diff options
Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics')
16 files changed, 1670 insertions, 1121 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index f33c124..4c195e1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -78,11 +78,17 @@ public sealed class BSCharacter : BSPhysObject | |||
78 | private float _PIDHoverTao; | 78 | private float _PIDHoverTao; |
79 | 79 | ||
80 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) | 80 | public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying) |
81 | : base(parent_scene, localID, avName, "BSCharacter") | ||
81 | { | 82 | { |
82 | base.BaseInitialize(parent_scene, localID, avName, "BSCharacter"); | ||
83 | _physicsActorType = (int)ActorTypes.Agent; | 83 | _physicsActorType = (int)ActorTypes.Agent; |
84 | _position = pos; | 84 | _position = pos; |
85 | |||
86 | // Old versions of ScenePresence passed only the height. If width and/or depth are zero, | ||
87 | // replace with the default values. | ||
85 | _size = size; | 88 | _size = size; |
89 | if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth; | ||
90 | if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth; | ||
91 | |||
86 | _flying = isFlying; | 92 | _flying = isFlying; |
87 | _orientation = OMV.Quaternion.Identity; | 93 | _orientation = OMV.Quaternion.Identity; |
88 | _velocity = OMV.Vector3.Zero; | 94 | _velocity = OMV.Vector3.Zero; |
@@ -131,6 +137,10 @@ public sealed class BSCharacter : BSPhysObject | |||
131 | // Set the velocity and compute the proper friction | 137 | // Set the velocity and compute the proper friction |
132 | ForceVelocity = _velocity; | 138 | ForceVelocity = _velocity; |
133 | 139 | ||
140 | // This will enable or disable the flying buoyancy of the avatar. | ||
141 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | ||
142 | Flying = _flying; | ||
143 | |||
134 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); | 144 | BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution); |
135 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | 145 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); |
136 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 146 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); |
@@ -171,8 +181,7 @@ public sealed class BSCharacter : BSPhysObject | |||
171 | get | 181 | get |
172 | { | 182 | { |
173 | // Avatar capsule size is kept in the scale parameter. | 183 | // Avatar capsule size is kept in the scale parameter. |
174 | // return _size; | 184 | return _size; |
175 | return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z); | ||
176 | } | 185 | } |
177 | 186 | ||
178 | set { | 187 | set { |
@@ -180,8 +189,8 @@ public sealed class BSCharacter : BSPhysObject | |||
180 | _size = value; | 189 | _size = value; |
181 | ComputeAvatarScale(_size); | 190 | ComputeAvatarScale(_size); |
182 | ComputeAvatarVolumeAndMass(); | 191 | ComputeAvatarVolumeAndMass(); |
183 | DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}", | 192 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
184 | LocalID, Scale, _avatarDensity, _avatarVolume, RawMass); | 193 | LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass); |
185 | 194 | ||
186 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() | 195 | PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() |
187 | { | 196 | { |
@@ -199,9 +208,9 @@ public sealed class BSCharacter : BSPhysObject | |||
199 | set { BaseShape = value; } | 208 | set { BaseShape = value; } |
200 | } | 209 | } |
201 | // I want the physics engine to make an avatar capsule | 210 | // I want the physics engine to make an avatar capsule |
202 | public override ShapeData.PhysicsShapeType PreferredPhysicalShape | 211 | public override BSPhysicsShapeType PreferredPhysicalShape |
203 | { | 212 | { |
204 | get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; } | 213 | get {return BSPhysicsShapeType.SHAPE_CAPSULE; } |
205 | } | 214 | } |
206 | 215 | ||
207 | public override bool Grabbed { | 216 | public override bool Grabbed { |
@@ -610,13 +619,19 @@ public sealed class BSCharacter : BSPhysObject | |||
610 | // The 'size' given by the simulator is the mid-point of the avatar | 619 | // The 'size' given by the simulator is the mid-point of the avatar |
611 | // and X and Y are unspecified. | 620 | // and X and Y are unspecified. |
612 | 621 | ||
613 | OMV.Vector3 newScale = OMV.Vector3.Zero; | 622 | OMV.Vector3 newScale = size; |
614 | newScale.X = PhysicsScene.Params.avatarCapsuleRadius; | 623 | // newScale.X = PhysicsScene.Params.avatarCapsuleWidth; |
615 | newScale.Y = PhysicsScene.Params.avatarCapsuleRadius; | 624 | // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth; |
616 | 625 | ||
617 | // From the total height, remove the capsule half spheres that are at each end | 626 | // From the total height, remove the capsule half spheres that are at each end |
618 | newScale.Z = size.Z- (newScale.X + newScale.Y); | 627 | // The 1.15f came from ODE. Not sure what this factors in. |
619 | Scale = newScale; | 628 | // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y); |
629 | |||
630 | // The total scale height is the central cylindar plus the caps on the two ends. | ||
631 | newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f); | ||
632 | |||
633 | // Convert diameters to radii and height to half height -- the way Bullet expects it. | ||
634 | Scale = newScale / 2f; | ||
620 | } | 635 | } |
621 | 636 | ||
622 | // set _avatarVolume and _mass based on capsule size, _density and Scale | 637 | // set _avatarVolume and _mass based on capsule size, _density and Scale |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index dbc9039..74eb9ab 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -80,10 +80,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
80 | private Quaternion m_referenceFrame = Quaternion.Identity; | 80 | private Quaternion m_referenceFrame = Quaternion.Identity; |
81 | 81 | ||
82 | // Linear properties | 82 | // Linear properties |
83 | private BSVMotor m_linearMotor = new BSVMotor("LinearMotor"); | ||
83 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 84 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
84 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center | 85 | private Vector3 m_linearMotorOffset = Vector3.Zero; // the point of force can be offset from the center |
85 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 86 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
86 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body | ||
87 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 87 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
88 | private float m_linearMotorDecayTimescale = 0; | 88 | private float m_linearMotorDecayTimescale = 0; |
89 | private float m_linearMotorTimescale = 0; | 89 | private float m_linearMotorTimescale = 0; |
@@ -93,6 +93,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
93 | // private Vector3 m_linearMotorOffset = Vector3.Zero; | 93 | // private Vector3 m_linearMotorOffset = Vector3.Zero; |
94 | 94 | ||
95 | //Angular properties | 95 | //Angular properties |
96 | private BSVMotor m_angularMotor = new BSVMotor("AngularMotor"); | ||
96 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor | 97 | private Vector3 m_angularMotorDirection = Vector3.Zero; // angular velocity requested by LSL motor |
97 | // private int m_angularMotorApply = 0; // application frame counter | 98 | // private int m_angularMotorApply = 0; // application frame counter |
98 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity | 99 | private Vector3 m_angularMotorVelocity = Vector3.Zero; // current angular motor velocity |
@@ -124,6 +125,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. | 125 | // Therefore only m_VehicleBuoyancy=1 (0g) will use the script-requested .Z velocity. |
125 | 126 | ||
126 | //Attractor properties | 127 | //Attractor properties |
128 | private BSVMotor m_verticalAttractionMotor = new BSVMotor("VerticalAttraction"); | ||
127 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 129 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
128 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 130 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
129 | 131 | ||
@@ -152,10 +154,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
152 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 154 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
153 | break; | 155 | break; |
154 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 156 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
155 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); | 157 | m_angularMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); |
158 | m_angularMotor.TargetValueDecayTimeScale = m_angularMotorDecayTimescale; | ||
156 | break; | 159 | break; |
157 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | 160 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: |
158 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); | 161 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); |
162 | m_angularMotor.TimeScale = m_angularMotorTimescale; | ||
159 | break; | 163 | break; |
160 | case Vehicle.BANKING_EFFICIENCY: | 164 | case Vehicle.BANKING_EFFICIENCY: |
161 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); | 165 | m_bankingEfficiency = Math.Max(-1f, Math.Min(pValue, 1f)); |
@@ -185,33 +189,40 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
185 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); | 189 | m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
186 | break; | 190 | break; |
187 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 191 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
188 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); | 192 | m_linearMotorDecayTimescale = Math.Max(0.01f, Math.Min(pValue,120)); |
193 | m_linearMotor.TargetValueDecayTimeScale = m_linearMotorDecayTimescale; | ||
189 | break; | 194 | break; |
190 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | 195 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
191 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); | 196 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); |
197 | m_linearMotor.TimeScale = m_linearMotorTimescale; | ||
192 | break; | 198 | break; |
193 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | 199 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
194 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); | 200 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); |
201 | m_verticalAttractionMotor.Efficiency = m_verticalAttractionEfficiency; | ||
195 | break; | 202 | break; |
196 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | 203 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: |
197 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); | 204 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); |
205 | m_verticalAttractionMotor.TimeScale = m_verticalAttractionTimescale; | ||
198 | break; | 206 | break; |
199 | 207 | ||
200 | // These are vector properties but the engine lets you use a single float value to | 208 | // These are vector properties but the engine lets you use a single float value to |
201 | // set all of the components to the same value | 209 | // set all of the components to the same value |
202 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 210 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
203 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); | 211 | m_angularFrictionTimescale = new Vector3(pValue, pValue, pValue); |
212 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
204 | break; | 213 | break; |
205 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 214 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
206 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); | 215 | m_angularMotorDirection = new Vector3(pValue, pValue, pValue); |
207 | // m_angularMotorApply = 100; | 216 | m_angularMotor.SetTarget(m_angularMotorDirection); |
208 | break; | 217 | break; |
209 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 218 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
210 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); | 219 | m_linearFrictionTimescale = new Vector3(pValue, pValue, pValue); |
220 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
211 | break; | 221 | break; |
212 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 222 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
213 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); | 223 | m_linearMotorDirection = new Vector3(pValue, pValue, pValue); |
214 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); | 224 | m_linearMotorDirectionLASTSET = new Vector3(pValue, pValue, pValue); |
225 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
215 | break; | 226 | break; |
216 | case Vehicle.LINEAR_MOTOR_OFFSET: | 227 | case Vehicle.LINEAR_MOTOR_OFFSET: |
217 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); | 228 | m_linearMotorOffset = new Vector3(pValue, pValue, pValue); |
@@ -227,6 +238,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
227 | { | 238 | { |
228 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 239 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
229 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 240 | m_angularFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
241 | m_angularMotor.FrictionTimescale = m_angularFrictionTimescale; | ||
230 | break; | 242 | break; |
231 | case Vehicle.ANGULAR_MOTOR_DIRECTION: | 243 | case Vehicle.ANGULAR_MOTOR_DIRECTION: |
232 | // Limit requested angular speed to 2 rps= 4 pi rads/sec | 244 | // Limit requested angular speed to 2 rps= 4 pi rads/sec |
@@ -234,14 +246,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
234 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); | 246 | pValue.Y = Math.Max(-12.56f, Math.Min(pValue.Y, 12.56f)); |
235 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); | 247 | pValue.Z = Math.Max(-12.56f, Math.Min(pValue.Z, 12.56f)); |
236 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 248 | m_angularMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
237 | // m_angularMotorApply = 100; | 249 | m_angularMotor.SetTarget(m_angularMotorDirection); |
238 | break; | 250 | break; |
239 | case Vehicle.LINEAR_FRICTION_TIMESCALE: | 251 | case Vehicle.LINEAR_FRICTION_TIMESCALE: |
240 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); | 252 | m_linearFrictionTimescale = new Vector3(pValue.X, pValue.Y, pValue.Z); |
253 | m_linearMotor.FrictionTimescale = m_linearFrictionTimescale; | ||
241 | break; | 254 | break; |
242 | case Vehicle.LINEAR_MOTOR_DIRECTION: | 255 | case Vehicle.LINEAR_MOTOR_DIRECTION: |
243 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); | 256 | m_linearMotorDirection = new Vector3(pValue.X, pValue.Y, pValue.Z); |
244 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); | 257 | m_linearMotorDirectionLASTSET = new Vector3(pValue.X, pValue.Y, pValue.Z); |
258 | m_linearMotor.SetTarget(m_linearMotorDirection); | ||
245 | break; | 259 | break; |
246 | case Vehicle.LINEAR_MOTOR_OFFSET: | 260 | case Vehicle.LINEAR_MOTOR_OFFSET: |
247 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); | 261 | m_linearMotorOffset = new Vector3(pValue.X, pValue.Y, pValue.Z); |
@@ -303,7 +317,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
303 | m_VhoverEfficiency = 0; | 317 | m_VhoverEfficiency = 0; |
304 | m_VhoverTimescale = 0; | 318 | m_VhoverTimescale = 0; |
305 | m_VehicleBuoyancy = 0; | 319 | m_VehicleBuoyancy = 0; |
306 | 320 | ||
307 | m_linearDeflectionEfficiency = 1; | 321 | m_linearDeflectionEfficiency = 1; |
308 | m_linearDeflectionTimescale = 1; | 322 | m_linearDeflectionTimescale = 1; |
309 | 323 | ||
@@ -319,6 +333,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
319 | 333 | ||
320 | m_referenceFrame = Quaternion.Identity; | 334 | m_referenceFrame = Quaternion.Identity; |
321 | m_flags = (VehicleFlag)0; | 335 | m_flags = (VehicleFlag)0; |
336 | |||
322 | break; | 337 | break; |
323 | 338 | ||
324 | case Vehicle.TYPE_SLED: | 339 | case Vehicle.TYPE_SLED: |
@@ -351,10 +366,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
351 | m_bankingMix = 1; | 366 | m_bankingMix = 1; |
352 | 367 | ||
353 | m_referenceFrame = Quaternion.Identity; | 368 | m_referenceFrame = Quaternion.Identity; |
354 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | 369 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
355 | m_flags &= | 370 | | VehicleFlag.HOVER_TERRAIN_ONLY |
356 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 371 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
357 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 372 | | VehicleFlag.HOVER_UP_ONLY); |
373 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | ||
374 | | VehicleFlag.LIMIT_ROLL_ONLY | ||
375 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
358 | break; | 376 | break; |
359 | case Vehicle.TYPE_CAR: | 377 | case Vehicle.TYPE_CAR: |
360 | m_linearMotorDirection = Vector3.Zero; | 378 | m_linearMotorDirection = Vector3.Zero; |
@@ -510,6 +528,28 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
510 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 528 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
511 | break; | 529 | break; |
512 | } | 530 | } |
531 | |||
532 | // Update any physical parameters based on this type. | ||
533 | Refresh(); | ||
534 | |||
535 | m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, | ||
536 | m_linearMotorDecayTimescale, m_linearFrictionTimescale, | ||
537 | 1f); | ||
538 | m_linearMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
539 | |||
540 | m_angularMotor = new BSVMotor("AngularMotor", m_angularMotorTimescale, | ||
541 | m_angularMotorDecayTimescale, m_angularFrictionTimescale, | ||
542 | 1f); | ||
543 | m_angularMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
544 | |||
545 | m_verticalAttractionMotor = new BSVMotor("VerticalAttraction", m_verticalAttractionTimescale, | ||
546 | BSMotor.Infinite, BSMotor.InfiniteVector, | ||
547 | m_verticalAttractionEfficiency); | ||
548 | // Z goes away and we keep X and Y | ||
549 | m_verticalAttractionMotor.FrictionTimescale = new Vector3(BSMotor.Infinite, BSMotor.Infinite, 0.1f); | ||
550 | m_verticalAttractionMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG DEBUG (enables detail logging) | ||
551 | |||
552 | // m_bankingMotor = new BSVMotor("BankingMotor", ...); | ||
513 | } | 553 | } |
514 | 554 | ||
515 | // Some of the properties of this prim may have changed. | 555 | // Some of the properties of this prim may have changed. |
@@ -518,13 +558,25 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
518 | { | 558 | { |
519 | if (IsActive) | 559 | if (IsActive) |
520 | { | 560 | { |
521 | // Friction effects are handled by this vehicle code | 561 | m_vehicleMass = Prim.Linkset.LinksetMass; |
522 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, 0f); | ||
523 | BulletSimAPI.SetHitFraction2(Prim.PhysBody.ptr, 0f); | ||
524 | |||
525 | // BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, 0.8f); | ||
526 | 562 | ||
527 | VDetailLog("{0},BSDynamics.Refresh,zeroingFriction and adding damping", Prim.LocalID); | 563 | // Friction effects are handled by this vehicle code |
564 | float friction = 0f; | ||
565 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | ||
566 | |||
567 | // Moderate angular movement introduced by Bullet. | ||
568 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | ||
569 | // Maybe compute linear and angular factor and damping from params. | ||
570 | float angularDamping = PhysicsScene.Params.vehicleAngularDamping; | ||
571 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | ||
572 | |||
573 | // DEBUG DEBUG DEBUG: use uniform inertia to smooth movement added by Bullet | ||
574 | // Vector3 localInertia = new Vector3(1f, 1f, 1f); | ||
575 | Vector3 localInertia = new Vector3(m_vehicleMass, m_vehicleMass, m_vehicleMass); | ||
576 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | ||
577 | |||
578 | VDetailLog("{0},BSDynamics.Refresh,frict={1},inert={2},aDamp={3}", | ||
579 | Prim.LocalID, friction, localInertia, angularDamping); | ||
528 | } | 580 | } |
529 | } | 581 | } |
530 | 582 | ||
@@ -551,111 +603,109 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
551 | { | 603 | { |
552 | if (!IsActive) return; | 604 | if (!IsActive) return; |
553 | 605 | ||
554 | // DEBUG | ||
555 | // Because Bullet does apply forces to the vehicle, our last computed | ||
556 | // linear and angular velocities are not what is happening now. | ||
557 | // Vector3 externalAngularVelocity = Prim.ForceRotationalVelocity - m_lastAngularVelocity; | ||
558 | // m_lastAngularVelocity += (externalAngularVelocity * 0.5f) * pTimestep; | ||
559 | // m_lastAngularVelocity = Prim.ForceRotationalVelocity; // DEBUG: account for what Bullet did last time | ||
560 | // m_lastLinearVelocityVector = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG: | ||
561 | // END DEBUG | ||
562 | |||
563 | m_vehicleMass = Prim.Linkset.LinksetMass; | ||
564 | |||
565 | MoveLinear(pTimestep); | 606 | MoveLinear(pTimestep); |
566 | // Commented out for debug | ||
567 | MoveAngular(pTimestep); | 607 | MoveAngular(pTimestep); |
568 | // Prim.ApplyTorqueImpulse(-Prim.RotationalVelocity * m_vehicleMass, false); // DEBUG DEBUG | ||
569 | // Prim.ForceRotationalVelocity = -Prim.RotationalVelocity; // DEBUG DEBUG | ||
570 | 608 | ||
571 | LimitRotation(pTimestep); | 609 | LimitRotation(pTimestep); |
572 | 610 | ||
573 | // remember the position so next step we can limit absolute movement effects | 611 | // remember the position so next step we can limit absolute movement effects |
574 | m_lastPositionVector = Prim.ForcePosition; | 612 | m_lastPositionVector = Prim.ForcePosition; |
575 | 613 | ||
576 | VDetailLog("{0},BSDynamics.Step,frict={1},grav={2},inertia={3},mass={4}", // DEBUG DEBUG | ||
577 | Prim.LocalID, | ||
578 | BulletSimAPI.GetFriction2(Prim.PhysBody.ptr), | ||
579 | BulletSimAPI.GetGravity2(Prim.PhysBody.ptr), | ||
580 | Prim.Inertia, | ||
581 | m_vehicleMass | ||
582 | ); | ||
583 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 614 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
584 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); | 615 | Prim.LocalID, Prim.ForcePosition, Prim.Force, Prim.ForceVelocity, Prim.RotationalVelocity); |
585 | }// end Step | 616 | } |
586 | 617 | ||
587 | // Apply the effect of the linear motor. | 618 | // Apply the effect of the linear motor. |
588 | // Also does hover and float. | 619 | // Also does hover and float. |
589 | private void MoveLinear(float pTimestep) | 620 | private void MoveLinear(float pTimestep) |
590 | { | 621 | { |
591 | // m_linearMotorDirection is the target direction we are moving relative to the vehicle coordinates | 622 | Vector3 linearMotorContribution = m_linearMotor.Step(pTimestep); |
592 | // m_lastLinearVelocityVector is the current speed we are moving in that direction | ||
593 | if (m_linearMotorDirection.LengthSquared() > 0.001f) | ||
594 | { | ||
595 | Vector3 origDir = m_linearMotorDirection; // DEBUG | ||
596 | Vector3 origVel = m_lastLinearVelocityVector; // DEBUG | ||
597 | // DEBUG: the vehicle velocity rotated to be relative to vehicle coordinates for comparison | ||
598 | Vector3 vehicleVelocity = Prim.ForceVelocity * Quaternion.Inverse(Prim.ForceOrientation); // DEBUG | ||
599 | 623 | ||
600 | // Add (desiredVelocity - lastAppliedVelocity) / howLongItShouldTakeToComplete | 624 | // Rotate new object velocity from vehicle relative to world coordinates |
601 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale) * pTimestep; | 625 | linearMotorContribution *= Prim.ForceOrientation; |
602 | m_lastLinearVelocityVector += addAmount; | ||
603 | 626 | ||
604 | float decayFactor = (1.0f / m_linearMotorDecayTimescale) * pTimestep; | 627 | // ================================================================== |
605 | m_linearMotorDirection *= (1f - decayFactor); | 628 | // Gravity and Buoyancy |
629 | // There is some gravity, make a gravity force vector that is applied after object velocity. | ||
630 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | ||
631 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); | ||
606 | 632 | ||
607 | // Rotate new object velocity from vehicle relative to world coordinates | 633 | Vector3 pos = Prim.ForcePosition; |
608 | m_newVelocity = m_lastLinearVelocityVector * Prim.ForceOrientation; | 634 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
609 | 635 | ||
610 | // Apply friction for next time | 636 | Vector3 terrainHeightContribution = ComputeLinearTerrainHeightCorrection(pTimestep, ref pos, terrainHeight); |
611 | Vector3 frictionFactor = (Vector3.One / m_linearFrictionTimescale) * pTimestep; | ||
612 | m_lastLinearVelocityVector *= (Vector3.One - frictionFactor); | ||
