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author | Mic Bowman | 2011-08-05 11:13:02 -0700 |
---|---|---|
committer | Mic Bowman | 2011-08-05 11:13:02 -0700 |
commit | c3f579046c4de7a5a65e71e4c02958425fd7998a (patch) | |
tree | b725d9eaa66d5eb7cf1f87ddbb4fa0f4284f71f5 /OpenSim/Region/Physics | |
parent | BulletSim: Parameters settable from ini file. Linksets. Physical property val... (diff) | |
parent | remove the largely unused copy/pasted HandleAgentRequestSit() method (diff) | |
download | opensim-SC_OLD-c3f579046c4de7a5a65e71e4c02958425fd7998a.zip opensim-SC_OLD-c3f579046c4de7a5a65e71e4c02958425fd7998a.tar.gz opensim-SC_OLD-c3f579046c4de7a5a65e71e4c02958425fd7998a.tar.bz2 opensim-SC_OLD-c3f579046c4de7a5a65e71e4c02958425fd7998a.tar.xz |
Merge branch 'master' into bulletsim
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsScene.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 641 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | 10 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 279 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdeScene.cs | 799 |
6 files changed, 924 insertions, 821 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs index 6c9d9ab..1ceed1a 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs | |||
@@ -123,11 +123,15 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
123 | actorPosition.X = ((int)Constants.RegionSize - 0.1f); | 123 | actorPosition.X = ((int)Constants.RegionSize - 0.1f); |
124 | } | 124 | } |
125 | 125 | ||
126 | float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; | 126 | float terrainHeight = 0; |
127 | if (_heightMap != null) | ||
128 | terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X]; | ||
129 | |||
130 | float height = terrainHeight + actor.Size.Z; | ||
131 | |||
127 | if (actor.Flying) | 132 | if (actor.Flying) |
128 | { | 133 | { |
129 | if (actor.Position.Z + (actor.Velocity.Z*timeStep) < | 134 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2) |
130 | _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) | ||
131 | { | 135 | { |
132 | actorPosition.Z = height; | 136 | actorPosition.Z = height; |
133 | actorVelocity.Z = 0; | 137 | actorVelocity.Z = 0; |
@@ -135,7 +139,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
135 | } | 139 | } |
136 | else | 140 | else |
137 | { | 141 | { |
138 | actorPosition.Z += actor.Velocity.Z*timeStep; | 142 | actorPosition.Z += actor.Velocity.Z * timeStep; |
139 | actor.IsColliding = false; | 143 | actor.IsColliding = false; |
140 | } | 144 | } |
141 | } | 145 | } |
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index 3870411..04efc1d 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -86,6 +86,10 @@ namespace OpenSim.Region.Physics.Manager | |||
86 | 86 | ||
87 | public abstract void RemoveAvatar(PhysicsActor actor); | 87 | public abstract void RemoveAvatar(PhysicsActor actor); |
88 | 88 | ||
89 | /// <summary> | ||
90 | /// Remove a prim from the physics scene. | ||
91 | /// </summary> | ||
92 | /// <param name="prim"></param> | ||
89 | public abstract void RemovePrim(PhysicsActor prim); | 93 | public abstract void RemovePrim(PhysicsActor prim); |
90 | 94 | ||
91 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | 95 | public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 5413aa8..e81b982 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||
@@ -301,20 +301,22 @@ namespace OpenSim.Region.Physics.Meshing | |||
301 | } | 301 | } |
302 | } | 302 | } |
303 | 303 | ||
304 | /// <summary> | ||
305 | /// Create a physics mesh from data that comes with the prim. The actual data used depends on the prim type. | ||
306 | /// </summary> | ||
307 | /// <param name="primName"></param> | ||
308 | /// <param name="primShape"></param> | ||
309 | /// <param name="size"></param> | ||
310 | /// <param name="lod"></param> | ||
311 | /// <returns></returns> | ||
304 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | 312 | private Mesh CreateMeshFromPrimMesher(string primName, PrimitiveBaseShape primShape, Vector3 size, float lod) |
305 | { | 313 | { |
306 | // m_log.DebugFormat( | 314 | // m_log.DebugFormat( |
307 | // "[MESH]: Creating physics proxy for {0}, shape {1}", | 315 | // "[MESH]: Creating physics proxy for {0}, shape {1}", |
308 | // primName, (OpenMetaverse.SculptType)primShape.SculptType); | 316 | // primName, (OpenMetaverse.SculptType)primShape.SculptType); |
309 | 317 | ||
310 | PrimMesh primMesh; | 318 | List<Coord> coords; |
311 | PrimMesher.SculptMesh sculptMesh; | 319 | List<Face> faces; |
312 | |||
313 | List<Coord> coords = new List<Coord>(); | ||
314 | List<Face> faces = new List<Face>(); | ||
315 | |||
316 | Image idata = null; | ||
317 | string decodedSculptFileName = ""; | ||
318 | 320 | ||
319 | if (primShape.SculptEntry) | 321 | if (primShape.SculptEntry) |
320 | { | 322 | { |
@@ -323,337 +325,414 @@ namespace OpenSim.Region.Physics.Meshing | |||
323 | if (!useMeshiesPhysicsMesh) | 325 | if (!useMeshiesPhysicsMesh) |
324 | return null; | 326 | return null; |
325 | 327 | ||
326 | m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); | 328 | if (!GenerateCoordsAndFacesFromPrimMeshData(primName, primShape, size, out coords, out faces)) |
329 | return null; | ||
330 | } | ||
331 | else | ||
332 | { | ||
333 | if (!GenerateCoordsAndFacesFromPrimSculptData(primName, primShape, size, lod, out coords, out faces)) | ||
334 | return null; | ||
335 | } | ||
336 | } | ||
337 | else | ||
338 | { | ||
339 | if (!GenerateCoordsAndFacesFromPrimShapeData(primName, primShape, size, out coords, out faces)) | ||
340 | return null; | ||
341 | } | ||
327 | 342 | ||
328 | OSD meshOsd = null; | 343 | // Remove the reference to any JPEG2000 sculpt data so it can be GCed |
344 | primShape.SculptData = Utils.EmptyBytes; | ||
329 | 345 | ||
330 | if (primShape.SculptData.Length <= 0) | 346 | int numCoords = coords.Count; |
331 | { | 347 | int numFaces = faces.Count; |
332 | m_log.Error("[MESH]: asset data is zero length"); | ||
333 | return null; | ||
334 | } | ||
335 | 348 | ||
336 | long start = 0; | 349 | // Create the list of vertices |
337 | using (MemoryStream data = new MemoryStream(primShape.SculptData)) | 350 | List<Vertex> vertices = new List<Vertex>(); |
338 | { | 351 | for (int i = 0; i < numCoords; i++) |
339 | try | 352 | { |
340 | { | 353 | Coord c = coords[i]; |
341 | OSD osd = OSDParser.DeserializeLLSDBinary(data); | 354 | vertices.Add(new Vertex(c.X, c.Y, c.Z)); |
342 | if (osd is OSDMap) | 355 | } |
343 | meshOsd = (OSDMap)osd; | ||
344 | else | ||
345 | { | ||
346 | m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); | ||
347 | return null; | ||
348 | } | ||
349 | } | ||
350 | catch (Exception e) | ||
351 | { | ||
352 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); | ||
353 | } | ||
354 | 356 | ||
355 | start = data.Position; | 357 | Mesh mesh = new Mesh(); |
356 | } | 358 | // Add the corresponding triangles to the mesh |
359 | for (int i = 0; i < numFaces; i++) | ||
360 | { | ||
361 | Face f = faces[i]; | ||
362 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); | ||
363 | } | ||
364 | |||
365 | return mesh; | ||
366 | } | ||
357 | 367 | ||
358 | if (meshOsd is OSDMap) | 368 | /// <summary> |
369 | /// Generate the co-ords and faces necessary to construct a mesh from the mesh data the accompanies a prim. | ||
370 | /// </summary> | ||
371 | /// <param name="primName"></param> | ||
372 | /// <param name="primShape"></param> | ||
373 | /// <param name="size"></param> | ||
374 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
375 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
376 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
377 | private bool GenerateCoordsAndFacesFromPrimMeshData( | ||
378 | string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces) | ||
379 | { | ||
380 | m_log.DebugFormat("[MESH]: experimental mesh proxy generation for {0}", primName); | ||
381 | |||
382 | coords = new List<Coord>(); | ||
383 | faces = new List<Face>(); | ||
384 | OSD meshOsd = null; | ||
385 | |||
386 | if (primShape.SculptData.Length <= 0) | ||
387 | { | ||
388 | m_log.Error("[MESH]: asset data is zero length"); | ||
389 | return false; | ||
390 | } | ||
391 | |||
392 | long start = 0; | ||
393 | using (MemoryStream data = new MemoryStream(primShape.SculptData)) | ||
394 | { | ||
395 | try | ||
396 | { | ||
397 | OSD osd = OSDParser.DeserializeLLSDBinary(data); | ||
398 | if (osd is OSDMap) | ||
399 | meshOsd = (OSDMap)osd; | ||
400 | else | ||
359 | { | 401 | { |
360 | OSDMap physicsParms = null; | 402 | m_log.Warn("[Mesh}: unable to cast mesh asset to OSDMap"); |
361 | OSDMap map = (OSDMap)meshOsd; | 403 | return false; |
362 | if (map.ContainsKey("physics_shape")) | 404 | } |
363 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | 405 | } |
364 | else if (map.ContainsKey("physics_mesh")) | 406 | catch (Exception e) |
365 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | 407 | { |
366 | 408 | m_log.Error("[MESH]: Exception deserializing mesh asset header:" + e.ToString()); | |
367 | if (physicsParms == null) | 409 | } |
368 | { | 410 | |
369 | m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset"); | 411 | start = data.Position; |
370 | return null; | 412 | } |
371 | } | ||
372 | 413 | ||
373 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; | 414 | if (meshOsd is OSDMap) |
374 | int physSize = physicsParms["size"].AsInteger(); | 415 | { |
416 | OSDMap physicsParms = null; | ||
417 | OSDMap map = (OSDMap)meshOsd; | ||
418 | if (map.ContainsKey("physics_shape")) | ||
419 | physicsParms = (OSDMap)map["physics_shape"]; // old asset format | ||
420 | else if (map.ContainsKey("physics_mesh")) | ||
421 | physicsParms = (OSDMap)map["physics_mesh"]; // new asset format | ||
422 | |||
423 | if (physicsParms == null) | ||
424 | { | ||
425 | m_log.Warn("[MESH]: no recognized physics mesh found in mesh asset"); | ||
426 | return false; | ||
427 | } | ||
375 | 428 | ||
376 | if (physOffset < 0 || physSize == 0) | 429 | int physOffset = physicsParms["offset"].AsInteger() + (int)start; |
377 | return null; // no mesh data in asset | 430 | int physSize = physicsParms["size"].AsInteger(); |
378 | 431 | ||
379 | OSD decodedMeshOsd = new OSD(); | 432 | if (physOffset < 0 || physSize == 0) |
380 | byte[] meshBytes = new byte[physSize]; | 433 | return false; // no mesh data in asset |
381 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); | 434 | |
435 | OSD decodedMeshOsd = new OSD(); | ||
436 | byte[] meshBytes = new byte[physSize]; | ||
437 | System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); | ||
382 | // byte[] decompressed = new byte[physSize * 5]; | 438 | // byte[] decompressed = new byte[physSize * 5]; |
383 | try | 439 | try |
440 | { | ||
441 | using (MemoryStream inMs = new MemoryStream(meshBytes)) | ||
442 | { | ||
443 | using (MemoryStream outMs = new MemoryStream()) | ||
384 | { | 444 | { |
385 | using (MemoryStream inMs = new MemoryStream(meshBytes)) | 445 | using (ZOutputStream zOut = new ZOutputStream(outMs)) |
386 | { | 446 | { |
387 | using (MemoryStream outMs = new MemoryStream()) | 447 | byte[] readBuffer = new byte[2048]; |
448 | int readLen = 0; | ||
449 | while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) | ||
388 | { | 450 | { |
389 | using (ZOutputStream zOut = new ZOutputStream(outMs)) | 451 | zOut.Write(readBuffer, 0, readLen); |
390 | { | ||
391 | byte[] readBuffer = new byte[2048]; | ||
392 | int readLen = 0; | ||
393 | while ((readLen = inMs.Read(readBuffer, 0, readBuffer.Length)) > 0) | ||
394 | { | ||
395 | zOut.Write(readBuffer, 0, readLen); | ||
396 | } | ||
397 | zOut.Flush(); | ||
398 | outMs.Seek(0, SeekOrigin.Begin); | ||
399 | |||
400 | byte[] decompressedBuf = outMs.GetBuffer(); | ||
401 | |||
402 | decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); | ||
403 | } | ||
404 | } | 452 | } |
453 | zOut.Flush(); | ||
454 | outMs.Seek(0, SeekOrigin.Begin); | ||
455 | |||
456 | byte[] decompressedBuf = outMs.GetBuffer(); | ||
457 | |||
458 | decodedMeshOsd = OSDParser.DeserializeLLSDBinary(decompressedBuf); | ||
405 | } | 459 | } |
406 | } | 460 | } |
407 | catch (Exception e) | 461 | } |
408 | { | 462 | } |
409 | m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); | 463 | catch (Exception e) |
410 | return null; | 464 | { |
411 | } | 465 | m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); |
466 | return false; | ||
467 | } | ||
412 | 468 | ||
413 | OSDArray decodedMeshOsdArray = null; | 469 | OSDArray decodedMeshOsdArray = null; |
414 | 470 | ||
415 | // physics_shape is an array of OSDMaps, one for each submesh | 471 | // physics_shape is an array of OSDMaps, one for each submesh |
416 | if (decodedMeshOsd is OSDArray) | 472 | if (decodedMeshOsd is OSDArray) |
417 | { | 473 | { |
418 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); | 474 | // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); |
419 | 475 | ||
420 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; | 476 | decodedMeshOsdArray = (OSDArray)decodedMeshOsd; |
421 | foreach (OSD subMeshOsd in decodedMeshOsdArray) | 477 | foreach (OSD subMeshOsd in decodedMeshOsdArray) |
422 | { | 478 | { |
423 | if (subMeshOsd is OSDMap) | 479 | if (subMeshOsd is OSDMap) |
424 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); | 480 | AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); |
425 | } | ||
426 | } | ||
427 | } | 481 | } |
428 | } | 482 | } |
429 | else | 483 | } |
484 | |||
485 | return true; | ||
486 | } | ||
487 | |||
488 | /// <summary> | ||
489 | /// Generate the co-ords and faces necessary to construct a mesh from the sculpt data the accompanies a prim. | ||
490 | /// </summary> | ||
491 | /// <param name="primName"></param> | ||
492 | /// <param name="primShape"></param> | ||
493 | /// <param name="size"></param> | ||
494 | /// <param name="lod"></param> | ||
495 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
496 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
497 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
498 | private bool GenerateCoordsAndFacesFromPrimSculptData( | ||
