.Vector3 Scale { get; set; } |
171 | set { _pbs = value; | 207 | private PrimitiveBaseShape _pbs; |
172 | } | 208 | public override PrimitiveBaseShape Shape |
209 | { | ||
210 | set { _pbs = value;} | ||
173 | } | 211 | } |
212 | |||
174 | public override bool Grabbed { | 213 | public override bool Grabbed { |
175 | set { _grabbed = value; | 214 | set { _grabbed = value; } |
176 | } | ||
177 | } | 215 | } |
178 | public override bool Selected { | 216 | public override bool Selected { |
179 | set { _selected = value; | 217 | set { _selected = value; } |
180 | } | ||
181 | } | 218 | } |
182 | public override void CrossingFailure() { return; } | 219 | public override void CrossingFailure() { return; } |
183 | public override void link(PhysicsActor obj) { return; } | 220 | public override void link(PhysicsActor obj) { return; } |
@@ -204,7 +241,7 @@ public class BSCharacter : BSPhysObject | |||
204 | 241 | ||
205 | public override OMV.Vector3 Position { | 242 | public override OMV.Vector3 Position { |
206 | get { | 243 | get { |
207 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 244 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); |
208 | return _position; | 245 | return _position; |
209 | } | 246 | } |
210 | set { | 247 | set { |
@@ -214,7 +251,7 @@ public class BSCharacter : BSPhysObject | |||
214 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() | 251 | PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() |
215 | { | 252 | { |
216 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 253 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
217 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | 254 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); |
218 | }); | 255 | }); |
219 | } | 256 | } |
220 | } | 257 | } |
@@ -273,7 +310,7 @@ public class BSCharacter : BSPhysObject | |||
273 | BSScene.TaintCallback sanityOperation = delegate() | 310 | BSScene.TaintCallback sanityOperation = delegate() |
274 | { | 311 | { |
275 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 312 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
276 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | 313 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); |
277 | }; | 314 | }; |
278 | if (inTaintTime) | 315 | if (inTaintTime) |
279 | sanityOperation(); | 316 | sanityOperation(); |
@@ -284,11 +321,7 @@ public class BSCharacter : BSPhysObject | |||
284 | return ret; | 321 | return ret; |
285 | } | 322 | } |
286 | 323 | ||
287 | public override float Mass { | 324 | public override float Mass { get { return _mass; } } |
288 | get { | ||
289 | return _mass; | ||
290 | } | ||
291 | } | ||
292 | 325 | ||
293 | // used when we only want this prim's mass and not the linkset thing | 326 | // used when we only want this prim's mass and not the linkset thing |
294 | public override float MassRaw { get {return _mass; } } | 327 | public override float MassRaw { get {return _mass; } } |
@@ -301,15 +334,13 @@ public class BSCharacter : BSPhysObject | |||
301 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() | 334 | PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() |
302 | { | 335 | { |
303 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 336 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
304 | BulletSimAPI.SetObjectForce(PhysicsScene.WorldID, LocalID, _force); | 337 | BulletSimAPI.SetObjectForce2(BSBody.ptr, _force); |
305 | }); | 338 | }); |
306 | } | 339 | } |
307 | } | 340 | } |
308 | 341 | ||
309 | public override int VehicleType { | 342 | // Avatars don't do vehicles |
310 | get { return 0; } | 343 | public override int VehicleType { get { return 0; } set { return; } } |
311 | set { return; } | ||
312 | } | ||
313 | public override void VehicleFloatParam(int param, float value) { } | 344 | public override void VehicleFloatParam(int param, float value) { } |
314 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} | 345 | public override void VehicleVectorParam(int param, OMV.Vector3 value) {} |
315 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } | 346 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { } |
@@ -328,15 +359,35 @@ public class BSCharacter : BSPhysObject | |||
328 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() | 359 | PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() |
329 | { | 360 | { |
330 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); | 361 | DetailLog("{0},BSCharacter.setVelocity,taint,vel={1}", LocalID, _velocity); |
331 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); | 362 | ForceVelocity = _velocity; |
332 | }); | 363 | }); |
333 | } | 364 | } |
334 | } | 365 | } |
335 | public override OMV.Vector3 ForceVelocity { | 366 | public override OMV.Vector3 ForceVelocity { |
336 | get { return _velocity; } | 367 | get { return _velocity; } |
337 | set { | 368 | set { |
369 | // Depending on whether the avatar is moving or not, change the friction | ||
370 | // to keep the avatar from slipping around | ||
371 | if (_velocity.Length() == 0) | ||
372 | { | ||
373 | if (_currentFriction != PhysicsScene.Params.avatarStandingFriction) | ||
374 | { | ||