613 | 637 | ||
614 | VDetailLog("{0},MoveLinear,nonZero,origlmDir={1},origlvVel={2},vehVel={3},add={4},decay={5},frict={6},lmDir={7},lvVec={8},newVel={9}", | 638 | Vector3 hoverContribution = ComputeLinearHover(pTimestep, ref pos, terrainHeight); |
615 | Prim.LocalID, origDir, origVel, vehicleVelocity, addAmount, decayFactor, frictionFactor, | 639 | |
616 | m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity); | 640 | ComputeLinearBlockingEndPoint(pTimestep, ref pos); |
617 | } | 641 | |
618 | else | 642 | Vector3 limitMotorUpContribution = ComputeLinearMotorUp(pTimestep, pos, terrainHeight); |
619 | { | 643 | |
620 | // if what remains of direction is very small, zero it. | 644 | // ================================================================== |
621 | m_linearMotorDirection = Vector3.Zero; | 645 | Vector3 newVelocity = linearMotorContribution |
622 | m_lastLinearVelocityVector = Vector3.Zero; | 646 | + terrainHeightContribution |
623 | m_newVelocity = Vector3.Zero; | 647 | + hoverContribution |
648 | + limitMotorUpContribution; | ||
649 | |||
650 | // If not changing some axis, reduce out velocity | ||
651 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | ||
652 | newVelocity.X = 0; | ||
653 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | ||
654 | newVelocity.Y = 0; | ||
655 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | ||
656 | newVelocity.Z = 0; | ||
624 | 657 | ||
625 | VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); | 658 | // ================================================================== |
659 | // Clamp REALLY high or low velocities | ||
660 | float newVelocityLengthSq = newVelocity.LengthSquared(); | ||
661 | if (newVelocityLengthSq > 1e6f) | ||
662 | { | ||
663 | newVelocity /= newVelocity.Length(); | ||
664 | newVelocity *= 1000f; | ||
626 | } | 665 | } |
666 | else if (newVelocityLengthSq < 1e-6f) | ||
667 | newVelocity = Vector3.Zero; | ||
627 | 668 | ||
628 | // m_newVelocity is velocity computed from linear motor in world coordinates | 669 | // ================================================================== |
670 | // Stuff new linear velocity into the vehicle | ||
671 | Prim.ForceVelocity = newVelocity; | ||
672 | // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG | ||
629 | 673 | ||
630 | // Gravity and Buoyancy | 674 | // Other linear forces are applied as forces. |
631 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 675 | Vector3 totalDownForce = grav * m_vehicleMass; |
632 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 676 | if (totalDownForce != Vector3.Zero) |
633 | Vector3 grav = Prim.PhysicsScene.DefaultGravity * (1f - m_VehicleBuoyancy); | 677 | { |
678 | Prim.AddForce(totalDownForce, false); | ||
679 | } | ||
634 | 680 | ||
635 | /* | 681 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", |
636 | * RA: Not sure why one would do this unless we are hoping external forces are doing gravity, ... | 682 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, |
637 | // Preserve the current Z velocity | 683 | newVelocity, Prim.Velocity, totalDownForce); |
638 | Vector3 vel_now = m_prim.Velocity; | ||
639 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | ||
640 | */ | ||
641 | 684 | ||
642 | Vector3 pos = Prim.ForcePosition; | 685 | } // end MoveLinear() |
643 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | ||
644 | 686 | ||
687 | public Vector3 ComputeLinearTerrainHeightCorrection(float pTimestep, ref Vector3 pos, float terrainHeight) | ||
688 | { | ||
689 | Vector3 ret = Vector3.Zero; | ||
645 | // If below the terrain, move us above the ground a little. | 690 | // If below the terrain, move us above the ground a little. |
646 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
647 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | 691 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. |
648 | // TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | 692 | // TODO: Add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. |
649 | // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation; | 693 | // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation; |
650 | // if (rotatedSize.Z < terrainHeight) | 694 | // if (rotatedSize.Z < terrainHeight) |
651 | if (pos.Z < terrainHeight) | 695 | if (pos.Z < terrainHeight) |
652 | { | 696 | { |
697 | // TODO: correct position by applying force rather than forcing position. | ||
653 | pos.Z = terrainHeight + 2; | 698 | pos.Z = terrainHeight + 2; |
654 | Prim.ForcePosition = pos; | 699 | Prim.ForcePosition = pos; |
655 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); | 700 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); |
656 | } | 701 | } |
702 | return ret; | ||
703 | } | ||
704 | |||
705 | public Vector3 ComputeLinearHover(float pTimestep, ref Vector3 pos, float terrainHeight) | ||
706 | { | ||
707 | Vector3 ret = Vector3.Zero; | ||
657 | 708 | ||
658 | // Check if hovering | ||
659 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped | 709 | // m_VhoverEfficiency: 0=bouncy, 1=totally damped |
660 | // m_VhoverTimescale: time to achieve height | 710 | // m_VhoverTimescale: time to achieve height |
661 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 711 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
@@ -694,28 +744,31 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
694 | // RA: where does the 50 come from? | 744 | // RA: where does the 50 come from? |
695 | float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); | 745 | float verticalCorrectionVelocity = pTimestep * ((verticalError * 50.0f) / m_VhoverTimescale); |
696 | // Replace Vertical speed with correction figure if significant | 746 | // Replace Vertical speed with correction figure if significant |
697 | if (Math.Abs(verticalError) > 0.01f) | 747 | if (verticalError > 0.01f) |
698 | { | 748 | { |
699 | m_newVelocity.Z += verticalCorrectionVelocity; | 749 | ret = new Vector3(0f, 0f, verticalCorrectionVelocity); |
700 | //KF: m_VhoverEfficiency is not yet implemented | 750 | //KF: m_VhoverEfficiency is not yet implemented |
701 | } | 751 | } |
702 | else if (verticalError < -0.01) | 752 | else if (verticalError < -0.01) |
703 | { | 753 | { |
704 | m_newVelocity.Z -= verticalCorrectionVelocity; | 754 | ret = new Vector3(0f, 0f, -verticalCorrectionVelocity); |
705 | } | ||
706 | else | ||
707 | { | ||
708 | m_newVelocity.Z = 0f; | ||
709 | } | 755 | } |
710 | } | 756 | } |
711 | 757 | ||
712 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", Prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); | 758 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", |
759 | Prim.LocalID, pos, ret, m_VhoverHeight, m_VhoverTargetHeight); | ||
713 | } | 760 | } |
714 | 761 | ||
762 | return ret; | ||
763 | } | ||
764 | |||
765 | public bool ComputeLinearBlockingEndPoint(float pTimestep, ref Vector3 pos) | ||
766 | { | ||
767 | bool changed = false; | ||
768 | |||
715 | Vector3 posChange = pos - m_lastPositionVector; | 769 | Vector3 posChange = pos - m_lastPositionVector; |
716 | if (m_BlockingEndPoint != Vector3.Zero) | 770 | if (m_BlockingEndPoint != Vector3.Zero) |
717 | { | 771 | { |
718 | bool changed = false; | ||
719 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | 772 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) |
720 | { | 773 | { |
721 | pos.X -= posChange.X + 1; | 774 | pos.X -= posChange.X + 1; |
@@ -748,75 +801,45 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
748 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 801 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); |
749 | } | 802 | } |
750 | } | 803 | } |
804 | return changed; | ||
805 | } | ||
751 | 806 | ||
752 | #region downForce | 807 | public Vector3 ComputeLinearMotorUp(float pTimestep, Vector3 pos, float terrainHeight) |
753 | Vector3 downForce = Vector3.Zero; | 808 | { |
754 | 809 | Vector3 ret = Vector3.Zero; | |
755 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 810 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
756 | { | 811 | { |
757 | // If the vehicle is motoring into the sky, get it going back down. | 812 | // If the vehicle is motoring into the sky, get it going back down. |
758 | // Is this an angular force or both linear and angular?? | ||
759 | float distanceAboveGround = pos.Z - terrainHeight; | 813 | float distanceAboveGround = pos.Z - terrainHeight; |
760 | if (distanceAboveGround > 2f) | 814 | if (distanceAboveGround > 1f) |
761 | { | 815 | { |
762 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); | 816 | // downForce = new Vector3(0, 0, (-distanceAboveGround / m_bankingTimescale) * pTimestep); |
763 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); | 817 | // downForce = new Vector3(0, 0, -distanceAboveGround / m_bankingTimescale); |
764 | downForce = new Vector3(0, 0, -distanceAboveGround); | 818 | ret = new Vector3(0, 0, -distanceAboveGround); |
765 | } | 819 | } |
766 | // TODO: this calculation is all wrong. From the description at | 820 | // TODO: this calculation is all wrong. From the description at |
767 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce | 821 | // (http://wiki.secondlife.com/wiki/Category:LSL_Vehicle), the downForce |
768 | // has a decay factor. This says this force should | 822 | // has a decay factor. This says this force should |
769 | // be computed with a motor. | 823 | // be computed with a motor. |
770 | VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", | 824 | VDetailLog("{0},MoveLinear,limitMotorUp,distAbove={1},downForce={2}", |
771 | Prim.LocalID, distanceAboveGround, downForce); | 825 | Prim.LocalID, distanceAboveGround, ret); |
772 | } | 826 | } |
773 | #endregion // downForce | 827 | return ret; |
774 | 828 | } | |
775 | // If not changing some axis, reduce out velocity | ||
776 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | ||
777 | m_newVelocity.X = 0; | ||
778 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | ||
779 | m_newVelocity.Y = 0; | ||
780 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | ||
781 | m_newVelocity.Z = 0; | ||
782 | |||
783 | // Clamp REALLY high or low velocities | ||
784 | if (m_newVelocity.LengthSquared() > 1e6f) | ||
785 | { | ||
786 | m_newVelocity /= m_newVelocity.Length(); | ||
787 | m_newVelocity *= 1000f; | ||
788 | } | ||
789 | else if (m_newVelocity.LengthSquared() < 1e-6f) | ||
790 | m_newVelocity = Vector3.Zero; | ||
791 | |||
792 | // Stuff new linear velocity into the vehicle | ||
793 | Prim.ForceVelocity = m_newVelocity; | ||
794 | // Prim.ApplyForceImpulse((m_newVelocity - Prim.Velocity) * m_vehicleMass, false); // DEBUG DEBUG | ||
795 | |||
796 | Vector3 totalDownForce = downForce + grav; | ||
797 | if (totalDownForce != Vector3.Zero) | ||
798 | { | ||
799 | Prim.AddForce(totalDownForce * m_vehicleMass, false); | ||
800 | // Prim.ApplyForceImpulse(totalDownForce * m_vehicleMass, false); | ||
801 | } | ||
802 | |||
803 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},primVel={4},totalDown={5}", | ||
804 | Prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, Prim.Velocity, totalDownForce); | ||
805 | |||
806 | } // end MoveLinear() | ||
807 | 829 | ||
808 | // ======================================================================= | 830 | // ======================================================================= |
831 | // ======================================================================= | ||
809 | // Apply the effect of the angular motor. | 832 | // Apply the effect of the angular motor. |
810 | private void MoveAngular(float pTimestep) | 833 | private void MoveAngular(float pTimestep) |
811 | { | 834 | { |
812 | // m_angularMotorDirection // angular velocity requested by LSL motor | 835 | // m_angularMotorDirection // angular velocity requested by LSL motor |
813 | // m_angularMotorApply // application frame counter | ||
814 | // m_angularMotorVelocity // current angular motor velocity (ramps up and down) | 836 | // m_angularMotorVelocity // current angular motor velocity (ramps up and down) |
815 | // m_angularMotorTimescale // motor angular velocity ramp up rate | 837 | // m_angularMotorTimescale // motor angular velocity ramp up time |
816 | // m_angularMotorDecayTimescale // motor angular velocity decay rate | 838 | // m_angularMotorDecayTimescale // motor angular velocity decay rate |
817 | // m_angularFrictionTimescale // body angular velocity decay rate | 839 | // m_angularFrictionTimescale // body angular velocity decay rate |
818 | // m_lastAngularVelocity // what was last applied to body | 840 | // m_lastAngularVelocity // what was last applied to body |
819 | 841 | ||
842 | /* | ||
820 | if (m_angularMotorDirection.LengthSquared() > 0.0001) | 843 | if (m_angularMotorDirection.LengthSquared() > 0.0001) |
821 | { | 844 | { |
822 | Vector3 origVel = m_angularMotorVelocity; | 845 | Vector3 origVel = m_angularMotorVelocity; |
@@ -835,59 +858,152 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
835 | { | 858 | { |
836 | m_angularMotorVelocity = Vector3.Zero; | 859 | m_angularMotorVelocity = Vector3.Zero; |
837 | } | 860 | } |
861 | */ | ||
862 | |||
863 | Vector3 angularMotorContribution = m_angularMotor.Step(pTimestep); | ||
838 | 864 | ||
839 | #region Vertical attactor | 865 | // ================================================================== |
866 | // NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement | ||
867 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
868 | { | ||
869 | angularMotorContribution.X = 0f; | ||
870 | angularMotorContribution.Y = 0f; | ||
871 | VDetailLog("{0},MoveAngular,noDeflectionUp,angularMotorContrib={1}", Prim.LocalID, angularMotorContribution); | ||
872 | } | ||
840 | 873 | ||
841 | Vector3 vertattr = Vector3.Zero; | 874 | Vector3 verticalAttractionContribution = ComputeAngularVerticalAttraction(pTimestep); |
842 | Vector3 deflection = Vector3.Zero; | ||
843 | Vector3 banking = Vector3.Zero; | ||
844 | 875 | ||
845 | // If vertical attaction timescale is reasonable and we applied an angular force last time... | 876 | Vector3 deflectionContribution = ComputeAngularDeflection(pTimestep); |
846 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) | 877 | |
878 | Vector3 bankingContribution = ComputeAngularBanking(pTimestep); | ||
879 | |||
880 | // ================================================================== | ||
881 | m_lastVertAttractor = verticalAttractionContribution; | ||
882 | |||
883 | // Sum velocities | ||
884 | m_lastAngularVelocity = angularMotorContribution | ||
885 | + verticalAttractionContribution | ||
886 | + bankingContribution | ||
887 | + deflectionContribution; | ||
888 | |||
889 | // ================================================================== | ||
890 | //Offset section | ||
891 | if (m_linearMotorOffset != Vector3.Zero) | ||
892 | { | ||
893 | //Offset of linear velocity doesn't change the linear velocity, | ||
894 | // but causes a torque to be applied, for example... | ||
895 | // | ||
896 | // IIIII >>> IIIII | ||
897 | // IIIII >>> IIIII | ||
898 | // IIIII >>> IIIII | ||
899 | // ^ | ||
900 | // | Applying a force at the arrow will cause the object to move forward, but also rotate | ||
901 | // | ||
902 | // | ||
903 | // The torque created is the linear velocity crossed with the offset | ||
904 | |||
905 | // TODO: this computation should be in the linear section | ||
906 | // because that is where we know the impulse being applied. | ||
907 | Vector3 torqueFromOffset = Vector3.Zero; | ||
908 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); | ||
909 | if (float.IsNaN(torqueFromOffset.X)) | ||
910 | torqueFromOffset.X = 0; | ||
911 | if (float.IsNaN(torqueFromOffset.Y)) | ||
912 | torqueFromOffset.Y = 0; | ||
913 | if (float.IsNaN(torqueFromOffset.Z)) | ||
914 | torqueFromOffset.Z = 0; | ||
915 | torqueFromOffset *= m_vehicleMass; | ||
916 | Prim.ApplyTorqueImpulse(torqueFromOffset, true); | ||
917 | VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | ||
918 | } | ||
919 | |||
920 | // ================================================================== | ||
921 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
922 | { | ||
923 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | ||
924 | Prim.ZeroAngularMotion(true); | ||
925 | VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | ||
926 | } | ||
927 | else | ||
847 | { | 928 | { |
848 | float VAservo = pTimestep * 0.2f / m_verticalAttractionTimescale; | 929 | // Apply to the body. |
849 | if (Prim.IsColliding) | 930 | // The above calculates the absolute angular velocity needed. Angular velocity is massless. |
850 | VAservo = pTimestep * 0.05f / (m_verticalAttractionTimescale); | 931 | // Since we are stuffing the angular velocity directly into the object, the computed |
932 | // velocity needs to be scaled by the timestep. | ||
933 | // Also remove any motion that is on the object so added motion is only from vehicle. | ||
934 | Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) | ||
935 | - Prim.ForceRotationalVelocity); | ||
936 | // Unscale the force by the angular factor so it overwhelmes the Bullet additions. | ||
937 | Prim.ForceRotationalVelocity = applyAngularForce; | ||
938 | |||
939 | VDetailLog("{0},MoveAngular,done,angMotor={1},vertAttr={2},bank={3},deflect={4},newAngForce={5},lastAngular={6}", | ||
940 | Prim.LocalID, | ||
941 | angularMotorContribution, verticalAttractionContribution, | ||
942 | bankingContribution, deflectionContribution, | ||
943 | applyAngularForce, m_lastAngularVelocity | ||
944 | ); | ||
945 | } | ||
946 | } | ||
851 | 947 | ||
852 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 948 | public Vector3 ComputeAngularVerticalAttraction(float pTimestep) |
949 | { | ||
950 | Vector3 ret = Vector3.Zero; | ||
853 | 951 | ||
854 | // Create a vector of the vehicle "up" in world coordinates | 952 | // If vertical attaction timescale is reasonable and we applied an angular force last time... |
953 | if (m_verticalAttractionTimescale < 500) | ||
954 | { | ||
955 | Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; | ||
956 | verticalError.Normalize(); | ||
957 | m_verticalAttractionMotor.SetCurrent(verticalError); | ||
958 | m_verticalAttractionMotor.SetTarget(Vector3.UnitZ); | ||
959 | ret = m_verticalAttractionMotor.Step(pTimestep); | ||
960 | /* | ||
961 | // Take a vector pointing up and convert it from world to vehicle relative coords. | ||
855 | Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; | 962 | Vector3 verticalError = Vector3.UnitZ * Prim.ForceOrientation; |
856 | // verticalError.X and .Y are the World error amounts. They are 0 when there is no | 963 | verticalError.Normalize(); |
857 | // error (Vehicle Body is 'vertical'), and .Z will be 1. As the body leans to its | 964 | |
858 | // side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall | 965 | // If vertical attraction correction is needed, the vector that was pointing up (UnitZ) |
859 | // and .Z will go // negative. Similar for tilt and |.Y|. .X and .Y must be | 966 | // is now leaning to one side (rotated around the X axis) and the Y value will |
860 | // modulated to prevent a stable inverted body. | 967 | // go from zero (nearly straight up) to one (completely to the side) or leaning |
861 | 968 | // front-to-back (rotated around the Y axis) and the value of X will be between | |
862 | // Error is 0 (no error) to +/- 2 (max error) | 969 | // zero and one. |
863 | if (verticalError.Z < 0.0f) | 970 | // The value of Z is how far the rotation is off with 1 meaning none and 0 being 90 degrees. |
971 | |||
972 | // If verticalError.Z is negative, the vehicle is upside down. Add additional push. | ||
973 | if (verticalError.Z < 0f) | ||
864 | { | 974 | { |
865 | verticalError.X = 2.0f - verticalError.X; | 975 | verticalError.X = 2f - verticalError.X; |
866 | verticalError.Y = 2.0f - verticalError.Y; | 976 | verticalError.Y = 2f - verticalError.Y; |
867 | } | 977 | } |
868 | // scale it by VAservo (timestep and timescale) | ||
869 | verticalError = verticalError * VAservo; | ||
870 | 978 | ||
871 | // As the body rotates around the X axis, then verticalError.Y increases; Rotated around Y | 979 | // Y error means needed rotation around X axis and visa versa. |
872 | // then .X increases, so change Body angular velocity X based on Y, and Y based on X. | 980 | verticalAttractionContribution.X = verticalError.Y; |
873 | // Z is not changed. | 981 | verticalAttractionContribution.Y = - verticalError.X; |
874 | vertattr.X = verticalError.Y; | 982 | verticalAttractionContribution.Z = 0f; |
875 | vertattr.Y = - verticalError.X; | 983 | |
876 | vertattr.Z = 0f; | 984 | // scale by the time scale and timestep |
985 | Vector3 unscaledContrib = verticalAttractionContribution; | ||
986 | verticalAttractionContribution /= m_verticalAttractionTimescale; | ||
987 | verticalAttractionContribution *= pTimestep; | ||
877 | 988 | ||
878 | // scaling appears better usingsquare-law | 989 | // apply efficiency |
879 | Vector3 angularVelocity = Prim.ForceRotationalVelocity; | 990 | Vector3 preEfficiencyContrib = verticalAttractionContribution; |
880 | float bounce = 1.0f - (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | 991 | float efficencySquared = m_verticalAttractionEfficiency * m_verticalAttractionEfficiency; |
881 | vertattr.X += bounce * angularVelocity.X; | 992 | verticalAttractionContribution *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); |
882 | vertattr.Y += bounce * angularVelocity.Y; | ||
883 | 993 | ||
884 | VDetailLog("{0},MoveAngular,verticalAttraction,VAservo={1},effic={2},verticalError={3},bounce={4},vertattr={5}", | 994 | VDetailLog("{0},MoveAngular,verticalAttraction,,verticalError={1},unscaled={2},preEff={3},eff={4},effSq={5},vertAttr={6}", |
885 | Prim.LocalID, VAservo, m_verticalAttractionEfficiency, verticalError, bounce, vertattr); | 995 | Prim.LocalID, verticalError, unscaledContrib, preEfficiencyContrib, |
996 | m_verticalAttractionEfficiency, efficencySquared, | ||
997 | verticalAttractionContribution); | ||
998 | */ | ||
886 | 999 | ||
887 | } | 1000 | } |
888 | #endregion // Vertical attactor | 1001 | return ret; |
1002 | } | ||
889 | 1003 | ||
890 | #region Deflection | 1004 | public Vector3 ComputeAngularDeflection(float pTimestep) |
1005 | { | ||
1006 | Vector3 ret = Vector3.Zero; | ||
891 | 1007 | ||
892 | if (m_angularDeflectionEfficiency != 0) | 1008 | if (m_angularDeflectionEfficiency != 0) |
893 | { | 1009 | { |
@@ -899,32 +1015,35 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
899 | Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); | 1015 | Vector3 preferredAxisOfMotion = scaledDefaultDirection * Quaternion.Add(Prim.ForceOrientation, m_referenceFrame); |
900 | 1016 | ||
901 | // Scale by efficiency and timescale | 1017 | // Scale by efficiency and timescale |
902 | deflection = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; | 1018 | ret = (preferredAxisOfMotion * (m_angularDeflectionEfficiency) / m_angularDeflectionTimescale) * pTimestep; |
1019 | |||
1020 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", Prim.LocalID, preferredAxisOfMotion, ret); | ||
903 | 1021 | ||
904 | VDetailLog("{0},MoveAngular,Deflection,perfAxis={1},deflection={2}", | ||
905 | Prim.LocalID, preferredAxisOfMotion, deflection); | ||
906 | // This deflection computation is not correct. | 1022 | // This deflection computation is not correct. |
907 | deflection = Vector3.Zero; | 1023 | ret = Vector3.Zero; |
908 | } | 1024 | } |
1025 | return ret; | ||
1026 | } | ||
909 | 1027 | ||
910 | #endregion | 1028 | public Vector3 ComputeAngularBanking(float pTimestep) |
911 | 1029 | { | |
912 | #region Banking | 1030 | Vector3 ret = Vector3.Zero; |
913 | 1031 | ||
914 | if (m_bankingEfficiency != 0) | 1032 | if (m_bankingEfficiency != 0) |
915 | { | 1033 | { |
916 | Vector3 dir = Vector3.One * Prim.ForceOrientation; | 1034 | Vector3 dir = Vector3.One * Prim.ForceOrientation; |
917 | float mult = (m_bankingMix*m_bankingMix)*-1*(m_bankingMix < 0 ? -1 : 1); | 1035 | float mult = (m_bankingMix * m_bankingMix) * -1 * (m_bankingMix < 0 ? -1 : 1); |
918 | //Changes which way it banks in and out of turns | 1036 | //Changes which way it banks in and out of turns |
919 | 1037 | ||
920 | //Use the square of the efficiency, as it looks much more how SL banking works | 1038 | //Use the square of the efficiency, as it looks much more how SL banking works |
921 | float effSquared = (m_bankingEfficiency*m_bankingEfficiency); | 1039 | float effSquared = (m_bankingEfficiency * m_bankingEfficiency); |
922 | if (m_bankingEfficiency < 0) | 1040 | if (m_bankingEfficiency < 0) |
923 | effSquared *= -1; //Keep the negative! | 1041 | effSquared *= -1; //Keep the negative! |
924 | 1042 | ||
925 | float mix = Math.Abs(m_bankingMix); | 1043 | float mix = Math.Abs(m_bankingMix); |
926 | if (m_angularMotorVelocity.X == 0) | 1044 | if (m_angularMotorVelocity.X == 0) |