499 | string primName, PrimitiveBaseShape primShape, Vector3 size, float lod, out List<Coord> coords, out List<Face> faces) | ||
500 | { | ||
501 | coords = new List<Coord>(); | ||
502 | faces = new List<Face>(); | ||
503 | PrimMesher.SculptMesh sculptMesh; | ||
504 | Image idata = null; | ||
505 | string decodedSculptFileName = ""; | ||
506 | |||
507 | if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) | ||
508 | { | ||
509 | decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); | ||
510 | try | ||
430 | { | 511 | { |
431 | if (cacheSculptMaps && primShape.SculptTexture != UUID.Zero) | 512 | if (File.Exists(decodedSculptFileName)) |
432 | { | 513 | { |
433 | decodedSculptFileName = System.IO.Path.Combine(decodedSculptMapPath, "smap_" + primShape.SculptTexture.ToString()); | 514 | idata = Image.FromFile(decodedSculptFileName); |
434 | try | ||
435 | { | ||
436 | if (File.Exists(decodedSculptFileName)) | ||
437 | { | ||
438 | idata = Image.FromFile(decodedSculptFileName); | ||
439 | } | ||
440 | } | ||
441 | catch (Exception e) | ||
442 | { | ||
443 | m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); | ||
444 | |||
445 | } | ||
446 | //if (idata != null) | ||
447 | // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); | ||
448 | } | 515 | } |
516 | } | ||
517 | catch (Exception e) | ||
518 | { | ||
519 | m_log.Error("[SCULPT]: unable to load cached sculpt map " + decodedSculptFileName + " " + e.Message); | ||
520 | |||
521 | } | ||
522 | //if (idata != null) | ||
523 | // m_log.Debug("[SCULPT]: loaded cached map asset for map ID: " + primShape.SculptTexture.ToString()); | ||
524 | } | ||
525 | |||
526 | if (idata == null) | ||
527 | { | ||
528 | if (primShape.SculptData == null || primShape.SculptData.Length == 0) | ||
529 | return false; | ||
530 | |||
531 | try | ||
532 | { | ||
533 | OpenMetaverse.Imaging.ManagedImage unusedData; | ||
534 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); | ||
449 | 535 | ||
450 | if (idata == null) | 536 | if (idata == null) |
451 | { | 537 | { |
452 | if (primShape.SculptData == null || primShape.SculptData.Length == 0) | 538 | // In some cases it seems that the decode can return a null bitmap without throwing |
453 | return null; | 539 | // an exception |
540 | m_log.WarnFormat("[PHYSICS]: OpenJPEG decoded sculpt data for {0} to a null bitmap. Ignoring.", primName); | ||
454 | 541 | ||
455 | try | 542 | return false; |
456 | { | 543 | } |
457 | OpenMetaverse.Imaging.ManagedImage unusedData; | ||
458 | OpenMetaverse.Imaging.OpenJPEG.DecodeToImage(primShape.SculptData, out unusedData, out idata); | ||
459 | unusedData = null; | ||
460 | 544 | ||
461 | //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); | 545 | unusedData = null; |
462 | 546 | ||
463 | if (cacheSculptMaps && idata != null) | 547 | //idata = CSJ2K.J2kImage.FromBytes(primShape.SculptData); |
464 | { | ||
465 | try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } | ||
466 | catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } | ||
467 | } | ||
468 | } | ||
469 | catch (DllNotFoundException) | ||
470 | { | ||
471 | m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); | ||
472 | return null; | ||
473 | } | ||
474 | catch (IndexOutOfRangeException) | ||
475 | { | ||
476 | m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); | ||
477 | return null; | ||
478 | } | ||
479 | catch (Exception ex) | ||
480 | { | ||
481 | m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); | ||
482 | return null; | ||
483 | } | ||
484 | } | ||
485 | 548 | ||
486 | PrimMesher.SculptMesh.SculptType sculptType; | 549 | if (cacheSculptMaps) |
487 | switch ((OpenMetaverse.SculptType)primShape.SculptType) | ||
488 | { | 550 | { |
489 | case OpenMetaverse.SculptType.Cylinder: | 551 | try { idata.Save(decodedSculptFileName, ImageFormat.MemoryBmp); } |
490 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; | 552 | catch (Exception e) { m_log.Error("[SCULPT]: unable to cache sculpt map " + decodedSculptFileName + " " + e.Message); } |
491 | break; | ||
492 | case OpenMetaverse.SculptType.Plane: | ||
493 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
494 | break; | ||
495 | case OpenMetaverse.SculptType.Torus: | ||
496 | sculptType = PrimMesher.SculptMesh.SculptType.torus; | ||
497 | break; | ||
498 | case OpenMetaverse.SculptType.Sphere: | ||
499 | sculptType = PrimMesher.SculptMesh.SculptType.sphere; | ||
500 | break; | ||
501 | default: | ||
502 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
503 | break; | ||
504 | } | 553 | } |
554 | } | ||
555 | catch (DllNotFoundException) | ||
556 | { | ||
557 | m_log.Error("[PHYSICS]: OpenJpeg is not installed correctly on this system. Physics Proxy generation failed. Often times this is because of an old version of GLIBC. You must have version 2.4 or above!"); | ||
558 | return false; | ||
559 | } | ||
560 | catch (IndexOutOfRangeException) | ||
561 | { | ||
562 | m_log.Error("[PHYSICS]: OpenJpeg was unable to decode this. Physics Proxy generation failed"); | ||
563 | return false; | ||
564 | } | ||
565 | catch (Exception ex) | ||
566 | { | ||
567 | m_log.Error("[PHYSICS]: Unable to generate a Sculpty physics proxy. Sculpty texture decode failed: " + ex.Message); | ||
568 | return false; | ||
569 | } | ||
570 | } | ||
571 | |||
572 | PrimMesher.SculptMesh.SculptType sculptType; | ||
573 | switch ((OpenMetaverse.SculptType)primShape.SculptType) | ||
574 | { | ||
575 | case OpenMetaverse.SculptType.Cylinder: | ||
576 | sculptType = PrimMesher.SculptMesh.SculptType.cylinder; | ||
577 | break; | ||
578 | case OpenMetaverse.SculptType.Plane: | ||
579 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
580 | break; | ||
581 | case OpenMetaverse.SculptType.Torus: | ||
582 | sculptType = PrimMesher.SculptMesh.SculptType.torus; | ||
583 | break; | ||
584 | case OpenMetaverse.SculptType.Sphere: | ||
585 | sculptType = PrimMesher.SculptMesh.SculptType.sphere; | ||
586 | break; | ||
587 | default: | ||
588 | sculptType = PrimMesher.SculptMesh.SculptType.plane; | ||
589 | break; | ||
590 | } | ||
505 | 591 | ||
506 | bool mirror = ((primShape.SculptType & 128) != 0); | 592 | bool mirror = ((primShape.SculptType & 128) != 0); |
507 | bool invert = ((primShape.SculptType & 64) != 0); | 593 | bool invert = ((primShape.SculptType & 64) != 0); |
508 | 594 | ||
509 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); | 595 | sculptMesh = new PrimMesher.SculptMesh((Bitmap)idata, sculptType, (int)lod, false, mirror, invert); |
510 | |||
511 | idata.Dispose(); | ||
512 | 596 | ||
513 | sculptMesh.DumpRaw(baseDir, primName, "primMesh"); | 597 | idata.Dispose(); |
514 | 598 | ||
515 | sculptMesh.Scale(size.X, size.Y, size.Z); | 599 | sculptMesh.DumpRaw(baseDir, primName, "primMesh"); |
516 | 600 | ||
517 | coords = sculptMesh.coords; | 601 | sculptMesh.Scale(size.X, size.Y, size.Z); |
518 | faces = sculptMesh.faces; | 602 | |
519 | } | 603 | coords = sculptMesh.coords; |
604 | faces = sculptMesh.faces; | ||
605 | |||
606 | return true; | ||
607 | } | ||
608 | |||
609 | /// <summary> | ||
610 | /// Generate the co-ords and faces necessary to construct a mesh from the shape data the accompanies a prim. | ||
611 | /// </summary> | ||
612 | /// <param name="primName"></param> | ||
613 | /// <param name="primShape"></param> | ||
614 | /// <param name="size"></param> | ||
615 | /// <param name="coords">Coords are added to this list by the method.</param> | ||
616 | /// <param name="faces">Faces are added to this list by the method.</param> | ||
617 | /// <returns>true if coords and faces were successfully generated, false if not</returns> | ||
618 | private bool GenerateCoordsAndFacesFromPrimShapeData( | ||
619 | string primName, PrimitiveBaseShape primShape, Vector3 size, out List<Coord> coords, out List<Face> faces) | ||
620 | { | ||
621 | PrimMesh primMesh; | ||
622 | coords = new List<Coord>(); | ||
623 | faces = new List<Face>(); | ||
624 | |||
625 | float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; | ||
626 | float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f; | ||
627 | float pathBegin = (float)primShape.PathBegin * 2.0e-5f; | ||
628 | float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f; | ||
629 | float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f; | ||
630 | float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f; | ||
631 | |||
632 | float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f; | ||
633 | float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f; | ||
634 | float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f; | ||
635 | if (profileHollow > 0.95f) | ||
636 | profileHollow = 0.95f; | ||
637 | |||
638 | int sides = 4; | ||
639 | if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
640 | sides = 3; | ||
641 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
642 | sides = 24; | ||
643 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
644 | { // half circle, prim is a sphere | ||
645 | sides = 24; | ||
646 | |||
647 | profileBegin = 0.5f * profileBegin + 0.5f; | ||
648 | profileEnd = 0.5f * profileEnd + 0.5f; | ||
520 | } | 649 | } |
521 | else | ||
522 | { | ||
523 | float pathShearX = primShape.PathShearX < 128 ? (float)primShape.PathShearX * 0.01f : (float)(primShape.PathShearX - 256) * 0.01f; | ||
524 | float pathShearY = primShape.PathShearY < 128 ? (float)primShape.PathShearY * 0.01f : (float)(primShape.PathShearY - 256) * 0.01f; | ||
525 | float pathBegin = (float)primShape.PathBegin * 2.0e-5f; | ||
526 | float pathEnd = 1.0f - (float)primShape.PathEnd * 2.0e-5f; | ||
527 | float pathScaleX = (float)(primShape.PathScaleX - 100) * 0.01f; | ||
528 | float pathScaleY = (float)(primShape.PathScaleY - 100) * 0.01f; | ||
529 | |||
530 | float profileBegin = (float)primShape.ProfileBegin * 2.0e-5f; | ||
531 | float profileEnd = 1.0f - (float)primShape.ProfileEnd * 2.0e-5f; | ||
532 | float profileHollow = (float)primShape.ProfileHollow * 2.0e-5f; | ||
533 | if (profileHollow > 0.95f) | ||
534 | profileHollow = 0.95f; | ||
535 | |||
536 | int sides = 4; | ||
537 | if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
538 | sides = 3; | ||
539 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
540 | sides = 24; | ||
541 | else if ((primShape.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
542 | { // half circle, prim is a sphere | ||
543 | sides = 24; | ||
544 | |||
545 | profileBegin = 0.5f * profileBegin + 0.5f; | ||
546 | profileEnd = 0.5f * profileEnd + 0.5f; | ||
547 | } | ||
548 | 650 | ||
549 | int hollowSides = sides; | 651 | int hollowSides = sides; |
550 | if (primShape.HollowShape == HollowShape.Circle) | 652 | if (primShape.HollowShape == HollowShape.Circle) |
551 | hollowSides = 24; | 653 | hollowSides = 24; |
552 | else if (primShape.HollowShape == HollowShape.Square) | 654 | else if (primShape.HollowShape == HollowShape.Square) |
553 | hollowSides = 4; | 655 | hollowSides = 4; |
554 | else if (primShape.HollowShape == HollowShape.Triangle) | 656 | else if (primShape.HollowShape == HollowShape.Triangle) |
555 | hollowSides = 3; | 657 | hollowSides = 3; |
556 | 658 | ||
557 | primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); | 659 | primMesh = new PrimMesh(sides, profileBegin, profileEnd, profileHollow, hollowSides); |
558 | 660 | ||
559 | if (primMesh.errorMessage != null) | 661 | if (primMesh.errorMessage != null) |
560 | if (primMesh.errorMessage.Length > 0) | 662 | if (primMesh.errorMessage.Length > 0) |
561 | m_log.Error("[ERROR] " + primMesh.errorMessage); | 663 | m_log.Error("[ERROR] " + primMesh.errorMessage); |
562 | 664 | ||
563 | primMesh.topShearX = pathShearX; | 665 | primMesh.topShearX = pathShearX; |
564 | primMesh.topShearY = pathShearY; | 666 | primMesh.topShearY = pathShearY; |
565 | primMesh.pathCutBegin = pathBegin; | 667 | primMesh.pathCutBegin = pathBegin; |
566 | primMesh.pathCutEnd = pathEnd; | 668 | primMesh.pathCutEnd = pathEnd; |
567 | 669 | ||
568 | if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) | 670 | if (primShape.PathCurve == (byte)Extrusion.Straight || primShape.PathCurve == (byte) Extrusion.Flexible) |
569 | { | 671 | { |
570 | primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10; | 672 | primMesh.twistBegin = primShape.PathTwistBegin * 18 / 10; |
571 | primMesh.twistEnd = primShape.PathTwist * 18 / 10; | 673 | primMesh.twistEnd = primShape.PathTwist * 18 / 10; |
572 | primMesh.taperX = pathScaleX; | 674 | primMesh.taperX = pathScaleX; |
573 | primMesh.taperY = pathScaleY; | 675 | primMesh.taperY = pathScaleY; |
574 | 676 | ||
575 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) | 677 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) |
576 | { | 678 | { |
577 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); | 679 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); |
578 | if (profileBegin < 0.0f) profileBegin = 0.0f; | 680 | if (profileBegin < 0.0f) profileBegin = 0.0f; |
579 | if (profileEnd > 1.0f) profileEnd = 1.0f; | 681 | if (profileEnd > 1.0f) profileEnd = 1.0f; |
580 | } | 682 | } |
581 | #if SPAM | 683 | #if SPAM |
582 | m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); | 684 | m_log.Debug("****** PrimMesh Parameters (Linear) ******\n" + primMesh.ParamsToDisplayString()); |
583 | #endif | 685 | #endif |
584 | try | 686 | try |
585 | { | 687 | { |
586 | primMesh.ExtrudeLinear(); | 688 | primMesh.ExtrudeLinear(); |
587 | } | ||
588 | catch (Exception ex) | ||
589 | { | ||
590 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | ||
591 | return null; | ||
592 | } | ||
593 | } | 689 | } |
594 | else | 690 | catch (Exception ex) |
595 | { | 691 | { |
596 | primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f; | 692 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); |
597 | primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f; | 693 | return false; |
598 | primMesh.radius = 0.01f * primShape.PathRadiusOffset; | 694 | } |
599 | primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions; | 695 | } |
600 | primMesh.skew = 0.01f * primShape.PathSkew; | 696 | else |