375 | _currentFriction = PhysicsScene.Params.avatarStandingFriction; | ||
376 | BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); | ||
377 | } | ||
378 | } | ||
379 | else | ||
380 | { | ||
381 | if (_currentFriction == 999f) | ||
382 | { | ||
383 | _currentFriction = PhysicsScene.Params.avatarFriction; | ||
384 | BulletSimAPI.SetFriction2(BSBody.ptr, _currentFriction); | ||
385 | } | ||
386 | } | ||
338 | _velocity = value; | 387 | _velocity = value; |
339 | BulletSimAPI.SetObjectVelocity(PhysicsScene.WorldID, LocalID, _velocity); | 388 | _appliedVelocity = value; |
389 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, _velocity); | ||
390 | BulletSimAPI.Activate2(BSBody.ptr, true); | ||
340 | } | 391 | } |
341 | } | 392 | } |
342 | public override OMV.Vector3 Torque { | 393 | public override OMV.Vector3 Torque { |
@@ -360,8 +411,8 @@ public class BSCharacter : BSPhysObject | |||
360 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); | 411 | // m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation); |
361 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() | 412 | PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() |
362 | { | 413 | { |
363 | // _position = BulletSimAPI.GetObjectPosition(Scene.WorldID, _localID); | 414 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); |
364 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | 415 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); |
365 | }); | 416 | }); |
366 | } | 417 | } |
367 | } | 418 | } |
@@ -389,12 +440,18 @@ public class BSCharacter : BSPhysObject | |||
389 | set { _isPhysical = value; | 440 | set { _isPhysical = value; |
390 | } | 441 | } |
391 | } | 442 | } |
443 | public override bool IsSolid { | ||
444 | get { return true; } | ||
445 | } | ||
446 | public override bool IsStatic { | ||
447 | get { return false; } | ||
448 | } | ||
392 | public override bool Flying { | 449 | public override bool Flying { |
393 | get { return _flying; } | 450 | get { return _flying; } |
394 | set { | 451 | set { |
395 | _flying = value; | 452 | _flying = value; |
396 | // simulate flying by changing the effect of gravity | 453 | // simulate flying by changing the effect of gravity |
397 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | 454 | Buoyancy = ComputeBuoyancyFromFlying(_flying); |
398 | } | 455 | } |
399 | } | 456 | } |
400 | // Flying is implimented by changing the avatar's buoyancy. | 457 | // Flying is implimented by changing the avatar's buoyancy. |
@@ -454,10 +511,19 @@ public class BSCharacter : BSPhysObject | |||
454 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 511 | PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() |
455 | { | 512 | { |
456 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 513 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
457 | BulletSimAPI.SetObjectBuoyancy(PhysicsScene.WorldID, LocalID, _buoyancy); | 514 | ForceBuoyancy = _buoyancy; |
458 | }); | 515 | }); |
459 | } | 516 | } |
460 | } | 517 | } |
518 | public override float ForceBuoyancy { | ||
519 | get { return _buoyancy; } | ||
520 | set { _buoyancy = value; | ||
521 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
522 | // Buoyancy is faked by changing the gravity applied to the object | ||
523 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
524 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
525 | } | ||
526 | } | ||
461 | 527 | ||
462 | // Used for MoveTo | 528 | // Used for MoveTo |
463 | public override OMV.Vector3 PIDTarget { | 529 | public override OMV.Vector3 PIDTarget { |
@@ -518,27 +584,29 @@ public class BSCharacter : BSPhysObject | |||
518 | 584 | ||
519 | private void ComputeAvatarScale(OMV.Vector3 size) | 585 | private void ComputeAvatarScale(OMV.Vector3 size) |
520 | { | 586 | { |
521 | _scale.X = PhysicsScene.Params.avatarCapsuleRadius; | 587 | OMV.Vector3 newScale = OMV.Vector3.Zero; |
522 | _scale.Y = PhysicsScene.Params.avatarCapsuleRadius; | 588 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; |
589 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; | ||
523 | 590 | ||
524 | // The 1.15 came from ODE but it seems to cause the avatar to float off the ground | 591 | // The 1.15 came from ODE but it seems to cause the avatar to float off the ground |
525 | // _scale.Z = (_size.Z * 1.15f) - (_scale.X + _scale.Y); | 592 | // Scale.Z = (_size.Z * 1.15f) - (Scale.X + Scale.Y); |
526 | _scale.Z = (_size.Z) - (_scale.X + _scale.Y); | 593 | newScale.Z = (_size.Z) - (Scale.X + Scale.Y); |
594 | Scale = newScale; | ||
527 | } | 595 | } |
528 | 596 | ||
529 | // set _avatarVolume and _mass based on capsule size, _density and _scale | 597 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
530 | private void ComputeAvatarVolumeAndMass() | 598 | private void ComputeAvatarVolumeAndMass() |
531 | { | 599 | { |
532 | _avatarVolume = (float)( | 600 | _avatarVolume = (float)( |
533 | Math.PI | 601 | Math.PI |
534 | * _scale.X | 602 | * Scale.X |
535 | * _scale.Y // the area of capsule cylinder | 603 | * Scale.Y // the area of capsule cylinder |
536 | * _scale.Z // times height of capsule cylinder | 604 | * Scale.Z // times height of capsule cylinder |