927 | { | 1045 | { |
1046 | // The vehicle is stopped | ||
928 | /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f)) | 1047 | /*if (!parent.Orientation.ApproxEquals(this.m_referenceFrame, 0.25f)) |
929 | { | 1048 | { |
930 | Vector3 axisAngle; | 1049 | Vector3 axisAngle; |
@@ -938,101 +1057,39 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
938 | }*/ | 1057 | }*/ |
939 | } | 1058 | } |
940 | else | 1059 | else |
941 | banking.Z += (effSquared*(mult*mix))*(m_angularMotorVelocity.X) * 4; | 1060 | { |
1061 | ret.Z += (effSquared * (mult * mix)) * (m_angularMotorVelocity.X) * 4; | ||
1062 | } | ||
1063 | |||
1064 | //If they are colliding, we probably shouldn't shove the prim around... probably | ||
942 | if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) | 1065 | if (!Prim.IsColliding && Math.Abs(m_angularMotorVelocity.X) > mix) |
943 | //If they are colliding, we probably shouldn't shove the prim around... probably | ||
944 | { | 1066 | { |
945 | float angVelZ = m_angularMotorVelocity.X*-1; | 1067 | float angVelZ = m_angularMotorVelocity.X * -1; |
946 | /*if(angVelZ > mix) | 1068 | /*if(angVelZ > mix) |
947 | angVelZ = mix; | 1069 | angVelZ = mix; |
948 | else if(angVelZ < -mix) | 1070 | else if(angVelZ < -mix) |
949 | angVelZ = -mix;*/ | 1071 | angVelZ = -mix;*/ |
950 | //This controls how fast and how far the banking occurs | 1072 | //This controls how fast and how far the banking occurs |
951 | Vector3 bankingRot = new Vector3(angVelZ*(effSquared*mult), 0, 0); | 1073 | Vector3 bankingRot = new Vector3(angVelZ * (effSquared * mult), 0, 0); |
952 | if (bankingRot.X > 3) | 1074 | if (bankingRot.X > 3) |
953 | bankingRot.X = 3; | 1075 | bankingRot.X = 3; |
954 | else if (bankingRot.X < -3) | 1076 | else if (bankingRot.X < -3) |
955 | bankingRot.X = -3; | 1077 | bankingRot.X = -3; |
956 | bankingRot *= Prim.ForceOrientation; | 1078 | bankingRot *= Prim.ForceOrientation; |
957 | banking += bankingRot; | 1079 | ret += bankingRot; |
958 | } | 1080 | } |
959 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; | 1081 | m_angularMotorVelocity.X *= m_bankingEfficiency == 1 ? 0.0f : 1 - m_bankingEfficiency; |
960 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},banking={3}", | 1082 | VDetailLog("{0},MoveAngular,Banking,bEff={1},angMotVel={2},effSq={3},mult={4},mix={5},banking={6}", |
961 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, banking); | 1083 | Prim.LocalID, m_bankingEfficiency, m_angularMotorVelocity, effSquared, mult, mix, ret); |
962 | } | 1084 | } |
1085 | return ret; | ||
1086 | } | ||
963 | 1087 | ||
964 | #endregion | ||
965 | |||
966 | m_lastVertAttractor = vertattr; | ||
967 | |||
968 | // Sum velocities | ||
969 | m_lastAngularVelocity = m_angularMotorVelocity + vertattr + banking + deflection; | ||
970 | |||
971 | #region Linear Motor Offset | ||
972 | |||
973 | //Offset section | ||
974 | if (m_linearMotorOffset != Vector3.Zero) | ||
975 | { | ||
976 | //Offset of linear velocity doesn't change the linear velocity, | ||
977 | // but causes a torque to be applied, for example... | ||
978 | // | ||
979 | // IIIII >>> IIIII | ||
980 | // IIIII >>> IIIII | ||
981 | // IIIII >>> IIIII | ||
982 | // ^ | ||
983 | // | Applying a force at the arrow will cause the object to move forward, but also rotate | ||
984 | // | ||
985 | // | ||
986 | // The torque created is the linear velocity crossed with the offset | ||
987 | |||
988 | // NOTE: this computation does should be in the linear section | ||
989 | // because there we know the impulse being applied. | ||
990 | Vector3 torqueFromOffset = Vector3.Zero; | ||
991 | // torqueFromOffset = Vector3.Cross(m_linearMotorOffset, appliedImpulse); | ||
992 | if (float.IsNaN(torqueFromOffset.X)) | ||
993 | torqueFromOffset.X = 0; | ||
994 | if (float.IsNaN(torqueFromOffset.Y)) | ||
995 | torqueFromOffset.Y = 0; | ||
996 | if (float.IsNaN(torqueFromOffset.Z)) | ||
997 | torqueFromOffset.Z = 0; | ||
998 | torqueFromOffset *= m_vehicleMass; | ||
999 | Prim.ApplyTorqueImpulse(torqueFromOffset, true); | ||
1000 | VDetailLog("{0},BSDynamic.MoveAngular,motorOffset,applyTorqueImpulse={1}", Prim.LocalID, torqueFromOffset); | ||
1001 | } | ||
1002 | |||
1003 | #endregion | ||
1004 | |||
1005 | if ((m_flags & (VehicleFlag.NO_DEFLECTION_UP)) != 0) | ||
1006 | { | ||
1007 | m_lastAngularVelocity.X = 0; | ||
1008 | m_lastAngularVelocity.Y = 0; | ||
1009 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | ||
1010 | } | ||
1011 | |||
1012 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | ||
1013 | { | ||
1014 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | ||
1015 | Prim.ZeroAngularMotion(true); | ||
1016 | VDetailLog("{0},MoveAngular,zeroAngularMotion,lastAngular={1}", Prim.LocalID, m_lastAngularVelocity); | ||
1017 | } | ||
1018 | else | ||
1019 | { | ||
1020 | // Apply to the body. | ||
1021 | // The above calculates the absolute angular velocity needed. Angular velocity is massless. | ||
1022 | // Since we are stuffing the angular velocity directly into the object, the computed | ||
1023 | // velocity needs to be scaled by the timestep. | ||
1024 | Vector3 applyAngularForce = ((m_lastAngularVelocity * pTimestep) - Prim.ForceRotationalVelocity); | ||
1025 | Prim.ForceRotationalVelocity = applyAngularForce; | ||
1026 | |||
1027 | // Decay the angular movement for next time | ||
1028 | Vector3 decayamount = (Vector3.One / m_angularFrictionTimescale) * pTimestep; | ||
1029 | m_lastAngularVelocity *= Vector3.One - decayamount; | ||
1030 | |||
1031 | VDetailLog("{0},MoveAngular,done,newRotVel={1},decay={2},lastAngular={3}", | ||
1032 | Prim.LocalID, applyAngularForce, decayamount, m_lastAngularVelocity); | ||
1033 | } | ||
1034 | } //end MoveAngular | ||
1035 | 1088 | ||
1089 | // This is from previous instantiations of XXXDynamics.cs. | ||
1090 | // Applies roll reference frame. | ||
1091 | // TODO: is this the right way to separate the code to do this operation? | ||
1092 | // Should this be in MoveAngular()? | ||
1036 | internal void LimitRotation(float timestep) | 1093 | internal void LimitRotation(float timestep) |
1037 | { | 1094 | { |
1038 | Quaternion rotq = Prim.ForceOrientation; | 1095 | Quaternion rotq = Prim.ForceOrientation; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 436e043..0df4310 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -82,9 +82,9 @@ public abstract class BSLinkset | |||
82 | 82 | ||
83 | // Some linksets have a preferred physical shape. | 83 | // Some linksets have a preferred physical shape. |
84 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. | 84 | // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected. |
85 | public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | 85 | public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) |
86 | { | 86 | { |
87 | return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | 87 | return BSPhysicsShapeType.SHAPE_UNKNOWN; |
88 | } | 88 | } |
89 | 89 | ||
90 | // Linksets move around the children so the linkset might need to compute the child position | 90 | // Linksets move around the children so the linkset might need to compute the child position |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 3238c85..b9c2cf9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset | |||
42 | } | 42 | } |
43 | 43 | ||
44 | // For compound implimented linksets, if there are children, use compound shape for the root. | 44 | // For compound implimented linksets, if there are children, use compound shape for the root. |
45 | public override ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) | 45 | public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor) |
46 | { | 46 | { |
47 | ShapeData.PhysicsShapeType ret = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | 47 | BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; |
48 | if (IsRoot(requestor) && HasAnyChildren) | 48 | if (IsRoot(requestor) && HasAnyChildren) |
49 | { | 49 | { |
50 | ret = ShapeData.PhysicsShapeType.SHAPE_COMPOUND; | 50 | ret = BSPhysicsShapeType.SHAPE_COMPOUND; |
51 | } | 51 | } |
52 | // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); | 52 | // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); |
53 | return ret; | 53 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs new file mode 100755 index 0000000..663b6f4 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMaterials.cs | |||
@@ -0,0 +1,191 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using System.Reflection; | ||
31 | using Nini.Config; | ||
32 | |||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
34 | { | ||
35 | |||
36 | public struct MaterialAttributes | ||
37 | { | ||
38 | // Material type values that correspond with definitions for LSL | ||
39 | public enum Material : int | ||
40 | { | ||
41 | Stone = 0, | ||
42 | Metal, | ||
43 | Glass, | ||
44 | Wood, | ||
45 | Flesh, | ||
46 | Plastic, | ||
47 | Rubber, | ||
48 | Light, | ||
49 | // Hereafter are BulletSim additions | ||
50 | Avatar, | ||
51 | NumberOfTypes // the count of types in the enum. | ||
52 | } | ||
53 | // Names must be in the order of the above enum. | ||
54 | public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | ||
55 | "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | ||
56 | public static string[] MaterialAttribs = { "Density", "Friction", "Restitution", | ||
57 | "ccdMotionThreshold", "ccdSweptSphereRadius" }; | ||
58 | |||
59 | public MaterialAttributes(string t, float d, float f, float r, float ccdM, float ccdS) | ||
60 | { | ||
61 | type = t; | ||
62 | density = d; | ||
63 | friction = f; | ||
64 | restitution = r; | ||
65 | ccdMotionThreshold = ccdM; | ||
66 | ccdSweptSphereRadius = ccdS; | ||
67 | } | ||
68 | public string type; | ||
69 | public float density; | ||
70 | public float friction; | ||
71 | public float restitution; | ||
72 | public float ccdMotionThreshold; | ||
73 | public float ccdSweptSphereRadius; | ||
74 | } | ||
75 | |||
76 | public static class BSMaterials | ||
77 | { | ||
78 | public static MaterialAttributes[] Attributes; | ||
79 | |||
80 | static BSMaterials() | ||
81 | { | ||
82 | // Attribute sets for both the non-physical and physical instances of materials. | ||
83 | Attributes = new MaterialAttributes[(int)MaterialAttributes.Material.NumberOfTypes * 2]; | ||
84 | } | ||
85 | |||
86 | // This is where all the default material attributes are defined. | ||
87 | public static void InitializeFromDefaults(ConfigurationParameters parms) | ||
88 | { | ||
89 | // public static string[] MaterialNames = { "Stone", "Metal", "Glass", "Wood", | ||
90 | // "Flesh", "Plastic", "Rubber", "Light", "Avatar" }; | ||
91 | float dFriction = parms.defaultFriction; | ||
92 | float dRestitution = parms.defaultRestitution; | ||
93 | float dDensity = parms.defaultDensity; | ||
94 | float dCcdM = parms.ccdMotionThreshold; | ||
95 | float dCcdS = parms.ccdSweptSphereRadius; | ||
96 | Attributes[(int)MaterialAttributes.Material.Stone] = | ||
97 | new MaterialAttributes("stone",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
98 | Attributes[(int)MaterialAttributes.Material.Metal] = | ||
99 | new MaterialAttributes("metal",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
100 | Attributes[(int)MaterialAttributes.Material.Glass] = | ||
101 | new MaterialAttributes("glass",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
102 | Attributes[(int)MaterialAttributes.Material.Wood] = | ||
103 | new MaterialAttributes("wood",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
104 | Attributes[(int)MaterialAttributes.Material.Flesh] = | ||
105 | new MaterialAttributes("flesh",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
106 | Attributes[(int)MaterialAttributes.Material.Plastic] = | ||
107 | new MaterialAttributes("plastic",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
108 | Attributes[(int)MaterialAttributes.Material.Rubber] = | ||
109 | new MaterialAttributes("rubber",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
110 | Attributes[(int)MaterialAttributes.Material.Light] = | ||
111 | new MaterialAttributes("light",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
112 | Attributes[(int)MaterialAttributes.Material.Avatar] = | ||
113 | new MaterialAttributes("avatar",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
114 | |||
115 | Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
116 | new MaterialAttributes("stonePhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
117 | Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
118 | new MaterialAttributes("metalPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
119 | Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
120 | new MaterialAttributes("glassPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
121 | Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
122 | new MaterialAttributes("woodPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
123 | Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
124 | new MaterialAttributes("fleshPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
125 | Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
126 | new MaterialAttributes("plasticPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
127 | Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
128 | new MaterialAttributes("rubberPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
129 | Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
130 | new MaterialAttributes("lightPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
131 | Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] = | ||
132 | new MaterialAttributes("avatarPhysical",dDensity,dFriction,dRestitution, dCcdM, dCcdS); | ||
133 | } | ||
134 | |||
135 | // Under the [BulletSim] section, one can change the individual material | ||
136 | // attribute values. The format of the configuration parameter is: | ||
137 | // <materialName><Attribute>["Physical"] = floatValue | ||
138 | // For instance: | ||
139 | // [BulletSim] | ||
140 | // StoneFriction = 0.2 | ||
141 | // FleshRestitutionPhysical = 0.8 | ||
142 | // Materials can have different parameters for their static and | ||
143 | // physical instantiations. When setting the non-physical value, | ||
144 | // both values are changed. Setting the physical value only changes | ||
145 | // the physical value. | ||
146 | public static void InitializefromParameters(IConfig pConfig) | ||
147 | { | ||
148 | int matType = 0; | ||
149 | foreach (string matName in MaterialAttributes.MaterialNames) | ||
150 | { | ||
151 | foreach (string attribName in MaterialAttributes.MaterialAttribs) | ||
152 | { | ||
153 | string paramName = matName + attribName; | ||
154 | if (pConfig.Contains(paramName)) | ||
155 | { | ||
156 | float paramValue = pConfig.GetFloat(paramName); | ||
157 | SetAttributeValue(matType, attribName, paramValue); | ||
158 | // set the physical value also | ||
159 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
160 | } | ||
161 | paramName += "Physical"; | ||
162 | if (pConfig.Contains(paramName)) | ||
163 | { | ||
164 | float paramValue = pConfig.GetFloat(paramName); | ||
165 | SetAttributeValue(matType + (int)MaterialAttributes.Material.NumberOfTypes, attribName, paramValue); | ||
166 | } | ||
167 | } | ||
168 | matType++; | ||
169 | } | ||
170 | } | ||
171 | |||
172 | private static void SetAttributeValue(int matType, string attribName, float val) | ||
173 | { | ||
174 | MaterialAttributes thisAttrib = Attributes[matType]; | ||
175 | FieldInfo fieldInfo = thisAttrib.GetType().GetField(attribName); | ||
176 | if (fieldInfo != null) | ||
177 | { | ||
178 | fieldInfo.SetValue(thisAttrib, val); | ||
179 | Attributes[matType] = thisAttrib; | ||
180 | } | ||
181 | } | ||
182 | |||
183 | public static MaterialAttributes GetAttributes(MaterialAttributes.Material type, bool isPhysical) | ||
184 | { | ||
185 | int ind = (int)type; | ||
186 | if (isPhysical) ind += (int)MaterialAttributes.Material.NumberOfTypes; | ||
187 | return Attributes[ind]; | ||
188 | } | ||
189 | |||
190 | } | ||
191 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index bc6e4c4..e91bfa8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -1,104 +1,169 @@ | |||
1 | using System; | 1 | using System; |
2 | using System.Collections.Generic; | 2 | using System.Collections.Generic; |
3 | using System.Text; | 3 | using System.Text; |
4 | using OpenMetaverse; | 4 | using OpenMetaverse; |
5 | 5 | ||
6 | namespace OpenSim.Region.Physics.BulletSPlugin | 6 | namespace OpenSim.Region.Physics.BulletSPlugin |
7 | { | 7 | { |
8 | public abstract class BSMotor | 8 | public abstract class BSMotor |
9 | { | 9 | { |
10 | public virtual void Reset() { } | 10 | // Timescales and other things can be turned off by setting them to 'infinite'. |
11 | public virtual void Zero() { } | 11 | public const float Infinite = 10000f; |
12 | } | 12 | public readonly static Vector3 InfiniteVector = new Vector3(BSMotor.Infinite, BSMotor.Infinite, BSMotor.Infinite); |
13 | // Can all the incremental stepping be replaced with motor classes? | 13 | |
14 | public class BSVMotor : BSMotor | 14 | public BSMotor(string useName) |
15 | { | 15 | { |
16 | public Vector3 FrameOfReference { get; set; } | 16 | UseName = useName; |
17 | public Vector3 Offset { get; set; } | 17 | PhysicsScene = null; |
18 | 18 | } | |
19 | public float TimeScale { get; set; } | 19 | public virtual void Reset() { } |
20 | public float TargetValueDecayTimeScale { get; set; } | 20 | public virtual void Zero() { } |
21 | public Vector3 CurrentValueReductionTimescale { get; set; } | 21 | |
22 | public float Efficiency { get; set; } | 22 | public string UseName { get; private set; } |
23 | 23 | // Used only for outputting debug information. Might not be set so check for null. | |
24 | public Vector3 TargetValue { get; private set; } | 24 | public BSScene PhysicsScene { get; set; } |
25 | public Vector3 CurrentValue { get; private set; } | 25 | protected void MDetailLog(string msg, params Object[] parms) |
26 | 26 | { | |
27 | 27 | if (PhysicsScene != null) | |
28 | 28 | { | |
29 | BSVMotor(float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) | 29 | if (PhysicsScene.VehicleLoggingEnabled) |
30 | { | 30 | { |
31 | TimeScale = timeScale; | 31 | PhysicsScene.DetailLog(msg, parms); |
32 | TargetValueDecayTimeScale = decayTimeScale; | 32 | } |
33 | CurrentValueReductionTimescale = frictionTimeScale; | 33 | } |
34 | Efficiency = efficiency; | 34 | } |
35 | } | 35 | } |
36 | public void SetCurrent(Vector3 current) | 36 | // Can all the incremental stepping be replaced with motor classes? |
37 | { | 37 | public class BSVMotor : BSMotor |
38 | CurrentValue = current; | 38 | { |
39 | } | 39 | public Vector3 FrameOfReference { get; set; } |
40 | public void SetTarget(Vector3 target) | 40 | public Vector3 Offset { get; set; } |
41 | { | 41 | |
42 | TargetValue = target; | 42 | public float TimeScale { get; set; } |
43 | } | 43 | public float TargetValueDecayTimeScale { get; set; } |
44 | public Vector3 Step(float timeStep) | 44 | public Vector3 FrictionTimescale { get; set; } |
45 | { | 45 | public float Efficiency { get; set; } |
46 | if (CurrentValue.LengthSquared() > 0.001f) | 46 | |
47 | { | 47 | public Vector3 TargetValue { get; private set; } |
48 | // Vector3 origDir = Target; // DEBUG | 48 | public Vector3 CurrentValue { get; private set; } |
49 | // Vector3 origVel = CurrentValue; // DEBUG | 49 | |
50 | 50 | public BSVMotor(string useName) | |
51 | // Add (desiredVelocity - currentAppliedVelocity) / howLongItShouldTakeToComplete | 51 | : base(useName) |
52 | Vector3 addAmount = (TargetValue - CurrentValue)/(TargetValue) * timeStep; | 52 | { |
53 | CurrentValue += addAmount; | 53 | TimeScale = TargetValueDecayTimeScale = BSMotor.Infinite; |
54 | 54 | Efficiency = 1f; | |
55 | float decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; | 55 | FrictionTimescale = BSMotor.InfiniteVector; |
56 | TargetValue *= (1f - decayFactor); | 56 | CurrentValue = TargetValue = Vector3.Zero; |
57 | 57 | } | |
58 | Vector3 frictionFactor = (Vector3.One / CurrentValueReductionTimescale) * timeStep; | 58 | public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) |
59 | CurrentValue *= (Vector3.One - frictionFactor); | 59 | : this(useName) |
60 | } | 60 | { |
61 | else | 61 | TimeScale = timeScale; |
62 | { | 62 | TargetValueDecayTimeScale = decayTimeScale; |
63 | // if what remains of direction is very small, zero it. | 63 | FrictionTimescale = frictionTimeScale; |
64 | TargetValue = Vector3.Zero; | 64 | Efficiency = efficiency; |
65 | CurrentValue = Vector3.Zero; | 65 | CurrentValue = TargetValue = Vector3.Zero; |
66 | 66 | } | |
67 | // VDetailLog("{0},MoveLinear,zeroed", Prim.LocalID); | 67 | public void SetCurrent(Vector3 current) |
68 | } | 68 | { |
69 | return CurrentValue; | 69 | CurrentValue = current; |
70 | } | 70 | } |
71 | } | 71 | public void SetTarget(Vector3 target) |
72 | 72 | { | |
73 | public class BSFMotor : BSMotor | 73 | TargetValue = target; |
74 | { | 74 | } |
75 | public float TimeScale { get; set; } | 75 | public Vector3 Step(float timeStep) |
76 | public float DecayTimeScale { get; set; } | 76 | { |
77 | public float Friction { get; set; } | 77 | Vector3 returnCurrent = Vector3.Zero; |
78 | public float Efficiency { get; set; } | 78 | if (!CurrentValue.ApproxEquals(TargetValue, 0.01f)) |
79 | 79 | { | |
80 | public float Target { get; private set; } | 80 | Vector3 origTarget = TargetValue; // DEBUG |
81 | public float CurrentValue { get; private set; } | 81 | Vector3 origCurrVal = CurrentValue; // DEBUG |
82 | 82 | ||
83 | BSFMotor(float timeScale, float decayTimescale, float friction, float efficiency) | 83 | // Addition = (desiredVector - currentAppliedVector) / secondsItShouldTakeToComplete |
84 | { | 84 | Vector3 addAmount = (TargetValue - CurrentValue)/TimeScale * timeStep; |
85 | } | 85 | CurrentValue += addAmount; |
86 | public void SetCurrent(float target) | 86 | |
87 | { | 87 | returnCurrent = CurrentValue; |
88 | } | 88 | |
89 | public void SetTarget(float target) | 89 | // The desired value reduces to zero which also reduces the difference with current. |
90 | { | 90 | // If the decay time is infinite, don't decay at all. |
91 | } | 91 | float decayFactor = 0f; |
92 | public float Step(float timeStep) | 92 | if (TargetValueDecayTimeScale != BSMotor.Infinite) |
93 | { | 93 | { |
94 | return 0f; | 94 | decayFactor = (1.0f / TargetValueDecayTimeScale) * timeStep; |
95 | } | 95 | TargetValue *= (1f - decayFactor); |
96 | } | 96 | } |
97 | public class BSPIDMotor : BSMotor | 97 | |
98 | { | 98 | Vector3 frictionFactor = Vector3.Zero; |
99 | // TODO: write and use this one | 99 | if (FrictionTimescale != BSMotor.InfiniteVector) |
100 | BSPIDMotor() | 100 | { |
101 | { | 101 | // frictionFactor = (Vector3.One / FrictionTimescale) * timeStep; |
102 | } | 102 | frictionFactor.X = FrictionTimescale.X == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.X) * timeStep; |
103 | } | 103 | frictionFactor.Y = FrictionTimescale.Y == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Y) * timeStep; |
104 | } | 104 | frictionFactor.Z = FrictionTimescale.Z == BSMotor.Infinite ? 0f : (1f / FrictionTimescale.Z) * timeStep; |
105 | CurrentValue *= (Vector3.One - frictionFactor); | ||
106 | } | ||
107 | |||
108 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},origCurr={2},origTarget={3},timeStep={4},timeScale={5},addAmnt={6},targetDecay={7},decayFact={8},fricTS={9},frictFact={10}", | ||
109 | BSScene.DetailLogZero, UseName, origCurrVal, origTarget, | ||
110 | timeStep, TimeScale, addAmount, | ||
111 | TargetValueDecayTimeScale, decayFactor, | ||
112 | FrictionTimescale, frictionFactor); | ||
113 | MDetailLog("{0},BSVMotor.Step,nonZero,{1},curr={2},target={3},add={4},decay={5},frict={6},ret={7}", | ||
114 | BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, | ||
115 | addAmount, decayFactor, frictionFactor, returnCurrent); | ||
116 | } | ||
117 | else | ||
118 | { | ||
119 | // Difference between what we have and target is small. Motor is done. | ||
120 | CurrentValue = Vector3.Zero; | ||
121 | TargetValue = Vector3.Zero; | ||
122 | |||
123 | MDetailLog("{0},BSVMotor.Step,zero,{1},curr={2},target={3},ret={4}", | ||
124 | BSScene.DetailLogZero, UseName, TargetValue, CurrentValue, returnCurrent); | ||
125 | |||
126 | } | ||
127 | return returnCurrent; | ||
128 | } | ||
129 | public override string ToString() | ||
130 | { | ||
131 | return String.Format("<{0},curr={1},targ={2},decayTS={3},frictTS={4}>", | ||
132 | UseName, CurrentValue, TargetValue, TargetValueDecayTimeScale, FrictionTimescale); | ||
133 | } | ||
134 | } | ||
135 | |||
136 | public class BSFMotor : BSMotor | ||
137 | { | ||
138 | public float TimeScale { get; set; } | ||
139 | public float DecayTimeScale { get; set; } | ||
140 | public float Friction { get; set; } | ||
141 | public float Efficiency { get; set; } | ||