601 | primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10; | 697 | { |
602 | primMesh.twistEnd = primShape.PathTwist * 36 / 10; | 698 | primMesh.holeSizeX = (200 - primShape.PathScaleX) * 0.01f; |
603 | primMesh.taperX = primShape.PathTaperX * 0.01f; | 699 | primMesh.holeSizeY = (200 - primShape.PathScaleY) * 0.01f; |
604 | primMesh.taperY = primShape.PathTaperY * 0.01f; | 700 | primMesh.radius = 0.01f * primShape.PathRadiusOffset; |
605 | 701 | primMesh.revolutions = 1.0f + 0.015f * primShape.PathRevolutions; | |
606 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) | 702 | primMesh.skew = 0.01f * primShape.PathSkew; |
607 | { | 703 | primMesh.twistBegin = primShape.PathTwistBegin * 36 / 10; |
608 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); | 704 | primMesh.twistEnd = primShape.PathTwist * 36 / 10; |
609 | if (profileBegin < 0.0f) profileBegin = 0.0f; | 705 | primMesh.taperX = primShape.PathTaperX * 0.01f; |
610 | if (profileEnd > 1.0f) profileEnd = 1.0f; | 706 | primMesh.taperY = primShape.PathTaperY * 0.01f; |
611 | } | 707 | |
708 | if (profileBegin < 0.0f || profileBegin >= profileEnd || profileEnd > 1.0f) | ||
709 | { | ||
710 | ReportPrimError("*** CORRUPT PRIM!! ***", primName, primMesh); | ||
711 | if (profileBegin < 0.0f) profileBegin = 0.0f; | ||
712 | if (profileEnd > 1.0f) profileEnd = 1.0f; | ||
713 | } | ||
612 | #if SPAM | 714 | #if SPAM |
613 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); | 715 | m_log.Debug("****** PrimMesh Parameters (Circular) ******\n" + primMesh.ParamsToDisplayString()); |
614 | #endif | 716 | #endif |
615 | try | 717 | try |
616 | { | 718 | { |
617 | primMesh.ExtrudeCircular(); | 719 | primMesh.ExtrudeCircular(); |
618 | } | 720 | } |
619 | catch (Exception ex) | 721 | catch (Exception ex) |
620 | { | 722 | { |
621 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); | 723 | ReportPrimError("Extrusion failure: exception: " + ex.ToString(), primName, primMesh); |
622 | return null; | 724 | return false; |
623 | } | ||
624 | } | 725 | } |
625 | |||
626 | primMesh.DumpRaw(baseDir, primName, "primMesh"); | ||
627 | |||
628 | primMesh.Scale(size.X, size.Y, size.Z); | ||
629 | |||
630 | coords = primMesh.coords; | ||
631 | faces = primMesh.faces; | ||
632 | } | 726 | } |
633 | 727 | ||
634 | // Remove the reference to any JPEG2000 sculpt data so it can be GCed | 728 | primMesh.DumpRaw(baseDir, primName, "primMesh"); |
635 | primShape.SculptData = Utils.EmptyBytes; | ||
636 | 729 | ||
637 | int numCoords = coords.Count; | 730 | primMesh.Scale(size.X, size.Y, size.Z); |
638 | int numFaces = faces.Count; | ||
639 | 731 | ||
640 | // Create the list of vertices | 732 | coords = primMesh.coords; |
641 | List<Vertex> vertices = new List<Vertex>(); | 733 | faces = primMesh.faces; |
642 | for (int i = 0; i < numCoords; i++) | ||
643 | { | ||
644 | Coord c = coords[i]; | ||
645 | vertices.Add(new Vertex(c.X, c.Y, c.Z)); | ||
646 | } | ||
647 | |||
648 | Mesh mesh = new Mesh(); | ||
649 | // Add the corresponding triangles to the mesh | ||
650 | for (int i = 0; i < numFaces; i++) | ||
651 | { | ||
652 | Face f = faces[i]; | ||
653 | mesh.Add(new Triangle(vertices[f.v1], vertices[f.v2], vertices[f.v3])); | ||
654 | } | ||
655 | 734 | ||
656 | return mesh; | 735 | return true; |
657 | } | 736 | } |
658 | 737 | ||
659 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) | 738 | public IMesh CreateMesh(String primName, PrimitiveBaseShape primShape, Vector3 size, float lod) |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 6b74e74..4f461ad 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs | |||
@@ -1220,18 +1220,23 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1220 | { | 1220 | { |
1221 | m_requestedUpdateFrequency = ms; | 1221 | m_requestedUpdateFrequency = ms; |
1222 | m_eventsubscription = ms; | 1222 | m_eventsubscription = ms; |
1223 | _parent_scene.addCollisionEventReporting(this); | 1223 | _parent_scene.AddCollisionEventReporting(this); |
1224 | } | 1224 | } |
1225 | |||
1225 | public override void UnSubscribeEvents() | 1226 | public override void UnSubscribeEvents() |
1226 | { | 1227 | { |
1227 | _parent_scene.remCollisionEventReporting(this); | 1228 | _parent_scene.RemoveCollisionEventReporting(this); |
1228 | m_requestedUpdateFrequency = 0; | 1229 | m_requestedUpdateFrequency = 0; |
1229 | m_eventsubscription = 0; | 1230 | m_eventsubscription = 0; |
1230 | } | 1231 | } |
1232 | |||
1231 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) | 1233 | public void AddCollisionEvent(uint CollidedWith, ContactPoint contact) |
1232 | { | 1234 | { |
1233 | if (m_eventsubscription > 0) | 1235 | if (m_eventsubscription > 0) |
1234 | { | 1236 | { |
1237 | // m_log.DebugFormat( | ||
1238 | // "[PHYSICS]: Adding collision event for {0}, collidedWith {1}, contact {2}", "", CollidedWith, contact); | ||
1239 | |||
1235 | CollisionEventsThisFrame.addCollider(CollidedWith, contact); | 1240 | CollisionEventsThisFrame.addCollider(CollidedWith, contact); |
1236 | } | 1241 | } |
1237 | } | 1242 | } |
@@ -1248,6 +1253,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1248 | m_eventsubscription = 0; | 1253 | m_eventsubscription = 0; |
1249 | } | 1254 | } |
1250 | } | 1255 | } |
1256 | |||
1251 | public override bool SubscribedEvents() | 1257 | public override bool SubscribedEvents() |
1252 | { | 1258 | { |
1253 | if (m_eventsubscription > 0) | 1259 | if (m_eventsubscription > 0) |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index b3045bd..924d7c2 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -61,6 +61,22 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
61 | { | 61 | { |
62 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 62 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
63 | 63 | ||
64 | private bool m_isphysical; | ||
65 | |||
66 | /// <summary> | ||
67 | /// Is this prim subject to physics? Even if not, it's still solid for collision purposes. | ||
68 | /// </summary> | ||
69 | public override bool IsPhysical | ||
70 | { | ||
71 | get { return m_isphysical; } | ||
72 | set | ||
73 | { | ||
74 | m_isphysical = value; | ||
75 | if (!m_isphysical) // Zero the remembered last velocity | ||
76 | m_lastVelocity = Vector3.Zero; | ||
77 | } | ||
78 | } | ||
79 | |||
64 | private Vector3 _position; | 80 | private Vector3 _position; |
65 | private Vector3 _velocity; | 81 | private Vector3 _velocity; |
66 | private Vector3 _torque; | 82 | private Vector3 _torque; |
@@ -138,12 +154,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
138 | private List<Vector3> m_forcelist = new List<Vector3>(); | 154 | private List<Vector3> m_forcelist = new List<Vector3>(); |
139 | private List<Vector3> m_angularforcelist = new List<Vector3>(); | 155 | private List<Vector3> m_angularforcelist = new List<Vector3>(); |
140 | 156 | ||
141 | private IMesh _mesh; | ||
142 | private PrimitiveBaseShape _pbs; | 157 | private PrimitiveBaseShape _pbs; |
143 | private OdeScene _parent_scene; | 158 | private OdeScene _parent_scene; |
159 | |||
160 | /// <summary> | ||
161 | /// The physics space which contains prim geometries | ||
162 | /// </summary> | ||
144 | public IntPtr m_targetSpace = IntPtr.Zero; | 163 | public IntPtr m_targetSpace = IntPtr.Zero; |
164 | |||
145 | public IntPtr prim_geom; | 165 | public IntPtr prim_geom; |
146 | public IntPtr prev_geom; | ||
147 | public IntPtr _triMeshData; | 166 | public IntPtr _triMeshData; |
148 | 167 | ||
149 | private IntPtr _linkJointGroup = IntPtr.Zero; | 168 | private IntPtr _linkJointGroup = IntPtr.Zero; |
@@ -153,7 +172,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
153 | private List<OdePrim> childrenPrim = new List<OdePrim>(); | 172 | private List<OdePrim> childrenPrim = new List<OdePrim>(); |
154 | 173 | ||
155 | private bool iscolliding; | 174 | private bool iscolliding; |
156 | private bool m_isphysical; | ||
157 | private bool m_isSelected; | 175 | private bool m_isSelected; |
158 | 176 | ||
159 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively | 177 | internal bool m_isVolumeDetect; // If true, this prim only detects collisions but doesn't collide actively |
@@ -188,7 +206,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
188 | internal int m_material = (int)Material.Wood; | 206 | internal int m_material = (int)Material.Wood; |
189 | 207 | ||
190 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, | 208 | public OdePrim(String primName, OdeScene parent_scene, Vector3 pos, Vector3 size, |
191 | Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) | 209 | Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode) |
192 | { | 210 | { |
193 | Name = primName; | 211 | Name = primName; |
194 | m_vehicle = new ODEDynamics(); | 212 | m_vehicle = new ODEDynamics(); |
@@ -208,9 +226,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
208 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; | 226 | // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; |
209 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; | 227 | body_autodisable_frames = parent_scene.bodyFramesAutoDisable; |
210 | 228 | ||
211 | |||
212 | prim_geom = IntPtr.Zero; | 229 | prim_geom = IntPtr.Zero; |
213 | prev_geom = IntPtr.Zero; | ||
214 | 230 | ||
215 | if (!pos.IsFinite()) | 231 | if (!pos.IsFinite()) |
216 | { | 232 | { |
@@ -233,20 +249,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
233 | 249 | ||
234 | _orientation = rotation; | 250 | _orientation = rotation; |
235 | m_taintrot = _orientation; | 251 | m_taintrot = _orientation; |
236 | _mesh = mesh; | ||
237 | _pbs = pbs; | 252 | _pbs = pbs; |
238 | 253 | ||
239 | _parent_scene = parent_scene; | 254 | _parent_scene = parent_scene; |
240 | m_targetSpace = (IntPtr)0; | 255 | m_targetSpace = (IntPtr)0; |
241 | 256 | ||
242 | if (pos.Z < 0) | 257 | if (pos.Z < 0) |
243 | m_isphysical = false; | 258 | { |
259 | IsPhysical = false; | ||
260 | } | ||
244 | else | 261 | else |
245 | { | 262 | { |
246 | m_isphysical = pisPhysical; | 263 | IsPhysical = pisPhysical; |
247 | // If we're physical, we need to be in the master space for now. | 264 | // If we're physical, we need to be in the master space for now. |
248 | // linksets *should* be in a space together.. but are not currently | 265 | // linksets *should* be in a space together.. but are not currently |
249 | if (m_isphysical) | 266 | if (IsPhysical) |
250 | m_targetSpace = _parent_scene.space; | 267 | m_targetSpace = _parent_scene.space; |
251 | } | 268 | } |
252 | 269 | ||
@@ -289,7 +306,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
289 | // through it while it's selected | 306 | // through it while it's selected |
290 | m_collisionscore = 0; | 307 | m_collisionscore = 0; |
291 | 308 | ||
292 | if ((m_isphysical && !_zeroFlag) || !value) | 309 | if ((IsPhysical && !_zeroFlag) || !value) |
293 | { | 310 | { |
294 | m_taintselected = value; | 311 | m_taintselected = value; |
295 | _parent_scene.AddPhysicsActorTaint(this); | 312 | _parent_scene.AddPhysicsActorTaint(this); |
@@ -305,15 +322,21 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
305 | } | 322 | } |
306 | } | 323 | } |
307 | 324 | ||
325 | /// <summary> | ||
326 | /// Set a new geometry for this prim. | ||
327 | /// </summary> | ||
328 | /// <param name="geom"></param> | ||
308 | public void SetGeom(IntPtr geom) | 329 | public void SetGeom(IntPtr geom) |
309 | { | 330 | { |
310 | prev_geom = prim_geom; | ||
311 | prim_geom = geom; | 331 | prim_geom = geom; |
312 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); | 332 | //Console.WriteLine("SetGeom to " + prim_geom + " for " + Name); |
313 | if (prim_geom != IntPtr.Zero) | 333 | if (prim_geom != IntPtr.Zero) |
314 | { | 334 | { |
315 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | 335 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
316 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 336 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
337 | |||
338 | _parent_scene.geom_name_map[prim_geom] = Name; | ||
339 | _parent_scene.actor_name_map[prim_geom] = this; | ||
317 | } | 340 | } |
318 | 341 | ||
319 | if (childPrim) | 342 | if (childPrim) |
@@ -332,7 +355,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
332 | { | 355 | { |
333 | if (!childPrim) | 356 | if (!childPrim) |
334 | { | 357 | { |
335 | if (m_isphysical && Body != IntPtr.Zero) | 358 | if (IsPhysical && Body != IntPtr.Zero) |
336 | { | 359 | { |
337 | d.BodyEnable(Body); | 360 | d.BodyEnable(Body); |
338 | if (m_vehicle.Type != Vehicle.TYPE_NONE) | 361 | if (m_vehicle.Type != Vehicle.TYPE_NONE) |
@@ -347,12 +370,15 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
347 | { | 370 | { |
348 | m_disabled = true; | 371 | m_disabled = true; |
349 | 372 | ||
350 | if (m_isphysical && Body != IntPtr.Zero) | 373 | if (IsPhysical && Body != IntPtr.Zero) |
351 | { | 374 | { |
352 | d.BodyDisable(Body); | 375 | d.BodyDisable(Body); |
353 | } | 376 | } |
354 | } | 377 | } |
355 | 378 | ||
379 | /// <summary> | ||
380 | /// Make a prim subject to physics. | ||
381 | /// </summary> | ||
356 | public void enableBody() | 382 | public void enableBody() |
357 | { | 383 | { |
358 | // Don't enable this body if we're a child prim | 384 | // Don't enable this body if we're a child prim |
@@ -728,6 +754,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
728 | } | 754 | } |
729 | } | 755 | } |
730 | 756 | ||
757 | /// <summary> | ||
758 | /// Stop a prim from being subject to physics. | ||
759 | /// </summary> | ||
731 | public void disableBody() | 760 | public void disableBody() |
732 | { | 761 | { |
733 | //this kills the body so things like 'mesh' can re-create it. | 762 | //this kills the body so things like 'mesh' can re-create it. |
@@ -778,6 +807,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
778 | Body = IntPtr.Zero; | 807 | Body = IntPtr.Zero; |
779 | } | 808 | } |
780 | } | 809 | } |
810 | |||
781 | m_disabled = true; | 811 | m_disabled = true; |
782 | m_collisionscore = 0; | 812 | m_collisionscore = 0; |
783 | } | 813 | } |
@@ -886,7 +916,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
886 | } | 916 | } |
887 | } | 917 | } |
888 | 918 | ||