537 | + 1.33333333f | 605 | + 1.33333333f |
538 | * Math.PI | 606 | * Math.PI |
539 | * _scale.X | 607 | * Scale.X |
540 | * Math.Min(_scale.X, _scale.Y) | 608 | * Math.Min(Scale.X, Scale.Y) |
541 | * _scale.Y // plus the volume of the capsule end caps | 609 | * Scale.Y // plus the volume of the capsule end caps |
542 | ); | 610 | ); |
543 | _mass = _avatarDensity * _avatarVolume; | 611 | _mass = _avatarDensity * _avatarVolume; |
544 | } | 612 | } |
@@ -555,6 +623,22 @@ public class BSCharacter : BSPhysObject | |||
555 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 623 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
556 | PositionSanityCheck2(true); | 624 | PositionSanityCheck2(true); |
557 | 625 | ||
626 | // remember the current and last set values | ||
627 | LastEntityProperties = CurrentEntityProperties; | ||
628 | CurrentEntityProperties = entprop; | ||
629 | |||
630 | if (entprop.Velocity != LastEntityProperties.Velocity) | ||
631 | { | ||
632 | // Changes in the velocity are suppressed in avatars. | ||
633 | // That's just the way they are defined. | ||
634 | OMV.Vector3 avVel = new OMV.Vector3(_appliedVelocity.X, _appliedVelocity.Y, entprop.Velocity.Z); | ||
635 | _velocity = avVel; | ||
636 | BulletSimAPI.SetLinearVelocity2(BSBody.ptr, avVel); | ||
637 | } | ||
638 | |||
639 | // Tell the linkset about this | ||
640 | Linkset.UpdateProperties(this); | ||
641 | |||
558 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 642 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
559 | // base.RequestPhysicsterseUpdate(); | 643 | // base.RequestPhysicsterseUpdate(); |
560 | 644 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index cae599c..34dec26 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -69,6 +69,16 @@ public abstract class BSPhysObject : PhysicsActor | |||
69 | // Reference to the physical shape (btCollisionShape) of this object | 69 | // Reference to the physical shape (btCollisionShape) of this object |
70 | public BulletShape BSShape; | 70 | public BulletShape BSShape; |
71 | 71 | ||
72 | // When the physical properties are updated, an EntityProperty holds the update values. | ||
73 | // Keep the current and last EntityProperties to enable computation of differences | ||
74 | // between the current update and the previous values. | ||
75 | public EntityProperties CurrentEntityProperties { get; set; } | ||
76 | public EntityProperties LastEntityProperties { get; set; } | ||
77 | |||
78 | public abstract OMV.Vector3 Scale { get; set; } | ||
79 | public abstract bool IsSolid { get; } | ||
80 | public abstract bool IsStatic { get; } | ||
81 | |||
72 | // Stop all physical motion. | 82 | // Stop all physical motion. |
73 | public abstract void ZeroMotion(); | 83 | public abstract void ZeroMotion(); |
74 | 84 | ||
@@ -89,6 +99,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
89 | 99 | ||
90 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | 100 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } |
91 | 101 | ||
102 | public abstract float ForceBuoyancy { get; set; } | ||
103 | |||
92 | #region Collisions | 104 | #region Collisions |
93 | 105 | ||
94 | // Requested number of milliseconds between collision events. Zero means disabled. | 106 | // Requested number of milliseconds between collision events. Zero means disabled. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6a4365c..3421e30 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -172,11 +172,8 @@ public sealed class BSPrim : BSPhysObject | |||
172 | } | 172 | } |
173 | // Scale is what we set in the physics engine. It is different than 'size' in that | 173 | // Scale is what we set in the physics engine. It is different than 'size' in that |
174 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. | 174 | // 'size' can be encorporated into the mesh. In that case, the scale is <1,1,1>. |
175 | public OMV.Vector3 Scale | 175 | public override OMV.Vector3 Scale { get; set; } |
176 | { | 176 | |
177 | get { return _scale; } | ||
178 | set { _scale = value; } | ||
179 | } | ||
180 | public override PrimitiveBaseShape Shape { | 177 | public override PrimitiveBaseShape Shape { |
181 | set { | 178 | set { |
182 | _pbs = value; | 179 | _pbs = value; |
@@ -325,9 +322,9 @@ public sealed class BSPrim : BSPhysObject | |||
325 | } | 322 | } |
326 | 323 | ||
327 | // A version of the sanity check that also makes sure a new position value is | 324 | // A version of the sanity check that also makes sure a new position value is |
328 | // pushed back to the physics engine. This routine would be used by anyone | 325 | // pushed to the physics engine. This routine would be used by anyone |
329 | // who is not already pushing the value. | 326 | // who is not already pushing the value. |
330 | private bool PositionSanityCheck2(bool inTaintTime) | 327 | private bool PositionSanityCheck(bool inTaintTime) |
331 | { | 328 | { |
332 | bool ret = false; | 329 | bool ret = false; |
333 | if (PositionSanityCheck()) | 330 | if (PositionSanityCheck()) |
@@ -336,8 +333,8 @@ public sealed class BSPrim : BSPhysObject | |||