142 | |||
143 | public float Target { get; private set; } | ||
144 | public float CurrentValue { get; private set; } | ||
145 | |||
146 | public BSFMotor(string useName, float timeScale, float decayTimescale, float friction, float efficiency) | ||
147 | : base(useName) | ||
148 | { | ||
149 | } | ||
150 | public void SetCurrent(float target) | ||
151 | { | ||
152 | } | ||
153 | public void SetTarget(float target) | ||
154 | { | ||
155 | } | ||
156 | public float Step(float timeStep) | ||
157 | { | ||
158 | return 0f; | ||
159 | } | ||
160 | } | ||
161 | public class BSPIDMotor : BSMotor | ||
162 | { | ||
163 | // TODO: write and use this one | ||
164 | public BSPIDMotor(string useName) | ||
165 | : base(useName) | ||
166 | { | ||
167 | } | ||
168 | } | ||
169 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e803072..f6a890e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -47,7 +47,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
47 | */ | 47 | */ |
48 | public abstract class BSPhysObject : PhysicsActor | 48 | public abstract class BSPhysObject : PhysicsActor |
49 | { | 49 | { |
50 | protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName) | 50 | protected BSPhysObject() |
51 | { | ||
52 | } | ||
53 | protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) | ||
51 | { | 54 | { |
52 | PhysicsScene = parentScene; | 55 | PhysicsScene = parentScene; |
53 | LocalID = localID; | 56 | LocalID = localID; |
@@ -91,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
91 | public PrimitiveBaseShape BaseShape { get; protected set; } | 94 | public PrimitiveBaseShape BaseShape { get; protected set; } |
92 | // Some types of objects have preferred physical representations. | 95 | // Some types of objects have preferred physical representations. |
93 | // Returns SHAPE_UNKNOWN if there is no preference. | 96 | // Returns SHAPE_UNKNOWN if there is no preference. |
94 | public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape | 97 | public virtual BSPhysicsShapeType PreferredPhysicalShape |
95 | { | 98 | { |
96 | get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; } | 99 | get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } |
97 | } | 100 | } |
98 | 101 | ||
99 | // When the physical properties are updated, an EntityProperty holds the update values. | 102 | // When the physical properties are updated, an EntityProperty holds the update values. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 14eb505..c62c79a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -47,7 +47,6 @@ public sealed class BSPrim : BSPhysObject | |||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | 47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. |
48 | // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. | 48 | // Often Scale is unity because the meshmerizer will apply _size when creating the mesh. |
49 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 49 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user |
50 | // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer | ||
51 | 50 | ||
52 | private bool _grabbed; | 51 | private bool _grabbed; |
53 | private bool _isSelected; | 52 | private bool _isSelected; |
@@ -88,13 +87,13 @@ public sealed class BSPrim : BSPhysObject | |||
88 | 87 | ||
89 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 88 | public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
90 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 89 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
90 | : base(parent_scene, localID, primName, "BSPrim") | ||
91 | { | 91 | { |
92 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 92 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
93 | base.BaseInitialize(parent_scene, localID, primName, "BSPrim"); | ||
94 | _physicsActorType = (int)ActorTypes.Prim; | 93 | _physicsActorType = (int)ActorTypes.Prim; |
95 | _position = pos; | 94 | _position = pos; |
96 | _size = size; | 95 | _size = size; |
97 | Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type | 96 | Scale = size; // the scale will be set by CreateGeom depending on object type |
98 | _orientation = rotation; | 97 | _orientation = rotation; |
99 | _buoyancy = 1f; | 98 | _buoyancy = 1f; |
100 | _velocity = OMV.Vector3.Zero; | 99 | _velocity = OMV.Vector3.Zero; |
@@ -155,6 +154,8 @@ public sealed class BSPrim : BSPhysObject | |||
155 | public override OMV.Vector3 Size { | 154 | public override OMV.Vector3 Size { |
156 | get { return _size; } | 155 | get { return _size; } |
157 | set { | 156 | set { |
157 | // We presume the scale and size are the same. If scale must be changed for | ||
158 | // the physical shape, that is done when the geometry is built. | ||
158 | _size = value; | 159 | _size = value; |
159 | ForceBodyShapeRebuild(false); | 160 | ForceBodyShapeRebuild(false); |
160 | } | 161 | } |
@@ -170,7 +171,7 @@ public sealed class BSPrim : BSPhysObject | |||
170 | } | 171 | } |
171 | } | 172 | } |
172 | // Whatever the linkset wants is what I want. | 173 | // Whatever the linkset wants is what I want. |
173 | public override ShapeData.PhysicsShapeType PreferredPhysicalShape | 174 | public override BSPhysicsShapeType PreferredPhysicalShape |
174 | { get { return Linkset.PreferredPhysicalShape(this); } } | 175 | { get { return Linkset.PreferredPhysicalShape(this); } } |
175 | 176 | ||
176 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 177 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
@@ -274,19 +275,19 @@ public sealed class BSPrim : BSPhysObject | |||
274 | if (!Linkset.IsRoot(this)) | 275 | if (!Linkset.IsRoot(this)) |
275 | _position = Linkset.Position(this); | 276 | _position = Linkset.Position(this); |
276 | 277 | ||
277 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 278 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. |
278 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 279 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); |
279 | return _position; | 280 | return _position; |
280 | } | 281 | } |
281 | set { | 282 | set { |
282 | // If you must push the position into the physics engine, use ForcePosition. | 283 | // If the position must be forced into the physics engine, use ForcePosition. |
283 | if (_position == value) | 284 | if (_position == value) |
284 | { | 285 | { |
285 | return; | 286 | return; |
286 | } | 287 | } |
287 | _position = value; | 288 | _position = value; |
288 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 289 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
289 | PositionSanityCheck(); | 290 | PositionSanityCheck(false); |
290 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 291 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
291 | { | 292 | { |
292 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 293 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
@@ -302,7 +303,7 @@ public sealed class BSPrim : BSPhysObject | |||
302 | } | 303 | } |
303 | set { | 304 | set { |
304 | _position = value; | 305 | _position = value; |
305 | PositionSanityCheck(); | 306 | // PositionSanityCheck(); // Don't do this! Causes a loop and caller should know better. |
306 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 307 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); |
307 | ActivateIfPhysical(false); | 308 | ActivateIfPhysical(false); |
308 | } | 309 | } |
@@ -311,52 +312,42 @@ public sealed class BSPrim : BSPhysObject | |||
311 | // Check that the current position is sane and, if not, modify the position to make it so. | 312 | // Check that the current position is sane and, if not, modify the position to make it so. |
312 | // Check for being below terrain and being out of bounds. | 313 | // Check for being below terrain and being out of bounds. |
313 | // Returns 'true' of the position was made sane by some action. | 314 | // Returns 'true' of the position was made sane by some action. |
314 | private bool PositionSanityCheck() | 315 | private bool PositionSanityCheck(bool inTaintTime) |
315 | { | 316 | { |
316 | bool ret = false; | 317 | bool ret = false; |
317 | 318 | ||
318 | // If totally below the ground, move the prim up | ||
319 | // TODO: figure out the right solution for this... only for dynamic objects? | ||
320 | /* | ||
321 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | 319 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); |
320 | OMV.Vector3 upForce = OMV.Vector3.Zero; | ||
322 | if (Position.Z < terrainHeight) | 321 | if (Position.Z < terrainHeight) |
323 | { | 322 | { |
324 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 323 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); |
325 | _position.Z = terrainHeight + 2.0f; | 324 | float targetHeight = terrainHeight + (Size.Z / 2f); |
325 | // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec. | ||
326 | upForce.Z = (terrainHeight - Position.Z) * 1f; | ||
326 | ret = true; | 327 | ret = true; |
327 | } | 328 | } |
328 | */ | 329 | |
329 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 330 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
330 | { | 331 | { |
331 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | 332 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); |
332 | // TODO: a floating motor so object will bob in the water | 333 | // TODO: a floating motor so object will bob in the water |
333 | if (Position.Z < waterHeight) | 334 | if (Math.Abs(Position.Z - waterHeight) > 0.1f) |
334 | { | 335 | { |
335 | _position.Z = waterHeight; | 336 | // Upforce proportional to the distance away from the water. Correct the error in 1 sec. |
337 | upForce.Z = (waterHeight - Position.Z) * 1f; | ||
336 | ret = true; | 338 | ret = true; |
337 | } | 339 | } |
338 | } | 340 | } |
339 | 341 | ||
340 | // TODO: check for out of bounds | 342 | // TODO: check for out of bounds |
341 | return ret; | ||
342 | } | ||
343 | 343 | ||
344 | // A version of the sanity check that also makes sure a new position value is | 344 | // The above code computes a force to apply to correct any out-of-bounds problems. Apply same. |
345 | // pushed to the physics engine. This routine would be used by anyone | 345 | // TODO: This should be intergrated with a geneal physics action mechanism. |
346 | // who is not already pushing the value. | 346 | // TODO: This should be moderated with PID'ness. |
347 | private bool PositionSanityCheck(bool inTaintTime) | 347 | if (ret) |
348 | { | ||
349 | bool ret = false; | ||
350 | if (PositionSanityCheck()) | ||
351 | { | 348 | { |
352 | // The new position value must be pushed into the physics engine but we can't | 349 | // Apply upforce and overcome gravity. |
353 | // just assign to "Position" because of potential call loops. | 350 | AddForce(upForce - PhysicsScene.DefaultGravity, false, inTaintTime); |
354 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate() | ||
355 | { | ||
356 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
357 | ForcePosition = _position; | ||
358 | }); | ||
359 | ret = true; | ||
360 | } | 351 | } |
361 | return ret; | 352 | return ret; |
362 | } | 353 | } |
@@ -940,6 +931,7 @@ public sealed class BSPrim : BSPhysObject | |||
940 | public override void AddForce(OMV.Vector3 force, bool pushforce) { | 931 | public override void AddForce(OMV.Vector3 force, bool pushforce) { |
941 | AddForce(force, pushforce, false); | 932 | AddForce(force, pushforce, false); |
942 | } | 933 | } |
934 | // Applying a force just adds this to the total force on the object. | ||
943 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { | 935 | public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { |
944 | // for an object, doesn't matter if force is a pushforce or not | 936 | // for an object, doesn't matter if force is a pushforce or not |
945 | if (force.IsFinite()) | 937 | if (force.IsFinite()) |
@@ -971,6 +963,7 @@ public sealed class BSPrim : BSPhysObject | |||
971 | }); | 963 | }); |
972 | } | 964 | } |
973 | 965 | ||
966 | // An impulse force is scaled by the mass of the object. | ||
974 | public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime) | 967 | public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime) |
975 | { | 968 | { |
976 | OMV.Vector3 applyImpulse = impulse; | 969 | OMV.Vector3 applyImpulse = impulse; |
@@ -1387,67 +1380,34 @@ public sealed class BSPrim : BSPhysObject | |||
1387 | 1380 | ||
1388 | public override void UpdateProperties(EntityProperties entprop) | 1381 | public override void UpdateProperties(EntityProperties entprop) |
1389 | { | 1382 | { |
1390 | /* | 1383 | // Updates only for individual prims and for the root object of a linkset. |
1391 | UpdatedProperties changed = 0; | 1384 | if (Linkset.IsRoot(this)) |
1392 | // assign to the local variables so the normal set action does not happen | ||
1393 | // if (_position != entprop.Position) | ||
1394 | if (!_position.ApproxEquals(entprop.Position, POSITION_TOLERANCE)) | ||
1395 | { | ||
1396 | _position = entprop.Position; | ||
1397 | changed |= UpdatedProperties.Position; | ||
1398 | } | ||
1399 | // if (_orientation != entprop.Rotation) | ||
1400 | if (!_orientation.ApproxEquals(entprop.Rotation, ROTATION_TOLERANCE)) | ||
1401 | { | ||
1402 | _orientation = entprop.Rotation; | ||
1403 | changed |= UpdatedProperties.Rotation; | ||
1404 | } | ||
1405 | // if (_velocity != entprop.Velocity) | ||
1406 | if (!_velocity.ApproxEquals(entprop.Velocity, VELOCITY_TOLERANCE)) | ||
1407 | { | ||
1408 | _velocity = entprop.Velocity; | ||
1409 | changed |= UpdatedProperties.Velocity; | ||
1410 | } | ||
1411 | // if (_acceleration != entprop.Acceleration) | ||
1412 | if (!_acceleration.ApproxEquals(entprop.Acceleration, ACCELERATION_TOLERANCE)) | ||
1413 | { | ||
1414 | _acceleration = entprop.Acceleration; | ||
1415 | changed |= UpdatedProperties.Acceleration; | ||
1416 | } | ||
1417 | // if (_rotationalVelocity != entprop.RotationalVelocity) | ||
1418 | if (!_rotationalVelocity.ApproxEquals(entprop.RotationalVelocity, ROTATIONAL_VELOCITY_TOLERANCE)) | ||
1419 | { | ||
1420 | _rotationalVelocity = entprop.RotationalVelocity; | ||
1421 | changed |= UpdatedProperties.RotationalVel; | ||
1422 | } | ||
1423 | if (changed != 0) | ||
1424 | { | 1385 | { |
1425 | // Only update the position of single objects and linkset roots | 1386 | // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet |
1426 | if (this._parentPrim == null) | 1387 | // TODO: handle physics introduced by Bullet with computed vehicle physics. |
1388 | if (_vehicle.IsActive) | ||
1427 | { | 1389 | { |
1428 | base.RequestPhysicsterseUpdate(); | 1390 | entprop.RotationalVelocity = OMV.Vector3.Zero; |
1429 | } | 1391 | } |
1430 | } | ||
1431 | */ | ||
1432 | |||
1433 | // Don't check for damping here -- it's done in BulletSim and SceneObjectPart. | ||
1434 | 1392 | ||
1435 | // Updates only for individual prims and for the root object of a linkset. | 1393 | // Assign directly to the local variables so the normal set action does not happen |
1436 | if (Linkset.IsRoot(this)) | ||
1437 | { | ||
1438 | // Assign to the local variables so the normal set action does not happen | ||
1439 | _position = entprop.Position; | 1394 | _position = entprop.Position; |
1440 | _orientation = entprop.Rotation; | 1395 | _orientation = entprop.Rotation; |
1441 | _velocity = entprop.Velocity; | 1396 | _velocity = entprop.Velocity; |
1442 | _acceleration = entprop.Acceleration; | 1397 | _acceleration = entprop.Acceleration; |
1443 | _rotationalVelocity = entprop.RotationalVelocity; | 1398 | _rotationalVelocity = entprop.RotationalVelocity; |
1444 | 1399 | ||
1400 | // The sanity check can change the velocity and/or position. | ||
1401 | if (PositionSanityCheck(true)) | ||
1402 | { | ||
1403 | entprop.Position = _position; | ||
1404 | entprop.Velocity = _velocity; | ||
1405 | } | ||
1406 | |||
1445 | // remember the current and last set values | 1407 | // remember the current and last set values |
1446 | LastEntityProperties = CurrentEntityProperties; | 1408 | LastEntityProperties = CurrentEntityProperties; |
1447 | CurrentEntityProperties = entprop; | 1409 | CurrentEntityProperties = entprop; |
1448 | 1410 | ||
1449 | PositionSanityCheck(true); | ||
1450 | |||
1451 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; | 1411 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; |
1452 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", | 1412 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}", |
1453 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); | 1413 | LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 1cc607a..09b1423 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -39,23 +39,10 @@ using log4net; | |||
39 | using OpenMetaverse; | 39 | using OpenMetaverse; |
40 | 40 | ||
41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) | 41 | // TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim) |
42 | // Test sculpties (verified that they don't work) | ||
43 | // Compute physics FPS reasonably | ||
44 | // Based on material, set density and friction | 42 | // Based on material, set density and friction |
45 | // Don't use constraints in linksets of non-physical objects. Means having to move children manually. | ||
46 | // Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly? | ||
47 | // In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground) | ||
48 | // At the moment, physical and phantom causes object to drop through the terrain | ||
49 | // Physical phantom objects and related typing (collision options ) | ||
50 | // Check out llVolumeDetect. Must do something for that. | ||
51 | // Use collision masks for collision with terrain and phantom objects | ||
52 | // More efficient memory usage when passing hull information from BSPrim to BulletSim | 43 | // More efficient memory usage when passing hull information from BSPrim to BulletSim |
53 | // Should prim.link() and prim.delink() membership checking happen at taint time? | ||
54 | // Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once. | ||
55 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 44 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
56 | // Implement LockAngularMotion | 45 | // Implement LockAngularMotion |
57 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | ||
58 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. | ||
59 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | 46 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? |
60 | // Check terrain size. 128 or 127? | 47 | // Check terrain size. 128 or 127? |
61 | // Raycast | 48 | // Raycast |
@@ -234,6 +221,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
234 | if (m_physicsLoggingEnabled) | 221 | if (m_physicsLoggingEnabled) |
235 | { | 222 | { |
236 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); | 223 | PhysicsLogging = new Logging.LogWriter(m_physicsLoggingDir, m_physicsLoggingPrefix, m_physicsLoggingFileMinutes); |
224 | PhysicsLogging.ErrorLogger = m_log; // for DEBUG. Let's the logger output error messages. | ||
237 | } | 225 | } |
238 | else | 226 | else |
239 | { | 227 | { |
@@ -308,6 +296,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
308 | // Do any replacements in the parameters | 296 | // Do any replacements in the parameters |
309 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | 297 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); |
310 | } | 298 | } |
299 | |||
300 | // The material characteristics. | ||
301 | BSMaterials.InitializeFromDefaults(Params); | ||
302 | if (pConfig != null) | ||
303 | { | ||
304 | BSMaterials.InitializefromParameters(pConfig); | ||
305 | } | ||
311 | } | 306 | } |
312 | } | 307 | } |
313 | 308 | ||
@@ -520,9 +515,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
520 | collidersCount = 0; | 515 | collidersCount = 0; |
521 | } | 516 | } |
522 | 517 | ||
523 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in | 518 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in. |
524 | 519 | ||
525 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 520 | // Get a value for 'now' so all the collision and update routines don't have to get their own. |
526 | SimulationNowTime = Util.EnvironmentTickCount(); | 521 | SimulationNowTime = Util.EnvironmentTickCount(); |
527 | 522 | ||
528 | // If there were collisions, process them by sending the event to the prim. | 523 | // If there were collisions, process them by sending the event to the prim. |
@@ -568,6 +563,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
568 | ObjectsWithCollisions.Remove(po); | 563 | ObjectsWithCollisions.Remove(po); |
569 | ObjectsWithNoMoreCollisions.Clear(); | 564 | ObjectsWithNoMoreCollisions.Clear(); |
570 | } | 565 | } |
566 | // Done with collisions. | ||
571 | 567 | ||
572 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 568 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
573 | if (updatedEntityCount > 0) | 569 | if (updatedEntityCount > 0) |
@@ -591,9 +587,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
591 | 587 | ||
592 | // The physics engine returns the number of milliseconds it simulated this call. | 588 | // The physics engine returns the number of milliseconds it simulated this call. |
593 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | 589 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
594 | // We multiply by 55 to give a recognizable running rate (55 or less). | 590 | // Multiply by 55 to give a nominal frame rate of 55. |
595 | return numSubSteps * m_fixedTimeStep * 1000 * 55; | 591 | return (float)numSubSteps * m_fixedTimeStep * 1000f * 55f; |
596 | // return timeStep * 1000 * 55; | ||
597 | } | 592 | } |
598 | 593 | ||
599 | // Something has collided | 594 | // Something has collided |
@@ -683,7 +678,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
683 | #region Taints | 678 | #region Taints |
684 | 679 | ||
685 | // Calls to the PhysicsActors can't directly call into the physics engine | 680 | // Calls to the PhysicsActors can't directly call into the physics engine |
686 | // because it might be busy. We delay changes to a known time. | 681 | // because it might be busy. We delay changes to a known time. |
687 | // We rely on C#'s closure to save and restore the context for the delegate. | 682 | // We rely on C#'s closure to save and restore the context for the delegate. |
688 | public void TaintedObject(String ident, TaintCallback callback) | 683 | public void TaintedObject(String ident, TaintCallback callback) |
689 | { | 684 | { |
@@ -712,7 +707,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
712 | // here just before the physics engine is called to step the simulation. | 707 | // here just before the physics engine is called to step the simulation. |
713 | public void ProcessTaints() | 708 | public void ProcessTaints() |
714 | { | 709 | { |
715 | InTaintTime = true; | 710 | InTaintTime = true; // Only used for debugging so locking is not necessary. |
716 | ProcessRegularTaints(); | 711 | ProcessRegularTaints(); |
717 | ProcessPostTaintTaints(); | 712 | ProcessPostTaintTaints(); |
718 | InTaintTime = false; | 713 | InTaintTime = false; |
@@ -758,6 +753,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
758 | DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count); | 753 | DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count); |
759 | } | 754 | } |
760 | */ | 755 | */ |
756 | |||
761 | // swizzle a new list into the list location so we can process what's there | 757 | // swizzle a new list into the list location so we can process what's there |
762 | List<TaintCallbackEntry> oldList; | 758 | List<TaintCallbackEntry> oldList; |
763 | lock (_taintLock) | 759 | lock (_taintLock) |
@@ -787,8 +783,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
787 | // will replace any previous operation by the same object. | 783 | // will replace any previous operation by the same object. |
788 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | 784 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) |
789 | { | 785 | { |
790 | if (!m_initialized) return; | ||
791 | |||
792 | string uniqueIdent = ident + "-" + ID.ToString(); | 786 | string uniqueIdent = ident + "-" + ID.ToString(); |
793 | lock (_taintLock) | 787 | lock (_taintLock) |
794 | { | 788 | { |
@@ -864,13 +858,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
864 | } | 858 | } |
865 | } | 859 | } |
866 | 860 | ||
861 | // Only used for debugging. Does not change state of anything so locking is not necessary. | ||
867 | public bool AssertInTaintTime(string whereFrom) | 862 | public bool AssertInTaintTime(string whereFrom) |
868 | { | 863 | { |
869 | if (!InTaintTime) | 864 | if (!InTaintTime) |
870 | { | 865 | { |
871 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); | 866 | DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom); |
872 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); | 867 | m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom); |
873 | Util.PrintCallStack(); | 868 | Util.PrintCallStack(); // Prints the stack into the DEBUG log file. |
874 | } | 869 | } |
875 | return InTaintTime; | 870 | return InTaintTime; |
876 | } | 871 | } |
@@ -1069,7 +1064,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1069 | (s,p,l,v) => { s.PID_P = v; } ), | 1064 | (s,p,l,v) => { s.PID_P = v; } ), |
1070 | 1065 | ||
1071 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", | 1066 | new ParameterDefn("DefaultFriction", "Friction factor used on new objects", |
1072 | 0.5f, | 1067 | 0.2f, |
1073 | (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, | 1068 | (s,cf,p,v) => { s.m_params[0].defaultFriction = cf.GetFloat(p, v); }, |
1074 | (s) => { return s.m_params[0].defaultFriction; }, | 1069 | (s) => { return s.m_params[0].defaultFriction; }, |
1075 | (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), | 1070 | (s,p,l,v) => { s.m_params[0].defaultFriction = v; } ), |
@@ -1084,7 +1079,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1084 | (s) => { return s.m_params[0].defaultRestitution; }, | 1079 | (s) => { return s.m_params[0].defaultRestitution; }, |
1085 | (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), | 1080 | (s,p,l,v) => { s.m_params[0].defaultRestitution = v; } ), |
1086 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", | 1081 | new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", |
1087 | 0f, | 1082 | 0.04f, |
1088 | (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, | 1083 | (s,cf,p,v) => { s.m_params[0].collisionMargin = cf.GetFloat(p, v); }, |
1089 | (s) => { return s.m_params[0].collisionMargin; }, | 1084 | (s) => { return s.m_params[0].collisionMargin; }, |
1090 | (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), | 1085 | (s,p,l,v) => { s.m_params[0].collisionMargin = v; } ), |
@@ -1145,8 +1140,13 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1145 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, | 1140 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); }, |
1146 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | 1141 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), |
1147 | 1142 | ||
1143 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | ||
1144 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | ||
1145 | (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); }, | ||
1146 | (s) => { return s.m_params[0].terrainImplementation; }, | ||
1147 | (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ), | ||
1148 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , | 1148 | new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" , |
1149 | 0.5f, | 1149 | 0.3f, |
1150 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, | 1150 | (s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); }, |
1151 | (s) => { return s.m_params[0].terrainFriction; }, | 1151 | (s) => { return s.m_params[0].terrainFriction; }, |
1152 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), | 1152 | (s,p,l,v) => { s.m_params[0].terrainFriction = v; /* TODO: set on real terrain */} ), |
@@ -1160,13 +1160,19 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1160 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, | 1160 | (s,cf,p,v) => { s.m_params[0].terrainRestitution = cf.GetFloat(p, v); }, |
1161 | (s) => { return s.m_params[0].terrainRestitution; }, | 1161 | (s) => { return s.m_params[0].terrainRestitution; }, |
1162 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), | 1162 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; /* TODO: set on real terrain */ } ), |
1163 | new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" , | ||
1164 | 0.04f, | ||
1165 | (s,cf,p,v) => { s.m_params[0].terrainCollisionMargin = cf.GetFloat(p, v); }, | ||
1166 | (s) => { return s.m_params[0].terrainCollisionMargin; }, | ||
1167 | (s,p,l,v) => { s.m_params[0].terrainCollisionMargin = v; /* TODO: set on real terrain */ } ), | ||
1168 | |||
1163 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 1169 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
1164 | 0.2f, | 1170 | 0.2f, |
1165 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 1171 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1166 | (s) => { return s.m_params[0].avatarFriction; }, | 1172 | (s) => { return s.m_params[0].avatarFriction; }, |
1167 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), | 1173 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |
1168 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", | 1174 | new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", |
1169 | 10f, | 1175 | 10.0f, |
1170 | (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, | 1176 | (s,cf,p,v) => { s.m_params[0].avatarStandingFriction = cf.GetFloat(p, v); }, |
1171 | (s) => { return s.m_params[0].avatarStandingFriction; }, | 1177 | (s) => { return s.m_params[0].avatarStandingFriction; }, |
1172 | (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), | 1178 | (s,p,l,v) => { s.m_params[0].avatarStandingFriction = v; } ), |
@@ -1180,11 +1186,16 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1180 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, | 1186 | (s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); }, |
1181 | (s) => { return s.m_params[0].avatarRestitution; }, | 1187 | (s) => { return s.m_params[0].avatarRestitution; }, |
1182 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), | 1188 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ), |
1183 | new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar", | 1189 | new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", |
1184 | 0.37f, | 1190 | 0.6f, |
1185 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); }, | 1191 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); }, |
1186 | (s) => { return s.m_params[0].avatarCapsuleRadius; }, | 1192 | (s) => { return s.m_params[0].avatarCapsuleWidth; }, |
1187 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ), | 1193 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ), |
1194 | new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", | ||
1195 | 0.45f, | ||
1196 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); }, | ||
1197 | (s) => { return s.m_params[0].avatarCapsuleDepth; }, | ||
1198 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ), | ||
1188 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", | 1199 | new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", |
1189 | 1.5f, | 1200 | 1.5f, |
1190 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, | 1201 | (s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); }, |
@@ -1196,6 +1207,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1196 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, | 1207 | (s) => { return s.m_params[0].avatarContactProcessingThreshold; }, |
1197 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), | 1208 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarContactProcessingThreshold, p, l, v); } ), |
1198 | 1209 | ||
1210 | new ParameterDefn("VehicleAngularDamping", "Factor to damp vehicle angular movement per second (0.0 - 1.0)", | ||
1211 | 0.95f, | ||
1212 | (s,cf,p,v) => { s.m_params[0].vehicleAngularDamping = cf.GetFloat(p, v); }, | ||
1213 | (s) => { return s.m_params[0].vehicleAngularDamping; }, | ||
1214 | (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), | ||
1199 | 1215 | ||
1200 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 1216 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
1201 | 0f, | 1217 | 0f, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 29a23c0..892c34b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable | |||
178 | bool ret = false; | 178 | bool ret = false; |
179 | switch (shape.type) | 179 | switch (shape.type) |
180 | { | 180 | { |
181 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | 181 | case BSPhysicsShapeType.SHAPE_MESH: |
182 | MeshDesc meshDesc; | 182 | MeshDesc meshDesc; |
183 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) | 183 | if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) |
184 | { | 184 | { |
@@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable | |||
201 | meshDesc.lastReferenced = System.DateTime.Now; | 201 | meshDesc.lastReferenced = System.DateTime.Now; |
202 | Meshes[shape.shapeKey] = meshDesc; | 202 | Meshes[shape.shapeKey] = meshDesc; |
203 | break; | 203 | break; |
204 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | 204 | case BSPhysicsShapeType.SHAPE_HULL: |
205 | HullDesc hullDesc; | 205 | HullDesc hullDesc; |
206 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) | 206 | if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) |
207 | { | 207 | { |
@@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable | |||
224 | hullDesc.lastReferenced = System.DateTime.Now; | 224 | hullDesc.lastReferenced = System.DateTime.Now; |
225 | Hulls[shape.shapeKey] = hullDesc; | 225 | Hulls[shape.shapeKey] = hullDesc; |
226 | break; | 226 | break; |
227 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | 227 | case BSPhysicsShapeType.SHAPE_UNKNOWN: |
228 | break; | 228 | break; |
229 | default: | 229 | default: |
230 | // Native shapes are not tracked and they don't go into any list | 230 | // Native shapes are not tracked and they don't go into any list |
@@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable | |||
255 | { | 255 | { |
256 | switch (shape.type) | 256 | switch (shape.type) |
257 | { | 257 | { |
258 | case ShapeData.PhysicsShapeType.SHAPE_HULL: | 258 | case BSPhysicsShapeType.SHAPE_HULL: |
259 | DereferenceHull(shape, shapeCallback); | 259 | DereferenceHull(shape, shapeCallback); |
260 | break; | 260 | break; |
261 | case ShapeData.PhysicsShapeType.SHAPE_MESH: | 261 | case BSPhysicsShapeType.SHAPE_MESH: |
262 | DereferenceMesh(shape, shapeCallback); | 262 | DereferenceMesh(shape, shapeCallback); |
263 | break; | 263 | break; |
264 | case ShapeData.PhysicsShapeType.SHAPE_COMPOUND: | 264 | case BSPhysicsShapeType.SHAPE_COMPOUND: |
265 | DereferenceCompound(shape, shapeCallback); | 265 | DereferenceCompound(shape, shapeCallback); |
266 | break; | 266 | break; |
267 | case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN: | 267 | case BSPhysicsShapeType.SHAPE_UNKNOWN: |
268 | break; | 268 | break; |
269 | default: | 269 | default: |
270 | break; | 270 | break; |
@@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable | |||
352 | BulletShape shapeInfo = new BulletShape(cShape); | 352 | BulletShape shapeInfo = new BulletShape(cShape); |
353 | if (TryGetMeshByPtr(cShape, out meshDesc)) | 353 | if (TryGetMeshByPtr(cShape, out meshDesc)) |
354 | { | 354 | { |
355 | shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_MESH; | 355 | shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; |
356 | shapeInfo.shapeKey = meshDesc.shapeKey; | 356 | shapeInfo.shapeKey = meshDesc.shapeKey; |
357 | } | 357 | } |
358 | else | 358 | else |
359 | { | 359 | { |
360 | if (TryGetHullByPtr(cShape, out hullDesc)) | 360 | if (TryGetHullByPtr(cShape, out hullDesc)) |
361 | { | 361 | { |
362 | shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_HULL; | 362 | shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; |
363 | shapeInfo.shapeKey = hullDesc.shapeKey; | 363 | shapeInfo.shapeKey = hullDesc.shapeKey; |
364 | } | 364 | } |
365 | else | 365 | else |
366 | { | 366 | { |
367 | if (BulletSimAPI.IsCompound2(cShape)) | 367 | if (BulletSimAPI.IsCompound2(cShape)) |
368 | { | 368 | { |
369 | shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_COMPOUND; | 369 | shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; |
370 | } | 370 | } |
371 | else | 371 | else |
372 | { | 372 | { |
373 | if (BulletSimAPI.IsNativeShape2(cShape)) | 373 | if (BulletSimAPI.IsNativeShape2(cShape)) |
374 | { | 374 | { |
375 | shapeInfo.isNativeShape = true; | 375 | shapeInfo.isNativeShape = true; |
376 | shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) | 376 | shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) |
377 | } | 377 | } |
378 | } | 378 | } |
379 | } | 379 | } |
@@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable | |||
381 | 381 | ||
382 | DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); | 382 | DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); |
383 | 383 | ||
384 | if (shapeInfo.type != ShapeData.PhysicsShapeType.SHAPE_UNKNOWN) | 384 | if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) |
385 | { | 385 | { |
386 | DereferenceShape(shapeInfo, true, null); | 386 | DereferenceShape(shapeInfo, true, null); |
387 | } | 387 | } |
@@ -405,11 +405,11 @@ public sealed class BSShapeCollection : IDisposable | |||
405 | bool ret = false; | 405 | bool ret = false; |
406 | bool haveShape = false; | 406 | bool haveShape = false; |
407 | 407 | ||
408 | if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 408 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) |
409 | { | 409 | { |
410 | // an avatar capsule is close to a native shape (it is not shared) | 410 | // an avatar capsule is close to a native shape (it is not shared) |
411 | ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | 411 | ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, |
412 | ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); | 412 | FixedShapeKey.KEY_CAPSULE, shapeCallback); |
413 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); | 413 | DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); |
414 | ret = true; | 414 | ret = true; |
415 | haveShape = true; | 415 | haveShape = true; |
@@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable | |||
417 | 417 | ||
418 | // Compound shapes are handled special as they are rebuilt from scratch. | 418 | // Compound shapes are handled special as they are rebuilt from scratch. |
419 | // This isn't too great a hardship since most of the child shapes will already been created. | 419 | // This isn't too great a hardship since most of the child shapes will already been created. |
420 | if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) | 420 | if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) |
421 | { | 421 | { |
422 | ret = GetReferenceToCompoundShape(prim, shapeCallback); | 422 | ret = GetReferenceToCompoundShape(prim, shapeCallback); |
423 | DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); | 423 | DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); |
@@ -460,11 +460,11 @@ public sealed class BSShapeCollection : IDisposable | |||
460 | haveShape = true; | 460 | haveShape = true; |
461 | if (forceRebuild | 461 | if (forceRebuild |
462 | || prim.Scale != prim.Size | 462 | || prim.Scale != prim.Size |
463 | || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE | 463 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE |
464 | ) | 464 | ) |
465 | { | 465 | { |
466 | ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE, | 466 | ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, |
467 | ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback); | 467 | FixedShapeKey.KEY_SPHERE, shapeCallback); |
468 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", | 468 | DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}", |
469 | prim.LocalID, forceRebuild, prim.PhysShape); | 469 | prim.LocalID, forceRebuild, prim.PhysShape); |
470 | } | 470 | } |
@@ -474,11 +474,11 @@ public sealed class BSShapeCollection : IDisposable | |||
474 | haveShape = true; | 474 | haveShape = true; |
475 | if (forceRebuild | 475 | if (forceRebuild |
476 | || prim.Scale != prim.Size | 476 | || prim.Scale != prim.Size |
477 | || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX | 477 | || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX |
478 | ) | 478 | ) |
479 | { | 479 | { |
480 | ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX, | 480 | ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, |
481 | ShapeData.FixedShapeKey.KEY_BOX, shapeCallback); | 481 | FixedShapeKey.KEY_BOX, shapeCallback); |
482 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", | 482 | DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}", |
483 | prim.LocalID, forceRebuild, prim.PhysShape); | 483 | prim.LocalID, forceRebuild, prim.PhysShape); |
484 | } | 484 | } |
@@ -519,15 +519,12 @@ public sealed class BSShapeCollection : IDisposable | |||
519 | // Creates a native shape and assignes it to prim.BSShape. | 519 | // Creates a native shape and assignes it to prim.BSShape. |
520 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). | 520 | // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). |
521 | private bool GetReferenceToNativeShape(BSPhysObject prim, | 521 | private bool GetReferenceToNativeShape(BSPhysObject prim, |
522 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, | 522 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, |
523 | ShapeDestructionCallback shapeCallback) | 523 | ShapeDestructionCallback shapeCallback) |
524 | { | 524 | { |
525 | // release any previous shape | 525 | // release any previous shape |
526 | DereferenceShape(prim.PhysShape, true, shapeCallback); | 526 | DereferenceShape(prim.PhysShape, true, shapeCallback); |
527 | 527 | ||
528 | // Bullet native objects are scaled by the Bullet engine so pass the size in | ||
529 | prim.Scale = prim.Size; | ||
530 | |||
531 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); | 528 | BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); |
532 | 529 | ||
533 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. | 530 | // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. |
@@ -538,8 +535,8 @@ public sealed class BSShapeCollection : IDisposable | |||
538 | return true; | 535 | return true; |
539 | } | 536 | } |
540 | 537 | ||
541 | private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType, | 538 | private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, |
542 | ShapeData.FixedShapeKey shapeKey) | 539 | FixedShapeKey shapeKey) |
543 | { | 540 | { |
544 | BulletShape newShape; | 541 | BulletShape newShape; |
545 | // Need to make sure the passed shape information is for the native type. | 542 | // Need to make sure the passed shape information is for the native type. |
@@ -547,12 +544,13 @@ public sealed class BSShapeCollection : IDisposable | |||
547 | nativeShapeData.Type = shapeType; | 544 | nativeShapeData.Type = shapeType; |
548 | nativeShapeData.ID = prim.LocalID; | 545 | nativeShapeData.ID = prim.LocalID; |
549 | nativeShapeData.Scale = prim.Scale; | 546 | nativeShapeData.Scale = prim.Scale; |
550 | nativeShapeData.Size = prim.Scale; | 547 | nativeShapeData.Size = prim.Scale; // unneeded, I think. |
551 | nativeShapeData.MeshKey = (ulong)shapeKey; | 548 | nativeShapeData.MeshKey = (ulong)shapeKey; |
552 | nativeShapeData.HullKey = (ulong)shapeKey; | 549 | nativeShapeData.HullKey = (ulong)shapeKey; |
553 | 550 | ||
554 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 551 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) |
555 | { | 552 | { |
553 | // The proper scale has been calculated in the prim. | ||
556 | newShape = new BulletShape( | 554 | newShape = new BulletShape( |
557 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) | 555 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) |
558 | , shapeType); | 556 | , shapeType); |
@@ -560,6 +558,9 @@ public sealed class BSShapeCollection : IDisposable | |||
560 | } | 558 | } |
561 | else | 559 | else |
562 | { | 560 | { |
561 | // Native shapes are scaled in Bullet so set the scaling to the size | ||
562 | prim.Scale = prim.Size; | ||
563 | nativeShapeData.Scale = prim.Scale; | ||
563 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); | 564 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); |
564 | } | 565 | } |
565 | if (newShape.ptr == IntPtr.Zero) | 566 | if (newShape.ptr == IntPtr.Zero) |
@@ -585,7 +586,7 @@ public sealed class BSShapeCollection : IDisposable | |||
585 | System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | 586 | System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); |
586 | 587 | ||
587 | // if this new shape is the same as last time, don't recreate the mesh | 588 | // if this new shape is the same as last time, don't recreate the mesh |
588 | if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) | 589 | if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) |
589 | return false; | 590 | return false; |
590 | 591 | ||
591 | DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", | 592 | DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", |
@@ -643,7 +644,7 @@ public sealed class BSShapeCollection : IDisposable | |||
643 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | 644 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); |
644 | } | 645 | } |
645 | } | 646 | } |
646 | BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH); | 647 | BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH); |
647 | newShape.shapeKey = newMeshKey; | 648 | newShape.shapeKey = newMeshKey; |
648 | 649 | ||
649 | return newShape; | 650 | return newShape; |
@@ -659,7 +660,7 @@ public sealed class BSShapeCollection : IDisposable | |||
659 | System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); | 660 | System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); |
660 | 661 | ||
661 | // if the hull hasn't changed, don't rebuild it | 662 | // if the hull hasn't changed, don't rebuild it |
662 | if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL) | 663 | if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) |
663 | return false; | 664 | return false; |
664 | 665 | ||
665 | DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", | 666 | DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", |
@@ -780,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable | |||
780 | } | 781 | } |
781 | } | 782 | } |
782 | 783 | ||
783 | BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL); | 784 | BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL); |
784 | newShape.shapeKey = newHullKey; | 785 | newShape.shapeKey = newHullKey; |
785 | 786 | ||
786 | return newShape; // 'true' means a new shape has been added to this prim | 787 | return newShape; // 'true' means a new shape has been added to this prim |
@@ -803,7 +804,7 @@ public sealed class BSShapeCollection : IDisposable | |||
803 | // DereferenceShape(prim.PhysShape, true, shapeCallback); | 804 | // DereferenceShape(prim.PhysShape, true, shapeCallback); |
804 | 805 | ||
805 | BulletShape cShape = new BulletShape( | 806 | BulletShape cShape = new BulletShape( |
806 | BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND); | 807 | BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND); |
807 | 808 | ||
808 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. | 809 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. |
809 | CreateGeomMeshOrHull(prim, shapeCallback); | 810 | CreateGeomMeshOrHull(prim, shapeCallback); |
@@ -894,7 +895,7 @@ public sealed class BSShapeCollection : IDisposable | |||
894 | 895 | ||
895 | // While we figure out the real problem, stick a simple native shape on the object. | 896 | // While we figure out the real problem, stick a simple native shape on the object. |
896 | BulletShape fillinShape = | 897 | BulletShape fillinShape = |
897 | BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX); | 898 | BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); |
898 | 899 | ||
899 | return fillinShape; | 900 | return fillinShape; |
900 | } | 901 | } |
@@ -940,7 +941,7 @@ public sealed class BSShapeCollection : IDisposable | |||
940 | else | 941 | else |
941 | { | 942 | { |
942 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, | 943 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, |
943 | prim.LocalID, prim.ForcePosition, prim.ForceOrientation); | 944 | prim.LocalID, prim.RawPosition, prim.RawOrientation); |
944 | DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | 945 | DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); |
945 | } | 946 | } |
946 | aBody = new BulletBody(prim.LocalID, bodyPtr); | 947 | aBody = new BulletBody(prim.LocalID, bodyPtr); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 5e2c4a8..96cd55e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -1,213 +1,208 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
5 | * Redistribution and use in source and binary forms, with or without | 5 | * Redistribution and use in source and binary forms, with or without |
6 | * modification, are permitted provided that the following conditions are met: | 6 | * modification, are permitted provided that the following conditions are met: |
7 | * * Redistributions of source code must retain the above copyright | 7 | * * Redistributions of source code must retain the above copyright |
8 | * notice, this list of conditions and the following disclaimer. | 8 | * notice, this list of conditions and the following disclaimer. |
9 | * * Redistributions in binary form must reproduce the above copyrightD | 9 | * * Redistributions in binary form must reproduce the above copyrightD |
10 | * notice, this list of conditions and the following disclaimer in the | 10 | * notice, this list of conditions and the following disclaimer in the |
11 | * documentation and/or other materials provided with the distribution. | 11 | * documentation and/or other materials provided with the distribution. |
12 | * * Neither the name of the OpenSimulator Project nor the | 12 | * * Neither the name of the OpenSimulator Project nor the |
13 | * names of its contributors may be used to endorse or promote products | 13 | * names of its contributors may be used to endorse or promote products |
14 | * derived from this software without specific prior written permission. | 14 | * derived from this software without specific prior written permission. |
15 | * | 15 | * |
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | 16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | 17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | 18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | 19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | 20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | 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 | 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 | 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 | 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. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | */ | 26 | */ |
27 | 27 | ||
28 | using System; | 28 | using System; |
29 | using System.Collections.Generic; | 29 | using System.Collections.Generic; |
30 | using System.Linq; | 30 | using System.Linq; |
31 | using System.Text; | 31 | using System.Text; |
32 | 32 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 33 | namespace OpenSim.Region.Physics.BulletSPlugin |
34 | { | 34 | { |
35 | public abstract class BSShape | 35 | public abstract class BSShape |
36 | { | 36 | { |
37 | public IntPtr ptr { get; set; } | 37 | public IntPtr ptr { get; set; } |
38 | public ShapeData.PhysicsShapeType type { get; set; } | 38 | public BSPhysicsShapeType type { get; set; } |
39 | public System.UInt64 key { get; set; } | 39 | public System.UInt64 key { get; set; } |
40 | public int referenceCount { get; set; } | 40 | public int referenceCount { get; set; } |
41 | public DateTime lastReferenced { get; set; } | 41 | public DateTime lastReferenced { get; set; } |
42 | 42 | ||
43 | protected void Initialize() | 43 | public BSShape() |
44 | { | 44 | { |
45 | ptr = IntPtr.Zero; | 45 | ptr = IntPtr.Zero; |
46 | type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | 46 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; |
47 | key = 0; | 47 | key = 0; |
48 | referenceCount = 0; | 48 | referenceCount = 0; |
49 | lastReferenced = DateTime.Now; | 49 | lastReferenced = DateTime.Now; |
50 | } | 50 | } |
51 | 51 | ||
52 | // Get a reference to a physical shape. Create if it doesn't exist | 52 | // Get a reference to a physical shape. Create if it doesn't exist |
53 | public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 53 | public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
54 | { | 54 | { |
55 | BSShape ret = null; | 55 | BSShape ret = null; |
56 | 56 | ||
57 | if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 57 | if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) |
58 | { | 58 | { |
59 | // an avatar capsule is close to a native shape (it is not shared) | 59 | // an avatar capsule is close to a native shape (it is not shared) |
60 | ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR, | 60 | ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE, |
61 | ShapeData.FixedShapeKey.KEY_CAPSULE); | 61 | FixedShapeKey.KEY_CAPSULE); |
62 | physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); | 62 | physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); |
63 | } | 63 | } |
64 | 64 | ||
65 | // Compound shapes are handled special as they are rebuilt from scratch. | 65 | // Compound shapes are handled special as they are rebuilt from scratch. |
66 | // This isn't too great a hardship since most of the child shapes will already been created. | 66 | // This isn't too great a hardship since most of the child shapes will already been created. |
67 | if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND) | 67 | if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) |
68 | { | 68 | { |
69 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added | 69 | // Getting a reference to a compound shape gets you the compound shape with the root prim shape added |
70 | ret = BSShapeCompound.GetReference(prim); | 70 | ret = BSShapeCompound.GetReference(prim); |
71 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); | 71 | physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); |
72 | } | 72 | } |
73 | 73 | ||
74 | if (ret == null) | 74 | if (ret == null) |
75 | ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); | 75 | ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); |
76 | 76 | ||
77 | return ret; | 77 | return ret; |
78 | } | 78 | } |
79 | public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 79 | public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
80 | { | 80 | { |
81 | return null; | 81 | return null; |
82 | } | 82 | } |
83 | public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) | 83 | public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) |
84 | { | 84 | { |
85 | return null; | 85 | return null; |
86 | } | 86 | } |
87 | 87 | ||
88 | // Release the use of a physical shape. | 88 | // Release the use of a physical shape. |
89 | public abstract void Dereference(BSScene physicsScene); | 89 | public abstract void Dereference(BSScene physicsScene); |
90 | 90 | ||
91 | // All shapes have a static call to get a reference to the physical shape | 91 | // All shapes have a static call to get a reference to the physical shape |
92 | // protected abstract static BSShape GetReference(); | 92 | // protected abstract static BSShape GetReference(); |
93 | 93 | ||
94 | public override string ToString() | 94 | public override string ToString() |
95 | { | 95 | { |
96 | StringBuilder buff = new StringBuilder(); | 96 | StringBuilder buff = new StringBuilder(); |
97 | buff.Append("<p="); | 97 | buff.Append("<p="); |
98 | buff.Append(ptr.ToString("X")); | 98 | buff.Append(ptr.ToString("X")); |
99 | buff.Append(",s="); | 99 | buff.Append(",s="); |
100 | buff.Append(type.ToString()); | 100 | buff.Append(type.ToString()); |
101 | buff.Append(",k="); | 101 | buff.Append(",k="); |
102 | buff.Append(key.ToString("X")); | 102 | buff.Append(key.ToString("X")); |
103 | buff.Append(",c="); | 103 | buff.Append(",c="); |
104 | buff.Append(referenceCount.ToString()); | 104 | buff.Append(referenceCount.ToString()); |
105 | buff.Append(">"); | 105 | buff.Append(">"); |
106 | return buff.ToString(); | 106 | return buff.ToString(); |
107 | } | 107 | } |
108 | } | 108 | } |
109 | 109 | ||
110 | public class BSShapeNull : BSShape | 110 | public class BSShapeNull : BSShape |
111 | { | 111 | { |
112 | public BSShapeNull() | 112 | public BSShapeNull() : base() |
113 | { | 113 | { |
114 | base.Initialize(); | 114 | } |
115 | } | 115 | public static BSShape GetReference() { return new BSShapeNull(); } |
116 | public static BSShape GetReference() { return new BSShapeNull(); } | 116 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } |
117 | public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ } | 117 | } |
118 | } | 118 | |
119 | 119 | public class BSShapeNative : BSShape | |
120 | public class BSShapeNative : BSShape | 120 | { |
121 | { | 121 | private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; |
122 | private static string LogHeader = "[BULLETSIM SHAPE NATIVE]"; | 122 | public BSShapeNative() : base() |
123 | public BSShapeNative() | 123 | { |
124 | { | 124 | } |
125 | base.Initialize(); | 125 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, |
126 | } | 126 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) |
127 | public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, | 127 | { |
128 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) | 128 | // Native shapes are not shared and are always built anew. |
129 | { | 129 | return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); |
130 | // Native shapes are not shared and are always built anew. | 130 | } |
131 | return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); | 131 | |
132 | } | 132 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, |
133 | 133 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | |
134 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, | 134 | { |
135 | ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey) | 135 | ShapeData nativeShapeData = new ShapeData(); |
136 | { | 136 | nativeShapeData.Type = shapeType; |
137 | ShapeData nativeShapeData = new ShapeData(); | 137 | nativeShapeData.ID = prim.LocalID; |
138 | nativeShapeData.Type = shapeType; | 138 | nativeShapeData.Scale = prim.Scale; |
139 | nativeShapeData.ID = prim.LocalID; | 139 | nativeShapeData.Size = prim.Scale; |
140 | nativeShapeData.Scale = prim.Scale; | 140 | nativeShapeData.MeshKey = (ulong)shapeKey; |
141 | nativeShapeData.Size = prim.Scale; | 141 | nativeShapeData.HullKey = (ulong)shapeKey; |
142 | nativeShapeData.MeshKey = (ulong)shapeKey; | 142 | |
143 | nativeShapeData.HullKey = (ulong)shapeKey; | 143 | |
144 | 144 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | |
145 | 145 | { | |
146 | if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR) | 146 | ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); |
147 | { | 147 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); |
148 | ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); | 148 | } |
149 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | 149 | else |
150 | } | 150 | { |
151 | else | 151 | ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); |
152 | { | 152 | } |
153 | ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); | 153 | if (ptr == IntPtr.Zero) |
154 | } | 154 | { |
155 | if (ptr == IntPtr.Zero) | 155 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", |
156 | { | 156 | LogHeader, prim.LocalID, shapeType); |
157 | physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", | 157 | } |
158 | LogHeader, prim.LocalID, shapeType); | 158 | type = shapeType; |
159 | } | 159 | key = (UInt64)shapeKey; |
160 | type = shapeType; | 160 | } |
161 | key = (UInt64)shapeKey; | 161 | // Make this reference to the physical shape go away since native shapes are not shared. |
162 | } | 162 | public override void Dereference(BSScene physicsScene) |
163 | // Make this reference to the physical shape go away since native shapes are not shared. | 163 | { |
164 | public override void Dereference(BSScene physicsScene) | 164 | // Native shapes are not tracked and are released immediately |
165 | { | 165 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); |
166 | // Native shapes are not tracked and are released immediately | 166 | BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); |
167 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | 167 | ptr = IntPtr.Zero; |
168 | BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); | 168 | // Garbage collection will free up this instance. |
169 | ptr = IntPtr.Zero; | 169 | } |
170 | // Garbage collection will free up this instance. | 170 | } |
171 | } | 171 | |
172 | } | 172 | public class BSShapeMesh : BSShape |
173 | 173 | { | |
174 | public class BSShapeMesh : BSShape | 174 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; |
175 | { | 175 | private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); |
176 | private static string LogHeader = "[BULLETSIM SHAPE MESH]"; | 176 | |
177 | private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>(); | 177 | public BSShapeMesh() : base() |
178 | 178 | { | |
179 | public BSShapeMesh() | 179 | } |
180 | { | 180 | public static BSShape GetReference() { return new BSShapeNull(); } |
181 | base.Initialize(); | 181 | public override void Dereference(BSScene physicsScene) { } |
182 | } | 182 | } |
183 | public static BSShape GetReference() { return new BSShapeNull(); } | 183 | |
184 | public override void Dereference(BSScene physicsScene) { } | 184 | public class BSShapeHull : BSShape |
185 | } | 185 | { |
186 | 186 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | |
187 | public class BSShapeHull : BSShape | 187 | private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); |
188 | { | 188 | |
189 | private static string LogHeader = "[BULLETSIM SHAPE HULL]"; | 189 | public BSShapeHull() : base() |
190 | private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>(); | 190 | { |
191 | 191 | } | |
192 | public BSShapeHull() | 192 | public static BSShape GetReference() { return new BSShapeNull(); } |
193 | { | 193 | public override void Dereference(BSScene physicsScene) { } |
194 | base.Initialize(); | 194 | } |
195 | } | 195 | |
196 | public static BSShape GetReference() { return new BSShapeNull(); } | 196 | public class BSShapeCompound : BSShape |
197 | public override void Dereference(BSScene physicsScene) { } | 197 | { |
198 | } | 198 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; |
199 | 199 | public BSShapeCompound() : base() | |
200 | public class BSShapeCompound : BSShape | 200 | { |
201 | { | 201 | } |
202 | private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; | 202 | public static BSShape GetReference(BSPhysObject prim) |
203 | public BSShapeCompound() | 203 | { |
204 | { | 204 | return new BSShapeNull(); |
205 | base.Initialize(); | 205 | } |
206 | } | 206 | public override void Dereference(BSScene physicsScene) { } |
207 | public static BSShape GetReference(BSPhysObject prim) | 207 | } |
208 | { | 208 | } |
209 | return new BSShapeNull(); | ||
210 | } | ||
211 | public override void Dereference(BSScene physicsScene) { } | ||
212 | } | ||
213 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs new file mode 100755 index 0000000..1450f66 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -0,0 +1,170 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public sealed class BSTerrainHeightmap : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; | ||
46 | |||
47 | BulletHeightMapInfo m_mapInfo = null; | ||
48 | |||
49 | // Constructor to build a default, flat heightmap terrain. | ||
50 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
51 | : base(physicsScene, regionBase, id) | ||
52 | { | ||
53 | Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE); | ||
54 | Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION); | ||
55 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | ||
56 | float[] initialMap = new float[totalHeights]; | ||
57 | for (int ii = 0; ii < totalHeights; ii++) | ||
58 | { | ||
59 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; | ||
60 | } | ||
61 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | ||
62 | m_mapInfo.minCoords = minTerrainCoords; | ||
63 | m_mapInfo.maxCoords = maxTerrainCoords; | ||
64 | m_mapInfo.terrainRegionBase = TerrainBase; | ||
65 | // Don't have to free any previous since we just got here. | ||
66 | BuildHeightmapTerrain(); | ||
67 | } | ||
68 | |||
69 | // This minCoords and maxCoords passed in give the size of the terrain (min and max Z | ||
70 | // are the high and low points of the heightmap). | ||
71 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
72 | Vector3 minCoords, Vector3 maxCoords) | ||
73 | : base(physicsScene, regionBase, id) | ||
74 | { | ||
75 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | ||
76 | m_mapInfo.minCoords = minCoords; | ||
77 | m_mapInfo.maxCoords = maxCoords; | ||
78 | m_mapInfo.minZ = minCoords.Z; | ||
79 | m_mapInfo.maxZ = maxCoords.Z; | ||
80 | m_mapInfo.terrainRegionBase = TerrainBase; | ||
81 | |||
82 | // Don't have to free any previous since we just got here. | ||
83 | BuildHeightmapTerrain(); | ||
84 | } | ||
85 | |||
86 | public override void Dispose() | ||
87 | { | ||
88 | ReleaseHeightMapTerrain(); | ||
89 | } | ||
90 | |||
91 | // Using the information in m_mapInfo, create the physical representation of the heightmap. | ||
92 | private void BuildHeightmapTerrain() | ||
93 | { | ||
94 | m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, | ||
95 | m_mapInfo.minCoords, m_mapInfo.maxCoords, | ||
96 | m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin); | ||
97 | |||
98 | // Create the terrain shape from the mapInfo | ||
99 | m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), | ||
100 | BSPhysicsShapeType.SHAPE_TERRAIN); | ||
101 | |||
102 | // The terrain object initial position is at the center of the object | ||
103 | Vector3 centerPos; | ||
104 | centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f); | ||
105 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | ||
106 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | ||
107 | |||
108 | m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID, | ||
109 | BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr, | ||
110 | m_mapInfo.ID, centerPos, Quaternion.Identity)); | ||
111 | |||
112 | // Set current terrain attributes | ||
113 | BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
114 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
115 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
116 | BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
117 | |||
118 | // Return the new terrain to the world of physical objects | ||
119 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
120 | |||
121 | // redo its bounding box now that it is in the world | ||
122 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
123 | |||
124 | BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr, | ||
125 | (uint)CollisionFilterGroups.TerrainFilter, | ||
126 | (uint)CollisionFilterGroups.TerrainMask); | ||
127 | |||
128 | // Make it so the terrain will not move or be considered for movement. | ||
129 | BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
130 | |||
131 | return; | ||
132 | } | ||
133 | |||
134 | // If there is information in m_mapInfo pointing to physical structures, release same. | ||
135 | private void ReleaseHeightMapTerrain() | ||
136 | { | ||
137 | if (m_mapInfo != null) | ||
138 | { | ||
139 | if (m_mapInfo.terrainBody.ptr != IntPtr.Zero) | ||
140 | { | ||
141 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
142 | // Frees both the body and the shape. | ||
143 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | ||
144 | BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr); | ||
145 | } | ||
146 | } | ||
147 | m_mapInfo = null; | ||
148 | } | ||
149 | |||
150 | // The passed position is relative to the base of the region. | ||
151 | public override float GetHeightAtXYZ(Vector3 pos) | ||
152 | { | ||
153 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
154 | |||
155 | int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X; | ||
156 | try | ||
157 | { | ||
158 | ret = m_mapInfo.heightMap[mapIndex]; | ||
159 | } | ||
160 | catch | ||
161 | { | ||
162 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
163 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
164 | LogHeader, m_mapInfo.terrainRegionBase, pos); | ||
165 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
166 | } | ||
167 | return ret; | ||
168 | } | ||
169 | } | ||
170 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 7c34af2..cd623f1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -40,6 +40,32 @@ using OpenMetaverse; | |||
40 | 40 | ||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | 41 | namespace OpenSim.Region.Physics.BulletSPlugin |
42 | { | 42 | { |
43 | |||
44 | // The physical implementation of the terrain is wrapped in this class. | ||
45 | public abstract class BSTerrainPhys : IDisposable | ||
46 | { | ||
47 | public enum TerrainImplementation | ||
48 | { | ||
49 | Heightmap = 0, | ||
50 | Mesh = 1 | ||
51 | } | ||
52 | |||
53 | public BSScene PhysicsScene { get; private set; } | ||
54 | // Base of the region in world coordinates. Coordinates inside the region are relative to this. | ||
55 | public Vector3 TerrainBase { get; private set; } | ||
56 | public uint ID { get; private set; } | ||
57 | |||
58 | public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) | ||
59 | { | ||
60 | PhysicsScene = physicsScene; | ||
61 | TerrainBase = regionBase; | ||
62 | ID = id; | ||
63 | } | ||
64 | public abstract void Dispose(); | ||
65 | public abstract float GetHeightAtXYZ(Vector3 pos); | ||
66 | } | ||
67 | |||
68 | // ========================================================================================== | ||
43 | public sealed class BSTerrainManager | 69 | public sealed class BSTerrainManager |
44 | { | 70 | { |
45 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; | 71 | static string LogHeader = "[BULLETSIM TERRAIN MANAGER]"; |
@@ -54,8 +80,6 @@ public sealed class BSTerrainManager | |||
54 | // amount to make sure that a bounding box is built for the terrain. | 80 | // amount to make sure that a bounding box is built for the terrain. |
55 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; | 81 | public const float HEIGHT_EQUAL_FUDGE = 0.2f; |
56 | 82 | ||
57 | public const float TERRAIN_COLLISION_MARGIN = 0.0f; | ||
58 | |||
59 | // Until the whole simulator is changed to pass us the region size, we rely on constants. | 83 | // Until the whole simulator is changed to pass us the region size, we rely on constants. |
60 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | 84 | public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
61 | 85 | ||
@@ -67,11 +91,10 @@ public sealed class BSTerrainManager | |||
67 | 91 | ||
68 | // If doing mega-regions, if we're region zero we will be managing multiple | 92 | // If doing mega-regions, if we're region zero we will be managing multiple |
69 | // region terrains since region zero does the physics for the whole mega-region. | 93 | // region terrains since region zero does the physics for the whole mega-region. |
70 | private Dictionary<Vector2, BulletHeightMapInfo> m_heightMaps; | 94 | private Dictionary<Vector3, BSTerrainPhys> m_terrains; |
71 | 95 | ||
72 | // True of the terrain has been modified. | 96 | // Flags used to know when to recalculate the height. |
73 | // Used to force recalculation of terrain height after terrain has been modified | 97 | private bool m_terrainModified = false; |
74 | private bool m_terrainModified; | ||
75 | 98 | ||
76 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. | 99 | // If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount. |
77 | // This is incremented before assigning to new region so it is the last ID allocated. | 100 | // This is incremented before assigning to new region so it is the last ID allocated. |
@@ -89,8 +112,7 @@ public sealed class BSTerrainManager | |||
89 | public BSTerrainManager(BSScene physicsScene) | 112 | public BSTerrainManager(BSScene physicsScene) |
90 | { | 113 | { |
91 | PhysicsScene = physicsScene; | 114 | PhysicsScene = physicsScene; |
92 | m_heightMaps = new Dictionary<Vector2,BulletHeightMapInfo>(); | 115 | m_terrains = new Dictionary<Vector3,BSTerrainPhys>(); |
93 | m_terrainModified = false; | ||
94 | 116 | ||
95 | // Assume one region of default size | 117 | // Assume one region of default size |
96 | m_worldOffset = Vector3.Zero; | 118 | m_worldOffset = Vector3.Zero; |
@@ -99,17 +121,15 @@ public sealed class BSTerrainManager | |||
99 | } | 121 | } |
100 | 122 | ||
101 | // Create the initial instance of terrain and the underlying ground plane. | 123 | // Create the initial instance of terrain and the underlying ground plane. |
102 | // The objects are allocated in the unmanaged space and the pointers are tracked | ||
103 | // by the managed code. | ||
104 | // The terrains and the groundPlane are not added to the list of PhysObjects. | ||
105 | // This is called from the initialization routine so we presume it is | 124 | // This is called from the initialization routine so we presume it is |
106 | // safe to call Bullet in real time. We hope no one is moving prims around yet. | 125 | // safe to call Bullet in real time. We hope no one is moving prims around yet. |
107 | public void CreateInitialGroundPlaneAndTerrain() | 126 | public void CreateInitialGroundPlaneAndTerrain() |
108 | { | 127 | { |
109 | // The ground plane is here to catch things that are trying to drop to negative infinity | 128 | // The ground plane is here to catch things that are trying to drop to negative infinity |
110 | BulletShape groundPlaneShape = new BulletShape( | 129 | BulletShape groundPlaneShape = new BulletShape( |
111 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), | 130 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, |
112 | ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); | 131 | PhysicsScene.Params.terrainCollisionMargin), |
132 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
113 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | 133 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, |
114 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | 134 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, |
115 | Vector3.Zero, Quaternion.Identity)); | 135 | Vector3.Zero, Quaternion.Identity)); |
@@ -121,15 +141,9 @@ public sealed class BSTerrainManager | |||
121 | BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, | 141 | BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr, |
122 | (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); | 142 | (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); |
123 | 143 | ||
124 | Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE); | 144 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. |
125 | Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION); | 145 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); |
126 | int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y; | 146 | m_terrains.Add(Vector3.Zero, initialTerrain); |
127 | float[] initialMap = new float[totalHeights]; | ||
128 | for (int ii = 0; ii < totalHeights; ii++) | ||
129 | { | ||
130 | initialMap[ii] = HEIGHT_INITIALIZATION; | ||
131 | } | ||
132 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true); | ||
133 | } | 147 | } |
134 | 148 | ||
135 | // Release all the terrain structures we might have allocated | 149 | // Release all the terrain structures we might have allocated |
@@ -150,21 +164,22 @@ public sealed class BSTerrainManager | |||
150 | // Release all the terrain we have allocated | 164 | // Release all the terrain we have allocated |
151 | public void ReleaseTerrain() | 165 | public void ReleaseTerrain() |
152 | { | 166 | { |
153 | foreach (KeyValuePair<Vector2, BulletHeightMapInfo> kvp in m_heightMaps) | 167 | lock (m_terrains) |
154 | { | 168 | { |
155 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr)) | 169 | foreach (KeyValuePair<Vector3, BSTerrainPhys> kvp in m_terrains) |
156 | { | 170 | { |
157 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr); | 171 | kvp.Value.Dispose(); |
158 | BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr); | ||
159 | } | 172 | } |
173 | m_terrains.Clear(); | ||
160 | } | 174 | } |
161 | m_heightMaps.Clear(); | ||
162 | } | 175 | } |
163 | 176 | ||
164 | // The simulator wants to set a new heightmap for the terrain. | 177 | // The simulator wants to set a new heightmap for the terrain. |
165 | public void SetTerrain(float[] heightMap) { | 178 | public void SetTerrain(float[] heightMap) { |
166 | float[] localHeightMap = heightMap; | 179 | float[] localHeightMap = heightMap; |
167 | PhysicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() | 180 | // If there are multiple requests for changes to the same terrain between ticks, |
181 | // only do that last one. | ||
182 | PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() | ||
168 | { | 183 | { |
169 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) | 184 | if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) |
170 | { | 185 | { |
@@ -176,8 +191,9 @@ public sealed class BSTerrainManager | |||
176 | { | 191 | { |
177 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 192 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", |
178 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 193 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); |
179 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | 194 | ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain( |
180 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 195 | BSScene.CHILDTERRAIN_ID, localHeightMap, |
196 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
181 | } | 197 | } |
182 | } | 198 | } |
183 | else | 199 | else |
@@ -185,7 +201,7 @@ public sealed class BSTerrainManager | |||
185 | // If not doing the mega-prim thing, just change the terrain | 201 | // If not doing the mega-prim thing, just change the terrain |
186 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | 202 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
187 | 203 | ||
188 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, | 204 | UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap, |
189 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); | 205 | m_worldOffset, m_worldOffset + DefaultRegionSize, true); |
190 | } | 206 | } |
191 | }); | 207 | }); |
@@ -195,56 +211,64 @@ public sealed class BSTerrainManager | |||
195 | // based on the passed information. The 'id' should be either the terrain id or | 211 | // based on the passed information. The 'id' should be either the terrain id or |
196 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. | 212 | // BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used. |
197 | // The latter feature is for creating child terrains for mega-regions. | 213 | // The latter feature is for creating child terrains for mega-regions. |
198 | // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0) | ||
199 | // then a new body and shape is created and the mapInfo is filled. | ||
200 | // This call is used for doing the initial terrain creation. | ||
201 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new | 214 | // If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new |
202 | // terrain shape is created and added to the body. | 215 | // terrain shape is created and added to the body. |
203 | // This call is most often used to update the heightMap and parameters of the terrain. | 216 | // This call is most often used to update the heightMap and parameters of the terrain. |
204 | // (The above does suggest that some simplification/refactoring is in order.) | 217 | // (The above does suggest that some simplification/refactoring is in order.) |
205 | private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | 218 | // Called during taint-time. |
219 | private void UpdateTerrain(uint id, float[] heightMap, | ||
220 | Vector3 minCoords, Vector3 maxCoords, bool inTaintTime) | ||
206 | { | 221 | { |
207 | DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}", | 222 | DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}", |
208 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); | 223 | BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime); |
209 | 224 | ||
225 | // Find high and low points of passed heightmap. | ||
226 | // The min and max passed in is usually the area objects can be in (maximum | ||
227 | // object height, for instance). The terrain wants the bounding box for the | ||
228 | // terrain so replace passed min and max Z with the actual terrain min/max Z. | ||
210 | float minZ = float.MaxValue; | 229 | float minZ = float.MaxValue; |
211 | float maxZ = float.MinValue; | 230 | float maxZ = float.MinValue; |
212 | Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y); | 231 | foreach (float height in heightMap) |
213 | |||
214 | int heightMapSize = heightMap.Length; | ||
215 | for (int ii = 0; ii < heightMapSize; ii++) | ||
216 | { | 232 | { |
217 | float height = heightMap[ii]; | ||
218 | if (height < minZ) minZ = height; | 233 | if (height < minZ) minZ = height; |
219 | if (height > maxZ) maxZ = height; | 234 | if (height > maxZ) maxZ = height; |
220 | } | 235 | } |
221 | 236 | if (minZ == maxZ) | |
222 | // The shape of the terrain is from its base to its extents. | 237 | { |
238 | // If min and max are the same, reduce min a little bit so a good bounding box is created. | ||
239 | minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE; | ||
240 | } | ||
223 | minCoords.Z = minZ; | 241 | minCoords.Z = minZ; |
224 | maxCoords.Z = maxZ; | 242 | maxCoords.Z = maxZ; |
225 | 243 | ||
226 | BulletHeightMapInfo mapInfo; | 244 | Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f); |
227 | if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo)) | 245 | |
246 | lock (m_terrains) | ||
228 | { | 247 | { |
229 | // If this is terrain we know about, it's easy to update | 248 | BSTerrainPhys terrainPhys; |
230 | 249 | if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys)) | |
231 | mapInfo.heightMap = heightMap; | ||
232 | mapInfo.minCoords = minCoords; | ||
233 | mapInfo.maxCoords = maxCoords; | ||
234 | mapInfo.minZ = minZ; | ||
235 | mapInfo.maxZ = maxZ; | ||
236 | mapInfo.sizeX = maxCoords.X - minCoords.X; | ||
237 | mapInfo.sizeY = maxCoords.Y - minCoords.Y; | ||
238 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | ||
239 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
240 | |||
241 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:UpdateExisting", delegate() | ||
242 | { | 250 | { |
243 | if (MegaRegionParentPhysicsScene != null) | 251 | // There is already a terrain in this spot. Free the old and build the new. |
252 | DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}", | ||
253 | BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords); | ||
254 | |||
255 | // Remove old terrain from the collection | ||
256 | m_terrains.Remove(terrainRegionBase); | ||
257 | // Release any physical memory it may be using. | ||
258 | terrainPhys.Dispose(); | ||
259 | |||
260 | if (MegaRegionParentPhysicsScene == null) | ||
261 | { | ||
262 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); | ||
263 | m_terrains.Add(terrainRegionBase, newTerrainPhys); | ||
264 | |||
265 | m_terrainModified = true; | ||
266 | } | ||
267 | else | ||
244 | { | 268 | { |
245 | // It's possible that Combine() was called after this code was queued. | 269 | // It's possible that Combine() was called after this code was queued. |
246 | // If we are a child of combined regions, we don't create any terrain for us. | 270 | // If we are a child of combined regions, we don't create any terrain for us. |
247 | DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); | 271 | DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero); |
248 | 272 | ||
249 | // Get rid of any terrain that may have been allocated for us. | 273 | // Get rid of any terrain that may have been allocated for us. |
250 | ReleaseGroundPlaneAndTerrain(); | 274 | ReleaseGroundPlaneAndTerrain(); |
@@ -252,135 +276,56 @@ public sealed class BSTerrainManager | |||
252 | // I hate doing this, but just bail | 276 | // I hate doing this, but just bail |
253 | return; | 277 | return; |
254 | } | 278 | } |
279 | } | ||
280 | else | ||
281 | { | ||
282 | // We don't know about this terrain so either we are creating a new terrain or | ||
283 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
255 | 284 | ||
256 | if (mapInfo.terrainBody.ptr != IntPtr.Zero) | 285 | // if this is a child terrain, calculate a unique terrain id |
257 | { | 286 | uint newTerrainID = id; |
258 | // Updating an existing terrain. | 287 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) |
259 | DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}", | 288 | newTerrainID = ++m_terrainCount; |
260 | BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY); | ||
261 | |||
262 | // Remove from the dynamics world because we're going to mangle this object | ||
263 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
264 | |||
265 | // Get rid of the old terrain | ||
266 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
267 | BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr); | ||
268 | mapInfo.Ptr = IntPtr.Zero; | ||
269 | |||
270 | /* | ||
271 | // NOTE: This routine is half here because I can't get the terrain shape replacement | ||
272 | // to work. In the short term, the above three lines completely delete the old | ||
273 | // terrain and the code below recreates one from scratch. | ||
274 | // Hopefully the Bullet community will help me out on this one. | ||
275 | |||
276 | // First, release the old collision shape (there is only one terrain) | ||
277 | BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr); | ||
278 | |||
279 | // Fill the existing height map info with the new location and size information | ||
280 | BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID, | ||
281 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
282 | |||
283 | // Create a terrain shape based on the new info | ||
284 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr)); | ||
285 | |||
286 | // Stuff the shape into the existing terrain body | ||
287 | BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr); | ||
288 | */ | ||
289 | } | ||
290 | // else | ||
291 | { | ||
292 | // Creating a new terrain. | ||
293 | DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}", | ||
294 | BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ); | ||
295 | |||
296 | mapInfo.ID = id; | ||
297 | mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID, | ||
298 | mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN); | ||
299 | |||
300 | // Create the terrain shape from the mapInfo | ||
301 | mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), | ||
302 | ShapeData.PhysicsShapeType.SHAPE_TERRAIN); | ||
303 | |||
304 | // The terrain object initial position is at the center of the object | ||
305 | Vector3 centerPos; | ||
306 | centerPos.X = minCoords.X + (mapInfo.sizeX / 2f); | ||
307 | centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f); | ||
308 | centerPos.Z = minZ + ((maxZ - minZ) / 2f); | ||
309 | |||
310 | mapInfo.terrainBody = new BulletBody(mapInfo.ID, | ||
311 | BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr, | ||
312 | id, centerPos, Quaternion.Identity)); | ||
313 | } | ||
314 | |||
315 | // Make sure the entry is in the heightmap table | ||
316 | m_heightMaps[terrainRegionBase] = mapInfo; | ||
317 | |||
318 | // Set current terrain attributes | ||
319 | BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
320 | BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
321 | BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
322 | BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
323 | |||
324 | // Return the new terrain to the world of physical objects | ||
325 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
326 | |||
327 | // redo its bounding box now that it is in the world | ||
328 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr); | ||
329 | |||
330 | BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr, | ||
331 | (uint)CollisionFilterGroups.TerrainFilter, | ||
332 | (uint)CollisionFilterGroups.TerrainMask); | ||
333 | |||
334 | // Make sure the new shape is processed. | ||
335 | // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); | ||
336 | // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING); | ||
337 | BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
338 | |||
339 | m_terrainModified = true; | ||
340 | }); | ||
341 | } | ||
342 | else | ||
343 | { | ||
344 | // We don't know about this terrain so either we are creating a new terrain or | ||
345 | // our mega-prim child is giving us a new terrain to add to the phys world | ||
346 | |||
347 | // if this is a child terrain, calculate a unique terrain id | ||
348 | uint newTerrainID = id; | ||
349 | if (newTerrainID >= BSScene.CHILDTERRAIN_ID) | ||
350 | newTerrainID = ++m_terrainCount; | ||
351 | |||
352 | float[] heightMapX = heightMap; | ||
353 | Vector3 minCoordsX = minCoords; | ||
354 | Vector3 maxCoordsX = maxCoords; | ||
355 | |||
356 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}", | ||
357 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); | ||
358 | 289 | ||
359 | // Code that must happen at taint-time | 290 | DetailLog("{0},UpdateTerrain:NewTerrain,taint,newID={1},minCoord={2},maxCoord={3}", |
360 | PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:NewTerrain", delegate() | 291 | BSScene.DetailLogZero, newTerrainID, minCoords, minCoords); |
361 | { | 292 | BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords); |
362 | DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y); | 293 | m_terrains.Add(terrainRegionBase, newTerrainPhys); |
363 | // Create a new mapInfo that will be filled with the new info | ||
364 | mapInfo = new BulletHeightMapInfo(id, heightMapX, | ||
365 | BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID, | ||
366 | minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN)); | ||
367 | // Put the unfilled heightmap info into the collection of same | ||
368 | m_heightMaps.Add(terrainRegionBase, mapInfo); | ||
369 | // Build the terrain | ||
370 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | ||
371 | 294 | ||
372 | m_terrainModified = true; | 295 | m_terrainModified = true; |
373 | }); | 296 | } |
374 | } | 297 | } |
375 | } | 298 | } |
376 | 299 | ||
377 | // Someday we will have complex terrain with caves and tunnels | 300 | // TODO: redo terrain implementation selection to allow other base types than heightMap. |
378 | public float GetTerrainHeightAtXYZ(Vector3 loc) | 301 | private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) |
379 | { | 302 | { |
380 | // For the moment, it's flat and convex | 303 | PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", |
381 | return GetTerrainHeightAtXY(loc.X, loc.Y); | 304 | LogHeader, PhysicsScene.RegionName, terrainRegionBase, |
305 | (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation); | ||
306 | BSTerrainPhys newTerrainPhys = null; | ||
307 | switch ((int)PhysicsScene.Params.terrainImplementation) | ||
308 | { | ||
309 | case (int)BSTerrainPhys.TerrainImplementation.Heightmap: | ||
310 | newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, | ||
311 | heightMap, minCoords, maxCoords); | ||
312 | break; | ||
313 | case (int)BSTerrainPhys.TerrainImplementation.Mesh: | ||
314 | newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, | ||
315 | heightMap, minCoords, maxCoords); | ||
316 | break; | ||
317 | default: | ||
318 | PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", | ||
319 | LogHeader, | ||
320 | (int)PhysicsScene.Params.terrainImplementation, | ||
321 | PhysicsScene.Params.terrainImplementation, | ||
322 | PhysicsScene.RegionName, terrainRegionBase); | ||
323 | break; | ||
324 | } | ||
325 | return newTerrainPhys; | ||
382 | } | 326 | } |
383 | 327 | ||
328 | |||
384 | // Given an X and Y, find the height of the terrain. | 329 | // Given an X and Y, find the height of the terrain. |
385 | // Since we could be handling multiple terrains for a mega-region, | 330 | // Since we could be handling multiple terrains for a mega-region, |
386 | // the base of the region is calcuated assuming all regions are | 331 | // the base of the region is calcuated assuming all regions are |
@@ -390,12 +335,15 @@ public sealed class BSTerrainManager | |||
390 | private float lastHeightTX = 999999f; | 335 | private float lastHeightTX = 999999f; |
391 | private float lastHeightTY = 999999f; | 336 | private float lastHeightTY = 999999f; |
392 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | 337 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; |
393 | private float GetTerrainHeightAtXY(float tX, float tY) | 338 | public float GetTerrainHeightAtXYZ(Vector3 loc) |
394 | { | 339 | { |
340 | float tX = loc.X; | ||
341 | float tY = loc.Y; | ||
395 | // You'd be surprized at the number of times this routine is called | 342 | // You'd be surprized at the number of times this routine is called |
396 | // with the same parameters as last time. | 343 | // with the same parameters as last time. |
397 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) | 344 | if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY) |
398 | return lastHeight; | 345 | return lastHeight; |
346 | m_terrainModified = false; | ||
399 | 347 | ||
400 | lastHeightTX = tX; | 348 | lastHeightTX = tX; |
401 | lastHeightTY = tY; | 349 | lastHeightTY = tY; |
@@ -403,34 +351,21 @@ public sealed class BSTerrainManager | |||
403 | 351 | ||
404 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; | 352 | int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; |
405 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; | 353 | int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; |
406 | Vector2 terrainBaseXY = new Vector2(offsetX, offsetY); | 354 | Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f); |
407 | 355 | ||
408 | BulletHeightMapInfo mapInfo; | 356 | lock (m_terrains) |
409 | if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo)) | ||
410 | { | 357 | { |
411 | float regionX = tX - offsetX; | 358 | BSTerrainPhys physTerrain; |
412 | float regionY = tY - offsetY; | 359 | if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) |
413 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | ||
414 | try | ||
415 | { | 360 | { |
416 | ret = mapInfo.heightMap[mapIndex]; | 361 | ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ); |
417 | } | 362 | } |
418 | catch | 363 | else |
419 | { | 364 | { |
420 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | 365 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
421 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", | 366 | LogHeader, PhysicsScene.RegionName, tX, tY); |
422 | LogHeader, terrainBaseXY, regionX, regionY); | ||
423 | ret = HEIGHT_GETHEIGHT_RET; | ||
424 | } | 367 | } |
425 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | ||
426 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | ||
427 | } | ||
428 | else | ||
429 | { | ||
430 | PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | ||
431 | LogHeader, PhysicsScene.RegionName, tX, tY); | ||
432 | } | 368 | } |
433 | m_terrainModified = false; | ||
434 | lastHeight = ret; | 369 | lastHeight = ret; |
435 | return ret; | 370 | return ret; |
436 | } | 371 | } |
@@ -466,7 +401,7 @@ public sealed class BSTerrainManager | |||
466 | // Unhook all the combining that I know about. | 401 | // Unhook all the combining that I know about. |
467 | public void UnCombine(PhysicsScene pScene) | 402 | public void UnCombine(PhysicsScene pScene) |
468 | { | 403 | { |
469 | // Just like ODE, for the moment a NOP | 404 | // Just like ODE, we don't do anything yet. |
470 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); | 405 | DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero); |
471 | } | 406 | } |
472 | 407 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs new file mode 100755 index 0000000..5f6675d --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -0,0 +1,262 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | |||
31 | using OpenSim.Framework; | ||
32 | using OpenSim.Region.Framework; | ||
33 | using OpenSim.Region.CoreModules; | ||
34 | using OpenSim.Region.Physics.Manager; | ||
35 | |||
36 | using Nini.Config; | ||
37 | using log4net; | ||
38 | |||
39 | using OpenMetaverse; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
42 | { | ||
43 | public sealed class BSTerrainMesh : BSTerrainPhys | ||
44 | { | ||
45 | static string LogHeader = "[BULLETSIM TERRAIN MESH]"; | ||
46 | |||
47 | private float[] m_savedHeightMap; | ||
48 | int m_sizeX; | ||
49 | int m_sizeY; | ||
50 | |||
51 | BulletShape m_terrainShape; | ||
52 | BulletBody m_terrainBody; | ||
53 | |||
54 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | ||
55 | : base(physicsScene, regionBase, id) | ||
56 | { | ||
57 | } | ||
58 | |||
59 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */) | ||
60 | : base(physicsScene, regionBase, id) | ||
61 | { | ||
62 | } | ||
63 | |||
64 | // Create terrain mesh from a heightmap. | ||
65 | public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, | ||
66 | Vector3 minCoords, Vector3 maxCoords) | ||
67 | : base(physicsScene, regionBase, id) | ||
68 | { | ||
69 | int indicesCount; | ||
70 | int[] indices; | ||
71 | int verticesCount; | ||
72 | float[] vertices; | ||
73 | |||
74 | m_savedHeightMap = initialMap; | ||
75 | |||
76 | m_sizeX = (int)(maxCoords.X - minCoords.X); | ||
77 | m_sizeY = (int)(maxCoords.Y - minCoords.Y); | ||
78 | |||
79 | if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, | ||
80 | m_sizeX, m_sizeY, | ||
81 | (float)m_sizeX, (float)m_sizeY, | ||
82 | Vector3.Zero, 1.0f, | ||
83 | out indicesCount, out indices, out verticesCount, out vertices)) | ||
84 | { | ||
85 | // DISASTER!! | ||
86 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID); | ||
87 | PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); | ||
88 | // Something is very messed up and a crash is in our future. | ||
89 | return; | ||
90 | } | ||
91 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", | ||
92 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); | ||
93 | |||
94 | m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | ||
95 | indicesCount, indices, verticesCount, vertices), | ||
96 | BSPhysicsShapeType.SHAPE_MESH); | ||
97 | if (m_terrainShape.ptr == IntPtr.Zero) | ||
98 | { | ||
99 | // DISASTER!! | ||
100 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); | ||
101 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); | ||
102 | // Something is very messed up and a crash is in our future. | ||
103 | return; | ||
104 | } | ||
105 | |||
106 | Vector3 pos = regionBase; | ||
107 | Quaternion rot = Quaternion.Identity; | ||
108 | |||
109 | m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); | ||
110 | if (m_terrainBody.ptr == IntPtr.Zero) | ||
111 | { | ||
112 | // DISASTER!! | ||
113 | physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); | ||
114 | // Something is very messed up and a crash is in our future. | ||
115 | return; | ||
116 | } | ||
117 | |||
118 | // Set current terrain attributes | ||
119 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction); | ||
120 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
121 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution); | ||
122 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
123 | |||
124 | // Static objects are not very massive. | ||
125 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | ||
126 | |||
127 | // Put the new terrain to the world of physical objects | ||
128 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
129 | |||
130 | // Redo its bounding box now that it is in the world | ||
131 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
132 | |||
133 | BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, | ||
134 | (uint)CollisionFilterGroups.TerrainFilter, | ||
135 | (uint)CollisionFilterGroups.TerrainMask); | ||
136 | |||
137 | // Make it so the terrain will not move or be considered for movement. | ||
138 | BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | ||
139 | } | ||
140 | |||
141 | public override void Dispose() | ||
142 | { | ||
143 | if (m_terrainBody.ptr != IntPtr.Zero) | ||
144 | { | ||
145 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
146 | // Frees both the body and the shape. | ||
147 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr); | ||
148 | } | ||
149 | } | ||
150 | |||
151 | public override float GetHeightAtXYZ(Vector3 pos) | ||
152 | { | ||
153 | // For the moment use the saved heightmap to get the terrain height. | ||
154 | // TODO: raycast downward to find the true terrain below the position. | ||
155 | float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
156 | |||
157 | int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X; | ||
158 | try | ||
159 | { | ||
160 | ret = m_savedHeightMap[mapIndex]; | ||
161 | } | ||
162 | catch | ||
163 | { | ||
164 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
165 | PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", | ||
166 | LogHeader, TerrainBase, pos); | ||
167 | ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; | ||
168 | } | ||
169 | return ret; | ||
170 | } | ||
171 | |||
172 | // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). | ||
173 | // Return 'true' if successfully created. | ||
174 | public static bool ConvertHeightmapToMesh( | ||
175 | BSScene physicsScene, | ||
176 | float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap | ||
177 | float extentX, float extentY, // zero based range for output vertices | ||
178 | Vector3 extentBase, // base to be added to all vertices | ||
179 | float magnification, // number of vertices to create between heightMap coords | ||
180 | out int indicesCountO, out int[] indicesO, | ||
181 | out int verticesCountO, out float[] verticesO) | ||
182 | { | ||
183 | bool ret = false; | ||
184 | |||
185 | int indicesCount = 0; | ||
186 | int verticesCount = 0; | ||
187 | int[] indices = new int[0]; | ||
188 | float[] vertices = new float[0]; | ||
189 | |||
190 | // Simple mesh creation which assumes magnification == 1. | ||
191 | // TODO: do a more general solution that scales, adds new vertices and smoothes the result. | ||
192 | |||
193 | // Create an array of vertices that is sizeX+1 by sizeY+1 (note the loop | ||
194 | // from zero to <= sizeX). The triangle indices are then generated as two triangles | ||
195 | // per heightmap point. There are sizeX by sizeY of these squares. The extra row and | ||
196 | // column of vertices are used to complete the triangles of the last row and column | ||
197 | // of the heightmap. | ||
198 | try | ||
199 | { | ||
200 | // One vertice per heightmap value plus the vertices off the top and bottom edge. | ||
201 | int totalVertices = (sizeX + 1) * (sizeY + 1); | ||
202 | vertices = new float[totalVertices * 3]; | ||
203 | int totalIndices = sizeX * sizeY * 6; | ||
204 | indices = new int[totalIndices]; | ||
205 | |||
206 | float magX = (float)sizeX / extentX; | ||
207 | float magY = (float)sizeY / extentY; | ||
208 | physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}", | ||
209 | BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY); | ||
210 | float minHeight = float.MaxValue; | ||
211 | // Note that sizeX+1 vertices are created since there is land between this and the next region. | ||
212 | for (int yy = 0; yy <= sizeY; yy++) | ||
213 | { | ||
214 | for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we go around sizeX + 1 times | ||
215 | { | ||
216 | int offset = yy * sizeX + xx; | ||
217 | // Extend the height with the height from the last row or column | ||
218 | if (yy == sizeY) offset -= sizeX; | ||
219 | if (xx == sizeX) offset -= 1; | ||
220 | float height = heightMap[offset]; | ||
221 | minHeight = Math.Min(minHeight, height); | ||
222 | vertices[verticesCount + 0] = (float)xx * magX + extentBase.X; | ||
223 | vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y; | ||
224 | vertices[verticesCount + 2] = height + extentBase.Z; | ||
225 | verticesCount += 3; | ||
226 | } | ||
227 | } | ||
228 | verticesCount = verticesCount / 3; | ||
229 | |||
230 | for (int yy = 0; yy < sizeY; yy++) | ||
231 | { | ||
232 | for (int xx = 0; xx < sizeX; xx++) | ||
233 | { | ||
234 | int offset = yy * (sizeX + 1) + xx; | ||
235 | // Each vertices is presumed to be the upper left corner of a box of two triangles | ||
236 | indices[indicesCount + 0] = offset; | ||
237 | indices[indicesCount + 1] = offset + 1; | ||
238 | indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column | ||
239 | indices[indicesCount + 3] = offset + 1; | ||
240 | indices[indicesCount + 4] = offset + sizeX + 2; | ||
241 | indices[indicesCount + 5] = offset + sizeX + 1; | ||
242 | indicesCount += 6; | ||
243 | } | ||
244 | } | ||
245 | |||
246 | ret = true; | ||
247 | } | ||
248 | catch (Exception e) | ||
249 | { | ||
250 | physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}", | ||
251 | LogHeader, physicsScene.RegionName, extentBase, e); | ||
252 | } | ||
253 | |||
254 | indicesCountO = indicesCount; | ||
255 | indicesO = indices; | ||
256 | verticesCountO = verticesCount; | ||
257 | verticesO = vertices; | ||
258 | |||
259 | return ret; | ||
260 | } | ||
261 | } | ||
262 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 07149d8..1e003e6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -88,11 +88,11 @@ public struct BulletShape | |||
88 | public BulletShape(IntPtr xx) | 88 | public BulletShape(IntPtr xx) |
89 | { | 89 | { |
90 | ptr = xx; | 90 | ptr = xx; |
91 | type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; | 91 | type=BSPhysicsShapeType.SHAPE_UNKNOWN; |
92 | shapeKey = 0; | 92 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; |
93 | isNativeShape = false; | 93 | isNativeShape = false; |
94 | } | 94 | } |
95 | public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ) | 95 | public BulletShape(IntPtr xx, BSPhysicsShapeType typ) |
96 | { | 96 | { |
97 | ptr = xx; | 97 | ptr = xx; |
98 | type = typ; | 98 | type = typ; |
@@ -100,7 +100,7 @@ public struct BulletShape | |||
100 | isNativeShape = false; | 100 | isNativeShape = false; |
101 | } | 101 | } |
102 | public IntPtr ptr; | 102 | public IntPtr ptr; |
103 | public ShapeData.PhysicsShapeType type; | 103 | public BSPhysicsShapeType type; |
104 | public System.UInt64 shapeKey; | 104 | public System.UInt64 shapeKey; |
105 | public bool isNativeShape; | 105 | public bool isNativeShape; |
106 | public override string ToString() | 106 | public override string ToString() |
@@ -152,7 +152,7 @@ public class BulletHeightMapInfo | |||
152 | ID = id; | 152 | ID = id; |
153 | Ptr = xx; | 153 | Ptr = xx; |
154 | heightMap = hm; | 154 | heightMap = hm; |
155 | terrainRegionBase = new Vector2(0f, 0f); | 155 | terrainRegionBase = Vector3.Zero; |
156 | minCoords = new Vector3(100f, 100f, 25f); | 156 | minCoords = new Vector3(100f, 100f, 25f); |
157 | maxCoords = new Vector3(101f, 101f, 26f); | 157 | maxCoords = new Vector3(101f, 101f, 26f); |
158 | minZ = maxZ = 0f; | 158 | minZ = maxZ = 0f; |
@@ -161,7 +161,7 @@ public class BulletHeightMapInfo | |||
161 | public uint ID; | 161 | public uint ID; |
162 | public IntPtr Ptr; | 162 | public IntPtr Ptr; |
163 | public float[] heightMap; | 163 | public float[] heightMap; |
164 | public Vector2 terrainRegionBase; | 164 | public Vector3 terrainRegionBase; |
165 | public Vector3 minCoords; | 165 | public Vector3 minCoords; |
166 | public Vector3 maxCoords; | 166 | public Vector3 maxCoords; |
167 | public float sizeX, sizeY; | 167 | public float sizeX, sizeY; |
@@ -178,26 +178,39 @@ public struct ConvexHull | |||
178 | int VertexCount; | 178 | int VertexCount; |
179 | Vector3[] Vertices; | 179 | Vector3[] Vertices; |
180 | } | 180 | } |
181 | public enum BSPhysicsShapeType | ||
182 | { | ||
183 | SHAPE_UNKNOWN = 0, | ||
184 | SHAPE_CAPSULE = 1, | ||
185 | SHAPE_BOX = 2, | ||
186 | SHAPE_CONE = 3, | ||
187 | SHAPE_CYLINDER = 4, | ||
188 | SHAPE_SPHERE = 5, | ||
189 | SHAPE_MESH = 6, | ||
190 | SHAPE_HULL = 7, | ||
191 | // following defined by BulletSim | ||
192 | SHAPE_GROUNDPLANE = 20, | ||
193 | SHAPE_TERRAIN = 21, | ||
194 | SHAPE_COMPOUND = 22, | ||
195 | SHAPE_HEIGHTMAP = 23, | ||
196 | }; | ||
197 | |||
198 | // The native shapes have predefined shape hash keys | ||
199 | public enum FixedShapeKey : ulong | ||
200 | { | ||
201 | KEY_NONE = 0, | ||
202 | KEY_BOX = 1, | ||
203 | KEY_SPHERE = 2, | ||
204 | KEY_CONE = 3, | ||
205 | KEY_CYLINDER = 4, | ||
206 | KEY_CAPSULE = 5, | ||
207 | } | ||
208 | |||
181 | [StructLayout(LayoutKind.Sequential)] | 209 | [StructLayout(LayoutKind.Sequential)] |
182 | public struct ShapeData | 210 | public struct ShapeData |
183 | { | 211 | { |
184 | public enum PhysicsShapeType | ||
185 | { | ||
186 | SHAPE_UNKNOWN = 0, | ||
187 | SHAPE_AVATAR = 1, | ||
188 | SHAPE_BOX = 2, | ||
189 | SHAPE_CONE = 3, | ||
190 | SHAPE_CYLINDER = 4, | ||
191 | SHAPE_SPHERE = 5, | ||
192 | SHAPE_MESH = 6, | ||
193 | SHAPE_HULL = 7, | ||
194 | // following defined by BulletSim | ||
195 | SHAPE_GROUNDPLANE = 20, | ||
196 | SHAPE_TERRAIN = 21, | ||
197 | SHAPE_COMPOUND = 22, | ||
198 | }; | ||
199 | public uint ID; | 212 | public uint ID; |
200 | public PhysicsShapeType Type; | 213 | public BSPhysicsShapeType Type; |
201 | public Vector3 Position; | 214 | public Vector3 Position; |
202 | public Quaternion Rotation; | 215 | public Quaternion Rotation; |
203 | public Vector3 Velocity; | 216 | public Vector3 Velocity; |
@@ -216,16 +229,6 @@ public struct ShapeData | |||
216 | // note that bools are passed as floats since bool size changes by language and architecture | 229 | // note that bools are passed as floats since bool size changes by language and architecture |
217 | public const float numericTrue = 1f; | 230 | public const float numericTrue = 1f; |
218 | public const float numericFalse = 0f; | 231 | public const float numericFalse = 0f; |
219 | |||
220 | // The native shapes have predefined shape hash keys | ||
221 | public enum FixedShapeKey : ulong | ||
222 | { | ||
223 | KEY_BOX = 1, | ||
224 | KEY_SPHERE = 2, | ||
225 | KEY_CONE = 3, | ||
226 | KEY_CYLINDER = 4, | ||
227 | KEY_CAPSULE = 5, | ||
228 | } | ||
229 | } | 232 | } |
230 | [StructLayout(LayoutKind.Sequential)] | 233 | [StructLayout(LayoutKind.Sequential)] |
231 | public struct SweepHit | 234 | public struct SweepHit |
@@ -280,17 +283,23 @@ public struct ConfigurationParameters | |||
280 | public float ccdSweptSphereRadius; | 283 | public float ccdSweptSphereRadius; |
281 | public float contactProcessingThreshold; | 284 | public float contactProcessingThreshold; |
282 | 285 | ||
286 | public float terrainImplementation; | ||
283 | public float terrainFriction; | 287 | public float terrainFriction; |
284 | public float terrainHitFraction; | 288 | public float terrainHitFraction; |
285 | public float terrainRestitution; | 289 | public float terrainRestitution; |
290 | public float terrainCollisionMargin; | ||
291 | |||
286 | public float avatarFriction; | 292 | public float avatarFriction; |
287 | public float avatarStandingFriction; | 293 | public float avatarStandingFriction; |
288 | public float avatarDensity; | 294 | public float avatarDensity; |
289 | public float avatarRestitution; | 295 | public float avatarRestitution; |
290 | public float avatarCapsuleRadius; | 296 | public float avatarCapsuleWidth; |
297 | public float avatarCapsuleDepth; | ||
291 | public float avatarCapsuleHeight; | 298 | public float avatarCapsuleHeight; |
292 | public float avatarContactProcessingThreshold; | 299 | public float avatarContactProcessingThreshold; |
293 | 300 | ||
301 | public float vehicleAngularDamping; | ||
302 | |||
294 | public float maxPersistantManifoldPoolSize; | 303 | public float maxPersistantManifoldPoolSize; |
295 | public float maxCollisionAlgorithmPoolSize; | 304 | public float maxCollisionAlgorithmPoolSize; |
296 | public float shouldDisableContactPoolDynamicAllocation; | 305 | public float shouldDisableContactPoolDynamicAllocation; |
@@ -348,7 +357,7 @@ public enum CollisionFlags : uint | |||
348 | CF_CHARACTER_OBJECT = 1 << 4, | 357 | CF_CHARACTER_OBJECT = 1 << 4, |
349 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, | 358 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, |
350 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | 359 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, |
351 | // Following used by BulletSim to control collisions | 360 | // Following used by BulletSim to control collisions and updates |
352 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | 361 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, |
353 | BS_FLOATS_ON_WATER = 1 << 11, | 362 | BS_FLOATS_ON_WATER = 1 << 11, |
354 | BS_NONE = 0, | 363 | BS_NONE = 0, |
@@ -388,13 +397,13 @@ public enum CollisionFilterGroups : uint | |||
388 | ObjectFilter = BSolidFilter, | 397 | ObjectFilter = BSolidFilter, |
389 | ObjectMask = BAllFilter, | 398 | ObjectMask = BAllFilter, |
390 | StaticObjectFilter = BStaticFilter, | 399 | StaticObjectFilter = BStaticFilter, |
391 | StaticObjectMask = BAllFilter, | 400 | StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other |
392 | LinksetFilter = BLinksetFilter, | 401 | LinksetFilter = BLinksetFilter, |
393 | LinksetMask = BAllFilter & ~BLinksetFilter, | 402 | LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other |
394 | VolumeDetectFilter = BSensorTrigger, | 403 | VolumeDetectFilter = BSensorTrigger, |
395 | VolumeDetectMask = ~BSensorTrigger, | 404 | VolumeDetectMask = ~BSensorTrigger, |
396 | TerrainFilter = BTerrainFilter, | 405 | TerrainFilter = BTerrainFilter, |
397 | TerrainMask = BAllFilter & ~BStaticFilter, | 406 | TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide |
398 | GroundPlaneFilter = BGroundPlaneFilter, | 407 | GroundPlaneFilter = BGroundPlaneFilter, |
399 | GroundPlaneMask = BAllFilter | 408 | GroundPlaneMask = BAllFilter |
400 | 409 | ||
@@ -429,140 +438,6 @@ static class BulletSimAPI { | |||
429 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | 438 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] |
430 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | 439 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); |
431 | 440 | ||
432 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
433 | [return: MarshalAs(UnmanagedType.LPStr)] | ||
434 | public static extern string GetVersion(); | ||
435 | |||
436 | /* Remove the linkage to the old api methods | ||
437 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
438 | public static extern uint Initialize(Vector3 maxPosition, IntPtr parms, | ||
439 | int maxCollisions, IntPtr collisionArray, | ||
440 | int maxUpdates, IntPtr updateArray, | ||
441 | DebugLogCallback logRoutine); | ||
442 | |||
443 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
444 | public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID); | ||
445 | |||
446 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
447 | public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap); | ||
448 | |||
449 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
450 | public static extern void Shutdown(uint worldID); | ||
451 | |||
452 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
453 | public static extern bool UpdateParameter(uint worldID, uint localID, | ||
454 | [MarshalAs(UnmanagedType.LPStr)]string paramCode, float value); | ||
455 | |||
456 | // =============================================================================== | ||
457 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
458 | public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
459 | out int updatedEntityCount, | ||
460 | out IntPtr updatedEntitiesPtr, | ||
461 | out int collidersCount, | ||
462 | out IntPtr collidersPtr); | ||
463 | |||
464 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
465 | public static extern bool CreateHull(uint worldID, System.UInt64 meshKey, | ||
466 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls | ||
467 | ); | ||
468 | |||
469 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
470 | public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey, | ||
471 | int indexCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
472 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices | ||
473 | ); | ||
474 | |||
475 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
476 | public static extern bool DestroyHull(uint worldID, System.UInt64 meshKey); | ||
477 | |||
478 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
479 | public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); | ||
480 | |||
481 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
482 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); | ||
483 | |||
484 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
485 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); | ||
486 | |||
487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
488 | public static extern Quaternion GetObjectOrientation(uint WorldID, uint id); | ||
489 | |||
490 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
491 | public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation); | ||
492 | |||
493 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
494 | public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 velocity); | ||
495 | |||
496 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
497 | public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity); | ||
498 | |||
499 | // Set the current force acting on the object | ||
500 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
501 | public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force); | ||
502 | |||
503 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
504 | public static extern bool SetObjectScaleMass(uint worldID, uint id, Vector3 scale, float mass, bool isDynamic); | ||
505 | |||
506 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
507 | public static extern bool SetObjectCollidable(uint worldID, uint id, bool phantom); | ||
508 | |||
509 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
510 | public static extern bool SetObjectDynamic(uint worldID, uint id, bool isDynamic, float mass); | ||
511 | |||
512 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
513 | public static extern bool SetObjectGhost(uint worldID, uint id, bool ghostly); | ||
514 | |||
515 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
516 | public static extern bool SetObjectProperties(uint worldID, uint id, bool isStatic, bool isSolid, bool genCollisions, float mass); | ||
517 | |||
518 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
519 | public static extern bool SetObjectBuoyancy(uint worldID, uint id, float buoyancy); | ||
520 | |||
521 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
522 | public static extern bool HasObject(uint worldID, uint id); | ||
523 | |||
524 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
525 | public static extern bool DestroyObject(uint worldID, uint id); | ||
526 | |||
527 | // =============================================================================== | ||
528 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
529 | public static extern SweepHit ConvexSweepTest(uint worldID, uint id, Vector3 to, float extraMargin); | ||
530 | |||
531 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
532 | public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vector3 to); | ||
533 | |||
534 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
535 | public static extern Vector3 RecoverFromPenetration(uint worldID, uint id); | ||
536 | |||
537 | // =============================================================================== | ||
538 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
539 | public static extern void DumpBulletStatistics(); | ||
540 | */ | ||
541 | // Log a debug message | ||
542 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
543 | public static extern void SetDebugLogCallback(DebugLogCallback callback); | ||
544 | |||
545 | // =============================================================================== | ||
546 | // =============================================================================== | ||
547 | // =============================================================================== | ||
548 | // A new version of the API that enables moving all the logic out of the C++ code and into | ||
549 | // the C# code. This will make modifications easier for the next person. | ||
550 | // This interface passes the actual pointers to the objects in the unmanaged | ||
551 | // address space. All the management (calls for creation/destruction/lookup) | ||
552 | // is done in the C# code. | ||
553 | // The names have a "2" tacked on. This will be removed as the C# code gets rebuilt | ||
554 | // and the old code is removed. | ||
555 | |||
556 | // Functions use while converting from API1 to API2. Can be removed when totally converted. | ||
557 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
558 | public static extern IntPtr GetSimHandle2(uint worldID); | ||
559 | |||
560 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
561 | public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id); | ||
562 | |||
563 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
564 | public static extern IntPtr GetBodyHandle2(IntPtr world, uint id); | ||
565 | |||
566 | // =============================================================================== | 441 | // =============================================================================== |
567 | // Initialization and simulation | 442 | // Initialization and simulation |
568 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 443 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -611,6 +486,9 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData) | |||
611 | public static extern bool IsNativeShape2(IntPtr shape); | 486 | public static extern bool IsNativeShape2(IntPtr shape); |
612 | 487 | ||
613 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 488 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
489 | public static extern void SetShapeCollisionMargin(IntPtr shape, float margin); | ||
490 | |||
491 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
614 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); | 492 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); |
615 | 493 | ||
616 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 494 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs index cbc6b95..16404c6 100644 --- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs +++ b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs | |||
@@ -32,13 +32,14 @@ using OpenMetaverse; | |||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.Physics.Manager; | 33 | using OpenSim.Region.Physics.Manager; |
34 | using OpenSim.Region.Physics.OdePlugin; | 34 | using OpenSim.Region.Physics.OdePlugin; |
35 | using OpenSim.Tests.Common; | ||
35 | using log4net; | 36 | using log4net; |
36 | using System.Reflection; | 37 | using System.Reflection; |
37 | 38 | ||
38 | namespace OpenSim.Region.Physics.OdePlugin.Tests | 39 | namespace OpenSim.Region.Physics.OdePlugin.Tests |
39 | { | 40 | { |
40 | [TestFixture] | 41 | [TestFixture] |
41 | public class ODETestClass | 42 | public class ODETestClass : OpenSimTestCase |
42 | { | 43 | { |
43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
44 | 45 | ||