diff options
author | Justin Clark-Casey (justincc) | 2012-08-17 22:31:58 +0100 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2012-08-17 22:31:58 +0100 |
commit | f57c1ac3869c0c3ef62137963d72b1ebb7b89182 (patch) | |
tree | 2fb62b7ca395cc640c57e2b2cfe0585ccebfb430 /OpenSim | |
parent | minor: Make xengine debug message on script load a scripting loading message ... (diff) | |
parent | BulletSim: restore most of the Detail logging statements. Will have (diff) | |
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 19 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 21 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 228 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 22 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 66 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 68 |
6 files changed, 146 insertions, 278 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 548dfd3..98afb75 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1385,17 +1385,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1385 | bool DCFlagKeyPressed = false; | 1385 | bool DCFlagKeyPressed = false; |
1386 | Vector3 agent_control_v3 = Vector3.Zero; | 1386 | Vector3 agent_control_v3 = Vector3.Zero; |
1387 | 1387 | ||
1388 | bool oldflying = Flying; | 1388 | bool newFlying = actor.Flying; |
1389 | 1389 | ||
1390 | if (ForceFly) | 1390 | if (ForceFly) |
1391 | actor.Flying = true; | 1391 | newFlying = true; |
1392 | else if (FlyDisabled) | 1392 | else if (FlyDisabled) |
1393 | actor.Flying = false; | 1393 | newFlying = false; |
1394 | else | 1394 | else |
1395 | actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1395 | newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1396 | 1396 | ||
1397 | if (actor.Flying != oldflying) | 1397 | if (actor.Flying != newFlying) |
1398 | update_movementflag = true; | 1398 | { |
1399 | // Note: ScenePresence.Flying is actually fetched from the physical actor | ||
1400 | // so setting PhysActor.Flying here also sets the ScenePresence's value. | ||
1401 | actor.Flying = newFlying; | ||
1402 | update_movementflag = true; | ||
1403 | } | ||
1399 | 1404 | ||
1400 | if (ParentID == 0) | 1405 | if (ParentID == 0) |
1401 | { | 1406 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..1b23a36 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor | |||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | DetailLog("{0},BSCharacter.create", _localID); | ||
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 128 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | 129 | ||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | ||
131 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | ||
132 | |||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 133 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
130 | // avatars get all collisions no matter what | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
132 | }); | 136 | }); |
133 | 137 | ||
@@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor | |||
137 | // called when this character is being destroyed and the resources should be released | 141 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 142 | public void Destroy() |
139 | { | 143 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 144 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 145 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 146 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 147 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
@@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor | |||
319 | public override bool Flying { | 323 | public override bool Flying { |
320 | get { return _flying; } | 324 | get { return _flying; } |
321 | set { | 325 | set { |
322 | if (_flying != value) | 326 | _flying = value; |
323 | { | 327 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 328 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | ||
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | 329 | } |
329 | } | 330 | } |
331 | // Flying is implimented by changing the avatar's buoyancy. | ||
332 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 333 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 334 | return ifFlying ? 1f : 0f; |
332 | } | 335 | } |
@@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 491 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 492 | // base.RequestPhysicsterseUpdate(); |
490 | 493 | ||
491 | /* | ||
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 494 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 495 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
494 | entprop.Acceleration, entprop.RotationalVelocity); | 496 | entprop.Acceleration, entprop.RotationalVelocity); |
495 | */ | ||
496 | } | 497 | } |
497 | 498 | ||
498 | // Called by the scene when a collision with this object is reported | 499 | // Called by the scene when a collision with this object is reported |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5a9f135..d7213fc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -57,6 +57,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
57 | private int frcount = 0; // Used to limit dynamics debug output to | 57 | private int frcount = 0; // Used to limit dynamics debug output to |
58 | // every 100th frame | 58 | // every 100th frame |
59 | 59 | ||
60 | private BSScene m_physicsScene; | ||
60 | private BSPrim m_prim; // the prim this dynamic controller belongs to | 61 | private BSPrim m_prim; // the prim this dynamic controller belongs to |
61 | 62 | ||
62 | // Vehicle properties | 63 | // Vehicle properties |
@@ -74,7 +75,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
74 | // HOVER_UP_ONLY | 75 | // HOVER_UP_ONLY |
75 | // LIMIT_MOTOR_UP | 76 | // LIMIT_MOTOR_UP |
76 | // LIMIT_ROLL_ONLY | 77 | // LIMIT_ROLL_ONLY |
77 | private VehicleFlag m_Hoverflags = (VehicleFlag)0; | ||