889 | if (m_taintPhysics != m_isphysical && !(m_taintparent != _parent)) | 919 | if (m_taintPhysics != IsPhysical && !(m_taintparent != _parent)) |
890 | changePhysicsStatus(timestep); | 920 | changePhysicsStatus(timestep); |
891 | 921 | ||
892 | if (!_size.ApproxEquals(m_taintsize, 0f)) | 922 | if (!_size.ApproxEquals(m_taintsize, 0f)) |
@@ -968,7 +998,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
968 | OdePrim obj = (OdePrim)m_taintparent; | 998 | OdePrim obj = (OdePrim)m_taintparent; |
969 | //obj.disableBody(); | 999 | //obj.disableBody(); |
970 | //Console.WriteLine("changelink calls ParentPrim"); | 1000 | //Console.WriteLine("changelink calls ParentPrim"); |
971 | obj.ParentPrim(this); | 1001 | obj.AddChildPrim(this); |
972 | 1002 | ||
973 | /* | 1003 | /* |
974 | if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body) | 1004 | if (obj.Body != (IntPtr)0 && Body != (IntPtr)0 && obj.Body != Body) |
@@ -1005,14 +1035,16 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1005 | } | 1035 | } |
1006 | 1036 | ||
1007 | _parent = m_taintparent; | 1037 | _parent = m_taintparent; |
1008 | m_taintPhysics = m_isphysical; | 1038 | m_taintPhysics = IsPhysical; |
1009 | } | 1039 | } |
1010 | 1040 | ||
1011 | // I'm the parent | 1041 | /// <summary> |
1012 | // prim is the child | 1042 | /// Add a child prim to this parent prim. |
1013 | public void ParentPrim(OdePrim prim) | 1043 | /// </summary> |
1044 | /// <param name="prim">Child prim</param> | ||
1045 | public void AddChildPrim(OdePrim prim) | ||
1014 | { | 1046 | { |
1015 | //Console.WriteLine("ParentPrim " + Name); | 1047 | //Console.WriteLine("AddChildPrim " + Name); |
1016 | if (this.m_localID != prim.m_localID) | 1048 | if (this.m_localID != prim.m_localID) |
1017 | { | 1049 | { |
1018 | if (Body == IntPtr.Zero) | 1050 | if (Body == IntPtr.Zero) |
@@ -1035,7 +1067,6 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1035 | d.MassSetZero(out m2); | 1067 | d.MassSetZero(out m2); |
1036 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); | 1068 | d.MassSetBoxTotal(out m2, prim.CalculateMass(), prm._size.X, prm._size.Y, prm._size.Z); |
1037 | 1069 | ||
1038 | |||
1039 | d.Quaternion quat = new d.Quaternion(); | 1070 | d.Quaternion quat = new d.Quaternion(); |
1040 | quat.W = prm._orientation.W; | 1071 | quat.W = prm._orientation.W; |
1041 | quat.X = prm._orientation.X; | 1072 | quat.X = prm._orientation.X; |
@@ -1105,6 +1136,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1105 | prm.Body = Body; | 1136 | prm.Body = Body; |
1106 | _parent_scene.addActivePrim(prm); | 1137 | _parent_scene.addActivePrim(prm); |
1107 | } | 1138 | } |
1139 | |||
1108 | m_collisionCategories |= CollisionCategories.Body; | 1140 | m_collisionCategories |= CollisionCategories.Body; |
1109 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); | 1141 | m_collisionFlags |= (CollisionCategories.Land | CollisionCategories.Wind); |
1110 | 1142 | ||
@@ -1113,7 +1145,6 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1113 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); | 1145 | //Console.WriteLine(" Post GeomSetCategoryBits 2"); |
1114 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 1146 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1115 | 1147 | ||
1116 | |||
1117 | d.Quaternion quat2 = new d.Quaternion(); | 1148 | d.Quaternion quat2 = new d.Quaternion(); |
1118 | quat2.W = _orientation.W; | 1149 | quat2.W = _orientation.W; |
1119 | quat2.X = _orientation.X; | 1150 | quat2.X = _orientation.X; |
@@ -1135,7 +1166,6 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1135 | d.BodySetAutoDisableFlag(Body, true); | 1166 | d.BodySetAutoDisableFlag(Body, true); |
1136 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); | 1167 | d.BodySetAutoDisableSteps(Body, body_autodisable_frames); |
1137 | 1168 | ||
1138 | |||
1139 | m_interpenetrationcount = 0; | 1169 | m_interpenetrationcount = 0; |
1140 | m_collisionscore = 0; | 1170 | m_collisionscore = 0; |
1141 | m_disabled = false; | 1171 | m_disabled = false; |
@@ -1146,7 +1176,9 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1146 | createAMotor(m_angularlock); | 1176 | createAMotor(m_angularlock); |
1147 | } | 1177 | } |
1148 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); | 1178 | d.BodySetPosition(Body, Position.X, Position.Y, Position.Z); |
1149 | if (m_vehicle.Type != Vehicle.TYPE_NONE) m_vehicle.Enable(Body, _parent_scene); | 1179 | if (m_vehicle.Type != Vehicle.TYPE_NONE) |
1180 | m_vehicle.Enable(Body, _parent_scene); | ||
1181 | |||
1150 | _parent_scene.addActivePrim(this); | 1182 | _parent_scene.addActivePrim(this); |
1151 | } | 1183 | } |
1152 | } | 1184 | } |
@@ -1156,7 +1188,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1156 | 1188 | ||
1157 | private void ChildSetGeom(OdePrim odePrim) | 1189 | private void ChildSetGeom(OdePrim odePrim) |
1158 | { | 1190 | { |
1159 | //if (m_isphysical && Body != IntPtr.Zero) | 1191 | //if (IsPhysical && Body != IntPtr.Zero) |
1160 | lock (childrenPrim) | 1192 | lock (childrenPrim) |
1161 | { | 1193 | { |
1162 | foreach (OdePrim prm in childrenPrim) | 1194 | foreach (OdePrim prm in childrenPrim) |
@@ -1172,7 +1204,6 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1172 | } | 1204 | } |
1173 | disableBody(); | 1205 | disableBody(); |
1174 | 1206 | ||
1175 | |||
1176 | if (Body != IntPtr.Zero) | 1207 | if (Body != IntPtr.Zero) |
1177 | { | 1208 | { |
1178 | _parent_scene.remActivePrim(this); | 1209 | _parent_scene.remActivePrim(this); |
@@ -1183,10 +1214,9 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1183 | foreach (OdePrim prm in childrenPrim) | 1214 | foreach (OdePrim prm in childrenPrim) |
1184 | { | 1215 | { |
1185 | //Console.WriteLine("ChildSetGeom calls ParentPrim"); | 1216 | //Console.WriteLine("ChildSetGeom calls ParentPrim"); |
1186 | ParentPrim(prm); | 1217 | AddChildPrim(prm); |
1187 | } | 1218 | } |
1188 | } | 1219 | } |
1189 | |||
1190 | } | 1220 | } |
1191 | 1221 | ||
1192 | private void ChildDelink(OdePrim odePrim) | 1222 | private void ChildDelink(OdePrim odePrim) |
@@ -1223,7 +1253,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1223 | foreach (OdePrim prm in childrenPrim) | 1253 | foreach (OdePrim prm in childrenPrim) |
1224 | { | 1254 | { |
1225 | //Console.WriteLine("ChildDelink calls ParentPrim"); | 1255 | //Console.WriteLine("ChildDelink calls ParentPrim"); |
1226 | ParentPrim(prm); | 1256 | AddChildPrim(prm); |
1227 | } | 1257 | } |
1228 | } | 1258 | } |
1229 | } | 1259 | } |
@@ -1257,7 +1287,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1257 | // first 50 again. then the last 50 are disabled. then the first 50, which were just woken | 1287 | // first 50 again. then the last 50 are disabled. then the first 50, which were just woken |
1258 | // up, start simulating again, which in turn wakes up the last 50. | 1288 | // up, start simulating again, which in turn wakes up the last 50. |
1259 | 1289 | ||
1260 | if (m_isphysical) | 1290 | if (IsPhysical) |
1261 | { | 1291 | { |
1262 | disableBodySoft(); | 1292 | disableBodySoft(); |
1263 | } | 1293 | } |
@@ -1268,7 +1298,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1268 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 1298 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1269 | } | 1299 | } |
1270 | 1300 | ||
1271 | if (m_isphysical) | 1301 | if (IsPhysical) |
1272 | { | 1302 | { |
1273 | disableBodySoft(); | 1303 | disableBodySoft(); |
1274 | } | 1304 | } |
@@ -1277,7 +1307,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1277 | { | 1307 | { |
1278 | m_collisionCategories = CollisionCategories.Geom; | 1308 | m_collisionCategories = CollisionCategories.Geom; |
1279 | 1309 | ||
1280 | if (m_isphysical) | 1310 | if (IsPhysical) |
1281 | m_collisionCategories |= CollisionCategories.Body; | 1311 | m_collisionCategories |= CollisionCategories.Body; |
1282 | 1312 | ||
1283 | m_collisionFlags = m_default_collisionFlags; | 1313 | m_collisionFlags = m_default_collisionFlags; |
@@ -1292,7 +1322,8 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1292 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); | 1322 | d.GeomSetCategoryBits(prim_geom, (int)m_collisionCategories); |
1293 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); | 1323 | d.GeomSetCollideBits(prim_geom, (int)m_collisionFlags); |
1294 | } | 1324 | } |
1295 | if (m_isphysical) | 1325 | |
1326 | if (IsPhysical) | ||
1296 | { | 1327 | { |
1297 | if (Body != IntPtr.Zero) | 1328 | if (Body != IntPtr.Zero) |
1298 | { | 1329 | { |
@@ -1311,7 +1342,7 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1311 | { | 1342 | { |
1312 | m_taintposition = _position; | 1343 | m_taintposition = _position; |
1313 | m_taintrot = _orientation; | 1344 | m_taintrot = _orientation; |
1314 | m_taintPhysics = m_isphysical; | 1345 | m_taintPhysics = IsPhysical; |
1315 | m_taintselected = m_isSelected; | 1346 | m_taintselected = m_isSelected; |
1316 | m_taintsize = _size; | 1347 | m_taintsize = _size; |
1317 | m_taintshape = false; | 1348 | m_taintshape = false; |
@@ -1320,14 +1351,19 @@ Console.WriteLine("ZProcessTaints for " + Name); | |||
1320 | m_taintVelocity = Vector3.Zero; | 1351 | m_taintVelocity = Vector3.Zero; |
1321 | } | 1352 | } |
1322 | 1353 | ||
1323 | public void CreateGeom(IntPtr m_targetSpace, IMesh _mesh) | 1354 | /// <summary> |
1355 | /// Create a geometry for the given mesh in the given target space. | ||
1356 | /// </summary> | ||
1357 | /// <param name="m_targetSpace"></param> | ||
1358 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1359 | public void CreateGeom(IntPtr m_targetSpace, IMesh mesh) | ||
1324 | { | 1360 | { |
1325 | #if SPAM | 1361 | #if SPAM |
1326 | Console.WriteLine("CreateGeom:"); | 1362 | Console.WriteLine("CreateGeom:"); |
1327 | #endif | 1363 | #endif |
1328 | if (_mesh != null) | 1364 | if (mesh != null) |
1329 | { | 1365 | { |
1330 | setMesh(_parent_scene, _mesh); | 1366 | setMesh(_parent_scene, mesh); |
1331 | } | 1367 | } |
1332 | else | 1368 | else |
1333 | { | 1369 | { |
@@ -1400,6 +1436,39 @@ Console.WriteLine("CreateGeom:"); | |||
1400 | } | 1436 | } |
1401 | } | 1437 | } |
1402 | 1438 | ||
1439 | /// <summary> | ||
1440 | /// Remove the existing geom from this prim. | ||
1441 | /// </summary> | ||
1442 | /// <param name="m_targetSpace"></param> | ||
1443 | /// <param name="mesh">If null, then a mesh is used that is based on the profile shape data.</param> | ||
1444 | /// <returns>true if the geom was successfully removed, false if it was already gone or the remove failed.</returns> | ||
1445 | public bool RemoveGeom() | ||
1446 | { | ||
1447 | if (prim_geom != IntPtr.Zero) | ||
1448 | { | ||
1449 | try | ||
1450 | { | ||
1451 | _parent_scene.geom_name_map.Remove(prim_geom); | ||
1452 | _parent_scene.actor_name_map.Remove(prim_geom); | ||
1453 | d.GeomDestroy(prim_geom); | ||
1454 | prim_geom = IntPtr.Zero; | ||
1455 | } | ||
1456 | catch (System.AccessViolationException) | ||
1457 | { | ||
1458 | prim_geom = IntPtr.Zero; | ||
1459 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | ||
1460 | |||
1461 | return false; | ||
1462 | } | ||
1463 | |||
1464 | return true; | ||
1465 | } | ||
1466 | else | ||
1467 | { | ||
1468 | return false; | ||
1469 | } | ||
1470 | } | ||
1471 | |||
1403 | public void changeadd(float timestep) | 1472 | public void changeadd(float timestep) |
1404 | { | 1473 | { |
1405 | int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); | 1474 | int[] iprimspaceArrItem = _parent_scene.calculateSpaceArrayItemFromPos(_position); |
@@ -1410,15 +1479,14 @@ Console.WriteLine("CreateGeom:"); | |||
1410 | 1479 | ||
1411 | m_targetSpace = targetspace; | 1480 | m_targetSpace = targetspace; |
1412 | 1481 | ||
1413 | if (_mesh == null) | 1482 | IMesh mesh = null; |
1483 | |||
1484 | if (_parent_scene.needsMeshing(_pbs)) | ||
1414 | { | 1485 | { |
1415 | if (_parent_scene.needsMeshing(_pbs)) | 1486 | // Don't need to re-enable body.. it's done in SetMesh |
1416 | { | 1487 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); |
1417 | // Don't need to re-enable body.. it's done in SetMesh | 1488 | // createmesh returns null when it's a shape that isn't a cube. |
1418 | _mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, _parent_scene.meshSculptLOD, IsPhysical); | 1489 | // m_log.Debug(m_localID); |
1419 | // createmesh returns null when it's a shape that isn't a cube. | ||
1420 | // m_log.Debug(m_localID); | ||
1421 | } | ||
1422 | } | 1490 | } |
1423 | 1491 | ||
1424 | lock (_parent_scene.OdeLock) | 1492 | lock (_parent_scene.OdeLock) |
@@ -1426,7 +1494,7 @@ Console.WriteLine("CreateGeom:"); | |||
1426 | #if SPAM | 1494 | #if SPAM |
1427 | Console.WriteLine("changeadd 1"); | 1495 | Console.WriteLine("changeadd 1"); |
1428 | #endif | 1496 | #endif |
1429 | CreateGeom(m_targetSpace, _mesh); | 1497 | CreateGeom(m_targetSpace, mesh); |
1430 | 1498 | ||
1431 | if (prim_geom != IntPtr.Zero) | 1499 | if (prim_geom != IntPtr.Zero) |
1432 | { | 1500 | { |
@@ -1439,15 +1507,12 @@ Console.WriteLine("changeadd 1"); | |||
1439 | d.GeomSetQuaternion(prim_geom, ref myrot); | 1507 | d.GeomSetQuaternion(prim_geom, ref myrot); |
1440 | } | 1508 | } |
1441 | 1509 | ||
1442 | if (m_isphysical && Body == IntPtr.Zero) | 1510 | if (IsPhysical && Body == IntPtr.Zero) |
1443 | { | 1511 | { |
1444 | enableBody(); | 1512 | enableBody(); |
1445 | } | 1513 | } |
1446 | } | 1514 | } |
1447 | 1515 | ||
1448 | _parent_scene.geom_name_map[prim_geom] = this.Name; | ||
1449 | _parent_scene.actor_name_map[prim_geom] = (PhysicsActor)this; | ||
1450 | |||
1451 | changeSelectedStatus(timestep); | 1516 | changeSelectedStatus(timestep); |
1452 | 1517 | ||
1453 | m_taintadd = false; | 1518 | m_taintadd = false; |
@@ -1455,9 +1520,8 @@ Console.WriteLine("changeadd 1"); | |||
1455 | 1520 | ||
1456 | public void changemove(float timestep) | 1521 | public void changemove(float timestep) |
1457 | { | 1522 | { |
1458 | if (m_isphysical) | 1523 | if (IsPhysical) |
1459 | { | 1524 | { |
1460 | |||
1461 | if (!m_disabled && !m_taintremove && !childPrim) | 1525 | if (!m_disabled && !m_taintremove && !childPrim) |