336 | // just assign to "Position" because of potential call loops. | 333 | // just assign to "Position" because of potential call loops. |
337 | BSScene.TaintCallback sanityOperation = delegate() | 334 | BSScene.TaintCallback sanityOperation = delegate() |
338 | { | 335 | { |
339 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 336 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
340 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | 337 | ForcePosition = _position; |
341 | }; | 338 | }; |
342 | if (inTaintTime) | 339 | if (inTaintTime) |
343 | sanityOperation(); | 340 | sanityOperation(); |
@@ -547,13 +544,13 @@ public sealed class BSPrim : BSPhysObject | |||
547 | } | 544 | } |
548 | 545 | ||
549 | // An object is static (does not move) if selected or not physical | 546 | // An object is static (does not move) if selected or not physical |
550 | private bool IsStatic | 547 | public override bool IsStatic |
551 | { | 548 | { |
552 | get { return _isSelected || !IsPhysical; } | 549 | get { return _isSelected || !IsPhysical; } |
553 | } | 550 | } |
554 | 551 | ||
555 | // An object is solid if it's not phantom and if it's not doing VolumeDetect | 552 | // An object is solid if it's not phantom and if it's not doing VolumeDetect |
556 | public bool IsSolid | 553 | public override bool IsSolid |
557 | { | 554 | { |
558 | get { return !IsPhantom && !_isVolumeDetect; } | 555 | get { return !IsPhantom && !_isVolumeDetect; } |
559 | } | 556 | } |
@@ -631,6 +628,12 @@ public sealed class BSPrim : BSPhysObject | |||
631 | BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); | 628 | BulletSimAPI.SetMassProps2(BSBody.ptr, 0f, OMV.Vector3.Zero); |
632 | // There is no inertia in a static object | 629 | // There is no inertia in a static object |
633 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | 630 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); |
631 | // Set collision detection parameters | ||
632 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | ||
633 | { | ||
634 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | ||
635 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | ||
636 | } | ||
634 | // There can be special things needed for implementing linksets | 637 | // There can be special things needed for implementing linksets |
635 | Linkset.MakeStatic(this); | 638 | Linkset.MakeStatic(this); |
636 | // The activation state is 'disabled' so Bullet will not try to act on it. | 639 | // The activation state is 'disabled' so Bullet will not try to act on it. |
@@ -662,6 +665,13 @@ public sealed class BSPrim : BSPhysObject | |||
662 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); | 665 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); |
663 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | 666 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); |
664 | 667 | ||
668 | // Set collision detection parameters | ||
669 | if (PhysicsScene.Params.ccdMotionThreshold > 0f) | ||
670 | { | ||
671 | BulletSimAPI.SetCcdMotionThreshold2(BSBody.ptr, PhysicsScene.Params.ccdMotionThreshold); | ||
672 | BulletSimAPI.SetCcdSweepSphereRadius2(BSBody.ptr, PhysicsScene.Params.ccdSweptSphereRadius); | ||
673 | } | ||
674 | |||
665 | // Various values for simulation limits | 675 | // Various values for simulation limits |
666 | BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); | 676 | BulletSimAPI.SetDamping2(BSBody.ptr, PhysicsScene.Params.linearDamping, PhysicsScene.Params.angularDamping); |
667 | BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); | 677 | BulletSimAPI.SetDeactivationTime2(BSBody.ptr, PhysicsScene.Params.deactivationTime); |
@@ -812,14 +822,21 @@ public sealed class BSPrim : BSPhysObject | |||
812 | set { | 822 | set { |
813 | _buoyancy = value; | 823 | _buoyancy = value; |
814 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() | 824 | PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() |
815 | { | 825 | { |
816 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 826 | ForceBuoyancy = _buoyancy; |
817 | // Buoyancy is faked by changing the gravity applied to the object | ||
818 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
819 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
820 | }); | 827 | }); |
821 | } | 828 | } |
822 | } | 829 | } |
830 | public override float ForceBuoyancy { | ||
831 | get { return _buoyancy; } | ||
832 | set { | ||
833 | _buoyancy = value; | ||
834 | // DetailLog("{0},BSPrim.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | ||
835 | // Buoyancy is faked by changing the gravity applied to the object | ||
836 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | ||
837 | BulletSimAPI.SetGravity2(BSBody.ptr, new OMV.Vector3(0f, 0f, grav)); | ||
838 | } | ||
839 | } | ||
823 | 840 | ||
824 | // Used for MoveTo | 841 | // Used for MoveTo |
825 | public override OMV.Vector3 PIDTarget { | 842 | public override OMV.Vector3 PIDTarget { |
@@ -1269,8 +1286,8 @@ public sealed class BSPrim : BSPhysObject | |||
1269 | const float VELOCITY_TOLERANCE = 0.001f; | 1286 | const float VELOCITY_TOLERANCE = 0.001f; |
1270 | const float POSITION_TOLERANCE = 0.05f; | 1287 | const float POSITION_TOLERANCE = 0.05f; |