78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | 78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | 79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
80 | // Linear properties | 80 | // Linear properties |
@@ -124,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 124 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
126 | 126 | ||
127 | public BSDynamics(BSPrim myPrim) | 127 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
128 | { | 128 | { |
129 | m_physicsScene = myScene; | ||
129 | m_prim = myPrim; | 130 | m_prim = myPrim; |
130 | m_type = Vehicle.TYPE_NONE; | 131 | m_type = Vehicle.TYPE_NONE; |
131 | } | 132 | } |
132 | 133 | ||
133 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) |
134 | { | 135 | { |
135 | DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
136 | switch (pParam) | 137 | switch (pParam) |
137 | { | 138 | { |
138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 139 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -231,7 +232,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
231 | 232 | ||
232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) |
233 | { | 234 | { |
234 | DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
235 | switch (pParam) | 236 | switch (pParam) |
236 | { | 237 | { |
237 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 238 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -266,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
266 | 267 | ||
267 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 268 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
268 | { | 269 | { |
269 | DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 270 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
270 | switch (pParam) | 271 | switch (pParam) |
271 | { | 272 | { |
272 | case Vehicle.REFERENCE_FRAME: | 273 | case Vehicle.REFERENCE_FRAME: |
@@ -280,164 +281,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
280 | 281 | ||
281 | internal void ProcessVehicleFlags(int pParam, bool remove) | 282 | internal void ProcessVehicleFlags(int pParam, bool remove) |
282 | { | 283 | { |
283 | DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); | 284 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); |
285 | VehicleFlag parm = (VehicleFlag)pParam; | ||
284 | if (remove) | 286 | if (remove) |
285 | { | 287 | { |
286 | if (pParam == -1) | 288 | if (pParam == -1) |
287 | { | 289 | { |
288 | m_flags = (VehicleFlag)0; | 290 | m_flags = (VehicleFlag)0; |
289 | m_Hoverflags = (VehicleFlag)0; | ||
290 | return; | ||
291 | } | 291 | } |
292 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | 292 | else |
293 | { | ||
294 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) | ||
295 | m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
296 | } | ||
297 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
298 | { | ||
299 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) | ||
300 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); | ||
301 | } | ||
302 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
303 | { | ||
304 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) | ||
305 | m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); | ||
306 | } | ||
307 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
308 | { | ||
309 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) | ||
310 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); | ||
311 | } | ||
312 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
313 | { | ||
314 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) | ||
315 | m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); | ||
316 | } | ||
317 | if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) | ||
318 | { | ||
319 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) | ||
320 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | ||
321 | } | ||
322 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
323 | { | ||
324 | if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) | ||
325 | m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); | ||
326 | } | ||
327 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
328 | { | ||
329 | if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) | ||
330 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); | ||
331 | } | ||
332 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
333 | { | ||
334 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) | ||
335 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); | ||
336 | } | ||
337 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
338 | { | ||
339 | if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) | ||
340 | m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); | ||
341 | } | ||
342 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
343 | { | ||
344 | if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) | ||
345 | m_flags &= ~(VehicleFlag.NO_X); | ||
346 | } | ||
347 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
348 | { | ||
349 | if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) | ||
350 | m_flags &= ~(VehicleFlag.NO_Y); | ||
351 | } | ||
352 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
353 | { | ||
354 | if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) | ||
355 | m_flags &= ~(VehicleFlag.NO_Z); | ||
356 | } | ||
357 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
358 | { | ||
359 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) | ||
360 | m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); | ||
361 | } | ||
362 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
363 | { | ||
364 | if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) | ||
365 | m_flags &= ~(VehicleFlag.NO_DEFLECTION); | ||
366 | } | ||
367 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
368 | { | 293 | { |