1462 | { | 1526 | { |
1463 | if (Body == IntPtr.Zero) | 1527 | if (Body == IntPtr.Zero) |
@@ -1789,7 +1853,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1789 | { | 1853 | { |
1790 | // KF: If this is a root prim do BodySet | 1854 | // KF: If this is a root prim do BodySet |
1791 | d.BodySetQuaternion(Body, ref myrot); | 1855 | d.BodySetQuaternion(Body, ref myrot); |
1792 | if (m_isphysical) | 1856 | if (IsPhysical) |
1793 | { | 1857 | { |
1794 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) | 1858 | if (!m_angularlock.ApproxEquals(Vector3.One, 0f)) |
1795 | createAMotor(m_angularlock); | 1859 | createAMotor(m_angularlock); |
@@ -1826,7 +1890,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1826 | 1890 | ||
1827 | public void changePhysicsStatus(float timestep) | 1891 | public void changePhysicsStatus(float timestep) |
1828 | { | 1892 | { |
1829 | if (m_isphysical == true) | 1893 | if (IsPhysical) |
1830 | { | 1894 | { |
1831 | if (Body == IntPtr.Zero) | 1895 | if (Body == IntPtr.Zero) |
1832 | { | 1896 | { |
@@ -1846,25 +1910,12 @@ Console.WriteLine(" JointCreateFixed"); | |||
1846 | { | 1910 | { |
1847 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) | 1911 | if (_pbs.SculptEntry && _parent_scene.meshSculptedPrim) |
1848 | { | 1912 | { |
1849 | 1913 | RemoveGeom(); | |
1850 | 1914 | ||
1851 | if (prim_geom != IntPtr.Zero) | ||
1852 | { | ||
1853 | try | ||
1854 | { | ||
1855 | d.GeomDestroy(prim_geom); | ||
1856 | prim_geom = IntPtr.Zero; | ||
1857 | _mesh = null; | ||
1858 | } | ||
1859 | catch (System.AccessViolationException) | ||
1860 | { | ||
1861 | prim_geom = IntPtr.Zero; | ||
1862 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | ||
1863 | } | ||
1864 | } | ||
1865 | //Console.WriteLine("changePhysicsStatus for " + Name); | 1915 | //Console.WriteLine("changePhysicsStatus for " + Name); |
1866 | changeadd(2f); | 1916 | changeadd(2f); |
1867 | } | 1917 | } |
1918 | |||
1868 | if (childPrim) | 1919 | if (childPrim) |
1869 | { | 1920 | { |
1870 | if (_parent != null) | 1921 | if (_parent != null) |
@@ -1883,7 +1934,7 @@ Console.WriteLine(" JointCreateFixed"); | |||
1883 | changeSelectedStatus(timestep); | 1934 | changeSelectedStatus(timestep); |
1884 | 1935 | ||
1885 | resetCollisionAccounting(); | 1936 | resetCollisionAccounting(); |
1886 | m_taintPhysics = m_isphysical; | 1937 | m_taintPhysics = IsPhysical; |
1887 | } | 1938 | } |
1888 | 1939 | ||
1889 | public void changesize(float timestamp) | 1940 | public void changesize(float timestamp) |
@@ -1892,18 +1943,10 @@ Console.WriteLine(" JointCreateFixed"); | |||
1892 | m_log.DebugFormat("[ODE PRIM]: Called changesize"); | 1943 | m_log.DebugFormat("[ODE PRIM]: Called changesize"); |
1893 | #endif | 1944 | #endif |
1894 | 1945 | ||
1895 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
1896 | |||
1897 | if (_size.X <= 0) _size.X = 0.01f; | 1946 | if (_size.X <= 0) _size.X = 0.01f; |
1898 | if (_size.Y <= 0) _size.Y = 0.01f; | 1947 | if (_size.Y <= 0) _size.Y = 0.01f; |
1899 | if (_size.Z <= 0) _size.Z = 0.01f; | 1948 | if (_size.Z <= 0) _size.Z = 0.01f; |
1900 | 1949 | ||
1901 | // Cleanup of old prim geometry | ||
1902 | if (_mesh != null) | ||
1903 | { | ||
1904 | // TODO: Cleanup meshing here | ||
1905 | } | ||
1906 | |||
1907 | //kill body to rebuild | 1950 | //kill body to rebuild |
1908 | if (IsPhysical && Body != IntPtr.Zero) | 1951 | if (IsPhysical && Body != IntPtr.Zero) |
1909 | { | 1952 | { |
@@ -1927,10 +1970,12 @@ Console.WriteLine(" JointCreateFixed"); | |||
1927 | d.SpaceRemove(m_targetSpace, prim_geom); | 1970 | d.SpaceRemove(m_targetSpace, prim_geom); |
1928 | } | 1971 | } |
1929 | 1972 | ||
1930 | d.GeomDestroy(prim_geom); | 1973 | RemoveGeom(); |
1931 | prim_geom = IntPtr.Zero; | 1974 | |
1932 | // we don't need to do space calculation because the client sends a position update also. | 1975 | // we don't need to do space calculation because the client sends a position update also. |
1933 | 1976 | ||
1977 | IMesh mesh = null; | ||
1978 | |||
1934 | // Construction of new prim | 1979 | // Construction of new prim |
1935 | if (_parent_scene.needsMeshing(_pbs)) | 1980 | if (_parent_scene.needsMeshing(_pbs)) |
1936 | { | 1981 | { |
@@ -1940,27 +1985,11 @@ Console.WriteLine(" JointCreateFixed"); | |||
1940 | meshlod = _parent_scene.MeshSculptphysicalLOD; | 1985 | meshlod = _parent_scene.MeshSculptphysicalLOD; |
1941 | // Don't need to re-enable body.. it's done in SetMesh | 1986 | // Don't need to re-enable body.. it's done in SetMesh |
1942 | 1987 | ||
1943 | IMesh mesh = null; | ||
1944 | |||
1945 | if (_parent_scene.needsMeshing(_pbs)) | 1988 | if (_parent_scene.needsMeshing(_pbs)) |
1946 | mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | 1989 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); |
1947 | |||
1948 | #if SPAM | ||
1949 | Console.WriteLine("changesize 1"); | ||
1950 | #endif | ||
1951 | CreateGeom(m_targetSpace, mesh); | ||
1952 | } | ||
1953 | else | ||
1954 | { | ||
1955 | _mesh = null; | ||
1956 | |||
1957 | #if SPAM | ||
1958 | Console.WriteLine("changesize 2"); | ||
1959 | #endif | ||
1960 | |||
1961 | CreateGeom(m_targetSpace, _mesh); | ||
1962 | } | 1990 | } |
1963 | 1991 | ||
1992 | CreateGeom(m_targetSpace, mesh); | ||
1964 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 1993 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
1965 | d.Quaternion myrot = new d.Quaternion(); | 1994 | d.Quaternion myrot = new d.Quaternion(); |
1966 | myrot.X = _orientation.X; | 1995 | myrot.X = _orientation.X; |
@@ -1978,8 +2007,6 @@ Console.WriteLine("changesize 2"); | |||
1978 | d.BodyEnable(Body); | 2007 | d.BodyEnable(Body); |
1979 | } | 2008 | } |
1980 | 2009 | ||
1981 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
1982 | |||
1983 | changeSelectedStatus(timestamp); | 2010 | changeSelectedStatus(timestamp); |
1984 | if (childPrim) | 2011 | if (childPrim) |
1985 | { | 2012 | { |
@@ -2013,8 +2040,6 @@ Console.WriteLine("changesize 2"); | |||
2013 | 2040 | ||
2014 | public void changeshape(float timestamp) | 2041 | public void changeshape(float timestamp) |
2015 | { | 2042 | { |
2016 | string oldname = _parent_scene.geom_name_map[prim_geom]; | ||
2017 | |||
2018 | // Cleanup of old prim geometry and Bodies | 2043 | // Cleanup of old prim geometry and Bodies |
2019 | if (IsPhysical && Body != IntPtr.Zero) | 2044 | if (IsPhysical && Body != IntPtr.Zero) |
2020 | { | 2045 | { |
@@ -2031,23 +2056,17 @@ Console.WriteLine("changesize 2"); | |||
2031 | disableBody(); | 2056 | disableBody(); |
2032 | } | 2057 | } |
2033 | } | 2058 | } |
2034 | try | ||
2035 | { | ||
2036 | d.GeomDestroy(prim_geom); | ||
2037 | } | ||
2038 | catch (System.AccessViolationException) | ||
2039 | { | ||
2040 | prim_geom = IntPtr.Zero; | ||
2041 | m_log.ErrorFormat("[PHYSICS]: PrimGeom dead for {0}", Name); | ||
2042 | } | ||
2043 | 2059 | ||
2044 | prim_geom = IntPtr.Zero; | 2060 | RemoveGeom(); |
2061 | |||
2045 | // we don't need to do space calculation because the client sends a position update also. | 2062 | // we don't need to do space calculation because the client sends a position update also. |
2046 | if (_size.X <= 0) _size.X = 0.01f; | 2063 | if (_size.X <= 0) _size.X = 0.01f; |
2047 | if (_size.Y <= 0) _size.Y = 0.01f; | 2064 | if (_size.Y <= 0) _size.Y = 0.01f; |
2048 | if (_size.Z <= 0) _size.Z = 0.01f; | 2065 | if (_size.Z <= 0) _size.Z = 0.01f; |
2049 | // Construction of new prim | 2066 | // Construction of new prim |
2050 | 2067 | ||
2068 | IMesh mesh = null; | ||
2069 | |||
2051 | if (_parent_scene.needsMeshing(_pbs)) | 2070 | if (_parent_scene.needsMeshing(_pbs)) |
2052 | { | 2071 | { |
2053 | // Don't need to re-enable body.. it's done in CreateMesh | 2072 | // Don't need to re-enable body.. it's done in CreateMesh |
@@ -2057,22 +2076,10 @@ Console.WriteLine("changesize 2"); | |||
2057 | meshlod = _parent_scene.MeshSculptphysicalLOD; | 2076 | meshlod = _parent_scene.MeshSculptphysicalLOD; |
2058 | 2077 | ||
2059 | // createmesh returns null when it doesn't mesh. | 2078 | // createmesh returns null when it doesn't mesh. |
2060 | IMesh mesh = _parent_scene.mesher.CreateMesh(oldname, _pbs, _size, meshlod, IsPhysical); | 2079 | mesh = _parent_scene.mesher.CreateMesh(Name, _pbs, _size, meshlod, IsPhysical); |
2061 | #if SPAM | ||
2062 | Console.WriteLine("changeshape needed meshing"); | ||
2063 | #endif | ||
2064 | CreateGeom(m_targetSpace, mesh); | ||
2065 | } | ||
2066 | else | ||
2067 | { | ||
2068 | _mesh = null; | ||
2069 | |||
2070 | #if SPAM | ||
2071 | Console.WriteLine("changeshape not need meshing"); | ||
2072 | #endif | ||
2073 | CreateGeom(m_targetSpace, null); | ||
2074 | } | 2080 | } |
2075 | 2081 | ||
2082 | CreateGeom(m_targetSpace, mesh); | ||
2076 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); | 2083 | d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z); |
2077 | d.Quaternion myrot = new d.Quaternion(); | 2084 | d.Quaternion myrot = new d.Quaternion(); |
2078 | //myrot.W = _orientation.w; | 2085 | //myrot.W = _orientation.w; |
@@ -2093,7 +2100,6 @@ Console.WriteLine("changeshape not need meshing"); | |||
2093 | d.BodyEnable(Body); | 2100 | d.BodyEnable(Body); |
2094 | } | 2101 | } |
2095 | } | 2102 | } |
2096 | _parent_scene.geom_name_map[prim_geom] = oldname; | ||
2097 | 2103 | ||
2098 | changeSelectedStatus(timestamp); | 2104 | changeSelectedStatus(timestamp); |
2099 | if (childPrim) | 2105 | if (childPrim) |
@@ -2216,16 +2222,6 @@ Console.WriteLine("changeshape not need meshing"); | |||
2216 | m_taintVelocity = Vector3.Zero; | 2222 | m_taintVelocity = Vector3.Zero; |
2217 | } | 2223 | } |
2218 | 2224 | ||
2219 | public override bool IsPhysical | ||
2220 | { | ||
2221 | get { return m_isphysical; } | ||
2222 | set { | ||
2223 | m_isphysical = value; | ||
2224 | if (!m_isphysical) // Zero the remembered last velocity | ||
2225 | m_lastVelocity = Vector3.Zero; | ||
2226 | } | ||
2227 | } | ||
2228 | |||
2229 | public void setPrimForRemoval() | 2225 | public void setPrimForRemoval() |
2230 | { | 2226 | { |
2231 | m_taintremove = true; | 2227 | m_taintremove = true; |
@@ -2404,7 +2400,7 @@ Console.WriteLine("changeshape not need meshing"); | |||
2404 | { | 2400 | { |
2405 | get | 2401 | get |
2406 | { | 2402 | { |
2407 | if (!m_isphysical || Body == IntPtr.Zero) | 2403 | if (!IsPhysical || Body == IntPtr.Zero) |
2408 | return Vector3.Zero; | 2404 | return Vector3.Zero; |
2409 | 2405 | ||
2410 | return _torque; | 2406 | return _torque; |
@@ -2986,12 +2982,12 @@ Console.WriteLine("changeshape not need meshing"); | |||
2986 | public override void SubscribeEvents(int ms) | 2982 | public override void SubscribeEvents(int ms) |
2987 | { | 2983 | { |
2988 | m_eventsubscription = ms; | 2984 | m_eventsubscription = ms; |
2989 | _parent_scene.addCollisionEventReporting(this); | 2985 | _parent_scene.AddCollisionEventReporting(this); |
2990 | } | 2986 | } |
2991 | 2987 | ||
2992 | public override void UnSubscribeEvents() | 2988 | public override void UnSubscribeEvents() |
2993 | { | 2989 | { |
2994 | _parent_scene.remCollisionEventReporting(this); | 2990 | _parent_scene.RemoveCollisionEventReporting(this); |
2995 | m_eventsubscription = 0; | 2991 | m_eventsubscription = 0; |
2996 | } | 2992 | } |
2997 | 2993 | ||
@@ -2999,6 +2995,7 @@ Console.WriteLine("changeshape not need meshing"); | |||
2999 | { | 2995 | { |
3000 | if (CollisionEventsThisFrame == null) | 2996 | if (CollisionEventsThisFrame == null) |
3001 | CollisionEventsThisFrame = new CollisionEventUpdate(); | 2997 | CollisionEventsThisFrame = new CollisionEventUpdate(); |
2998 | |||
3002 | CollisionEventsThisFrame.addCollider(CollidedWith, contact); | 2999 | CollisionEventsThisFrame.addCollider(CollidedWith, contact); |
3003 | } | 3000 | } |
3004 | 3001 | ||
diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index a307469..6e603e8 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs | |||
@@ -100,7 +100,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
100 | Rubber = 6 | 100 | Rubber = 6 |
101 | } | 101 | } |
102 | 102 | ||
103 | public sealed class OdeScene : PhysicsScene | 103 | public class OdeScene : PhysicsScene |
104 | { | 104 | { |
105 | private readonly ILog m_log; | 105 | private readonly ILog m_log; |
106 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); | 106 | // private Dictionary<string, sCollisionData> m_storedCollisions = new Dictionary<string, sCollisionData>(); |
@@ -198,7 +198,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
198 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); | 198 | private readonly List<OdePrim> _taintedPrimL = new List<OdePrim>(); |
199 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); | 199 | private readonly HashSet<OdeCharacter> _taintedActors = new HashSet<OdeCharacter>(); |
200 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); | 200 | private readonly List<d.ContactGeom> _perloopContact = new List<d.ContactGeom>(); |
201 | |||
202 | /// <summary> | ||
203 | /// A list of actors that should receive collision events. | ||
204 | /// </summary> | ||
201 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); | 205 | private readonly List<PhysicsActor> _collisionEventPrim = new List<PhysicsActor>(); |
206 | |||
202 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); | 207 | private readonly HashSet<OdeCharacter> _badCharacter = new HashSet<OdeCharacter>(); |
203 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); | 208 | public Dictionary<IntPtr, String> geom_name_map = new Dictionary<IntPtr, String>(); |
204 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); | 209 | public Dictionary<IntPtr, PhysicsActor> actor_name_map = new Dictionary<IntPtr, PhysicsActor>(); |
@@ -299,7 +304,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
299 | // Create the world and the first space | 304 | // Create the world and the first space |
300 | world = d.WorldCreate(); | 305 | world = d.WorldCreate(); |
301 | space = d.HashSpaceCreate(IntPtr.Zero); | 306 | space = d.HashSpaceCreate(IntPtr.Zero); |
302 | |||
303 | 307 | ||
304 | contactgroup = d.JointGroupCreate(0); | 308 | contactgroup = d.JointGroupCreate(0); |