1271 | const float ACCELERATION_TOLERANCE = 0.01f; | 1288 | const float ACCELERATION_TOLERANCE = 0.01f; |
1272 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; | 1289 | const float ROTATIONAL_VELOCITY_TOLERANCE = 0.01f; |
1273 | 1290 | ||
1274 | public override void UpdateProperties(EntityProperties entprop) | 1291 | public override void UpdateProperties(EntityProperties entprop) |
1275 | { | 1292 | { |
1276 | /* | 1293 | /* |
@@ -1326,11 +1343,13 @@ public sealed class BSPrim : BSPhysObject | |||
1326 | _orientation = entprop.Rotation; | 1343 | _orientation = entprop.Rotation; |
1327 | _velocity = entprop.Velocity; | 1344 | _velocity = entprop.Velocity; |
1328 | _acceleration = entprop.Acceleration; | 1345 | _acceleration = entprop.Acceleration; |
1329 | _rotationalVelocity = entprop.RotationalVelocity; | 1346 | _rotationalVelocity = entprop.RotationalVelocity; |
1347 | |||
1348 | // remember the current and last set values | ||
1349 | LastEntityProperties = CurrentEntityProperties; | ||
1350 | CurrentEntityProperties = entprop; | ||
1330 | 1351 | ||
1331 | PositionSanityCheck2(true); | 1352 | PositionSanityCheck(true); |
1332 | |||
1333 | Linkset.UpdateProperties(this); | ||
1334 | 1353 | ||
1335 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1354 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1336 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1355 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
@@ -1348,6 +1367,9 @@ public sealed class BSPrim : BSPhysObject | |||
1348 | entprop.Acceleration, entprop.RotationalVelocity); | 1367 | entprop.Acceleration, entprop.RotationalVelocity); |
1349 | } | 1368 | } |
1350 | */ | 1369 | */ |
1370 | // The linkset implimentation might want to know about this. | ||
1371 | |||
1372 | Linkset.UpdateProperties(this); | ||
1351 | } | 1373 | } |
1352 | } | 1374 | } |
1353 | } | 1375 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 2c3c481..5158011 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -256,10 +256,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
256 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | 256 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
257 | 257 | ||
258 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 258 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); |
259 | WorldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | 259 | World = new BulletSim(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(), |
260 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 260 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
261 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), | 261 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), |
262 | m_DebugLogCallbackHandle); | 262 | m_DebugLogCallbackHandle)); |
263 | 263 | ||
264 | // Initialization to support the transition to a new API which puts most of the logic | 264 | // Initialization to support the transition to a new API which puts most of the logic |
265 | // into the C# code so it is easier to modify and add to. | 265 | // into the C# code so it is easier to modify and add to. |
@@ -360,7 +360,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
360 | } | 360 | } |
361 | 361 | ||
362 | // Anything left in the unmanaged code should be cleaned out | 362 | // Anything left in the unmanaged code should be cleaned out |
363 | BulletSimAPI.Shutdown(WorldID); | 363 | BulletSimAPI.Shutdown2(World.ptr); |
364 | 364 | ||
365 | // Not logging any more | 365 | // Not logging any more |
366 | PhysicsLogging.Close(); | 366 | PhysicsLogging.Close(); |
@@ -498,7 +498,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
498 | { | 498 | { |
499 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 499 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
500 | 500 | ||
501 | numSubSteps = BulletSimAPI.PhysicsStep(WorldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 501 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, |
502 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 502 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
503 | 503 | ||
504 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | 504 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
@@ -1011,6 +1011,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1011 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 1011 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1012 | (s) => { return s.m_params[0].avatarFriction; }, | 1012 | (s) => { return s.m_params[0].avatarFriction; }, |
1013 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), | 1013 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |
1014 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | ||
1015 | 10f, | ||
1016 | (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, | ||
1017 | (s) => { return s.m_params[0].avatarStandingFriction; }, | ||
1018 | (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), | ||
1014 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", | 1019 | new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.", |
1015 | 60f, | 1020 | 60f, |
1016 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, | 1021 | (s,cf,p,v) => { s.m_params[0].avatarDensity = cf.GetFloat(p, v); }, |
@@ -1246,7 +1251,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1246 | case PhysParameterEntry.APPLY_TO_NONE: | 1251 | case PhysParameterEntry.APPLY_TO_NONE: |
1247 | defaultLoc = val; // setting only the default value | 1252 | defaultLoc = val; // setting only the default value |
1248 | break; | 1253 | break; |
1249 | case PhysParameterEntry.APPLY_TO_ALL: | 1254 | case PhysParameterEntry.APPLY_TO_ALL: |
1255 | m_log.ErrorFormat("{0} Cannot change parameters of multiple objects. Someday it will be added.", LogHeader); | ||
1256 | /* | ||
1250 | defaultLoc = val; // setting ALL also sets the default value | 1257 | defaultLoc = val; // setting ALL also sets the default value |
1251 | List<uint> objectIDs = lIDs; | 1258 | List<uint> objectIDs = lIDs; |
1252 | string xparm = parm.ToLower(); | 1259 | string xparm = parm.ToLower(); |
@@ -1257,6 +1264,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1257 | BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); | 1264 | BulletSimAPI.UpdateParameter(WorldID, lID, xparm, xval); |
1258 | } | 1265 | } |
1259 | }); | 1266 | }); |
1267 | */ | ||
1260 | break; | 1268 | break; |
1261 | default: | 1269 | default: |
1262 | // setting only one localID | 1270 | // setting only one localID |
@@ -1268,12 +1276,15 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1268 | // schedule the actual updating of the paramter to when the phys engine is not busy | 1276 | // schedule the actual updating of the paramter to when the phys engine is not busy |
1269 | protected void TaintedUpdateParameter(string parm, uint localID, float val) | 1277 | protected void TaintedUpdateParameter(string parm, uint localID, float val) |
1270 | { | 1278 | { |
1279 | m_log.ErrorFormat("{0} Cannot change parameters of base objects. Someday it will be added.", LogHeader); | ||
1280 | /* | ||
1271 | uint xlocalID = localID; | 1281 | uint xlocalID = localID; |
1272 | string xparm = parm.ToLower(); | 1282 | string xparm = parm.ToLower(); |
1273 | float xval = val; | 1283 | float xval = val; |
1274 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { | 1284 | TaintedObject("BSScene.TaintedUpdateParameter", delegate() { |
1275 | BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); | 1285 | BulletSimAPI.UpdateParameter(WorldID, xlocalID, xparm, xval); |
1276 | }); | 1286 | }); |
1287 | */ | ||
1277 | } | 1288 | } |
1278 | 1289 | ||
1279 | // Get parameter. | 1290 | // Get parameter. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index d189f1d..7d0f84a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -93,7 +93,7 @@ public class BSShapeCollection : IDisposable | |||
93 | // sure the body is of the right type. | 93 | // sure the body is of the right type. |
94 | // Return 'true' if either the body or the shape changed. | 94 | // Return 'true' if either the body or the shape changed. |
95 | // Called at taint-time!! | 95 | // Called at taint-time!! |
96 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPrim prim, | 96 | public bool GetBodyAndShape(bool forceRebuild, BulletSim sim, BSPhysObject prim, |
97 | ShapeData shapeData, PrimitiveBaseShape pbs, | 97 | ShapeData shapeData, PrimitiveBaseShape pbs, |
98 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) | 98 | ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) |
99 | { | 99 | { |
@@ -351,19 +351,30 @@ public class BSShapeCollection : IDisposable | |||
351 | 351 | ||
352 | // Create the geometry information in Bullet for later use. | 352 | // Create the geometry information in Bullet for later use. |
353 | // The objects needs a hull if it's physical otherwise a mesh is enough. | 353 | // The objects needs a hull if it's physical otherwise a mesh is enough. |
354 | // No locking here because this is done when we know physics is not simulating. | 354 | // if 'forceRebuild' is true, the geometry is unconditionally rebuilt. For meshes and hulls, |
355 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. | 355 | // shared geometries will be used. If the parameters of the existing shape are the same |
356 | // as this request, the shape is not rebuilt. | ||
357 | // Info in prim.BSShape is updated to the new shape. | ||
356 | // Returns 'true' if the geometry was rebuilt. | 358 | // Returns 'true' if the geometry was rebuilt. |
357 | // Called at taint-time! | 359 | // Called at taint-time! |
358 | private bool CreateGeom(bool forceRebuild, BSPrim prim, ShapeData shapeData, | 360 | private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeData shapeData, |
359 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) | 361 | PrimitiveBaseShape pbs, ShapeDestructionCallback shapeCallback) |
360 | { | 362 | { |
361 | bool ret = false; | 363 | bool ret = false; |
362 | bool haveShape = false; | 364 | bool haveShape = false; |
363 | bool nativeShapePossible = true; | 365 | bool nativeShapePossible = true; |
364 | 366 | ||
367 | if (shapeData.Type == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | ||
368 | { | ||
369 | // an avatar capsule is close to a native shape (it is not shared) | ||
370 | ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | ||