369 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) | 294 | m_flags &= ~parm; |
370 | m_flags &= ~(VehicleFlag.LOCK_ROTATION); | ||
371 | } | 295 | } |
372 | } | 296 | } |
373 | else | 297 | else { |
374 | { | 298 | m_flags |= parm; |
375 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
376 | { | ||
377 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); | ||
378 | } | ||
379 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
380 | { | ||
381 | m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); | ||
382 | } | ||
383 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
384 | { | ||
385 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); | ||
386 | } | ||
387 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
388 | { | ||
389 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); | ||
390 | } | ||
391 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
392 | { | ||
393 | m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); | ||
394 | } | ||
395 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
396 | { | ||
397 | m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); | ||
398 | } | ||
399 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
400 | { | ||
401 | m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); | ||
402 | } | ||
403 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
404 | { | ||
405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); | ||
406 | } | ||
407 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
408 | { | ||
409 | m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); | ||
410 | } | ||
411 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
412 | { | ||
413 | m_flags |= (VehicleFlag.NO_X); | ||
414 | } | ||
415 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
416 | { | ||
417 | m_flags |= (VehicleFlag.NO_Y); | ||
418 | } | ||
419 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
420 | { | ||
421 | m_flags |= (VehicleFlag.NO_Z); | ||
422 | } | ||
423 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
424 | { | ||
425 | m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); | ||
426 | } | ||
427 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
428 | { | ||
429 | m_flags |= (VehicleFlag.NO_DEFLECTION); | ||
430 | } | ||
431 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
432 | { | ||
433 | m_flags |= (VehicleFlag.LOCK_ROTATION); | ||
434 | } | ||
435 | } | 299 | } |
436 | }//end ProcessVehicleFlags | 300 | }//end ProcessVehicleFlags |
437 | 301 | ||
438 | internal void ProcessTypeChange(Vehicle pType) | 302 | internal void ProcessTypeChange(Vehicle pType, float stepSize) |
439 | { | 303 | { |
440 | DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); |
441 | // Set Defaults For Type | 305 | // Set Defaults For Type |
442 | m_type = pType; | 306 | m_type = pType; |
443 | switch (pType) | 307 | switch (pType) |
@@ -478,10 +342,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | // m_bankingMix = 1; | 342 | // m_bankingMix = 1; |
479 | // m_bankingTimescale = 10; | 343 | // m_bankingTimescale = 10; |
480 | // m_referenceFrame = Quaternion.Identity; | 344 | // m_referenceFrame = Quaternion.Identity; |
481 | m_Hoverflags &= | 345 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
346 | m_flags &= | ||
482 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 347 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
483 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 348 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
484 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | break; | 349 | break; |
486 | case Vehicle.TYPE_CAR: | 350 | case Vehicle.TYPE_CAR: |
487 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | 351 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); |
@@ -506,10 +370,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
506 | // m_bankingMix = 1; | 370 | // m_bankingMix = 1; |
507 | // m_bankingTimescale = 1; | 371 | // m_bankingTimescale = 1; |
508 | // m_referenceFrame = Quaternion.Identity; | 372 | // m_referenceFrame = Quaternion.Identity; |
509 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
510 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | 373 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | |
511 | VehicleFlag.LIMIT_MOTOR_UP); | 374 | VehicleFlag.LIMIT_MOTOR_UP); |
512 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); | 375 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
376 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | ||
513 | break; | 377 | break; |
514 | case Vehicle.TYPE_BOAT: | 378 | case Vehicle.TYPE_BOAT: |
515 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | 379 | m_linearFrictionTimescale = new Vector3(10, 3, 2); |
@@ -534,12 +398,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
534 | // m_bankingMix = 0.8f; | 398 | // m_bankingMix = 0.8f; |
535 | // m_bankingTimescale = 1; | 399 | // m_bankingTimescale = 1; |
536 | // m_referenceFrame = Quaternion.Identity; | 400 | // m_referenceFrame = Quaternion.Identity; |
537 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | 401 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | |
538 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 402 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
539 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | 403 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); |
540 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | 404 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | |
541 | VehicleFlag.LIMIT_MOTOR_UP); | 405 | VehicleFlag.LIMIT_MOTOR_UP); |
542 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); | 406 | m_flags |= (VehicleFlag.HOVER_WATER_ONLY); |
543 | break; | 407 | break; |
544 | case Vehicle.TYPE_AIRPLANE: | 408 | case Vehicle.TYPE_AIRPLANE: |