305 | //contactgroup | 309 | //contactgroup |
@@ -952,7 +956,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
952 | character.SetPidStatus(true); | 956 | character.SetPidStatus(true); |
953 | } | 957 | } |
954 | } | 958 | } |
955 | |||
956 | 959 | ||
957 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 960 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
958 | { | 961 | { |
@@ -1053,9 +1056,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1053 | { | 1056 | { |
1054 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | 1057 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); |
1055 | m_global_contactcount++; | 1058 | m_global_contactcount++; |
1056 | |||
1057 | } | 1059 | } |
1058 | |||
1059 | } | 1060 | } |
1060 | else | 1061 | else |
1061 | { | 1062 | { |
@@ -1078,7 +1079,6 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1078 | { | 1079 | { |
1079 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); | 1080 | joint = d.JointCreateContact(world, contactgroup, ref m_materialContacts[material, movintYN]); |
1080 | m_global_contactcount++; | 1081 | m_global_contactcount++; |
1081 | |||
1082 | } | 1082 | } |
1083 | } | 1083 | } |
1084 | } | 1084 | } |
@@ -1290,6 +1290,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1290 | 1290 | ||
1291 | //returncollisions = true; | 1291 | //returncollisions = true; |
1292 | break; | 1292 | break; |
1293 | |||
1293 | case ActorTypes.Prim: | 1294 | case ActorTypes.Prim: |
1294 | if (p1 is OdePrim) | 1295 | if (p1 is OdePrim) |
1295 | { | 1296 | { |
@@ -1317,6 +1318,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1317 | 1318 | ||
1318 | cc2.AddCollisionEvent(obj2LocalID, contact); | 1319 | cc2.AddCollisionEvent(obj2LocalID, contact); |
1319 | break; | 1320 | break; |
1321 | |||
1320 | case ActorTypes.Prim: | 1322 | case ActorTypes.Prim: |
1321 | 1323 | ||
1322 | if (p2 is OdePrim) | 1324 | if (p2 is OdePrim) |
@@ -1421,18 +1423,18 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1421 | 1423 | ||
1422 | public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) | 1424 | public int TriCallback(IntPtr trimesh, IntPtr refObject, int triangleIndex) |
1423 | { | 1425 | { |
1424 | String name1 = null; | 1426 | // String name1 = null; |
1425 | String name2 = null; | 1427 | // String name2 = null; |
1426 | 1428 | // | |
1427 | if (!geom_name_map.TryGetValue(trimesh, out name1)) | 1429 | // if (!geom_name_map.TryGetValue(trimesh, out name1)) |
1428 | { | 1430 | // { |
1429 | name1 = "null"; | 1431 | // name1 = "null"; |
1430 | } | 1432 | // } |
1431 | 1433 | // | |
1432 | if (!geom_name_map.TryGetValue(refObject, out name2)) | 1434 | // if (!geom_name_map.TryGetValue(refObject, out name2)) |
1433 | { | 1435 | // { |
1434 | name2 = "null"; | 1436 | // name2 = "null"; |
1435 | } | 1437 | // } |
1436 | 1438 | ||
1437 | // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); | 1439 | // m_log.InfoFormat("TriCallback: A collision was detected between {1} and {2}. Index was {3}", 0, name1, name2, triangleIndex); |
1438 | 1440 | ||
@@ -1604,7 +1606,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1604 | } | 1606 | } |
1605 | // End recovered. Kitto Flora | 1607 | // End recovered. Kitto Flora |
1606 | 1608 | ||
1607 | public void addCollisionEventReporting(PhysicsActor obj) | 1609 | /// <summary> |
1610 | /// Add actor to the list that should receive collision events in the simulate loop. | ||
1611 | /// </summary> | ||
1612 | /// <param name="obj"></param> | ||
1613 | public void AddCollisionEventReporting(PhysicsActor obj) | ||
1608 | { | 1614 | { |
1609 | lock (_collisionEventPrim) | 1615 | lock (_collisionEventPrim) |
1610 | { | 1616 | { |
@@ -1613,7 +1619,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1613 | } | 1619 | } |
1614 | } | 1620 | } |
1615 | 1621 | ||
1616 | public void remCollisionEventReporting(PhysicsActor obj) | 1622 | /// <summary> |
1623 | /// Remove actor from the list that should receive collision events in the simulate loop. | ||
1624 | /// </summary> | ||
1625 | /// <param name="obj"></param> | ||
1626 | public void RemoveCollisionEventReporting(PhysicsActor obj) | ||
1617 | { | 1627 | { |
1618 | lock (_collisionEventPrim) | 1628 | lock (_collisionEventPrim) |
1619 | { | 1629 | { |
@@ -1677,7 +1687,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1677 | } | 1687 | } |
1678 | 1688 | ||
1679 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, | 1689 | private PhysicsActor AddPrim(String name, Vector3 position, Vector3 size, Quaternion rotation, |
1680 | IMesh mesh, PrimitiveBaseShape pbs, bool isphysical, uint localID) | 1690 | PrimitiveBaseShape pbs, bool isphysical, uint localID) |
1681 | { | 1691 | { |
1682 | Vector3 pos = position; | 1692 | Vector3 pos = position; |
1683 | Vector3 siz = size; | 1693 | Vector3 siz = size; |
@@ -1686,7 +1696,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1686 | OdePrim newPrim; | 1696 | OdePrim newPrim; |
1687 | lock (OdeLock) | 1697 | lock (OdeLock) |
1688 | { | 1698 | { |
1689 | newPrim = new OdePrim(name, this, pos, siz, rot, mesh, pbs, isphysical, ode); | 1699 | newPrim = new OdePrim(name, this, pos, siz, rot, pbs, isphysical, ode); |
1690 | 1700 | ||
1691 | lock (_prims) | 1701 | lock (_prims) |
1692 | _prims.Add(newPrim); | 1702 | _prims.Add(newPrim); |
@@ -1714,28 +1724,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
1714 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); | 1724 | m_log.DebugFormat("[PHYSICS]: Adding physics actor to {0}", primName); |
1715 | #endif | 1725 | #endif |
1716 | 1726 | ||
1717 | PhysicsActor result; | 1727 | return AddPrim(primName, position, size, rotation, pbs, isPhysical, localid); |
1718 | IMesh mesh = null; | ||
1719 | |||
1720 | // Don't create the mesh here - wait until the mesh data is loaded from the asset store. | ||
1721 | // if (needsMeshing(pbs)) | ||
1722 | // { | ||
1723 | // try | ||
1724 | // { | ||
1725 | // mesh = mesher.CreateMesh(primName, pbs, size, 32f, isPhysical); | ||
1726 | // } | ||
1727 | // catch(Exception e) | ||
1728 | // { | ||
1729 | // m_log.ErrorFormat("[PHYSICS]: Exception while meshing prim {0}.", primName); | ||
1730 | // m_log.Debug(e.ToString()); | ||
1731 | // mesh = null; | ||
1732 | // return null; | ||
1733 | // } | ||
1734 | // } | ||
1735 | |||
1736 | result = AddPrim(primName, position, size, rotation, mesh, pbs, isPhysical, localid); | ||
1737 | |||
1738 | return result; | ||
1739 | } | 1728 | } |
1740 | 1729 | ||
1741 | public override float TimeDilation | 1730 | public override float TimeDilation |
@@ -2105,6 +2094,8 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2105 | 2094 | ||
2106 | public override void RemovePrim(PhysicsActor prim) | 2095 | public override void RemovePrim(PhysicsActor prim) |
2107 | { | 2096 | { |
2097 | // As with all ODE physics operations, we don't remove the prim immediately but signal that it should be | ||
2098 | // removed in the next physics simulate pass. | ||
2108 | if (prim is OdePrim) | 2099 | if (prim is OdePrim) |
2109 | { | 2100 | { |
2110 | lock (OdeLock) | 2101 | lock (OdeLock) |
@@ -2121,6 +2112,9 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2121 | /// <summary> | 2112 | /// <summary> |
2122 | /// This is called from within simulate but outside the locked portion | 2113 | /// This is called from within simulate but outside the locked portion |
2123 | /// We need to do our own locking here | 2114 | /// We need to do our own locking here |
2115 | /// (Note: As of 20110801 this no longer appears to be true - this is being called within lock (odeLock) in | ||
2116 | /// Simulate() -- justincc). | ||
2117 | /// | ||
2124 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. | 2118 | /// Essentially, we need to remove the prim from our space segment, whatever segment it's in. |
2125 | /// | 2119 | /// |
2126 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory | 2120 | /// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory |
@@ -2132,7 +2126,7 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2132 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); | 2126 | //Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName); |
2133 | lock (prim) | 2127 | lock (prim) |
2134 | { | 2128 | { |
2135 | remCollisionEventReporting(prim); | 2129 | RemoveCollisionEventReporting(prim); |
2136 | lock (ode) | 2130 | lock (ode) |
2137 | { | 2131 | { |
2138 | if (prim.prim_geom != IntPtr.Zero) | 2132 | if (prim.prim_geom != IntPtr.Zero) |
@@ -2177,24 +2171,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
2177 | //} | 2171 | //} |
2178 | //} | 2172 | //} |
2179 | //m_log.Warn(prim.prim_geom); | 2173 | //m_log.Warn(prim.prim_geom); |
2180 | try | 2174 | |
2181 | { | 2175 | if (!prim.RemoveGeom()) |
2182 | if (prim.prim_geom != IntPtr.Zero) | 2176 | m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); |
2183 | { | 2177 | |
2184 | d.GeomDestroy(prim.prim_geom); | ||
2185 | prim.prim_geom = IntPtr.Zero; | ||
2186 | } | ||
2187 | else | ||
2188 | { | ||
2189 | m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene"); | ||
2190 | } | ||
2191 | } | ||
2192 | catch (AccessViolationException) | ||
2193 | { | ||
2194 | m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed."); | ||
2195 | } | ||
2196 | lock (_prims) | 2178 | lock (_prims) |
2197 | _prims.Remove(prim); | 2179 | _prims.Remove(prim); |
2198 | 2180 | ||
2199 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore | 2181 | //If there are no more geometries in the sub-space, we don't need it in the main space anymore |
2200 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) | 2182 | //if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0) |
@@ -2687,320 +2669,148 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
2687 | //if (!ode.lockquery()) | 2669 | //if (!ode.lockquery()) |
2688 | //{ | 2670 | //{ |
2689 | // ode.dlock(world); | 2671 | // ode.dlock(world); |
2690 | try | ||
2691 | { | ||
2692 | // Insert, remove Characters | ||
2693 | bool processedtaints = false; | ||
2694 | 2672 | ||
2695 | lock (_taintedActors) | 2673 | try |
2696 | { | 2674 | { |
2697 | if (_taintedActors.Count > 0) | 2675 | // Insert, remove Characters |
2698 | { | 2676 | bool processedtaints = false; |
2699 | foreach (OdeCharacter character in _taintedActors) | ||
2700 | { | ||
2701 | character.ProcessTaints(timeStep); | ||
2702 | 2677 | ||
2703 | processedtaints = true; | 2678 | lock (_taintedActors) |
2704 | //character.m_collisionscore = 0; | 2679 | { |
2705 | } | 2680 | if (_taintedActors.Count > 0) |
2681 | { | ||
2682 | foreach (OdeCharacter character in _taintedActors) | ||
2683 | { | ||
2684 | character.ProcessTaints(timeStep); | ||
2706 | 2685 | ||
2707 | if (processedtaints) | 2686 | processedtaints = true; |
2708 | _taintedActors.Clear(); | 2687 | //character.m_collisionscore = 0; |
2709 | } | ||
2710 | } | 2688 | } |
2711 | 2689 | ||
2712 | // Modify other objects in the scene. | 2690 | if (processedtaints) |
2713 | processedtaints = false; | 2691 | _taintedActors.Clear(); |
2692 | } | ||
2693 | } | ||
2694 | |||
2695 | // Modify other objects in the scene. | ||
2696 | processedtaints = false; | ||
2714 | 2697 | ||
2715 | lock (_taintedPrimLock) | 2698 | lock (_taintedPrimLock) |
2699 | { | ||
2700 | foreach (OdePrim prim in _taintedPrimL) | ||
2701 | { | ||
2702 | if (prim.m_taintremove) | ||
2716 | { | 2703 | { |
2717 | foreach (OdePrim prim in _taintedPrimL) | 2704 | // Console.WriteLine("Simulate calls RemovePrimThreadLocked for {0}", prim.Name); |
2718 | { | 2705 | RemovePrimThreadLocked(prim); |
2719 | if (prim.m_taintremove) | 2706 | } |
2720 | { | 2707 | else |
2721 | //Console.WriteLine("Simulate calls RemovePrimThreadLocked"); | 2708 | { |
2722 | RemovePrimThreadLocked(prim); | 2709 | // Console.WriteLine("Simulate calls ProcessTaints for {0}", prim.Name); |
2723 | } | 2710 | prim.ProcessTaints(timeStep); |
2724 | else | 2711 | } |
2725 | { | ||
2726 | //Console.WriteLine("Simulate calls ProcessTaints"); | ||
2727 | prim.ProcessTaints(timeStep); | ||
2728 | } | ||
2729 | processedtaints = true; | ||
2730 | prim.m_collisionscore = 0; | ||
2731 | |||
2732 | // This loop can block up the Heartbeat for a very long time on large regions. | ||
2733 | // We need to let the Watchdog know that the Heartbeat is not dead | ||
2734 | // NOTE: This is currently commented out, but if things like OAR loading are | ||
2735 | // timing the heartbeat out we will need to uncomment it | ||
2736 | //Watchdog.UpdateThread(); | ||
2737 | } | ||
2738 | 2712 | ||
2739 | if (SupportsNINJAJoints) | 2713 | processedtaints = true; |
2740 | { | 2714 | prim.m_collisionscore = 0; |
2741 | // Create pending joints, if possible | ||
2742 | 2715 | ||
2743 | // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating | 2716 | // This loop can block up the Heartbeat for a very long time on large regions. |
2744 | // a joint requires specifying the body id of both involved bodies | 2717 | // We need to let the Watchdog know that the Heartbeat is not dead |
2745 | if (pendingJoints.Count > 0) | 2718 | // NOTE: This is currently commented out, but if things like OAR loading are |
2746 | { | 2719 | // timing the heartbeat out we will need to uncomment it |
2747 | List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>(); | 2720 | //Watchdog.UpdateThread(); |
2748 | //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); | 2721 | } |
2749 | foreach (PhysicsJoint joint in pendingJoints) | ||
2750 | { | ||
2751 | //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); | ||
2752 | string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); | ||
2753 | List<IntPtr> jointBodies = new List<IntPtr>(); | ||
2754 | bool allJointBodiesAreReady = true; | ||
2755 | foreach (string jointParam in jointParams) | ||
2756 | { | ||
2757 | if (jointParam == "NULL") | ||
2758 | { | ||
2759 | //DoJointErrorMessage(joint, "attaching NULL joint to world"); | ||
2760 | jointBodies.Add(IntPtr.Zero); | ||
2761 | } | ||
2762 | else | ||
2763 | { | ||
2764 | //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); | ||
2765 | bool foundPrim = false; | ||
2766 | lock (_prims) | ||
2767 | { | ||
2768 | foreach (OdePrim prim in _prims) // FIXME: inefficient | ||
2769 | { | ||
2770 | if (prim.SOPName == jointParam) | ||
2771 | { | ||
2772 | //DoJointErrorMessage(joint, "found for prim name: " + jointParam); | ||
2773 | if (prim.IsPhysical && prim.Body != IntPtr.Zero) | ||
2774 | { | ||
2775 | jointBodies.Add(prim.Body); | ||
2776 | foundPrim = true; | ||
2777 | break; | ||
2778 | } | ||
2779 | else | ||
2780 | { | ||
2781 | DoJointErrorMessage(joint, "prim name " + jointParam + | ||
2782 | " exists but is not (yet) physical; deferring joint creation. " + | ||
2783 | "IsPhysical property is " + prim.IsPhysical + | ||
2784 | " and body is " + prim.Body); | ||
2785 | foundPrim = false; | ||
2786 | break; | ||
2787 | } | ||
2788 | } | ||
2789 | } | ||
2790 | } | ||
2791 | if (foundPrim) | ||
2792 | { | ||
2793 | // all is fine | ||
2794 | } | ||
2795 | else | ||
2796 | { | ||
2797 | allJointBodiesAreReady = false; | ||
2798 | break; | ||
2799 | } | ||
2800 | } | ||
2801 | } | ||
2802 | if (allJointBodiesAreReady) | ||
2803 | { | ||
2804 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | ||
2805 | if (jointBodies[0] == jointBodies[1]) | ||
2806 | { | ||
2807 | DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); | ||
2808 | } | ||
2809 | else | ||
2810 | { | ||
2811 | switch (joint.Type) | ||
2812 | { | ||
2813 | case PhysicsJointType.Ball: | ||
2814 | { | ||
2815 | IntPtr odeJoint; | ||
2816 | //DoJointErrorMessage(joint, "ODE creating ball joint "); | ||
2817 | odeJoint = d.JointCreateBall(world, IntPtr.Zero); | ||
2818 | //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2819 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2820 | //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2821 | d.JointSetBallAnchor(odeJoint, | ||
2822 | joint.Position.X, | ||
2823 | joint.Position.Y, | ||
2824 | joint.Position.Z); | ||
2825 | //DoJointErrorMessage(joint, "ODE joint setting OK"); | ||
2826 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); | ||
2827 | //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); | ||
2828 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); | ||
2829 | //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); | ||
2830 | |||
2831 | if (joint is OdePhysicsJoint) | ||
2832 | { | ||
2833 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2834 | } | ||
2835 | else | ||
2836 | { | ||
2837 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2838 | } | ||
2839 | } | ||
2840 | break; | ||
2841 | case PhysicsJointType.Hinge: | ||
2842 | { | ||
2843 | IntPtr odeJoint; | ||
2844 | //DoJointErrorMessage(joint, "ODE creating hinge joint "); | ||
2845 | odeJoint = d.JointCreateHinge(world, IntPtr.Zero); | ||
2846 | //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2847 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2848 | //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2849 | d.JointSetHingeAnchor(odeJoint, | ||
2850 | joint.Position.X, | ||
2851 | joint.Position.Y, | ||
2852 | joint.Position.Z); | ||
2853 | // We use the orientation of the x-axis of the joint's coordinate frame | ||
2854 | // as the axis for the hinge. | ||
2855 | |||
2856 | // Therefore, we must get the joint's coordinate frame based on the | ||
2857 | // joint.Rotation field, which originates from the orientation of the | ||
2858 | // joint's proxy object in the scene. | ||
2859 | |||
2860 | // The joint's coordinate frame is defined as the transformation matrix | ||
2861 | // that converts a vector from joint-local coordinates into world coordinates. | ||
2862 | // World coordinates are defined as the XYZ coordinate system of the sim, | ||
2863 | // as shown in the top status-bar of the viewer. | ||
2864 | |||
2865 | // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) | ||
2866 | // and use that as the hinge axis. | ||
2867 | |||
2868 | //joint.Rotation.Normalize(); | ||
2869 | Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); | ||
2870 | |||
2871 | // Now extract the X axis of the joint's coordinate frame. | ||
2872 | |||
2873 | // Do not try to use proxyFrame.AtAxis or you will become mired in the | ||
2874 | // tar pit of transposed, inverted, and generally messed-up orientations. | ||
2875 | // (In other words, Matrix4.AtAxis() is borked.) | ||
2876 | // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness | ||
2877 | |||
2878 | // Instead, compute the X axis of the coordinate frame by transforming | ||
2879 | // the (1,0,0) vector. At least that works. | ||
2880 | |||
2881 | //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); | ||
2882 | Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); | ||
2883 | //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); | ||
2884 | //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); | ||
2885 | d.JointSetHingeAxis(odeJoint, | ||
2886 | jointAxis.X, | ||
2887 | jointAxis.Y, | ||
2888 | jointAxis.Z); | ||
2889 | //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); | ||
2890 | if (joint is OdePhysicsJoint) | ||
2891 | { | ||
2892 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
2893 | } | ||
2894 | else | ||
2895 | { | ||
2896 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
2897 | } | ||
2898 | } | ||
2899 | break; | ||
2900 | } | ||
2901 | successfullyProcessedPendingJoints.Add(joint); | ||
2902 | } | ||
2903 | } | ||
2904 | else | ||
2905 | { | ||
2906 | DoJointErrorMessage(joint, "joint could not yet be created; still pending"); | ||
2907 | } | ||
2908 | } | ||
2909 | foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) | ||
2910 | { | ||
2911 | //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); | ||
2912 | //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); | ||
2913 | InternalRemovePendingJoint(successfullyProcessedJoint); | ||
2914 | //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); | ||
2915 | InternalAddActiveJoint(successfullyProcessedJoint); | ||
2916 | //DoJointErrorMessage(successfullyProcessedJoint, "done"); | ||
2917 | } | ||
2918 | } | ||
2919 | } | ||
2920 | 2722 | ||
2921 | if (processedtaints) | 2723 | if (SupportsNINJAJoints) |
2724 | SimulatePendingNINJAJoints(); | ||
2725 | |||
2726 | if (processedtaints) | ||
2727 | { | ||
2922 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); | 2728 | //Console.WriteLine("Simulate calls Clear of _taintedPrim list"); |
2923 | _taintedPrimH.Clear(); | 2729 | _taintedPrimH.Clear(); |
2924 | _taintedPrimL.Clear(); | 2730 | _taintedPrimL.Clear(); |
2925 | } | 2731 | } |
2732 | } | ||
2926 | 2733 | ||
2927 | // Move characters | 2734 | // Move characters |
2928 | lock (_characters) | 2735 | lock (_characters) |
2736 | { | ||
2737 | List<OdeCharacter> defects = new List<OdeCharacter>(); | ||
2738 | foreach (OdeCharacter actor in _characters) | ||
2739 | { | ||
2740 | if (actor != null) | ||
2741 | actor.Move(timeStep, defects); | ||
2742 | } | ||
2743 | if (0 != defects.Count) | ||
2744 | { | ||
2745 | foreach (OdeCharacter defect in defects) | ||
2929 | { | 2746 | { |
2930 | List<OdeCharacter> defects = new List<OdeCharacter>(); | 2747 | RemoveCharacter(defect); |
2931 | foreach (OdeCharacter actor in _characters) | ||
2932 | { | ||
2933 | if (actor != null) | ||
2934 | actor.Move(timeStep, defects); | ||
2935 | } | ||
2936 | if (0 != defects.Count) | ||
2937 | { | ||
2938 | foreach (OdeCharacter defect in defects) | ||
2939 | { | ||
2940 | RemoveCharacter(defect); | ||
2941 | } | ||
2942 | } | ||
2943 | } | 2748 | } |
2749 | } | ||
2750 | } | ||
2944 | 2751 | ||
2945 | // Move other active objects | 2752 | // Move other active objects |
2946 | lock (_activeprims) | 2753 | lock (_activeprims) |
2947 | { | 2754 | { |
2948 | foreach (OdePrim prim in _activeprims) | 2755 | foreach (OdePrim prim in _activeprims) |
2949 | { | 2756 | { |
2950 | prim.m_collisionscore = 0; | 2757 | prim.m_collisionscore = 0; |
2951 | prim.Move(timeStep); | 2758 | prim.Move(timeStep); |
2952 | } | 2759 | } |
2953 | } | 2760 | } |
2761 | |||
2762 | //if ((framecount % m_randomizeWater) == 0) | ||
2763 | // randomizeWater(waterlevel); | ||
2954 | 2764 | ||
2955 | //if ((framecount % m_randomizeWater) == 0) | 2765 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); |
2956 | // randomizeWater(waterlevel); | 2766 | m_rayCastManager.ProcessQueuedRequests(); |
2957 | 2767 | ||
2958 | //int RayCastTimeMS = m_rayCastManager.ProcessQueuedRequests(); | 2768 | collision_optimized(timeStep); |
2959 | m_rayCastManager.ProcessQueuedRequests(); | ||
2960 | 2769 | ||
2961 | collision_optimized(timeStep); | 2770 | lock (_collisionEventPrim) |
2771 | { | ||
2772 | foreach (PhysicsActor obj in _collisionEventPrim) | ||
2773 | { | ||
2774 | if (obj == null) | ||
2775 | continue; | ||
2962 | 2776 | ||
2963 | lock (_collisionEventPrim) | 2777 | // m_log.DebugFormat("[PHYSICS]: Assessing {0} for collision events", obj.SOPName); |
2778 | |||
2779 | switch ((ActorTypes)obj.PhysicsActorType) | ||
2964 | { | 2780 | { |
2965 | foreach (PhysicsActor obj in _collisionEventPrim) | 2781 | case ActorTypes.Agent: |
2966 | { | 2782 | OdeCharacter cobj = (OdeCharacter)obj; |
2967 | if (obj == null) | 2783 | cobj.AddCollisionFrameTime(100); |
2968 | continue; | 2784 | cobj.SendCollisions(); |
2785 | break; | ||
2969 | 2786 | ||
2970 | switch ((ActorTypes)obj.PhysicsActorType) | 2787 | case ActorTypes.Prim: |
2971 | { | 2788 | OdePrim pobj = (OdePrim)obj; |
2972 | case ActorTypes.Agent: | 2789 | pobj.SendCollisions(); |
2973 | OdeCharacter cobj = (OdeCharacter)obj; | 2790 | break; |
2974 | cobj.AddCollisionFrameTime(100); | ||
2975 | cobj.SendCollisions(); | ||
2976 | break; | ||
2977 | case ActorTypes.Prim: | ||
2978 | OdePrim pobj = (OdePrim)obj; | ||
2979 | pobj.SendCollisions(); | ||
2980 | break; | ||
2981 | } | ||
2982 | } | ||
2983 | } | 2791 | } |
2792 | } | ||
2793 | } | ||
2984 | 2794 | ||
2985 | //if (m_global_contactcount > 5) | 2795 | //if (m_global_contactcount > 5) |
2986 | //{ | 2796 | //{ |
2987 | // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount); | 2797 | // m_log.DebugFormat("[PHYSICS]: Contacts:{0}", m_global_contactcount); |
2988 | //} | 2798 | //} |
2989 | 2799 | ||
2990 | m_global_contactcount = 0; | 2800 | m_global_contactcount = 0; |
2991 | 2801 | ||
2992 | d.WorldQuickStep(world, ODE_STEPSIZE); | 2802 | d.WorldQuickStep(world, ODE_STEPSIZE); |
2993 | d.JointGroupEmpty(contactgroup); | 2803 | d.JointGroupEmpty(contactgroup); |
2994 | //ode.dunlock(world); | 2804 | //ode.dunlock(world); |
2995 | } | 2805 | } |
2996 | catch (Exception e) | 2806 | catch (Exception e) |
2997 | { | 2807 | { |
2998 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); | 2808 | m_log.ErrorFormat("[PHYSICS]: {0}, {1}, {2}", e.Message, e.TargetSite, e); |
2999 | ode.dunlock(world); | 2809 | ode.dunlock(world); |
3000 | } | 2810 | } |
3001 | 2811 | ||
3002 | step_time -= ODE_STEPSIZE; | 2812 | step_time -= ODE_STEPSIZE; |
3003 | i++; | 2813 | i++; |
3004 | //} | 2814 | //} |
3005 | //else | 2815 | //else |
3006 | //{ | 2816 | //{ |
@@ -3017,6 +2827,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3017 | { | 2827 | { |
3018 | if (actor.bad) | 2828 | if (actor.bad) |
3019 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); | 2829 | m_log.WarnFormat("[PHYSICS]: BAD Actor {0} in _characters list was not removed?", actor.m_uuid); |
2830 | |||
3020 | actor.UpdatePositionAndVelocity(); | 2831 | actor.UpdatePositionAndVelocity(); |
3021 | } | 2832 | } |
3022 | } | 2833 | } |
@@ -3030,6 +2841,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3030 | { | 2841 | { |
3031 | RemoveCharacter(chr); | 2842 | RemoveCharacter(chr); |
3032 | } | 2843 | } |
2844 | |||
3033 | _badCharacter.Clear(); | 2845 | _badCharacter.Clear(); |
3034 | } | 2846 | } |
3035 | } | 2847 | } |
@@ -3045,30 +2857,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3045 | actor.UpdatePositionAndVelocity(); | 2857 | actor.UpdatePositionAndVelocity(); |
3046 | 2858 | ||
3047 | if (SupportsNINJAJoints) | 2859 | if (SupportsNINJAJoints) |
3048 | { | 2860 | SimulateActorPendingJoints(actor); |
3049 | // If an actor moved, move its joint proxy objects as well. | ||
3050 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3051 | // for this purpose but it is never called! So we just do the joint | ||
3052 | // movement code here. | ||
3053 | |||
3054 | if (actor.SOPName != null && | ||
3055 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3056 | joints_connecting_actor[actor.SOPName] != null && | ||
3057 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3058 | { | ||
3059 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3060 | { | ||
3061 | if (affectedJoint.IsInPhysicsEngine) | ||
3062 | { | ||
3063 | DoJointMoved(affectedJoint); | ||
3064 | } | ||
3065 | else | ||
3066 | { | ||
3067 | DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); | ||
3068 | } | ||
3069 | } | ||
3070 | } | ||
3071 | } | ||
3072 | } | 2861 | } |
3073 | } | 2862 | } |
3074 | } | 2863 | } |
@@ -3079,7 +2868,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3079 | // Finished with all sim stepping. If requested, dump world state to file for debugging. | 2868 | // Finished with all sim stepping. If requested, dump world state to file for debugging. |
3080 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? | 2869 | // TODO: This call to the export function is already inside lock (OdeLock) - but is an extra lock needed? |
3081 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? | 2870 | // TODO: This overwrites all dump files in-place. Should this be a growing logfile, or separate snapshots? |
3082 | if (physics_logging && (physics_logging_interval>0) && (framecount % physics_logging_interval == 0)) | 2871 | if (physics_logging && (physics_logging_interval > 0) && (framecount % physics_logging_interval == 0)) |
3083 | { | 2872 | { |
3084 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename | 2873 | string fname = "state-" + world.ToString() + ".DIF"; // give each physics world a separate filename |
3085 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file | 2874 | string prefix = "world" + world.ToString(); // prefix for variable names in exported .DIF file |
@@ -3091,8 +2880,10 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3091 | fwriter.WriteLine(header); | 2880 | fwriter.WriteLine(header); |
3092 | fwriter.Close(); | 2881 | fwriter.Close(); |
3093 | } | 2882 | } |
2883 | |||
3094 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); | 2884 | d.WorldExportDIF(world, fname, physics_logging_append_existing_logfile, prefix); |
3095 | } | 2885 | } |
2886 | |||
3096 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; | 2887 | latertickcount = Util.EnvironmentTickCount() - tickCountFrameRun; |
3097 | 2888 | ||
3098 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics | 2889 | // OpenSimulator above does 10 fps. 10 fps = means that the main thread loop and physics |
@@ -3101,7 +2892,9 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3101 | // If Physics stalls, it takes longer which makes the tick count ms larger. | 2892 | // If Physics stalls, it takes longer which makes the tick count ms larger. |
3102 | 2893 | ||
3103 | if (latertickcount < 100) | 2894 | if (latertickcount < 100) |
2895 | { | ||
3104 | m_timeDilation = 1.0f; | 2896 | m_timeDilation = 1.0f; |
2897 | } | ||
3105 | else | 2898 | else |
3106 | { | 2899 | { |
3107 | m_timeDilation = 100f / latertickcount; | 2900 | m_timeDilation = 100f / latertickcount; |
@@ -3114,6 +2907,229 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3114 | return fps; | 2907 | return fps; |
3115 | } | 2908 | } |
3116 | 2909 | ||
2910 | /// <summary> | ||
2911 | /// Simulate pending NINJA joints. | ||
2912 | /// </summary> | ||
2913 | /// <remarks> | ||
2914 | /// Called by the main Simulate() loop if NINJA joints are active. Should not be called from anywhere else. | ||
2915 | /// </remarks> | ||
2916 | protected void SimulatePendingNINJAJoints() | ||
2917 | { | ||
2918 | // Create pending joints, if possible | ||
2919 | |||
2920 | // joints can only be processed after ALL bodies are processed (and exist in ODE), since creating | ||
2921 | // a joint requires specifying the body id of both involved bodies | ||
2922 | if (pendingJoints.Count > 0) | ||
2923 | { | ||
2924 | List<PhysicsJoint> successfullyProcessedPendingJoints = new List<PhysicsJoint>(); | ||
2925 | //DoJointErrorMessage(joints_connecting_actor, "taint: " + pendingJoints.Count + " pending joints"); | ||
2926 | foreach (PhysicsJoint joint in pendingJoints) | ||
2927 | { | ||
2928 | //DoJointErrorMessage(joint, "taint: time to create joint with parms: " + joint.RawParams); | ||
2929 | string[] jointParams = joint.RawParams.Split(" ".ToCharArray(), System.StringSplitOptions.RemoveEmptyEntries); | ||
2930 | List<IntPtr> jointBodies = new List<IntPtr>(); | ||
2931 | bool allJointBodiesAreReady = true; | ||
2932 | foreach (string jointParam in jointParams) | ||
2933 | { | ||
2934 | if (jointParam == "NULL") | ||
2935 | { | ||
2936 | //DoJointErrorMessage(joint, "attaching NULL joint to world"); | ||
2937 | jointBodies.Add(IntPtr.Zero); | ||
2938 | } | ||
2939 | else | ||
2940 | { | ||
2941 | //DoJointErrorMessage(joint, "looking for prim name: " + jointParam); | ||
2942 | bool foundPrim = false; | ||
2943 | lock (_prims) | ||
2944 | { | ||
2945 | foreach (OdePrim prim in _prims) // FIXME: inefficient | ||
2946 | { | ||
2947 | if (prim.SOPName == jointParam) | ||
2948 | { | ||
2949 | //DoJointErrorMessage(joint, "found for prim name: " + jointParam); | ||
2950 | if (prim.IsPhysical && prim.Body != IntPtr.Zero) | ||
2951 | { | ||
2952 | jointBodies.Add(prim.Body); | ||
2953 | foundPrim = true; | ||
2954 | break; | ||
2955 | } | ||
2956 | else | ||
2957 | { | ||
2958 | DoJointErrorMessage(joint, "prim name " + jointParam + | ||
2959 | " exists but is not (yet) physical; deferring joint creation. " + | ||
2960 | "IsPhysical property is " + prim.IsPhysical + | ||
2961 | " and body is " + prim.Body); | ||
2962 | foundPrim = false; | ||
2963 | break; | ||
2964 | } | ||
2965 | } | ||
2966 | } | ||
2967 | } | ||
2968 | if (foundPrim) | ||
2969 | { | ||
2970 | // all is fine | ||
2971 | } | ||
2972 | else | ||
2973 | { | ||
2974 | allJointBodiesAreReady = false; | ||
2975 | break; | ||
2976 | } | ||
2977 | } | ||
2978 | } | ||
2979 | |||
2980 | if (allJointBodiesAreReady) | ||
2981 | { | ||
2982 | //DoJointErrorMessage(joint, "allJointBodiesAreReady for " + joint.ObjectNameInScene + " with parms " + joint.RawParams); | ||
2983 | if (jointBodies[0] == jointBodies[1]) | ||
2984 | { | ||
2985 | DoJointErrorMessage(joint, "ERROR: joint cannot be created; the joint bodies are the same, body1==body2. Raw body is " + jointBodies[0] + ". raw parms: " + joint.RawParams); | ||
2986 | } | ||
2987 | else | ||
2988 | { | ||
2989 | switch (joint.Type) | ||
2990 | { | ||
2991 | case PhysicsJointType.Ball: | ||
2992 | { | ||
2993 | IntPtr odeJoint; | ||
2994 | //DoJointErrorMessage(joint, "ODE creating ball joint "); | ||
2995 | odeJoint = d.JointCreateBall(world, IntPtr.Zero); | ||
2996 | //DoJointErrorMessage(joint, "ODE attaching ball joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
2997 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
2998 | //DoJointErrorMessage(joint, "ODE setting ball anchor: " + odeJoint + " to vec:" + joint.Position); | ||
2999 | d.JointSetBallAnchor(odeJoint, | ||
3000 | joint.Position.X, | ||
3001 | joint.Position.Y, | ||
3002 | joint.Position.Z); | ||
3003 | //DoJointErrorMessage(joint, "ODE joint setting OK"); | ||
3004 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b0: "); | ||
3005 | //DoJointErrorMessage(joint, "" + (jointBodies[0] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[0]) : "fixed environment")); | ||
3006 | //DoJointErrorMessage(joint, "The ball joint's bodies are here: b1: "); | ||
3007 | //DoJointErrorMessage(joint, "" + (jointBodies[1] != IntPtr.Zero ? "" + d.BodyGetPosition(jointBodies[1]) : "fixed environment")); | ||
3008 | |||
3009 | if (joint is OdePhysicsJoint) | ||
3010 | { | ||
3011 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
3012 | } | ||
3013 | else | ||
3014 | { | ||
3015 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
3016 | } | ||
3017 | } | ||
3018 | break; | ||
3019 | case PhysicsJointType.Hinge: | ||
3020 | { | ||
3021 | IntPtr odeJoint; | ||
3022 | //DoJointErrorMessage(joint, "ODE creating hinge joint "); | ||
3023 | odeJoint = d.JointCreateHinge(world, IntPtr.Zero); | ||
3024 | //DoJointErrorMessage(joint, "ODE attaching hinge joint: " + odeJoint + " with b1:" + jointBodies[0] + " b2:" + jointBodies[1]); | ||
3025 | d.JointAttach(odeJoint, jointBodies[0], jointBodies[1]); | ||
3026 | //DoJointErrorMessage(joint, "ODE setting hinge anchor: " + odeJoint + " to vec:" + joint.Position); | ||
3027 | d.JointSetHingeAnchor(odeJoint, | ||
3028 | joint.Position.X, | ||
3029 | joint.Position.Y, | ||
3030 | joint.Position.Z); | ||
3031 | // We use the orientation of the x-axis of the joint's coordinate frame | ||
3032 | // as the axis for the hinge. | ||
3033 | |||
3034 | // Therefore, we must get the joint's coordinate frame based on the | ||
3035 | // joint.Rotation field, which originates from the orientation of the | ||
3036 | // joint's proxy object in the scene. | ||
3037 | |||
3038 | // The joint's coordinate frame is defined as the transformation matrix | ||
3039 | // that converts a vector from joint-local coordinates into world coordinates. | ||
3040 | // World coordinates are defined as the XYZ coordinate system of the sim, | ||
3041 | // as shown in the top status-bar of the viewer. | ||
3042 | |||
3043 | // Once we have the joint's coordinate frame, we extract its X axis (AtAxis) | ||
3044 | // and use that as the hinge axis. | ||
3045 | |||
3046 | //joint.Rotation.Normalize(); | ||
3047 | Matrix4 proxyFrame = Matrix4.CreateFromQuaternion(joint.Rotation); | ||
3048 | |||
3049 | // Now extract the X axis of the joint's coordinate frame. | ||
3050 | |||
3051 | // Do not try to use proxyFrame.AtAxis or you will become mired in the | ||
3052 | // tar pit of transposed, inverted, and generally messed-up orientations. | ||
3053 | // (In other words, Matrix4.AtAxis() is borked.) | ||
3054 | // Vector3 jointAxis = proxyFrame.AtAxis; <--- this path leadeth to madness | ||
3055 | |||
3056 | // Instead, compute the X axis of the coordinate frame by transforming | ||
3057 | // the (1,0,0) vector. At least that works. | ||
3058 | |||
3059 | //m_log.Debug("PHY: making axis: complete matrix is " + proxyFrame); | ||
3060 | Vector3 jointAxis = Vector3.Transform(Vector3.UnitX, proxyFrame); | ||
3061 | //m_log.Debug("PHY: making axis: hinge joint axis is " + jointAxis); | ||
3062 | //DoJointErrorMessage(joint, "ODE setting hinge axis: " + odeJoint + " to vec:" + jointAxis); | ||
3063 | d.JointSetHingeAxis(odeJoint, | ||
3064 | jointAxis.X, | ||
3065 | jointAxis.Y, | ||
3066 | jointAxis.Z); | ||
3067 | //d.JointSetHingeParam(odeJoint, (int)dParam.CFM, 0.1f); | ||
3068 | if (joint is OdePhysicsJoint) | ||
3069 | { | ||
3070 | ((OdePhysicsJoint)joint).jointID = odeJoint; | ||
3071 | } | ||
3072 | else | ||
3073 | { | ||
3074 | DoJointErrorMessage(joint, "WARNING: non-ode joint in ODE!"); | ||
3075 | } | ||
3076 | } | ||
3077 | break; | ||
3078 | } | ||
3079 | successfullyProcessedPendingJoints.Add(joint); | ||
3080 | } | ||
3081 | } | ||
3082 | else | ||
3083 | { | ||
3084 | DoJointErrorMessage(joint, "joint could not yet be created; still pending"); | ||
3085 | } | ||
3086 | } | ||
3087 | |||
3088 | foreach (PhysicsJoint successfullyProcessedJoint in successfullyProcessedPendingJoints) | ||
3089 | { | ||
3090 | //DoJointErrorMessage(successfullyProcessedJoint, "finalizing succesfully procsssed joint " + successfullyProcessedJoint.ObjectNameInScene + " parms " + successfullyProcessedJoint.RawParams); | ||
3091 | //DoJointErrorMessage(successfullyProcessedJoint, "removing from pending"); | ||
3092 | InternalRemovePendingJoint(successfullyProcessedJoint); | ||
3093 | //DoJointErrorMessage(successfullyProcessedJoint, "adding to active"); | ||
3094 | InternalAddActiveJoint(successfullyProcessedJoint); | ||
3095 | //DoJointErrorMessage(successfullyProcessedJoint, "done"); | ||
3096 | } | ||
3097 | } | ||
3098 | } | ||
3099 | |||
3100 | /// <summary> | ||
3101 | /// Simulate the joint proxies of a NINJA actor. | ||
3102 | /// </summary> | ||
3103 | /// <remarks> | ||
3104 | /// Called as part of the Simulate() loop if NINJA physics is active. Must only be called from there. | ||
3105 | /// </remarks> | ||
3106 | /// <param name="actor"></param> | ||
3107 | protected void SimulateActorPendingJoints(OdePrim actor) | ||
3108 | { | ||
3109 | // If an actor moved, move its joint proxy objects as well. | ||
3110 | // There seems to be an event PhysicsActor.OnPositionUpdate that could be used | ||
3111 | // for this purpose but it is never called! So we just do the joint | ||
3112 | // movement code here. | ||
3113 | |||
3114 | if (actor.SOPName != null && | ||
3115 | joints_connecting_actor.ContainsKey(actor.SOPName) && | ||
3116 | joints_connecting_actor[actor.SOPName] != null && | ||
3117 | joints_connecting_actor[actor.SOPName].Count > 0) | ||
3118 | { | ||
3119 | foreach (PhysicsJoint affectedJoint in joints_connecting_actor[actor.SOPName]) | ||
3120 | { | ||
3121 | if (affectedJoint.IsInPhysicsEngine) | ||
3122 | { | ||
3123 | DoJointMoved(affectedJoint); | ||
3124 | } | ||
3125 | else | ||
3126 | { | ||
3127 | DoJointErrorMessage(affectedJoint, "a body connected to a joint was moved, but the joint doesn't exist yet! this will lead to joint error. joint was: " + affectedJoint.ObjectNameInScene + " parms:" + affectedJoint.RawParams); | ||
3128 | } | ||
3129 | } | ||
3130 | } | ||
3131 | } | ||
3132 | |||
3117 | public override void GetResults() | 3133 | public override void GetResults() |
3118 | { | 3134 | { |
3119 | } | 3135 | } |
@@ -3459,24 +3475,21 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3459 | float hfmin = 2000; | 3475 | float hfmin = 2000; |
3460 | float hfmax = -2000; | 3476 | float hfmax = -2000; |
3461 | 3477 | ||
3462 | for (int x = 0; x < heightmapWidthSamples; x++) | 3478 | for (int x = 0; x < heightmapWidthSamples; x++) |
3479 | { | ||
3480 | for (int y = 0; y < heightmapHeightSamples; y++) | ||
3463 | { | 3481 | { |
3464 | for (int y = 0; y < heightmapHeightSamples; y++) | 3482 | int xx = Util.Clip(x - 1, 0, regionsize - 1); |
3465 | { | 3483 | int yy = Util.Clip(y - 1, 0, regionsize - 1); |
3466 | int xx = Util.Clip(x - 1, 0, regionsize - 1); | 3484 | |
3467 | int yy = Util.Clip(y - 1, 0, regionsize - 1); | 3485 | |
3468 | 3486 | float val= heightMap[yy * (int)Constants.RegionSize + xx]; | |
3469 | 3487 | _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; | |
3470 | float val= heightMap[yy * (int)Constants.RegionSize + xx]; | 3488 | |
3471 | _heightmap[x * ((int)Constants.RegionSize + 2) + y] = val; | 3489 | hfmin = (val < hfmin) ? val : hfmin; |
3472 | 3490 | hfmax = (val > hfmax) ? val : hfmax; | |
3473 | hfmin = (val < hfmin) ? val : hfmin; | ||
3474 | hfmax = (val > hfmax) ? val : hfmax; | ||
3475 | } | ||
3476 | } | 3491 | } |
3477 | 3492 | } | |
3478 | |||
3479 | |||
3480 | 3493 | ||
3481 | lock (OdeLock) | 3494 | lock (OdeLock) |
3482 | { | 3495 | { |
@@ -3531,7 +3544,6 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3531 | } | 3544 | } |
3532 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); | 3545 | RegionTerrain.Add(pOffset, GroundGeom, GroundGeom); |
3533 | TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); | 3546 | TerrainHeightFieldHeights.Add(GroundGeom,_heightmap); |
3534 | |||
3535 | } | 3547 | } |
3536 | } | 3548 | } |
3537 | 3549 | ||
@@ -3694,6 +3706,7 @@ Console.WriteLine("AddPhysicsActorTaint to " + taintedprim.Name); | |||
3694 | //d.CloseODE(); | 3706 | //d.CloseODE(); |
3695 | } | 3707 | } |
3696 | } | 3708 | } |
3709 | |||
3697 | public override Dictionary<uint, float> GetTopColliders() | 3710 | public override Dictionary<uint, float> GetTopColliders() |
3698 | { | 3711 | { |
3699 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | 3712 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |