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-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs3
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs51
-rw-r--r--OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs71
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs208
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs21
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs132
-rw-r--r--OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs22
7 files changed, 370 insertions, 138 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
index ae72175..c472176 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLUDPClient.cs
@@ -279,7 +279,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
279 public string GetStats() 279 public string GetStats()
280 { 280 {
281 return string.Format( 281 return string.Format(
282 "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}", 282 "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7} {12,7}",
283 Util.EnvironmentTickCountSubtract(TickLastPacketReceived),
283 PacketsReceived, 284 PacketsReceived,
284 PacketsSent, 285 PacketsSent,
285 PacketsResent, 286 PacketsResent,
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
index cd1e1c1..273e290 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs
@@ -47,6 +47,7 @@ using OpenSim.Region.CoreModules.ServiceConnectorsOut.Simulation;
47using OpenSim.Region.CoreModules.World.Serialiser; 47using OpenSim.Region.CoreModules.World.Serialiser;
48using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Interfaces; 49using OpenSim.Region.Framework.Interfaces;
50using OpenSim.Region.ScriptEngine.Interfaces;
50using OpenSim.Region.ScriptEngine.XEngine; 51using OpenSim.Region.ScriptEngine.XEngine;
51using OpenSim.Services.Interfaces; 52using OpenSim.Services.Interfaces;
52using OpenSim.Tests.Common; 53using OpenSim.Tests.Common;
@@ -289,21 +290,37 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
289 { 290 {
290 TestHelpers.InMethod(); 291 TestHelpers.InMethod();
291 292
292 Scene scene = CreateTestScene(); 293 Scene scene = CreateScriptingEnabledTestScene();
293 UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1); 294 UserAccount ua1 = UserAccountHelpers.CreateUserWithInventory(scene, 0x1);
294 ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1.PrincipalID); 295 ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
295 296
296 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10); 297 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
297 TaskInventoryHelpers.AddScript(scene, so.RootPart); 298 TaskInventoryItem scriptItem
299 = TaskInventoryHelpers.AddScript(
300 scene,
301 so.RootPart,
302 "scriptItem",
303 "default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
304
298 InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000); 305 InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
299 306
307 // FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
308 // In the future, we need to be able to do this programatically more predicably.
309 scene.EventManager.OnChatFromWorld += OnChatFromWorld;
310
300 scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); 311 scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest);
301 312
313 m_chatEvent.WaitOne(60000);
314
302 // TODO: Need to have a test that checks the script is actually started but this involves a lot more 315 // TODO: Need to have a test that checks the script is actually started but this involves a lot more
303 // plumbing of the script engine and either pausing for events or more infrastructure to turn off various 316 // plumbing of the script engine and either pausing for events or more infrastructure to turn off various
304 // script engine delays/asychronicity that isn't helpful in an automated regression testing context. 317 // script engine delays/asychronicity that isn't helpful in an automated regression testing context.
305 SceneObjectGroup attSo = scene.GetSceneObjectGroup(so.Name); 318 SceneObjectGroup attSo = scene.GetSceneObjectGroup(so.Name);
306 Assert.That(attSo.ContainsScripts(), Is.True); 319 Assert.That(attSo.ContainsScripts(), Is.True);
320
321 TaskInventoryItem reRezzedScriptItem = attSo.RootPart.Inventory.GetInventoryItem(scriptItem.Name);
322 IScriptModule xengine = scene.RequestModuleInterface<IScriptModule>();
323 Assert.That(xengine.GetScriptState(reRezzedScriptItem.ItemID), Is.True);
307 } 324 }
308 325
309 [Test] 326 [Test]
@@ -379,29 +396,49 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments.Tests
379 ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1); 396 ScenePresence sp = SceneHelpers.AddScenePresence(scene, ua1);
380 397
381 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10); 398 SceneObjectGroup so = SceneHelpers.CreateSceneObject(1, sp.UUID, "att-name", 0x10);
382 TaskInventoryHelpers.AddScript(scene, so.RootPart); 399 TaskInventoryItem scriptTaskItem
400 = TaskInventoryHelpers.AddScript(
401 scene,
402 so.RootPart,
403 "scriptItem",
404 "default { attach(key id) { if (id != NULL_KEY) { llSay(0, \"Hello World\"); } } }");
405
383 InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000); 406 InventoryItemBase userItem = UserInventoryHelpers.AddInventoryItem(scene, so, 0x100, 0x1000);
384 407
385 // FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running. 408 // FIXME: Right now, we have to do a tricksy chat listen to make sure we know when the script is running.
386 // In the future, we need to be able to do this programatically more predicably. 409 // In the future, we need to be able to do this programatically more predicably.
387 scene.EventManager.OnChatFromWorld += OnChatFromWorld; 410 scene.EventManager.OnChatFromWorld += OnChatFromWorld;
388 411
389 SceneObjectGroup soRezzed 412 SceneObjectGroup rezzedSo
390 = (SceneObjectGroup)scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest); 413 = (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
391 414
392 // Wait for chat to signal rezzed script has been started. 415 // Wait for chat to signal rezzed script has been started.
393 m_chatEvent.WaitOne(60000); 416 m_chatEvent.WaitOne(60000);
394 417
395 scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, soRezzed); 418 scene.AttachmentsModule.DetachSingleAttachmentToInv(sp, rezzedSo);
396 419
397 InventoryItemBase userItemUpdated = scene.InventoryService.GetItem(userItem); 420 InventoryItemBase userItemUpdated = scene.InventoryService.GetItem(userItem);
398 AssetBase asset = scene.AssetService.Get(userItemUpdated.AssetID.ToString()); 421 AssetBase asset = scene.AssetService.Get(userItemUpdated.AssetID.ToString());
399 422
423 // TODO: It would probably be better here to check script state via the saving and retrieval of state
424 // information at a higher level, rather than having to inspect the serialization.
400 XmlDocument soXml = new XmlDocument(); 425 XmlDocument soXml = new XmlDocument();
401 soXml.LoadXml(Encoding.UTF8.GetString(asset.Data)); 426 soXml.LoadXml(Encoding.UTF8.GetString(asset.Data));
402 427
403 XmlNodeList scriptStateNodes = soXml.GetElementsByTagName("ScriptState"); 428 XmlNodeList scriptStateNodes = soXml.GetElementsByTagName("ScriptState");
404 Assert.That(scriptStateNodes.Count, Is.EqualTo(1)); 429 Assert.That(scriptStateNodes.Count, Is.EqualTo(1));
430
431 // Re-rez the attachment to check script running state
432 SceneObjectGroup reRezzedSo = (SceneObjectGroup)(scene.AttachmentsModule.RezSingleAttachmentFromInventory(sp, userItem.ID, (uint)AttachmentPoint.Chest));
433
434 // Wait for chat to signal rezzed script has been started.
435 m_chatEvent.WaitOne(60000);
436
437 TaskInventoryItem reRezzedScriptItem = reRezzedSo.RootPart.Inventory.GetInventoryItem(scriptTaskItem.Name);
438 IScriptModule xengine = scene.RequestModuleInterface<IScriptModule>();
439 Assert.That(xengine.GetScriptState(reRezzedScriptItem.ItemID), Is.True);
440
441// Console.WriteLine(soXml.OuterXml);
405 } 442 }
406 443
407 /// <summary> 444 /// <summary>
diff --git a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs
index a7ebecc..ca9bd4a 100644
--- a/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs
+++ b/OpenSim/Region/OptionalModules/Agent/UDP/Linden/LindenUDPInfoModule.cs
@@ -82,18 +82,6 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
82 m_scenes[scene.RegionInfo.RegionID] = scene; 82 m_scenes[scene.RegionInfo.RegionID] = scene;
83 83
84 scene.AddCommand( 84 scene.AddCommand(
85 "Comms", this, "image queues clear",
86 "image queues clear <first-name> <last-name>",
87 "Clear the image queues (textures downloaded via UDP) for a particular client.",
88 (mod, cmd) => MainConsole.Instance.Output(HandleImageQueuesClear(cmd)));
89
90 scene.AddCommand(
91 "Comms", this, "image queues show",
92 "image queues show <first-name> <last-name>",
93 "Show the image queues (textures downloaded via UDP) for a particular client.",
94 (mod, cmd) => MainConsole.Instance.Output(GetImageQueuesReport(cmd)));
95
96 scene.AddCommand(
97 "Comms", this, "show pqueues", 85 "Comms", this, "show pqueues",
98 "show pqueues [full]", 86 "show pqueues [full]",
99 "Show priority queue data for each client", 87 "Show priority queue data for each client",
@@ -105,8 +93,15 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
105 "Comms", this, "show queues", 93 "Comms", this, "show queues",
106 "show queues [full]", 94 "show queues [full]",
107 "Show queue data for each client", 95 "Show queue data for each client",
108 "Without the 'full' option, only root agents are shown." 96 "Without the 'full' option, only root agents are shown.\n"
109 + " With the 'full' option child agents are also shown.", 97 + "With the 'full' option child agents are also shown.\n\n"
98 + "Type - Rt is a root (avatar) client whilst cd is a child (neighbour interacting) client.\n"
99 + "Since Last In - Time in milliseconds since last packet received.\n"
100 + "Pkts In - Number of packets processed from the client.\n"
101 + "Pkts Out - Number of packets sent to the client.\n"
102 + "Pkts Resent - Number of packets resent to the client.\n"
103 + "Bytes Unacked - Number of bytes transferred to the client that are awaiting acknowledgement.\n"
104 + "Q Pkts * - Number of packets of various types (land, wind, etc.) to be sent to the client that are waiting for available bandwidth.\n",
110 (mod, cmd) => MainConsole.Instance.Output(GetQueuesReport(cmd))); 105 (mod, cmd) => MainConsole.Instance.Output(GetQueuesReport(cmd)));
111 106
112 scene.AddCommand( 107 scene.AddCommand(
@@ -114,6 +109,12 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
114 "show image queues <first-name> <last-name>", 109 "show image queues <first-name> <last-name>",
115 "Show the image queues (textures downloaded via UDP) for a particular client.", 110 "Show the image queues (textures downloaded via UDP) for a particular client.",
116 (mod, cmd) => MainConsole.Instance.Output(GetImageQueuesReport(cmd))); 111 (mod, cmd) => MainConsole.Instance.Output(GetImageQueuesReport(cmd)));
112
113 scene.AddCommand(
114 "Comms", this, "clear image queues",
115 "clear image queues <first-name> <last-name>",
116 "Clear the image queues (textures downloaded via UDP) for a particular client.",
117 (mod, cmd) => MainConsole.Instance.Output(HandleImageQueuesClear(cmd)));
117 118
118 scene.AddCommand( 119 scene.AddCommand(
119 "Comms", this, "show throttles", 120 "Comms", this, "show throttles",
@@ -373,17 +374,22 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
373 int maxNameLength = 18; 374 int maxNameLength = 18;
374 int maxRegionNameLength = 14; 375 int maxRegionNameLength = 14;
375 int maxTypeLength = 4; 376 int maxTypeLength = 4;
376 int totalInfoFieldsLength = maxNameLength + columnPadding + maxRegionNameLength + columnPadding + maxTypeLength + columnPadding; 377
378 int totalInfoFieldsLength
379 = maxNameLength + columnPadding
380 + maxRegionNameLength + columnPadding
381 + maxTypeLength + columnPadding;
377 382
378 report.Append(GetColumnEntry("User", maxNameLength, columnPadding)); 383 report.Append(GetColumnEntry("User", maxNameLength, columnPadding));
379 report.Append(GetColumnEntry("Region", maxRegionNameLength, columnPadding)); 384 report.Append(GetColumnEntry("Region", maxRegionNameLength, columnPadding));
380 report.Append(GetColumnEntry("Type", maxTypeLength, columnPadding)); 385 report.Append(GetColumnEntry("Type", maxTypeLength, columnPadding));
381 386
382 report.AppendFormat( 387 report.AppendFormat(
383 "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}\n", 388 "{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7} {12,7}\n",
389 "Since",
390 "Pkts",
384 "Pkts", 391 "Pkts",
385 "Pkts", 392 "Pkts",
386 "Pkts",
387 "Bytes", 393 "Bytes",
388 "Q Pkts", 394 "Q Pkts",
389 "Q Pkts", 395 "Q Pkts",
@@ -396,7 +402,8 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
396 402
397 report.AppendFormat("{0,-" + totalInfoFieldsLength + "}", ""); 403 report.AppendFormat("{0,-" + totalInfoFieldsLength + "}", "");
398 report.AppendFormat( 404 report.AppendFormat(
399 "{0,7} {1,7} {2,7} {3,9} {4,7} {5,7} {6,7} {7,7} {8,7} {9,8} {10,7} {11,7}\n", 405 "{0,7} {1,7} {2,7} {3,7} {4,9} {5,7} {6,7} {7,7} {8,7} {9,7} {10,8} {11,7} {12,7}\n",
406 "Last In",
400 "In", 407 "In",
401 "Out", 408 "Out",
402 "Resent", 409 "Resent",
@@ -417,22 +424,22 @@ namespace OpenSim.Region.CoreModules.UDP.Linden
417 scene.ForEachClient( 424 scene.ForEachClient(
418 delegate(IClientAPI client) 425 delegate(IClientAPI client)
419 { 426 {
420 if (client is IStatsCollector) 427 bool isChild = client.SceneAgent.IsChildAgent;
421 { 428 if (isChild && !showChildren)
422 bool isChild = client.SceneAgent.IsChildAgent; 429 return;
423 if (isChild && !showChildren) 430
424 return; 431 string name = client.Name;
425 432 if (pname != "" && name != pname)
426 string name = client.Name; 433 return;
427 if (pname != "" && name != pname)
428 return;
429 434
430 string regionName = scene.RegionInfo.RegionName; 435 string regionName = scene.RegionInfo.RegionName;
431 436
432 report.Append(GetColumnEntry(name, maxNameLength, columnPadding)); 437 report.Append(GetColumnEntry(name, maxNameLength, columnPadding));
433 report.Append(GetColumnEntry(regionName, maxRegionNameLength, columnPadding)); 438 report.Append(GetColumnEntry(regionName, maxRegionNameLength, columnPadding));
434 report.Append(GetColumnEntry(isChild ? "Cd" : "Rt", maxTypeLength, columnPadding)); 439 report.Append(GetColumnEntry(isChild ? "Cd" : "Rt", maxTypeLength, columnPadding));
435 440
441 if (client is IStatsCollector)
442 {
436 IStatsCollector stats = (IStatsCollector)client; 443 IStatsCollector stats = (IStatsCollector)client;
437 444
438 report.AppendLine(stats.Report()); 445 report.AppendLine(stats.Report());
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 71a4303..a19d6d7 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -133,10 +133,7 @@ public sealed class BSPrim : PhysicsActor
133 _parentPrim = null; // not a child or a parent 133 _parentPrim = null; // not a child or a parent
134 _vehicle = new BSDynamics(this); // add vehicleness 134 _vehicle = new BSDynamics(this); // add vehicleness
135 _childrenPrims = new List<BSPrim>(); 135 _childrenPrims = new List<BSPrim>();
136 if (_isPhysical) 136 _mass = CalculateMass();
137 _mass = CalculateMass();
138 else
139 _mass = 0f;
140 // do the actual object creation at taint time 137 // do the actual object creation at taint time
141 _scene.TaintedObject(delegate() 138 _scene.TaintedObject(delegate()
142 { 139 {
@@ -149,22 +146,26 @@ public sealed class BSPrim : PhysicsActor
149 { 146 {
150 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); 147 // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
151 // DetailLog("{0},Destroy", LocalID); 148 // DetailLog("{0},Destroy", LocalID);
149
152 // Undo any vehicle properties 150 // Undo any vehicle properties
153 _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE); 151 _vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
154 _scene.RemoveVehiclePrim(this); // just to make sure 152 _scene.RemoveVehiclePrim(this); // just to make sure
155 153
156 // undo any dependance with/on other objects
157 if (_parentPrim != null)
158 {
159 // If I'm someone's child, tell them to forget about me.
160 _parentPrim.RemoveChildFromLinkset(this);
161 _parentPrim = null;
162 }
163
164 _scene.TaintedObject(delegate() 154 _scene.TaintedObject(delegate()
165 { 155 {
156 // undo any dependance with/on other objects
157 if (_parentPrim != null)
158 {
159 // If I'm someone's child, tell them to forget about me.
160 _parentPrim.RemoveChildFromLinkset(this);
161 _parentPrim = null;
162 }
163
164 // make sure there are no possible children depending on me
165 UnlinkAllChildren();
166
166 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff. 167 // everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
167 BulletSimAPI.DestroyObject(_scene.WorldID, _localID); 168 BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
168 }); 169 });
169 } 170 }
170 171
@@ -177,8 +178,8 @@ public sealed class BSPrim : PhysicsActor
177 _size = value; 178 _size = value;
178 _scene.TaintedObject(delegate() 179 _scene.TaintedObject(delegate()
179 { 180 {
180 if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass 181 _mass = CalculateMass(); // changing size changes the mass
181 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical); 182 BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, Mass, IsPhysical);
182 RecreateGeomAndObject(); 183 RecreateGeomAndObject();
183 }); 184 });
184 } 185 }
@@ -188,7 +189,7 @@ public sealed class BSPrim : PhysicsActor
188 _pbs = value; 189 _pbs = value;
189 _scene.TaintedObject(delegate() 190 _scene.TaintedObject(delegate()
190 { 191 {
191 if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass 192 _mass = CalculateMass(); // changing the shape changes the mass
192 RecreateGeomAndObject(); 193 RecreateGeomAndObject();
193 }); 194 });
194 } 195 }
@@ -272,7 +273,10 @@ public sealed class BSPrim : PhysicsActor
272 DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID); 273 DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID);
273 _childrenPrims.Add(child); 274 _childrenPrims.Add(child);
274 child._parentPrim = this; // the child has gained a parent 275 child._parentPrim = this; // the child has gained a parent
275 RecreateGeomAndObject(); // rebuild my shape with the new child added 276 // RecreateGeomAndObject(); // rebuild my shape with the new child added
277 LinkAChildToMe(pchild); // build the physical binding between me and the child
278
279 _mass = CalculateMass();
276 } 280 }
277 }); 281 });
278 return; 282 return;
@@ -288,14 +292,21 @@ public sealed class BSPrim : PhysicsActor
288 if (_childrenPrims.Contains(child)) 292 if (_childrenPrims.Contains(child))
289 { 293 {
290 DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); 294 DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
291 DetailLog("{0},RemoveChildToLinkset,child={1}", LocalID, pchild.LocalID); 295 DetailLog("{0},RemoveChildFromLinkset,child={1}", LocalID, pchild.LocalID);
292 if (!BulletSimAPI.RemoveConstraintByID(_scene.WorldID, child.LocalID))
293 {
294 m_log.ErrorFormat("{0}: RemoveChildFromLinkset: Failed remove constraint for {1}", LogHeader, child.LocalID);
295 }
296 _childrenPrims.Remove(child); 296 _childrenPrims.Remove(child);
297 child._parentPrim = null; // the child has lost its parent 297 child._parentPrim = null; // the child has lost its parent
298 RecreateGeomAndObject(); // rebuild my shape with the child removed 298 if (_childrenPrims.Count == 0)
299 {
300 // if the linkset is empty, make sure all linkages have been removed
301 UnlinkAllChildren();
302 }
303 else
304 {
305 // RecreateGeomAndObject(); // rebuild my shape with the child removed
306 UnlinkAChildFromMe(pchild);
307 }
308
309 _mass = CalculateMass();
299 } 310 }
300 else 311 else
301 { 312 {
@@ -314,12 +325,19 @@ public sealed class BSPrim : PhysicsActor
314 // Set motion values to zero. 325 // Set motion values to zero.
315 // Do it to the properties so the values get set in the physics engine. 326 // Do it to the properties so the values get set in the physics engine.
316 // Push the setting of the values to the viewer. 327 // Push the setting of the values to the viewer.
328 // Called at taint time!
317 private void ZeroMotion() 329 private void ZeroMotion()
318 { 330 {
319 Velocity = OMV.Vector3.Zero; 331 _velocity = OMV.Vector3.Zero;
320 _acceleration = OMV.Vector3.Zero; 332 _acceleration = OMV.Vector3.Zero;
321 RotationalVelocity = OMV.Vector3.Zero; 333 _rotationalVelocity = OMV.Vector3.Zero;
322 base.RequestPhysicsterseUpdate(); 334
335 // Zero some other properties directly into the physics engine
336 IntPtr obj = BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID);
337 BulletSimAPI.SetVelocity2(obj, OMV.Vector3.Zero);
338 BulletSimAPI.SetAngularVelocity2(obj, OMV.Vector3.Zero);
339 BulletSimAPI.SetInterpolation2(obj, OMV.Vector3.Zero, OMV.Vector3.Zero);
340 BulletSimAPI.ClearForces2(obj);
323 } 341 }
324 342
325 public override void LockAngularMotion(OMV.Vector3 axis) 343 public override void LockAngularMotion(OMV.Vector3 axis)
@@ -347,9 +365,17 @@ public sealed class BSPrim : PhysicsActor
347 }); 365 });
348 } 366 }
349 } 367 }
368
369 // Return the effective mass of the object. Non-physical objects do not have mass.
350 public override float Mass { 370 public override float Mass {
351 get { return _mass; } 371 get {
372 if (IsPhysical)
373 return _mass;
374 else
375 return 0f;
376 }
352 } 377 }
378
353 public override OMV.Vector3 Force { 379 public override OMV.Vector3 Force {
354 get { return _force; } 380 get { return _force; }
355 set { 381 set {
@@ -429,7 +455,8 @@ public sealed class BSPrim : PhysicsActor
429 // Called from Scene when doing simulation step so we're in taint processing time. 455 // Called from Scene when doing simulation step so we're in taint processing time.
430 public void StepVehicle(float timeStep) 456 public void StepVehicle(float timeStep)
431 { 457 {
432 _vehicle.Step(timeStep); 458 if (IsPhysical)
459 _vehicle.Step(timeStep);
433 } 460 }
434 461
435 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more 462 // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
@@ -526,20 +553,13 @@ public sealed class BSPrim : PhysicsActor
526 { 553 {
527 // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid); 554 // m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
528 // non-physical things work best with a mass of zero 555 // non-physical things work best with a mass of zero
529 if (IsStatic) 556 if (!IsStatic)
530 {
531 _mass = 0f;
532 }
533 else
534 { 557 {
535 _mass = CalculateMass(); 558 _mass = CalculateMass();
536 // If it's dynamic, make sure the hull has been created for it
537 // This shouldn't do much work if the object had previously been built
538 RecreateGeomAndObject(); 559 RecreateGeomAndObject();
539
540 } 560 }
541 DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, _mass); 561 DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, Mass);
542 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass); 562 BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), Mass);
543 } 563 }
544 564
545 // prims don't fly 565 // prims don't fly
@@ -1234,7 +1254,7 @@ public sealed class BSPrim : PhysicsActor
1234 if (IsRootOfLinkset) 1254 if (IsRootOfLinkset)
1235 { 1255 {
1236 // Create a linkset around this object 1256 // Create a linkset around this object
1237 CreateLinksetWithConstraints(); 1257 CreateLinkset();
1238 } 1258 }
1239 else 1259 else
1240 { 1260 {
@@ -1247,30 +1267,6 @@ public sealed class BSPrim : PhysicsActor
1247 } 1267 }
1248 } 1268 }
1249 1269
1250 // Create a linkset by creating a compound hull at the root prim that consists of all
1251 // the children.
1252 // NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
1253 void CreateLinksetWithCompoundHull()
1254 {
1255 // If I am the root prim of a linkset, replace my physical shape with all the
1256 // pieces of the children.
1257 // All of the children should have called CreateGeom so they have a hull
1258 // in the physics engine already. Here we pull together all of those hulls
1259 // into one shape.
1260 int totalPrimsInLinkset = _childrenPrims.Count + 1;
1261 // m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset);
1262 ShapeData[] shapes = new ShapeData[totalPrimsInLinkset];
1263 FillShapeInfo(out shapes[0]);
1264 int ii = 1;
1265 foreach (BSPrim prim in _childrenPrims)
1266 {
1267 // m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID);
1268 prim.FillShapeInfo(out shapes[ii]);
1269 ii++;
1270 }
1271 BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
1272 }
1273
1274 // Copy prim's info into the BulletSim shape description structure 1270 // Copy prim's info into the BulletSim shape description structure
1275 public void FillShapeInfo(out ShapeData shape) 1271 public void FillShapeInfo(out ShapeData shape)
1276 { 1272 {
@@ -1280,7 +1276,7 @@ public sealed class BSPrim : PhysicsActor
1280 shape.Rotation = _orientation; 1276 shape.Rotation = _orientation;
1281 shape.Velocity = _velocity; 1277 shape.Velocity = _velocity;
1282 shape.Scale = _scale; 1278 shape.Scale = _scale;
1283 shape.Mass = _isPhysical ? _mass : 0f; 1279 shape.Mass = Mass;
1284 shape.Buoyancy = _buoyancy; 1280 shape.Buoyancy = _buoyancy;
1285 shape.HullKey = _hullKey; 1281 shape.HullKey = _hullKey;
1286 shape.MeshKey = _meshKey; 1282 shape.MeshKey = _meshKey;
@@ -1290,45 +1286,73 @@ public sealed class BSPrim : PhysicsActor
1290 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; 1286 shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
1291 } 1287 }
1292 1288
1289 #region Linkset creation and destruction
1290
1293 // Create the linkset by putting constraints between the objects of the set so they cannot move 1291 // Create the linkset by putting constraints between the objects of the set so they cannot move
1294 // relative to each other. 1292 // relative to each other.
1295 // TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added 1293 void CreateLinkset()
1296 void CreateLinksetWithConstraints()
1297 { 1294 {
1298 DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1); 1295 DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
1299 1296
1300 // remove any constraints that might be in place 1297 // remove any constraints that might be in place
1301 foreach (BSPrim prim in _childrenPrims) 1298 DebugLog("{0}: CreateLinkset: RemoveConstraints between me and any children", LogHeader, LocalID);
1302 { 1299 BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
1303 DebugLog("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID); 1300
1304 BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID);
1305 }
1306 // create constraints between the root prim and each of the children 1301 // create constraints between the root prim and each of the children
1307 foreach (BSPrim prim in _childrenPrims) 1302 foreach (BSPrim prim in _childrenPrims)
1308 { 1303 {
1309 // Zero motion for children so they don't interpolate 1304 LinkAChildToMe(prim);
1310 prim.ZeroMotion();
1311
1312 // relative position normalized to the root prim
1313 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
1314 OMV.Vector3 childRelativePosition = (prim._position - this._position) * invThisOrientation;
1315
1316 // relative rotation of the child to the parent
1317 OMV.Quaternion childRelativeRotation = invThisOrientation * prim._orientation;
1318
1319 // this is a constraint that allows no freedom of movement between the two objects
1320 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
1321 DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
1322 BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
1323 childRelativePosition,
1324 childRelativeRotation,
1325 OMV.Vector3.Zero,
1326 OMV.Quaternion.Identity,
1327 OMV.Vector3.Zero, OMV.Vector3.Zero,
1328 OMV.Vector3.Zero, OMV.Vector3.Zero);
1329 } 1305 }
1330 } 1306 }
1331 1307
1308 // Create a constraint between me (root of linkset) and the passed prim (the child).
1309 // Called at taint time!
1310 private void LinkAChildToMe(BSPrim childPrim)
1311 {
1312 // Zero motion for children so they don't interpolate
1313 childPrim.ZeroMotion();
1314
1315 // relative position normalized to the root prim
1316 OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
1317 OMV.Vector3 childRelativePosition = (childPrim._position - this._position) * invThisOrientation;
1318
1319 // relative rotation of the child to the parent
1320 OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim._orientation;
1321
1322 // create a constraint that allows no freedom of movement between the two objects
1323 // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
1324 DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
1325 DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
1326 BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, childPrim.LocalID,
1327 childRelativePosition,
1328 childRelativeRotation,
1329 OMV.Vector3.Zero,
1330 OMV.Quaternion.Identity,
1331 OMV.Vector3.Zero, OMV.Vector3.Zero,
1332 OMV.Vector3.Zero, OMV.Vector3.Zero);
1333 }
1334
1335 // Remove linkage between myself and a particular child
1336 // Called at taint time!
1337 private void UnlinkAChildFromMe(BSPrim childPrim)
1338 {
1339 DebugLog("{0}: UnlinkAChildFromMe: RemoveConstraint between root prim {1} and child prim {2}",
1340 LogHeader, LocalID, childPrim.LocalID);
1341 DetailLog("{0},UnlinkAChildFromMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
1342 BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
1343 }
1344
1345 // Remove linkage between myself and any possible children I might have
1346 // Called at taint time!
1347 private void UnlinkAllChildren()
1348 {
1349 DebugLog("{0}: UnlinkAllChildren:", LogHeader);
1350 DetailLog("{0},UnlinkAllChildren,taint", LocalID);
1351 BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
1352 }
1353
1354 #endregion // Linkset creation and destruction
1355
1332 // Rebuild the geometry and object. 1356 // Rebuild the geometry and object.
1333 // This is called when the shape changes so we need to recreate the mesh/hull. 1357 // This is called when the shape changes so we need to recreate the mesh/hull.
1334 // No locking here because this is done when the physics engine is not simulating 1358 // No locking here because this is done when the physics engine is not simulating
@@ -1405,7 +1429,7 @@ public sealed class BSPrim : PhysicsActor
1405 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. 1429 // Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
1406 1430
1407 // Updates only for individual prims and for the root object of a linkset. 1431 // Updates only for individual prims and for the root object of a linkset.
1408 if (this._parentPrim == null) 1432 if (_parentPrim == null)
1409 { 1433 {
1410 // Assign to the local variables so the normal set action does not happen 1434 // Assign to the local variables so the normal set action does not happen
1411 _position = entprop.Position; 1435 _position = entprop.Position;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 8773485..7cc3fe3 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -630,6 +630,27 @@ public class BSScene : PhysicsScene, IPhysicsParameters
630 public override void Dispose() 630 public override void Dispose()
631 { 631 {
632 // m_log.DebugFormat("{0}: Dispose()", LogHeader); 632 // m_log.DebugFormat("{0}: Dispose()", LogHeader);
633
634 // make sure no stepping happens while we're deleting stuff
635 m_initialized = false;
636
637 foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
638 {
639 kvp.Value.Destroy();
640 }
641 m_avatars.Clear();
642
643 foreach (KeyValuePair<uint, BSPrim> kvp in m_prims)
644 {
645 kvp.Value.Destroy();
646 }
647 m_prims.Clear();
648
649 // Anything left in the unmanaged code should be cleaned out
650 BulletSimAPI.Shutdown(WorldID);
651
652 // Not logging any more
653 PhysicsLogging.Close();
633 } 654 }
634 655
635 public override Dictionary<uint, float> GetTopColliders() 656 public override Dictionary<uint, float> GetTopColliders()
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index babb707..54a8cfd 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -291,13 +291,14 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback);
291// =============================================================================== 291// ===============================================================================
292// =============================================================================== 292// ===============================================================================
293// =============================================================================== 293// ===============================================================================
294// A new version of the API that moves all the logic out of the C++ code and into 294// A new version of the API that enables moving all the logic out of the C++ code and into
295// the C# code. This will make modifications easier for the next person. 295// the C# code. This will make modifications easier for the next person.
296// This interface passes the actual pointers to the objects in the unmanaged 296// This interface passes the actual pointers to the objects in the unmanaged
297// address space. All the management (calls for creation/destruction/lookup) 297// address space. All the management (calls for creation/destruction/lookup)
298// is done in the C# code. 298// is done in the C# code.
299// The names have a 2 tacked on. This will be removed as the code gets rebuilt 299// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
300// and the old code is removed from the C# code. 300// and the old code is removed.
301
301[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 302[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
302public static extern IntPtr GetSimHandle2(uint worldID); 303public static extern IntPtr GetSimHandle2(uint worldID);
303 304
@@ -307,8 +308,101 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
307[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 308[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
308public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id); 309public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
309 310
311// ===============================================================================
310[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 312[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
311public static extern IntPtr ClearForces2(IntPtr obj); 313public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
314 int maxCollisions, IntPtr collisionArray,
315 int maxUpdates, IntPtr updateArray);
316
317[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
318public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value);
319
320[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
321public static extern void SetHeightmap2(IntPtr sim, float[] heightmap);
322
323[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
324public static extern void Shutdown2(IntPtr sim);
325
326[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
327public static extern int PhysicsStep2(IntPtr sim, float timeStep, int maxSubSteps, float fixedTimeStep,
328 out int updatedEntityCount,
329 out IntPtr updatedEntitiesPtr,
330 out int collidersCount,
331 out IntPtr collidersPtr);
332
333/*
334[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
335public static extern IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices );
336
337[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
338public static extern bool BuildHull2(IntPtr sim, IntPtr mesh);
339
340[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
341public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh);
342
343[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
344public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh);
345
346[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
347public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
348*/
349
350[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
351public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
352 Vector3 frame1loc, Quaternion frame1rot,
353 Vector3 frame2loc, Quaternion frame2rot,
354 Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular);
355
356[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
357public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
358
359[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
360public static extern Vector3 GetPosition2(IntPtr obj);
361
362[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
363public static extern Quaternion GetOrientation2(IntPtr obj);
364
365[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
366public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
367
368[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
369public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity);
370
371[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
372public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
373
374[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
375public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
376
377[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
378public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
379
380[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
381public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val);
382
383[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
384public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
385
386[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
387public static extern bool SetDeactivationTime2(IntPtr obj, float val);
388
389[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
390public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
391
392[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
393public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val);
394
395[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
396public static extern bool SetFriction2(IntPtr obj, float val);
397
398[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
399public static extern bool SetRestitution2(IntPtr obj, float val);
400
401[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
402public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
403
404[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
405public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
312 406
313[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 407[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
314public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags); 408public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags);
@@ -319,5 +413,35 @@ public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags);
319[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 413[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
320public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags); 414public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags);
321 415
416[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
417public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
418
419[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
420public static extern bool UpdateInertiaTensor2(IntPtr obj);
421
422[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
423public static extern bool SetGravity2(IntPtr obj, Vector3 val);
424
425[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
426public static extern IntPtr ClearForces2(IntPtr obj);
427
428[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
429public static extern bool SetMargin2(IntPtr obj, float val);
430
431[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
432public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
433
434[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
435public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
436
437[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
438public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
439
440[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
441public static extern bool DestroyObject2(IntPtr world, uint id);
442
443[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
444public static extern void DumpPhysicsStatistics2(IntPtr sim);
445
322} 446}
323} 447}
diff --git a/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs
index fba03ab..0a2b30a 100644
--- a/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs
+++ b/OpenSim/Tests/Common/Helpers/TaskInventoryHelpers.cs
@@ -80,8 +80,26 @@ namespace OpenSim.Tests.Common
80 /// <returns>The item that was added</returns> 80 /// <returns>The item that was added</returns>
81 public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part) 81 public static TaskInventoryItem AddScript(Scene scene, SceneObjectPart part)
82 { 82 {
83 return AddScript(scene, part, "scriptItem", "default { state_entry() { llSay(0, \"Hello World\"); } }");
84 }
85
86 /// <summary>
87 /// Add a simple script to the given part.
88 /// </summary>
89 /// <remarks>
90 /// TODO: Accept input for item and asset IDs to avoid mysterious script failures that try to use any of these
91 /// functions more than once in a test.
92 /// </remarks>
93 /// <param name="scene"></param>
94 /// <param name="part"></param>
95 /// <param name="scriptName">Name of the script to add</param>
96 /// <param name="scriptSource">LSL script source</param>
97 /// <returns>The item that was added</returns>
98 public static TaskInventoryItem AddScript(
99 Scene scene, SceneObjectPart part, string scriptName, string scriptSource)
100 {
83 AssetScriptText ast = new AssetScriptText(); 101 AssetScriptText ast = new AssetScriptText();
84 ast.Source = "default { state_entry() { llSay(0, \"Hello World\"); } }"; 102 ast.Source = scriptSource;
85 ast.Encode(); 103 ast.Encode();
86 104
87 UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000"); 105 UUID assetUuid = new UUID("00000000-0000-0000-1000-000000000000");
@@ -91,7 +109,7 @@ namespace OpenSim.Tests.Common
91 scene.AssetService.Store(asset); 109 scene.AssetService.Store(asset);
92 TaskInventoryItem item 110 TaskInventoryItem item
93 = new TaskInventoryItem 111 = new TaskInventoryItem
94 { Name = "scriptItem", AssetID = assetUuid, ItemID = itemUuid, 112 { Name = scriptName, AssetID = assetUuid, ItemID = itemUuid,
95 Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL }; 113 Type = (int)AssetType.LSLText, InvType = (int)InventoryType.LSL };
96 part.Inventory.AddInventoryItem(item, true); 114 part.Inventory.AddInventoryItem(item, true);
97 115