371 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); | ||
372 | haveShape = true; | ||
373 | } | ||
365 | // If the prim attributes are simple, this could be a simple Bullet native shape | 374 | // If the prim attributes are simple, this could be a simple Bullet native shape |
366 | if (nativeShapePossible | 375 | if (!haveShape |
376 | && pbs != null | ||
377 | && nativeShapePossible | ||
367 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) | 378 | && ((pbs.SculptEntry && !PhysicsScene.ShouldMeshSculptedPrim) |
368 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | 379 | || (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 |
369 | && pbs.ProfileHollow == 0 | 380 | && pbs.ProfileHollow == 0 |
@@ -406,7 +417,7 @@ public class BSShapeCollection : IDisposable | |||
406 | // If a simple shape is not happening, create a mesh and possibly a hull. | 417 | // If a simple shape is not happening, create a mesh and possibly a hull. |
407 | // Note that if it's a native shape, the check for physical/non-physical is not | 418 | // Note that if it's a native shape, the check for physical/non-physical is not |
408 | // made. Native shapes are best used in either case. | 419 | // made. Native shapes are best used in either case. |
409 | if (!haveShape) | 420 | if (!haveShape && pbs != null) |
410 | { | 421 | { |
411 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) | 422 | if (prim.IsPhysical && PhysicsScene.ShouldUseHullsForPhysicalObjects) |
412 | { | 423 | { |
@@ -425,8 +436,9 @@ public class BSShapeCollection : IDisposable | |||
425 | return ret; | 436 | return ret; |
426 | } | 437 | } |
427 | 438 | ||
428 | // Creates a native shape and assignes it to prim.BSShape | 439 | // Creates a native shape and assignes it to prim.BSShape. |
429 | private bool GetReferenceToNativeShape( BSPrim prim, ShapeData shapeData, | 440 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). |
441 | private bool GetReferenceToNativeShape(BSPhysObject prim, ShapeData shapeData, | ||
430 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, | 442 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, |
431 | ShapeDestructionCallback shapeCallback) | 443 | ShapeDestructionCallback shapeCallback) |
432 | { | 444 | { |
@@ -440,10 +452,19 @@ public class BSShapeCollection : IDisposable | |||
440 | // release any previous shape | 452 | // release any previous shape |
441 | DereferenceShape(prim.BSShape, true, shapeCallback); | 453 | DereferenceShape(prim.BSShape, true, shapeCallback); |
442 | 454 | ||
443 | // Native shapes are always built independently. | 455 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) |
444 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | 456 | { |
445 | newShape.shapeKey = (System.UInt64)shapeKey; | 457 | newShape = new BulletShape(BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, shapeData), shapeType); |
446 | newShape.isNativeShape = true; | 458 | newShape.shapeKey = (System.UInt64)shapeKey; |
459 | newShape.isNativeShape = true; | ||
460 | } | ||
461 | else | ||
462 | { | ||
463 | // Native shapes are always built independently. | ||
464 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType); | ||
465 | newShape.shapeKey = (System.UInt64)shapeKey; | ||
466 | newShape.isNativeShape = true; | ||
467 | } | ||
447 | 468 | ||
448 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. | 469 | // Don't need to do a 'ReferenceShape()' here because native shapes are not tracked. |
449 | // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); | 470 | // DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1}", shapeData.ID, newShape); |
@@ -456,7 +477,7 @@ public class BSShapeCollection : IDisposable | |||
456 | // Dereferences previous shape in BSShape and adds a reference for this new shape. | 477 | // Dereferences previous shape in BSShape and adds a reference for this new shape. |
457 | // Returns 'true' of a mesh was actually built. Otherwise . | 478 | // Returns 'true' of a mesh was actually built. Otherwise . |
458 | // Called at taint-time! | 479 | // Called at taint-time! |
459 | private bool GetReferenceToMesh(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, | 480 | private bool GetReferenceToMesh(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, |
460 | ShapeDestructionCallback shapeCallback) | 481 | ShapeDestructionCallback shapeCallback) |
461 | { | 482 | { |
462 | BulletShape newShape = new BulletShape(IntPtr.Zero); | 483 | BulletShape newShape = new BulletShape(IntPtr.Zero); |
@@ -526,7 +547,7 @@ public class BSShapeCollection : IDisposable | |||
526 | 547 | ||
527 | // See that hull shape exists in the physical world and update prim.BSShape. | 548 | // See that hull shape exists in the physical world and update prim.BSShape. |
528 | // We could be creating the hull because scale changed or whatever. | 549 | // We could be creating the hull because scale changed or whatever. |
529 | private bool GetReferenceToHull(BSPrim prim, ShapeData shapeData, PrimitiveBaseShape pbs, | 550 | private bool GetReferenceToHull(BSPhysObject prim, ShapeData shapeData, PrimitiveBaseShape pbs, |
530 | ShapeDestructionCallback shapeCallback) | 551 | ShapeDestructionCallback shapeCallback) |
531 | { | 552 | { |
532 | BulletShape newShape; | 553 | BulletShape newShape; |
@@ -694,7 +715,7 @@ public class BSShapeCollection : IDisposable | |||
694 | // Updates prim.BSBody with the information about the new body if one is created. | 715 | // Updates prim.BSBody with the information about the new body if one is created. |
695 | // Returns 'true' if an object was actually created. | 716 | // Returns 'true' if an object was actually created. |
696 | // Called at taint-time. | 717 | // Called at taint-time. |
697 | private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, | 718 | private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletSim sim, BulletShape shape, |
698 | ShapeData shapeData, BodyDestructionCallback bodyCallback) | 719 | ShapeData shapeData, BodyDestructionCallback bodyCallback) |
699 | { | 720 | { |
700 | bool ret = false; | 721 | bool ret = false; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 276111c..30754a7 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -223,6 +223,7 @@ public struct ShapeData | |||
223 | KEY_SPHERE = 2, | 223 | KEY_SPHERE = 2, |
224 | KEY_CONE = 3, | 224 | KEY_CONE = 3, |
225 | KEY_CYLINDER = 4, | 225 | KEY_CYLINDER = 4, |
226 | KEY_CAPSULE = 5, | ||
226 | } | 227 | } |
227 | } | 228 | } |
228 | [StructLayout(LayoutKind.Sequential)] | 229 | [StructLayout(LayoutKind.Sequential)] |
@@ -282,6 +283,7 @@ public struct ConfigurationParameters | |||
282 | public float terrainHitFraction; | 283 | public float terrainHitFraction; |
283 | public float terrainRestitution; | 284 | public float terrainRestitution; |
284 | public float avatarFriction; | 285 | public float avatarFriction; |
286 | public float avatarStandingFriction; | ||
285 | public float avatarDensity; | 287 | public float avatarDensity; |
286 | public float avatarRestitution; | 288 | public float avatarRestitution; |
287 | public float avatarCapsuleRadius; | 289 | public float avatarCapsuleRadius; |
@@ -428,6 +430,7 @@ public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg | |||
428 | [return: MarshalAs(UnmanagedType.LPStr)] | 430 | [return: MarshalAs(UnmanagedType.LPStr)] |
429 | public static extern string GetVersion(); | 431 | public static extern string GetVersion(); |
430 | 432 | ||
433 | /* Remove the linkage to the old api methods | ||
431 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 434 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
432 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, | 435 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, |
433 | int maxCollisions, IntPtr collisionArray, | 436 | int maxCollisions, IntPtr collisionArray, |
@@ -531,7 +534,7 @@ public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); | |||
531 | // =============================================================================== | 534 | // =============================================================================== |
532 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 535 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
533 | public static extern void DumpBulletStatistics(); | 536 | public static extern void DumpBulletStatistics(); |
534 | 537 | */ | |
535 | // Log a debug message | 538 | // Log a debug message |
536 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 539 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
537 | public static extern void SetDebugLogCallback(DebugLogCallback callback); | 540 | public static extern void SetDebugLogCallback(DebugLogCallback callback); |
@@ -562,7 +565,8 @@ public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); | |||
562 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 565 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
563 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | 566 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, |
564 | int maxCollisions, IntPtr collisionArray, | 567 | int maxCollisions, IntPtr collisionArray, |
565 | int maxUpdates, IntPtr updateArray); | 568 | int maxUpdates, IntPtr updateArray, |
569 | DebugLogCallback logRoutine); | ||
566 | 570 | ||
567 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 571 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
568 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); | 572 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); |
@@ -604,6 +608,9 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData) | |||
604 | public static extern bool IsNativeShape2(IntPtr shape); | 608 | public static extern bool IsNativeShape2(IntPtr shape); |
605 | 609 | ||
606 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 610 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
611 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, ShapeData shapeData); | ||
612 | |||
613 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
607 | public static extern IntPtr CreateCompoundShape2(IntPtr sim); | 614 | public static extern IntPtr CreateCompoundShape2(IntPtr sim); |
608 | 615 | ||
609 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 616 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |