diff options
Diffstat (limited to 'OpenSim')
15 files changed, 529 insertions, 103 deletions
diff --git a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs index 8add4bb..11efe6d 100644 --- a/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs +++ b/OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs | |||
@@ -321,7 +321,8 @@ namespace OpenSim.Region.CoreModules.Agent.AssetTransaction | |||
321 | // to avoid a race condition when the appearance module retrieves the item to set the asset id in | 321 | // to avoid a race condition when the appearance module retrieves the item to set the asset id in |
322 | // the AvatarAppearance structure. | 322 | // the AvatarAppearance structure. |
323 | item.AssetID = m_asset.FullID; | 323 | item.AssetID = m_asset.FullID; |
324 | m_Scene.InventoryService.UpdateItem(item); | 324 | if (item.AssetID != UUID.Zero) |
325 | m_Scene.InventoryService.UpdateItem(item); | ||
325 | 326 | ||
326 | if (m_uploadState == UploadState.Complete) | 327 | if (m_uploadState == UploadState.Complete) |
327 | { | 328 | { |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 92bf85a..6808017 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -407,16 +407,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
407 | if (item.Owner != remoteClient.AgentId) | 407 | if (item.Owner != remoteClient.AgentId) |
408 | return; | 408 | return; |
409 | 409 | ||
410 | if (UUID.Zero == transactionID) | 410 | item.Name = itemUpd.Name; |
411 | { | 411 | item.Description = itemUpd.Description; |
412 | item.Name = itemUpd.Name; | ||
413 | item.Description = itemUpd.Description; | ||
414 | 412 | ||
415 | // m_log.DebugFormat( | 413 | // m_log.DebugFormat( |
416 | // "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}", | 414 | // "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}", |
417 | // itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags, | 415 | // itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags, |
418 | // item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions); | 416 | // item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions); |
419 | 417 | ||
418 | if (itemUpd.NextPermissions != 0) // Use this to determine validity. Can never be 0 if valid | ||
419 | { | ||
420 | if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) | 420 | if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions)) |
421 | item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner; | 421 | item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner; |
422 | item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; | 422 | item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions; |
@@ -451,7 +451,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
451 | 451 | ||
452 | InventoryService.UpdateItem(item); | 452 | InventoryService.UpdateItem(item); |
453 | } | 453 | } |
454 | else | 454 | |
455 | if (UUID.Zero != transactionID) | ||
455 | { | 456 | { |
456 | if (AgentTransactionsModule != null) | 457 | if (AgentTransactionsModule != null) |
457 | { | 458 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index f25b447..abbd22c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -87,7 +87,7 @@ public enum FixedShapeKey : ulong | |||
87 | [StructLayout(LayoutKind.Sequential)] | 87 | [StructLayout(LayoutKind.Sequential)] |
88 | public struct ShapeData | 88 | public struct ShapeData |
89 | { | 89 | { |
90 | public uint ID; | 90 | public UInt32 ID; |
91 | public BSPhysicsShapeType Type; | 91 | public BSPhysicsShapeType Type; |
92 | public Vector3 Position; | 92 | public Vector3 Position; |
93 | public Quaternion Rotation; | 93 | public Quaternion Rotation; |
@@ -111,7 +111,7 @@ public struct ShapeData | |||
111 | [StructLayout(LayoutKind.Sequential)] | 111 | [StructLayout(LayoutKind.Sequential)] |
112 | public struct SweepHit | 112 | public struct SweepHit |
113 | { | 113 | { |
114 | public uint ID; | 114 | public UInt32 ID; |
115 | public float Fraction; | 115 | public float Fraction; |
116 | public Vector3 Normal; | 116 | public Vector3 Normal; |
117 | public Vector3 Point; | 117 | public Vector3 Point; |
@@ -119,15 +119,15 @@ public struct SweepHit | |||
119 | [StructLayout(LayoutKind.Sequential)] | 119 | [StructLayout(LayoutKind.Sequential)] |
120 | public struct RaycastHit | 120 | public struct RaycastHit |
121 | { | 121 | { |
122 | public uint ID; | 122 | public UInt32 ID; |
123 | public float Fraction; | 123 | public float Fraction; |
124 | public Vector3 Normal; | 124 | public Vector3 Normal; |
125 | } | 125 | } |
126 | [StructLayout(LayoutKind.Sequential)] | 126 | [StructLayout(LayoutKind.Sequential)] |
127 | public struct CollisionDesc | 127 | public struct CollisionDesc |
128 | { | 128 | { |
129 | public uint aID; | 129 | public UInt32 aID; |
130 | public uint bID; | 130 | public UInt32 bID; |
131 | public Vector3 point; | 131 | public Vector3 point; |
132 | public Vector3 normal; | 132 | public Vector3 normal; |
133 | public float penetration; | 133 | public float penetration; |
@@ -135,7 +135,7 @@ public struct CollisionDesc | |||
135 | [StructLayout(LayoutKind.Sequential)] | 135 | [StructLayout(LayoutKind.Sequential)] |
136 | public struct EntityProperties | 136 | public struct EntityProperties |
137 | { | 137 | { |
138 | public uint ID; | 138 | public UInt32 ID; |
139 | public Vector3 Position; | 139 | public Vector3 Position; |
140 | public Quaternion Rotation; | 140 | public Quaternion Rotation; |
141 | public Vector3 Velocity; | 141 | public Vector3 Velocity; |
@@ -325,7 +325,7 @@ public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet | |||
325 | public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | 325 | public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, |
326 | out int updatedEntityCount, out int collidersCount); | 326 | out int updatedEntityCount, out int collidersCount); |
327 | 327 | ||
328 | public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value); | 328 | public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value); |
329 | 329 | ||
330 | public abstract void Shutdown(BulletWorld sim); | 330 | public abstract void Shutdown(BulletWorld sim); |
331 | 331 | ||
@@ -366,24 +366,24 @@ public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Ve | |||
366 | 366 | ||
367 | public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); | 367 | public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); |
368 | 368 | ||
369 | public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id); | 369 | public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id); |
370 | 370 | ||
371 | public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); | 371 | public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); |
372 | 372 | ||
373 | public abstract CollisionObjectTypes GetBodyType(BulletBody obj); | 373 | public abstract CollisionObjectTypes GetBodyType(BulletBody obj); |
374 | 374 | ||
375 | public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 375 | public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
376 | 376 | ||
377 | public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 377 | public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
378 | 378 | ||
379 | public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | 379 | public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); |
380 | 380 | ||
381 | public abstract void DestroyObject(BulletWorld sim, BulletBody obj); | 381 | public abstract void DestroyObject(BulletWorld sim, BulletBody obj); |
382 | 382 | ||
383 | // ===================================================================================== | 383 | // ===================================================================================== |
384 | public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); | 384 | public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); |
385 | 385 | ||
386 | public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 386 | public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
387 | float scaleFactor, float collisionMargin); | 387 | float scaleFactor, float collisionMargin); |
388 | 388 | ||
389 | // ===================================================================================== | 389 | // ===================================================================================== |
@@ -629,7 +629,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index); | |||
629 | 629 | ||
630 | public abstract int GetNumConstraintRefs(BulletBody obj); | 630 | public abstract int GetNumConstraintRefs(BulletBody obj); |
631 | 631 | ||
632 | public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask); | 632 | public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask); |
633 | 633 | ||
634 | // ===================================================================================== | 634 | // ===================================================================================== |
635 | // btCollisionShape entries | 635 | // btCollisionShape entries |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 7603254..3884a5d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -56,7 +56,6 @@ public sealed class BSCharacter : BSPhysObject | |||
56 | private int _physicsActorType; | 56 | private int _physicsActorType; |
57 | private bool _isPhysical; | 57 | private bool _isPhysical; |
58 | private bool _flying; | 58 | private bool _flying; |
59 | private bool _wasWalking; // 'true' if the avatar was walking/moving last frame | ||
60 | private bool _setAlwaysRun; | 59 | private bool _setAlwaysRun; |
61 | private bool _throttleUpdates; | 60 | private bool _throttleUpdates; |
62 | private bool _floatOnWater; | 61 | private bool _floatOnWater; |
@@ -84,7 +83,6 @@ public sealed class BSCharacter : BSPhysObject | |||
84 | _position = pos; | 83 | _position = pos; |
85 | 84 | ||
86 | _flying = isFlying; | 85 | _flying = isFlying; |
87 | _wasWalking = true; // causes first step to initialize standing | ||
88 | _orientation = OMV.Quaternion.Identity; | 86 | _orientation = OMV.Quaternion.Identity; |
89 | _velocity = OMV.Vector3.Zero; | 87 | _velocity = OMV.Vector3.Zero; |
90 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 88 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
@@ -220,7 +218,13 @@ public sealed class BSCharacter : BSPhysObject | |||
220 | { | 218 | { |
221 | // The avatar shouldn't be moving | 219 | // The avatar shouldn't be moving |
222 | _velocityMotor.Zero(); | 220 | _velocityMotor.Zero(); |
223 | ZeroMotion(true /* inTaintTime */); | 221 | |
222 | // If we are colliding with a stationary object, presume we're standing and don't move around | ||
223 | if (!ColliderIsMoving) | ||
224 | { | ||
225 | DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID); | ||
226 | ZeroMotion(true /* inTaintTime */); | ||
227 | } | ||
224 | 228 | ||
225 | // Standing has more friction on the ground | 229 | // Standing has more friction on the ground |
226 | if (_currentFriction != BSParam.AvatarStandingFriction) | 230 | if (_currentFriction != BSParam.AvatarStandingFriction) |
@@ -229,8 +233,6 @@ public sealed class BSCharacter : BSPhysObject | |||
229 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); | 233 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); |
230 | } | 234 | } |
231 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); | 235 | DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue); |
232 | |||
233 | _wasWalking = false; | ||
234 | } | 236 | } |
235 | else | 237 | else |
236 | { | 238 | { |
@@ -260,7 +262,6 @@ public sealed class BSCharacter : BSPhysObject | |||
260 | 262 | ||
261 | DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); | 263 | DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); |
262 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); | 264 | PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); |
263 | _wasWalking = true; | ||
264 | } | 265 | } |
265 | }); | 266 | }); |
266 | } | 267 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 7ad7c89..05ab180 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -125,9 +125,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; | 125 | static readonly float PIOverTwo = ((float)Math.PI) / 2f; |
126 | 126 | ||
127 | // For debugging, flags to turn on and off individual corrections. | 127 | // For debugging, flags to turn on and off individual corrections. |
128 | private bool enableAngularVerticalAttraction; | 128 | public bool enableAngularVerticalAttraction; |
129 | private bool enableAngularDeflection; | 129 | public bool enableAngularDeflection; |
130 | private bool enableAngularBanking; | 130 | public bool enableAngularBanking; |
131 | 131 | ||
132 | public BSDynamics(BSScene myScene, BSPrim myPrim) | 132 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
133 | { | 133 | { |
@@ -146,7 +146,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
146 | enableAngularBanking = false; | 146 | enableAngularBanking = false; |
147 | if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) | 147 | if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse) |
148 | { | 148 | { |
149 | enableAngularVerticalAttraction = false; | 149 | enableAngularVerticalAttraction = true; |
150 | enableAngularDeflection = false; | 150 | enableAngularDeflection = false; |
151 | enableAngularBanking = false; | 151 | enableAngularBanking = false; |
152 | } | 152 | } |
@@ -165,7 +165,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
165 | } | 165 | } |
166 | 166 | ||
167 | #region Vehicle parameter setting | 167 | #region Vehicle parameter setting |
168 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) | 168 | public void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
169 | { | 169 | { |
170 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); | 170 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", Prim.LocalID, pParam, pValue); |
171 | switch (pParam) | 171 | switch (pParam) |
@@ -591,14 +591,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
591 | m_vehicleMass = Prim.Linkset.LinksetMass; | 591 | m_vehicleMass = Prim.Linkset.LinksetMass; |
592 | 592 | ||
593 | // Friction affects are handled by this vehicle code | 593 | // Friction affects are handled by this vehicle code |
594 | float friction = 0f; | 594 | PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction); |
595 | PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); | 595 | PhysicsScene.PE.SetRestitution(Prim.PhysBody, BSParam.VehicleRestitution); |
596 | 596 | ||
597 | // Moderate angular movement introduced by Bullet. | 597 | // Moderate angular movement introduced by Bullet. |
598 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 598 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
599 | // Maybe compute linear and angular factor and damping from params. | 599 | // Maybe compute linear and angular factor and damping from params. |
600 | float angularDamping = BSParam.VehicleAngularDamping; | 600 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, BSParam.VehicleAngularDamping); |
601 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); | 601 | PhysicsScene.PE.SetLinearFactor(Prim.PhysBody, BSParam.VehicleLinearFactorV); |
602 | PhysicsScene.PE.SetAngularFactorV(Prim.PhysBody, BSParam.VehicleAngularFactorV); | ||
602 | 603 | ||
603 | // Vehicles report collision events so we know when it's on the ground | 604 | // Vehicles report collision events so we know when it's on the ground |
604 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); | 605 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
@@ -613,8 +614,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
613 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. | 614 | // The actual vehicle gravity is set to zero in Bullet so we can do all the application of same. |
614 | PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); | 615 | PhysicsScene.PE.SetGravity(Prim.PhysBody, Vector3.Zero); |
615 | 616 | ||
616 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4},grav={5}", | 617 | VDetailLog("{0},BSDynamics.Refresh,mass={1},inert={2},grav={3},aDamp={4},frict={5},rest={6},lFact={7},aFact={8}", |
617 | Prim.LocalID, m_vehicleMass, friction, Prim.Inertia, angularDamping, m_VehicleGravity); | 618 | Prim.LocalID, m_vehicleMass, Prim.Inertia, m_VehicleGravity, |
619 | BSParam.VehicleAngularDamping, BSParam.VehicleFriction, BSParam.VehicleRestitution, | ||
620 | BSParam.VehicleLinearFactor, BSParam.VehicleAngularFactor | ||
621 | ); | ||
618 | } | 622 | } |
619 | else | 623 | else |
620 | { | 624 | { |
@@ -673,13 +677,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
673 | private const int m_knownChangedWaterLevel = 1 << 9; | 677 | private const int m_knownChangedWaterLevel = 1 << 9; |
674 | private const int m_knownChangedForwardVelocity = 1 <<10; | 678 | private const int m_knownChangedForwardVelocity = 1 <<10; |
675 | 679 | ||
676 | private void ForgetKnownVehicleProperties() | 680 | public void ForgetKnownVehicleProperties() |
677 | { | 681 | { |
678 | m_knownHas = 0; | 682 | m_knownHas = 0; |
679 | m_knownChanged = 0; | 683 | m_knownChanged = 0; |
680 | } | 684 | } |
681 | // Push all the changed values back into the physics engine | 685 | // Push all the changed values back into the physics engine |
682 | private void PushKnownChanged() | 686 | public void PushKnownChanged() |
683 | { | 687 | { |
684 | if (m_knownChanged != 0) | 688 | if (m_knownChanged != 0) |
685 | { | 689 | { |
@@ -799,7 +803,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
799 | m_knownVelocity = Prim.ForceVelocity; | 803 | m_knownVelocity = Prim.ForceVelocity; |
800 | m_knownHas |= m_knownChangedVelocity; | 804 | m_knownHas |= m_knownChangedVelocity; |
801 | } | 805 | } |
802 | return (Vector3)m_knownVelocity; | 806 | return m_knownVelocity; |
803 | } | 807 | } |
804 | set | 808 | set |
805 | { | 809 | { |
@@ -898,9 +902,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
898 | { | 902 | { |
899 | if (!IsActive) return; | 903 | if (!IsActive) return; |
900 | 904 | ||
901 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | ||
902 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | ||
903 | |||
904 | ForgetKnownVehicleProperties(); | 905 | ForgetKnownVehicleProperties(); |
905 | 906 | ||
906 | MoveLinear(pTimestep); | 907 | MoveLinear(pTimestep); |
@@ -922,6 +923,15 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
922 | Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); | 923 | Prim.LocalID, VehiclePosition, m_knownForce, VehicleVelocity, VehicleRotationalVelocity); |
923 | } | 924 | } |
924 | 925 | ||
926 | // Called after the simulation step | ||
927 | internal void PostStep(float pTimestep) | ||
928 | { | ||
929 | if (!IsActive) return; | ||
930 | |||
931 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | ||
932 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); | ||
933 | } | ||
934 | |||
925 | // Apply the effect of the linear motor and other linear motions (like hover and float). | 935 | // Apply the effect of the linear motor and other linear motions (like hover and float). |
926 | private void MoveLinear(float pTimestep) | 936 | private void MoveLinear(float pTimestep) |
927 | { | 937 | { |
@@ -953,10 +963,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
953 | // ================================================================== | 963 | // ================================================================== |
954 | // Clamp high or low velocities | 964 | // Clamp high or low velocities |
955 | float newVelocityLengthSq = VehicleVelocity.LengthSquared(); | 965 | float newVelocityLengthSq = VehicleVelocity.LengthSquared(); |
956 | if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocity) | 966 | if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySq) |
957 | { | 967 | { |
968 | Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG | ||
958 | VehicleVelocity /= VehicleVelocity.Length(); | 969 | VehicleVelocity /= VehicleVelocity.Length(); |
959 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; | 970 | VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; |
971 | VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", | ||
972 | Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySq, VehicleVelocity); | ||
960 | } | 973 | } |
961 | else if (newVelocityLengthSq < 0.001f) | 974 | else if (newVelocityLengthSq < 0.001f) |
962 | VehicleVelocity = Vector3.Zero; | 975 | VehicleVelocity = Vector3.Zero; |
@@ -968,8 +981,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
968 | public void ComputeLinearVelocity(float pTimestep) | 981 | public void ComputeLinearVelocity(float pTimestep) |
969 | { | 982 | { |
970 | // Step the motor from the current value. Get the correction needed this step. | 983 | // Step the motor from the current value. Get the correction needed this step. |
971 | Vector3 currentVel = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); | 984 | Vector3 origVelW = VehicleVelocity; // DEBUG |
972 | Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVel); | 985 | Vector3 currentVelV = VehicleVelocity * Quaternion.Inverse(VehicleOrientation); |
986 | Vector3 linearMotorCorrectionV = m_linearMotor.Step(pTimestep, currentVelV); | ||
973 | 987 | ||
974 | // Motor is vehicle coordinates. Rotate it to world coordinates | 988 | // Motor is vehicle coordinates. Rotate it to world coordinates |
975 | Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; | 989 | Vector3 linearMotorVelocityW = linearMotorCorrectionV * VehicleOrientation; |
@@ -984,8 +998,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
984 | // Add this correction to the velocity to make it faster/slower. | 998 | // Add this correction to the velocity to make it faster/slower. |
985 | VehicleVelocity += linearMotorVelocityW; | 999 | VehicleVelocity += linearMotorVelocityW; |
986 | 1000 | ||
987 | VDetailLog("{0}, MoveLinear,velocity,vehVel={1},correction={2},force={3}", | 1001 | VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5}", |
988 | Prim.LocalID, VehicleVelocity, linearMotorCorrectionV, linearMotorVelocityW); | 1002 | Prim.LocalID, origVelW, currentVelV, linearMotorCorrectionV, linearMotorVelocityW, VehicleVelocity); |
989 | } | 1003 | } |
990 | 1004 | ||
991 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) | 1005 | public void ComputeLinearTerrainHeightCorrection(float pTimestep) |
@@ -1185,12 +1199,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1185 | 1199 | ||
1186 | // Hack to reduce downward force if the vehicle is probably sitting on the ground | 1200 | // Hack to reduce downward force if the vehicle is probably sitting on the ground |
1187 | if (Prim.IsColliding && IsGroundVehicle) | 1201 | if (Prim.IsColliding && IsGroundVehicle) |
1188 | appliedGravity *= 0.2f; | 1202 | appliedGravity *= BSParam.VehicleGroundGravityFudge; |
1189 | 1203 | ||
1190 | VehicleAddForce(appliedGravity); | 1204 | VehicleAddForce(appliedGravity); |
1191 | 1205 | ||
1192 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},appliedForce-{2}", | 1206 | VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},appliedForce={3}", |
1193 | Prim.LocalID, m_VehicleGravity, appliedGravity); | 1207 | Prim.LocalID, m_VehicleGravity, Prim.IsColliding, appliedGravity); |
1194 | } | 1208 | } |
1195 | 1209 | ||
1196 | // ======================================================================= | 1210 | // ======================================================================= |
@@ -1292,6 +1306,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1292 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) | 1306 | if (enableAngularVerticalAttraction && m_verticalAttractionTimescale < m_verticalAttractionCutoff) |
1293 | { | 1307 | { |
1294 | Vector3 vertContributionV = Vector3.Zero; | 1308 | Vector3 vertContributionV = Vector3.Zero; |
1309 | Vector3 origRotVelW = VehicleRotationalVelocity; // DEBUG DEBUG | ||
1295 | 1310 | ||
1296 | // Take a vector pointing up and convert it from world to vehicle relative coords. | 1311 | // Take a vector pointing up and convert it from world to vehicle relative coords. |
1297 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; | 1312 | Vector3 verticalError = Vector3.UnitZ * VehicleOrientation; |
@@ -1319,13 +1334,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1319 | 1334 | ||
1320 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. | 1335 | // 'vertContrbution' is now the necessary angular correction to correct tilt in one second. |
1321 | // Correction happens over a number of seconds. | 1336 | // Correction happens over a number of seconds. |
1322 | Vector3 unscaledContrib = vertContributionV; // DEBUG DEBUG | 1337 | Vector3 unscaledContribVerticalErrorV = vertContributionV; // DEBUG DEBUG |
1323 | vertContributionV /= m_verticalAttractionTimescale; | 1338 | vertContributionV /= m_verticalAttractionTimescale; |
1324 | 1339 | ||
1325 | VehicleRotationalVelocity += vertContributionV * VehicleOrientation; | 1340 | VehicleRotationalVelocity += vertContributionV * VehicleOrientation; |
1326 | 1341 | ||
1327 | VDetailLog("{0}, MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},eff={3},ts={4},vertAttr={5}", | 1342 | VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", |
1328 | Prim.LocalID, verticalError, unscaledContrib, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); | 1343 | Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, |
1344 | m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); | ||
1329 | } | 1345 | } |
1330 | } | 1346 | } |
1331 | 1347 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 2c8dd23..54dc458 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -232,7 +232,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
232 | newLsi.OffsetFromCenterOfMass, | 232 | newLsi.OffsetFromCenterOfMass, |
233 | newLsi.OffsetRot, | 233 | newLsi.OffsetRot, |
234 | true /* shouldRecalculateLocalAabb */); | 234 | true /* shouldRecalculateLocalAabb */); |
235 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1}newLsi={2}", | 235 | DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},newLsi={2}", |
236 | updated.LocalID, whichUpdated, newLsi); | 236 | updated.LocalID, whichUpdated, newLsi); |
237 | updated.LinksetInfo = newLsi; | 237 | updated.LinksetInfo = newLsi; |
238 | updatedChild = true; | 238 | updatedChild = true; |
@@ -377,7 +377,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
377 | // Constraint linksets are rebuilt every time. | 377 | // Constraint linksets are rebuilt every time. |
378 | // Note that this works for rebuilding just the root after a linkset is taken apart. | 378 | // Note that this works for rebuilding just the root after a linkset is taken apart. |
379 | // Called at taint time!! | 379 | // Called at taint time!! |
380 | private bool disableCOM = false; // disable until we get this debugged | 380 | private bool disableCOM = true; // disable until we get this debugged |
381 | private void RecomputeLinksetCompound() | 381 | private void RecomputeLinksetCompound() |
382 | { | 382 | { |
383 | try | 383 | try |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 06186b0..8c098b2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -82,9 +82,19 @@ public static class BSParam | |||
82 | public static float AvatarStepApproachFactor { get; private set; } | 82 | public static float AvatarStepApproachFactor { get; private set; } |
83 | public static float AvatarStepForceFactor { get; private set; } | 83 | public static float AvatarStepForceFactor { get; private set; } |
84 | 84 | ||
85 | // Vehicle parameters | ||
85 | public static float VehicleMaxLinearVelocity { get; private set; } | 86 | public static float VehicleMaxLinearVelocity { get; private set; } |
87 | public static float VehicleMaxLinearVelocitySq { get; private set; } | ||
86 | public static float VehicleMaxAngularVelocity { get; private set; } | 88 | public static float VehicleMaxAngularVelocity { get; private set; } |
89 | public static float VehicleMaxAngularVelocitySq { get; private set; } | ||
87 | public static float VehicleAngularDamping { get; private set; } | 90 | public static float VehicleAngularDamping { get; private set; } |
91 | public static float VehicleFriction { get; private set; } | ||
92 | public static float VehicleRestitution { get; private set; } | ||
93 | public static float VehicleLinearFactor { get; private set; } | ||
94 | public static Vector3 VehicleLinearFactorV { get; private set; } | ||
95 | public static float VehicleAngularFactor { get; private set; } | ||
96 | public static Vector3 VehicleAngularFactorV { get; private set; } | ||
97 | public static float VehicleGroundGravityFudge { get; private set; } | ||
88 | public static float VehicleDebuggingEnabled { get; private set; } | 98 | public static float VehicleDebuggingEnabled { get; private set; } |
89 | 99 | ||
90 | public static float LinksetImplementation { get; private set; } | 100 | public static float LinksetImplementation { get; private set; } |
@@ -373,7 +383,7 @@ public static class BSParam | |||
373 | (s) => { return TerrainRestitution; }, | 383 | (s) => { return TerrainRestitution; }, |
374 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), | 384 | (s,p,l,v) => { TerrainRestitution = v; /* TODO: set on real terrain */ } ), |
375 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | 385 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , |
376 | 0.04f, | 386 | 0.08f, |
377 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, | 387 | (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); }, |
378 | (s) => { return TerrainCollisionMargin; }, | 388 | (s) => { return TerrainCollisionMargin; }, |
379 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | 389 | (s,p,l,v) => { TerrainCollisionMargin = v; /* TODO: set on real terrain */ } ), |
@@ -443,17 +453,42 @@ public static class BSParam | |||
443 | 1000.0f, | 453 | 1000.0f, |
444 | (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); }, | 454 | (s,cf,p,v) => { VehicleMaxLinearVelocity = cf.GetFloat(p, v); }, |
445 | (s) => { return (float)VehicleMaxLinearVelocity; }, | 455 | (s) => { return (float)VehicleMaxLinearVelocity; }, |
446 | (s,p,l,v) => { VehicleMaxLinearVelocity = v; } ), | 456 | (s,p,l,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ), |
447 | new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", | 457 | new ParameterDefn("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", |
448 | 12.0f, | 458 | 12.0f, |
449 | (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); }, | 459 | (s,cf,p,v) => { VehicleMaxAngularVelocity = cf.GetFloat(p, v); }, |
450 | (s) => { return (float)VehicleMaxAngularVelocity; }, | 460 | (s) => { return (float)VehicleMaxAngularVelocity; }, |
451 | (s,p,l,v) => { VehicleMaxAngularVelocity = v; } ), | 461 | (s,p,l,v) => { VehicleMaxAngularVelocity = v; VehicleMaxAngularVelocitySq = v * v; } ), |
452 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | 462 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", |
453 | 0.0f, | 463 | 0.0f, |
454 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, | 464 | (s,cf,p,v) => { VehicleAngularDamping = cf.GetFloat(p, v); }, |
455 | (s) => { return VehicleAngularDamping; }, | 465 | (s) => { return VehicleAngularDamping; }, |
456 | (s,p,l,v) => { VehicleAngularDamping = v; } ), | 466 | (s,p,l,v) => { VehicleAngularDamping = v; } ), |
467 | new ParameterDefn("VehicleLinearFactor", "Fraction of physical linear changes applied to vehicle (0.0 - 1.0)", | ||
468 | 1.0f, | ||
469 | (s,cf,p,v) => { VehicleLinearFactor = cf.GetFloat(p, v); }, | ||
470 | (s) => { return VehicleLinearFactor; }, | ||
471 | (s,p,l,v) => { VehicleLinearFactor = v; VehicleLinearFactorV = new Vector3(v, v, v); } ), | ||
472 | new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (0.0 - 1.0)", | ||
473 | 1.0f, | ||
474 | (s,cf,p,v) => { VehicleAngularFactor = cf.GetFloat(p, v); }, | ||
475 | (s) => { return VehicleAngularFactor; }, | ||
476 | (s,p,l,v) => { VehicleAngularFactor = v; VehicleAngularFactorV = new Vector3(v, v, v); } ), | ||
477 | new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", | ||
478 | 0.0f, | ||
479 | (s,cf,p,v) => { VehicleFriction = cf.GetFloat(p, v); }, | ||
480 | (s) => { return VehicleFriction; }, | ||
481 | (s,p,l,v) => { VehicleFriction = v; } ), | ||
482 | new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", | ||
483 | 0.0f, | ||
484 | (s,cf,p,v) => { VehicleRestitution = cf.GetFloat(p, v); }, | ||
485 | (s) => { return VehicleRestitution; }, | ||
486 | (s,p,l,v) => { VehicleRestitution = v; } ), | ||
487 | new ParameterDefn("VehicleGroundGravityFudge", "Factor to multiple gravity if a ground vehicle is probably on the ground (0.0 - 1.0)", | ||
488 | 0.2f, | ||
489 | (s,cf,p,v) => { VehicleGroundGravityFudge = cf.GetFloat(p, v); }, | ||
490 | (s) => { return VehicleGroundGravityFudge; }, | ||
491 | (s,p,l,v) => { VehicleGroundGravityFudge = v; } ), | ||
457 | new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", | 492 | new ParameterDefn("VehicleDebuggingEnable", "Turn on/off vehicle debugging", |
458 | ConfigurationParameters.numericFalse, | 493 | ConfigurationParameters.numericFalse, |
459 | (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, | 494 | (s,cf,p,v) => { VehicleDebuggingEnabled = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 027c786..a113530 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -95,12 +95,16 @@ public abstract class BSPhysObject : PhysicsActor | |||
95 | SubscribedEventsMs = 0; | 95 | SubscribedEventsMs = 0; |
96 | CollidingStep = 0; | 96 | CollidingStep = 0; |
97 | CollidingGroundStep = 0; | 97 | CollidingGroundStep = 0; |
98 | CollisionAccumulation = 0; | ||
99 | ColliderIsMoving = false; | ||
100 | CollisionScore = 0; | ||
98 | } | 101 | } |
99 | 102 | ||
100 | // Tell the object to clean up. | 103 | // Tell the object to clean up. |
101 | public virtual void Destroy() | 104 | public virtual void Destroy() |
102 | { | 105 | { |
103 | UnRegisterAllPreStepActions(); | 106 | UnRegisterAllPreStepActions(); |
107 | UnRegisterAllPostStepActions(); | ||
104 | } | 108 | } |
105 | 109 | ||
106 | public BSScene PhysicsScene { get; protected set; } | 110 | public BSScene PhysicsScene { get; protected set; } |
@@ -174,13 +178,14 @@ public abstract class BSPhysObject : PhysicsActor | |||
174 | public abstract OMV.Vector3 RawPosition { get; set; } | 178 | public abstract OMV.Vector3 RawPosition { get; set; } |
175 | public abstract OMV.Vector3 ForcePosition { get; set; } | 179 | public abstract OMV.Vector3 ForcePosition { get; set; } |
176 | 180 | ||
177 | // Position is what the simulator thinks the positions of the prim is. | 181 | // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is. |
178 | // Because Bullet needs the zero coordinate to be the center of mass of the linkset, | 182 | // Because Bullet needs the zero coordinate to be the center of mass of the linkset, |
179 | // sometimes it is necessary to displace the position the physics engine thinks | 183 | // sometimes it is necessary to displace the position the physics engine thinks |
180 | // the position is. PositionDisplacement must be added and removed from the | 184 | // the position is. PositionDisplacement must be added and removed from the |
181 | // position as the simulator position is stored and fetched from the physics | 185 | // position as the simulator position is stored and fetched from the physics |
182 | // engine. | 186 | // engine. Similar to OrientationDisplacement. |
183 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | 187 | public virtual OMV.Vector3 PositionDisplacement { get; set; } |
188 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
184 | 189 | ||
185 | public abstract OMV.Quaternion RawOrientation { get; set; } | 190 | public abstract OMV.Quaternion RawOrientation { get; set; } |
186 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 191 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
@@ -237,6 +242,12 @@ public abstract class BSPhysObject : PhysicsActor | |||
237 | protected long CollidingObjectStep { get; set; } | 242 | protected long CollidingObjectStep { get; set; } |
238 | // The collision flags we think are set in Bullet | 243 | // The collision flags we think are set in Bullet |
239 | protected CollisionFlags CurrentCollisionFlags { get; set; } | 244 | protected CollisionFlags CurrentCollisionFlags { get; set; } |
245 | // On a collision, check the collider and remember if the last collider was moving | ||
246 | // Used to modify the standing of avatars (avatars on stationary things stand still) | ||
247 | protected bool ColliderIsMoving; | ||
248 | |||
249 | // Count of collisions for this object | ||
250 | protected long CollisionAccumulation { get; set; } | ||
240 | 251 | ||
241 | public override bool IsColliding { | 252 | public override bool IsColliding { |
242 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | 253 | get { return (CollidingStep == PhysicsScene.SimulationStep); } |
@@ -299,7 +310,12 @@ public abstract class BSPhysObject : PhysicsActor | |||
299 | return ret; | 310 | return ret; |
300 | } | 311 | } |
301 | 312 | ||
302 | // if someone has subscribed for collision events.... | 313 | CollisionAccumulation++; |
314 | |||
315 | // For movement tests, remember if we are colliding with an object that is moving. | ||
316 | ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false; | ||
317 | |||
318 | // If someone has subscribed for collision events log the collision so it will be reported up | ||
303 | if (SubscribedEvents()) { | 319 | if (SubscribedEvents()) { |
304 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 320 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
305 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | 321 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", |
@@ -385,6 +401,17 @@ public abstract class BSPhysObject : PhysicsActor | |||
385 | public override bool SubscribedEvents() { | 401 | public override bool SubscribedEvents() { |
386 | return (SubscribedEventsMs > 0); | 402 | return (SubscribedEventsMs > 0); |
387 | } | 403 | } |
404 | // Because 'CollisionScore' is called many times while sorting, it should not be recomputed | ||
405 | // each time called. So this is built to be light weight for each collision and to do | ||
406 | // all the processing when the user asks for the info. | ||
407 | public void ComputeCollisionScore() | ||
408 | { | ||
409 | // Scale the collision count by the time since the last collision. | ||
410 | // The "+1" prevents dividing by zero. | ||
411 | long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; | ||
412 | CollisionScore = CollisionAccumulation / timeAgo; | ||
413 | } | ||
414 | public override float CollisionScore { get; set; } | ||
388 | 415 | ||
389 | #endregion // Collisions | 416 | #endregion // Collisions |
390 | 417 | ||
@@ -393,52 +420,103 @@ public abstract class BSPhysObject : PhysicsActor | |||
393 | // These actions are optional so, rather than scanning all the physical objects and asking them | 420 | // These actions are optional so, rather than scanning all the physical objects and asking them |
394 | // if they have anything to do, a physical object registers for an event call before the step is performed. | 421 | // if they have anything to do, a physical object registers for an event call before the step is performed. |
395 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. | 422 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. |
396 | private Dictionary<string, BSScene.PreStepAction> RegisteredActions = new Dictionary<string, BSScene.PreStepAction>(); | 423 | private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>(); |
424 | private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>(); | ||
397 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | 425 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) |
398 | { | 426 | { |
399 | string identifier = op + "-" + id.ToString(); | 427 | string identifier = op + "-" + id.ToString(); |
400 | 428 | ||
401 | lock (RegisteredActions) | 429 | lock (RegisteredPrestepActions) |
402 | { | 430 | { |
403 | // Clean out any existing action | 431 | // Clean out any existing action |
404 | UnRegisterPreStepAction(op, id); | 432 | UnRegisterPreStepAction(op, id); |
405 | 433 | ||
406 | RegisteredActions[identifier] = actn; | 434 | RegisteredPrestepActions[identifier] = actn; |
435 | |||
436 | PhysicsScene.BeforeStep += actn; | ||
407 | } | 437 | } |
408 | PhysicsScene.BeforeStep += actn; | ||
409 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | 438 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); |
410 | } | 439 | } |
411 | 440 | ||
412 | // Unregister a pre step action. Safe to call if the action has not been registered. | 441 | // Unregister a pre step action. Safe to call if the action has not been registered. |
413 | protected void UnRegisterPreStepAction(string op, uint id) | 442 | // Returns 'true' if an action was actually removed |
443 | protected bool UnRegisterPreStepAction(string op, uint id) | ||
414 | { | 444 | { |
415 | string identifier = op + "-" + id.ToString(); | 445 | string identifier = op + "-" + id.ToString(); |
416 | bool removed = false; | 446 | bool removed = false; |
417 | lock (RegisteredActions) | 447 | lock (RegisteredPrestepActions) |
418 | { | 448 | { |
419 | if (RegisteredActions.ContainsKey(identifier)) | 449 | if (RegisteredPrestepActions.ContainsKey(identifier)) |
420 | { | 450 | { |
421 | PhysicsScene.BeforeStep -= RegisteredActions[identifier]; | 451 | PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier]; |
422 | RegisteredActions.Remove(identifier); | 452 | RegisteredPrestepActions.Remove(identifier); |
423 | removed = true; | 453 | removed = true; |
424 | } | 454 | } |
425 | } | 455 | } |
426 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); | 456 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); |
457 | return removed; | ||
427 | } | 458 | } |
428 | 459 | ||
429 | protected void UnRegisterAllPreStepActions() | 460 | protected void UnRegisterAllPreStepActions() |
430 | { | 461 | { |
431 | lock (RegisteredActions) | 462 | lock (RegisteredPrestepActions) |
432 | { | 463 | { |
433 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredActions) | 464 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions) |
434 | { | 465 | { |
435 | PhysicsScene.BeforeStep -= kvp.Value; | 466 | PhysicsScene.BeforeStep -= kvp.Value; |
436 | } | 467 | } |
437 | RegisteredActions.Clear(); | 468 | RegisteredPrestepActions.Clear(); |
438 | } | 469 | } |
439 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); | 470 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); |
440 | } | 471 | } |
472 | |||
473 | protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn) | ||
474 | { | ||
475 | string identifier = op + "-" + id.ToString(); | ||
441 | 476 | ||
477 | lock (RegisteredPoststepActions) | ||
478 | { | ||
479 | // Clean out any existing action | ||
480 | UnRegisterPostStepAction(op, id); | ||
481 | |||
482 | RegisteredPoststepActions[identifier] = actn; | ||
483 | |||
484 | PhysicsScene.AfterStep += actn; | ||
485 | } | ||
486 | DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); | ||
487 | } | ||
488 | |||
489 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
490 | // Returns 'true' if an action was actually removed. | ||
491 | protected bool UnRegisterPostStepAction(string op, uint id) | ||
492 | { | ||
493 | string identifier = op + "-" + id.ToString(); | ||
494 | bool removed = false; | ||
495 | lock (RegisteredPoststepActions) | ||
496 | { | ||
497 | if (RegisteredPoststepActions.ContainsKey(identifier)) | ||
498 | { | ||
499 | PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier]; | ||
500 | RegisteredPoststepActions.Remove(identifier); | ||
501 | removed = true; | ||
502 | } | ||
503 | } | ||
504 | DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
505 | return removed; | ||
506 | } | ||
507 | |||
508 | protected void UnRegisterAllPostStepActions() | ||
509 | { | ||
510 | lock (RegisteredPoststepActions) | ||
511 | { | ||
512 | foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions) | ||
513 | { | ||
514 | PhysicsScene.AfterStep -= kvp.Value; | ||
515 | } | ||
516 | RegisteredPoststepActions.Clear(); | ||
517 | } | ||
518 | DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); | ||
519 | } | ||
442 | 520 | ||
443 | #endregion // Per Simulation Step actions | 521 | #endregion // Per Simulation Step actions |
444 | 522 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 8b00a33..2b0a539 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -59,7 +59,6 @@ public sealed class BSPrim : BSPhysObject | |||
59 | private OMV.Vector3 _force; | 59 | private OMV.Vector3 _force; |
60 | private OMV.Vector3 _velocity; | 60 | private OMV.Vector3 _velocity; |
61 | private OMV.Vector3 _torque; | 61 | private OMV.Vector3 _torque; |
62 | private float _collisionScore; | ||
63 | private OMV.Vector3 _acceleration; | 62 | private OMV.Vector3 _acceleration; |
64 | private OMV.Quaternion _orientation; | 63 | private OMV.Quaternion _orientation; |
65 | private int _physicsActorType; | 64 | private int _physicsActorType; |
@@ -74,7 +73,7 @@ public sealed class BSPrim : BSPhysObject | |||
74 | private bool _kinematic; | 73 | private bool _kinematic; |
75 | private float _buoyancy; | 74 | private float _buoyancy; |
76 | 75 | ||
77 | private BSDynamics _vehicle; | 76 | public BSDynamics VehicleController { get; private set; } |
78 | 77 | ||
79 | private BSVMotor _targetMotor; | 78 | private BSVMotor _targetMotor; |
80 | private OMV.Vector3 _PIDTarget; | 79 | private OMV.Vector3 _PIDTarget; |
@@ -108,7 +107,7 @@ public sealed class BSPrim : BSPhysObject | |||
108 | _friction = PhysicsScene.Params.defaultFriction; | 107 | _friction = PhysicsScene.Params.defaultFriction; |
109 | _restitution = PhysicsScene.Params.defaultRestitution; | 108 | _restitution = PhysicsScene.Params.defaultRestitution; |
110 | 109 | ||
111 | _vehicle = new BSDynamics(PhysicsScene, this); // add vehicleness | 110 | VehicleController = new BSDynamics(PhysicsScene, this); // add vehicleness |
112 | 111 | ||
113 | _mass = CalculateMass(); | 112 | _mass = CalculateMass(); |
114 | 113 | ||
@@ -513,7 +512,7 @@ public sealed class BSPrim : BSPhysObject | |||
513 | 512 | ||
514 | public override int VehicleType { | 513 | public override int VehicleType { |
515 | get { | 514 | get { |
516 | return (int)_vehicle.Type; // if we are a vehicle, return that type | 515 | return (int)VehicleController.Type; // if we are a vehicle, return that type |
517 | } | 516 | } |
518 | set { | 517 | set { |
519 | Vehicle type = (Vehicle)value; | 518 | Vehicle type = (Vehicle)value; |
@@ -522,14 +521,20 @@ public sealed class BSPrim : BSPhysObject | |||
522 | { | 521 | { |
523 | // Done at taint time so we're sure the physics engine is not using the variables | 522 | // Done at taint time so we're sure the physics engine is not using the variables |
524 | // Vehicle code changes the parameters for this vehicle type. | 523 | // Vehicle code changes the parameters for this vehicle type. |
525 | _vehicle.ProcessTypeChange(type); | 524 | VehicleController.ProcessTypeChange(type); |
526 | ActivateIfPhysical(false); | 525 | ActivateIfPhysical(false); |
527 | 526 | ||
528 | // If an active vehicle, register the vehicle code to be called before each step | 527 | // If an active vehicle, register the vehicle code to be called before each step |
529 | if (_vehicle.Type == Vehicle.TYPE_NONE) | 528 | if (VehicleController.Type == Vehicle.TYPE_NONE) |
529 | { | ||
530 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); | 530 | UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); |
531 | PhysicsScene.AfterStep -= VehicleController.PostStep; | ||
532 | } | ||
531 | else | 533 | else |
532 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, _vehicle.Step); | 534 | { |
535 | RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); | ||
536 | PhysicsScene.AfterStep += VehicleController.PostStep; | ||
537 | } | ||
533 | }); | 538 | }); |
534 | } | 539 | } |
535 | } | 540 | } |
@@ -537,7 +542,7 @@ public sealed class BSPrim : BSPhysObject | |||
537 | { | 542 | { |
538 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 543 | PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
539 | { | 544 | { |
540 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); | 545 | VehicleController.ProcessFloatVehicleParam((Vehicle)param, value); |
541 | ActivateIfPhysical(false); | 546 | ActivateIfPhysical(false); |
542 | }); | 547 | }); |
543 | } | 548 | } |
@@ -545,7 +550,7 @@ public sealed class BSPrim : BSPhysObject | |||
545 | { | 550 | { |
546 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 551 | PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
547 | { | 552 | { |
548 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); | 553 | VehicleController.ProcessVectorVehicleParam((Vehicle)param, value); |
549 | ActivateIfPhysical(false); | 554 | ActivateIfPhysical(false); |
550 | }); | 555 | }); |
551 | } | 556 | } |
@@ -553,7 +558,7 @@ public sealed class BSPrim : BSPhysObject | |||
553 | { | 558 | { |
554 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 559 | PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() |
555 | { | 560 | { |
556 | _vehicle.ProcessRotationVehicleParam((Vehicle)param, rotation); | 561 | VehicleController.ProcessRotationVehicleParam((Vehicle)param, rotation); |
557 | ActivateIfPhysical(false); | 562 | ActivateIfPhysical(false); |
558 | }); | 563 | }); |
559 | } | 564 | } |
@@ -561,7 +566,7 @@ public sealed class BSPrim : BSPhysObject | |||
561 | { | 566 | { |
562 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 567 | PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() |
563 | { | 568 | { |
564 | _vehicle.ProcessVehicleFlags(param, remove); | 569 | VehicleController.ProcessVehicleFlags(param, remove); |
565 | }); | 570 | }); |
566 | } | 571 | } |
567 | 572 | ||
@@ -638,11 +643,6 @@ public sealed class BSPrim : BSPhysObject | |||
638 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 643 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
639 | } | 644 | } |
640 | } | 645 | } |
641 | public override float CollisionScore { | ||
642 | get { return _collisionScore; } | ||
643 | set { _collisionScore = value; | ||
644 | } | ||
645 | } | ||
646 | public override OMV.Vector3 Acceleration { | 646 | public override OMV.Vector3 Acceleration { |
647 | get { return _acceleration; } | 647 | get { return _acceleration; } |
648 | set { _acceleration = value; } | 648 | set { _acceleration = value; } |
@@ -747,7 +747,7 @@ public sealed class BSPrim : BSPhysObject | |||
747 | // isSolid: other objects bounce off of this object | 747 | // isSolid: other objects bounce off of this object |
748 | // isVolumeDetect: other objects pass through but can generate collisions | 748 | // isVolumeDetect: other objects pass through but can generate collisions |
749 | // collisionEvents: whether this object returns collision events | 749 | // collisionEvents: whether this object returns collision events |
750 | private void UpdatePhysicalParameters() | 750 | public void UpdatePhysicalParameters() |
751 | { | 751 | { |
752 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); | 752 | // DetailLog("{0},BSPrim.UpdatePhysicalParameters,entry,body={1},shape={2}", LocalID, BSBody, BSShape); |
753 | 753 | ||
@@ -759,7 +759,7 @@ public sealed class BSPrim : BSPhysObject | |||
759 | MakeDynamic(IsStatic); | 759 | MakeDynamic(IsStatic); |
760 | 760 | ||
761 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) | 761 | // Update vehicle specific parameters (after MakeDynamic() so can change physical parameters) |
762 | _vehicle.Refresh(); | 762 | VehicleController.Refresh(); |
763 | 763 | ||
764 | // Arrange for collision events if the simulator wants them | 764 | // Arrange for collision events if the simulator wants them |
765 | EnableCollisions(SubscribedEvents()); | 765 | EnableCollisions(SubscribedEvents()); |
@@ -1601,7 +1601,7 @@ public sealed class BSPrim : BSPhysObject | |||
1601 | // Remove all the physical dependencies on the old body. | 1601 | // Remove all the physical dependencies on the old body. |
1602 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) | 1602 | // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) |
1603 | Linkset.RemoveBodyDependencies(this); | 1603 | Linkset.RemoveBodyDependencies(this); |
1604 | _vehicle.RemoveBodyDependencies(this); | 1604 | VehicleController.RemoveBodyDependencies(this); |
1605 | }); | 1605 | }); |
1606 | 1606 | ||
1607 | // Make sure the properties are set on the new object | 1607 | // Make sure the properties are set on the new object |
@@ -1618,9 +1618,9 @@ public sealed class BSPrim : BSPhysObject | |||
1618 | { | 1618 | { |
1619 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet | 1619 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet |
1620 | // TODO: handle physics introduced by Bullet with computed vehicle physics. | 1620 | // TODO: handle physics introduced by Bullet with computed vehicle physics. |
1621 | if (_vehicle.IsActive) | 1621 | if (VehicleController.IsActive) |
1622 | { | 1622 | { |
1623 | // entprop.RotationalVelocity = OMV.Vector3.Zero; | 1623 | entprop.RotationalVelocity = OMV.Vector3.Zero; |
1624 | } | 1624 | } |
1625 | 1625 | ||
1626 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1626 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index cb304b6..a4690ba 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | using System; | 27 | using System; |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Linq; | ||
29 | using System.Reflection; | 30 | using System.Reflection; |
30 | using System.Runtime.InteropServices; | 31 | using System.Runtime.InteropServices; |
31 | using System.Text; | 32 | using System.Text; |
@@ -87,7 +88,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
87 | public delegate void PreStepAction(float timeStep); | 88 | public delegate void PreStepAction(float timeStep); |
88 | public delegate void PostStepAction(float timeStep); | 89 | public delegate void PostStepAction(float timeStep); |
89 | public event PreStepAction BeforeStep; | 90 | public event PreStepAction BeforeStep; |
90 | public event PreStepAction AfterStep; | 91 | public event PostStepAction AfterStep; |
91 | 92 | ||
92 | // A value of the time now so all the collision and update routines do not have to get their own | 93 | // A value of the time now so all the collision and update routines do not have to get their own |
93 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 94 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
@@ -697,7 +698,21 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
697 | 698 | ||
698 | public override Dictionary<uint, float> GetTopColliders() | 699 | public override Dictionary<uint, float> GetTopColliders() |
699 | { | 700 | { |
700 | return new Dictionary<uint, float>(); | 701 | Dictionary<uint, float> topColliders; |
702 | |||
703 | lock (PhysObjects) | ||
704 | { | ||
705 | foreach (KeyValuePair<uint, BSPhysObject> kvp in PhysObjects) | ||
706 | { | ||
707 | kvp.Value.ComputeCollisionScore(); | ||
708 | } | ||
709 | |||
710 | List<BSPhysObject> orderedPrims = new List<BSPhysObject>(PhysObjects.Values); | ||
711 | orderedPrims.OrderByDescending(p => p.CollisionScore); | ||
712 | topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore); | ||
713 | } | ||
714 | |||
715 | return topColliders; | ||
701 | } | 716 | } |
702 | 717 | ||
703 | public override bool IsThreaded { get { return false; } } | 718 | public override bool IsThreaded { get { return false; } } |
@@ -748,7 +763,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
748 | 763 | ||
749 | private void TriggerPostStepEvent(float timeStep) | 764 | private void TriggerPostStepEvent(float timeStep) |
750 | { | 765 | { |
751 | PreStepAction actions = AfterStep; | 766 | PostStepAction actions = AfterStep; |
752 | if (actions != null) | 767 | if (actions != null) |
753 | actions(timeStep); | 768 | actions(timeStep); |
754 | 769 | ||
@@ -840,7 +855,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
840 | { | 855 | { |
841 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | 856 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); |
842 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | 857 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); |
843 | Util.PrintCallStack(DetailLog); | 858 | // Util.PrintCallStack(DetailLog); |
844 | } | 859 | } |
845 | return InTaintTime; | 860 | return InTaintTime; |
846 | } | 861 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 801f690..a95e169 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,8 +1,11 @@ | |||
1 | CURRENT PRIORITIES | 1 | CURRENT PRIORITIES |
2 | ================================================= | 2 | ================================================= |
3 | One sided meshes? Should terrain be built into a closed shape? | ||
4 | When meshes get partially wedged into the terrain, they cannot push themselves out. | ||
5 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | ||
6 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 | ||
3 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | 7 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. |
4 | Not sure if it is because standing on it. Done with large prim linksets. | 8 | Not sure if it is because standing on it. Done with large prim linksets. |
5 | Child movement in linkset (don't rebuild linkset) | ||
6 | Vehicle angular vertical attraction | 9 | Vehicle angular vertical attraction |
7 | vehicle angular banking | 10 | vehicle angular banking |
8 | Center-of-gravity | 11 | Center-of-gravity |
@@ -12,6 +15,7 @@ when should angular and linear motor targets be zeroed? when selected? | |||
12 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. | 15 | Need a vehicle.clear()? Or an 'else' in prestep if not physical. |
13 | Teravus llMoveToTarget script debug | 16 | Teravus llMoveToTarget script debug |
14 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | 17 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force |
18 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) | ||
15 | Nebadon vehicles turning funny in arena | 19 | Nebadon vehicles turning funny in arena |
16 | limitMotorUp calibration (more down?) | 20 | limitMotorUp calibration (more down?) |
17 | llRotLookAt | 21 | llRotLookAt |
@@ -72,7 +76,11 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
72 | 76 | ||
73 | GENERAL TODO LIST: | 77 | GENERAL TODO LIST: |
74 | ================================================= | 78 | ================================================= |
79 | Avatar standing on a moving object should start to move with the object. | ||
75 | llMoveToTarget objects are not effected by gravity until target is removed. | 80 | llMoveToTarget objects are not effected by gravity until target is removed. |
81 | Compute CCD parameters based on body size | ||
82 | Can solver iterations be changed per body/shape? Can be for constraints but what | ||
83 | about regular vehicles? | ||
76 | Implement llSetPhysicalMaterial. | 84 | Implement llSetPhysicalMaterial. |
77 | extend it with Center-of-mass, rolling friction, density | 85 | extend it with Center-of-mass, rolling friction, density |
78 | Implement llSetForceAndTorque. | 86 | Implement llSetForceAndTorque. |
@@ -321,4 +329,5 @@ Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 (DONE) | |||
321 | Boats float low in the water (DONE) | 329 | Boats float low in the water (DONE) |
322 | Boats floating at proper level (DONE) | 330 | Boats floating at proper level (DONE) |
323 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) | 331 | When is force introduced by SetForce removed? The prestep action could go forever. (DONE) |
324 | (Resolution: setForce registers a prestep action which keeps applying the force) \ No newline at end of file | 332 | (Resolution: setForce registers a prestep action which keeps applying the force) |
333 | Child movement in linkset (don't rebuild linkset) (DONE 20130122)) \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs new file mode 100755 index 0000000..5900103 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs | |||
@@ -0,0 +1,127 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using NUnit.Framework; | ||
34 | using log4net; | ||
35 | |||
36 | using OpenSim.Framework; | ||
37 | using OpenSim.Region.Physics.BulletSPlugin; | ||
38 | using OpenSim.Region.Physics.Manager; | ||
39 | using OpenSim.Tests.Common; | ||
40 | |||
41 | using OpenMetaverse; | ||
42 | |||
43 | namespace OpenSim.Region.Physics.BulletSPlugin.Tests | ||
44 | { | ||
45 | [TestFixture] | ||
46 | public class BasicVehicles : OpenSimTestCase | ||
47 | { | ||
48 | // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 | ||
49 | // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 | ||
50 | |||
51 | BSScene PhysicsScene { get; set; } | ||
52 | BSPrim TestVehicle { get; set; } | ||
53 | Vector3 TestVehicleInitPosition { get; set; } | ||
54 | float timeStep = 0.089f; | ||
55 | |||
56 | [TestFixtureSetUp] | ||
57 | public void Init() | ||
58 | { | ||
59 | Dictionary<string, string> engineParams = new Dictionary<string, string>(); | ||
60 | PhysicsScene = BulletSimTestsUtil.CreateBasicPhysicsEngine(engineParams); | ||
61 | |||
62 | PrimitiveBaseShape pbs = PrimitiveBaseShape.CreateSphere(); | ||
63 | Vector3 pos = new Vector3(100.0f, 100.0f, 0f); | ||
64 | pos.Z = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2f; | ||
65 | TestVehicleInitPosition = pos; | ||
66 | Vector3 size = new Vector3(1f, 1f, 1f); | ||
67 | pbs.Scale = size; | ||
68 | Quaternion rot = Quaternion.Identity; | ||
69 | bool isPhys = false; | ||
70 | uint localID = 123; | ||
71 | |||
72 | PhysicsScene.AddPrimShape("testPrim", pbs, pos, size, rot, isPhys, localID); | ||
73 | TestVehicle = (BSPrim)PhysicsScene.PhysObjects[localID]; | ||
74 | // The actual prim shape creation happens at taint time | ||
75 | PhysicsScene.ProcessTaints(); | ||
76 | |||
77 | } | ||
78 | |||
79 | [TestFixtureTearDown] | ||
80 | public void TearDown() | ||
81 | { | ||
82 | if (PhysicsScene != null) | ||
83 | { | ||
84 | // The Dispose() will also free any physical objects in the scene | ||
85 | PhysicsScene.Dispose(); | ||
86 | PhysicsScene = null; | ||
87 | } | ||
88 | } | ||
89 | |||
90 | [TestCase(25, 0.25f, 0.25f, 0.25f)] | ||
91 | [TestCase(25, -0.25f, 0.25f, 0.25f)] | ||
92 | [TestCase(25, 0.25f, -0.25f, 0.25f)] | ||
93 | [TestCase(25, -0.25f, -0.25f, 0.25f)] | ||
94 | public void VerticalAttraction(int simSteps, float initRoll, float initPitch, float initYaw) | ||
95 | { | ||
96 | Quaternion initOrientation = Quaternion.CreateFromEulers(initRoll, initPitch, initYaw); | ||
97 | TestVehicle.Orientation = initOrientation; | ||
98 | |||
99 | TestVehicle.Position = TestVehicleInitPosition; | ||
100 | |||
101 | // The vehicle controller is not enabled directly (set a vehicle type). | ||
102 | // Instead the appropriate values are set and calls are made just the parts of the | ||
103 | // controller we want to exercise. Stepping the physics engine then applies | ||
104 | // the actions of that one feature. | ||
105 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, 0.2f); | ||
106 | TestVehicle.VehicleController.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_TIMESCALE, 2f); | ||
107 | TestVehicle.VehicleController.enableAngularVerticalAttraction = true; | ||
108 | |||
109 | TestVehicle.IsPhysical = true; | ||
110 | PhysicsScene.ProcessTaints(); | ||
111 | |||
112 | // Step the simulator a bunch of times and and vertical attraction should orient the vehicle up | ||
113 | for (int ii = 0; ii < simSteps; ii++) | ||
114 | { | ||
115 | TestVehicle.VehicleController.ForgetKnownVehicleProperties(); | ||
116 | TestVehicle.VehicleController.ComputeAngularVerticalAttraction(); | ||
117 | TestVehicle.VehicleController.PushKnownChanged(); | ||
118 | |||
119 | PhysicsScene.Simulate(timeStep); | ||
120 | } | ||
121 | |||
122 | // After these steps, the vehicle should be upright | ||
123 | Vector3 upPointer = Vector3.UnitZ * TestVehicle.Orientation; | ||
124 | Assert.That(upPointer.Z, Is.GreaterThan(0.99f)); | ||
125 | } | ||
126 | } | ||
127 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTests.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTests.cs new file mode 100755 index 0000000..35cbc1d --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTests.cs | |||
@@ -0,0 +1,56 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using NUnit.Framework; | ||
34 | using log4net; | ||
35 | |||
36 | using OpenSim.Tests.Common; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.BulletSPlugin.Tests | ||
39 | { | ||
40 | [TestFixture] | ||
41 | public class BulletSimTests : OpenSimTestCase | ||
42 | { | ||
43 | // Documentation on attributes: http://www.nunit.org/index.php?p=attributes&r=2.6.1 | ||
44 | // Documentation on assertions: http://www.nunit.org/index.php?p=assertions&r=2.6.1 | ||
45 | |||
46 | [TestFixtureSetUp] | ||
47 | public void Init() | ||
48 | { | ||
49 | } | ||
50 | |||
51 | [TestFixtureTearDown] | ||
52 | public void TearDown() | ||
53 | { | ||
54 | } | ||
55 | } | ||
56 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs new file mode 100755 index 0000000..215e92f --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BulletSimTestsUtil.cs | |||
@@ -0,0 +1,87 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyright | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using System.Linq; | ||
31 | using System.Text; | ||
32 | |||
33 | using Nini.Config; | ||
34 | |||
35 | using OpenSim.Framework; | ||
36 | using OpenSim.Region.Physics.BulletSPlugin; | ||
37 | using OpenSim.Region.Physics.Meshing; | ||
38 | |||
39 | namespace OpenSim.Region.Physics.BulletSPlugin.Tests | ||
40 | { | ||
41 | // Utility functions for building up and tearing down the sample physics environments | ||
42 | public static class BulletSimTestsUtil | ||
43 | { | ||
44 | // 'engineName' is the Bullet engine to use. Either null (for unmanaged), "BulletUnmanaged" or "BulletXNA" | ||
45 | // 'params' is a set of keyValue pairs to set in the engine's configuration file (override defaults) | ||
46 | // May be 'null' if there are no overrides. | ||
47 | public static BSScene CreateBasicPhysicsEngine(Dictionary<string,string> paramOverrides) | ||
48 | { | ||
49 | IConfigSource openSimINI = new IniConfigSource(); | ||
50 | IConfig startupConfig = openSimINI.AddConfig("Startup"); | ||
51 | startupConfig.Set("physics", "BulletSim"); | ||
52 | startupConfig.Set("meshing", "Meshmerizer"); | ||
53 | startupConfig.Set("cacheSculptMaps", "false"); // meshmerizer shouldn't save maps | ||
54 | |||
55 | IConfig bulletSimConfig = openSimINI.AddConfig("BulletSim"); | ||
56 | // If the caller cares, specify the bullet engine otherwise it will default to "BulletUnmanaged". | ||
57 | // bulletSimConfig.Set("BulletEngine", "BulletUnmanaged"); | ||
58 | // bulletSimConfig.Set("BulletEngine", "BulletXNA"); | ||
59 | bulletSimConfig.Set("MeshSculptedPrim", "false"); | ||
60 | bulletSimConfig.Set("ForceSimplePrimMeshing", "true"); | ||
61 | if (paramOverrides != null) | ||
62 | { | ||
63 | foreach (KeyValuePair<string, string> kvp in paramOverrides) | ||
64 | { | ||
65 | bulletSimConfig.Set(kvp.Key, kvp.Value); | ||
66 | } | ||
67 | } | ||
68 | // bulletSimConfig.Set("PhysicsLoggingEnabled","True"); | ||
69 | // bulletSimConfig.Set("PhysicsLoggingDoFlush","True"); | ||
70 | // bulletSimConfig.Set("VehicleLoggingEnabled","True"); | ||
71 | |||
72 | BSPlugin bsPlugin = new BSPlugin(); | ||
73 | |||
74 | BSScene bsScene = (BSScene)bsPlugin.GetScene("BSTestRegion"); | ||
75 | |||
76 | // Since the asset requestor is not initialized, any mesh or sculptie will be a cube. | ||
77 | // In the future, add a fake asset fetcher to get meshes and sculpts. | ||
78 | // bsScene.RequestAssetMethod = ???; | ||
79 | |||
80 | Meshing.Meshmerizer mesher = new Meshmerizer(openSimINI); | ||
81 | bsScene.Initialise(mesher, openSimINI); | ||
82 | |||
83 | return bsScene; | ||
84 | } | ||
85 | |||
86 | } | ||
87 | } | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 02a0b15..6d7f079 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -4096,8 +4096,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
4096 | lock (_prims) | 4096 | lock (_prims) |
4097 | { | 4097 | { |
4098 | List<OdePrim> orderedPrims = new List<OdePrim>(_prims); | 4098 | List<OdePrim> orderedPrims = new List<OdePrim>(_prims); |
4099 | orderedPrims.OrderByDescending(p => p.CollisionScore).Take(25); | 4099 | orderedPrims.OrderByDescending(p => p.CollisionScore); |
4100 | topColliders = orderedPrims.ToDictionary(p => p.LocalID, p => p.CollisionScore); | 4100 | topColliders = orderedPrims.Take(25).ToDictionary(p => p.LocalID, p => p.CollisionScore); |
4101 | 4101 | ||
4102 | foreach (OdePrim p in _prims) | 4102 | foreach (OdePrim p in _prims) |
4103 | p.CollisionScore = 0; | 4103 | p.CollisionScore = 0; |