545 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 409 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
@@ -564,7 +428,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
564 | // m_bankingMix = 0.7f; | 428 | // m_bankingMix = 0.7f; |
565 | // m_bankingTimescale = 2; | 429 | // m_bankingTimescale = 2; |
566 | // m_referenceFrame = Quaternion.Identity; | 430 | // m_referenceFrame = Quaternion.Identity; |
567 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 431 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
568 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 432 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
569 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 433 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
570 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 434 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
@@ -592,11 +456,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
592 | // m_bankingMix = 0.7f; | 456 | // m_bankingMix = 0.7f; |
593 | // m_bankingTimescale = 5; | 457 | // m_bankingTimescale = 5; |
594 | // m_referenceFrame = Quaternion.Identity; | 458 | // m_referenceFrame = Quaternion.Identity; |
595 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 459 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
596 | VehicleFlag.HOVER_UP_ONLY); | 460 | VehicleFlag.HOVER_UP_ONLY); |
597 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 461 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
598 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 462 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
599 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 463 | m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); |
600 | break; | 464 | break; |
601 | } | 465 | } |
602 | }//end SetDefaultsForType | 466 | }//end SetDefaultsForType |
@@ -613,7 +477,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
613 | MoveAngular(pTimestep); | 477 | MoveAngular(pTimestep); |
614 | LimitRotation(pTimestep); | 478 | LimitRotation(pTimestep); |
615 | 479 | ||
616 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 480 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 481 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
618 | }// end Step | 482 | }// end Step |
619 | 483 | ||
@@ -657,7 +521,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
657 | 521 | ||
658 | */ | 522 | */ |
659 | 523 | ||
660 | DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 524 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", |
661 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 525 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
662 | } | 526 | } |
663 | else | 527 | else |
@@ -669,7 +533,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
669 | m_lastLinearVelocityVector = Vector3.Zero; | 533 | m_lastLinearVelocityVector = Vector3.Zero; |
670 | } | 534 | } |
671 | 535 | ||
672 | // convert requested object velocity to world-referenced vector | 536 | // convert requested object velocity to object relative vector |
673 | Quaternion rotq = m_prim.Orientation; | 537 | Quaternion rotq = m_prim.Orientation; |
674 | m_dir = m_lastLinearVelocityVector * rotq; | 538 | m_dir = m_lastLinearVelocityVector * rotq; |
675 | 539 | ||
@@ -722,7 +586,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
722 | if (changed) | 586 | if (changed) |
723 | { | 587 | { |
724 | m_prim.Position = pos; | 588 | m_prim.Position = pos; |
725 | DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 589 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
726 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | 590 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); |
727 | } | 591 | } |
728 | } | 592 | } |
@@ -732,32 +596,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
732 | { | 596 | { |
733 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; | 597 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; |
734 | m_prim.Position = pos; | 598 | m_prim.Position = pos; |
735 | DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 599 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); |
736 | } | 600 | } |
737 | 601 | ||
738 | // Check if hovering | 602 | // Check if hovering |
739 | if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 603 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
740 | { | 604 | { |
741 | // We should hover, get the target height | 605 | // We should hover, get the target height |
742 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 606 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
743 | { | 607 | { |
744 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 608 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; |
745 | } | 609 | } |
746 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 610 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
747 | { | 611 | { |
748 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 612 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; |
749 | } | 613 | } |
750 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 614 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
751 | { | 615 | { |
752 | m_VhoverTargetHeight = m_VhoverHeight; | 616 | m_VhoverTargetHeight = m_VhoverHeight; |
753 | } | 617 | } |
754 | 618 | ||
755 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) | 619 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
756 | { | 620 | { |
757 | // If body is aready heigher, use its height as target height | 621 | // If body is aready heigher, use its height as target height |
758 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | 622 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; |
759 | } | 623 | } |
760 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 624 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
761 | { | 625 | { |
762 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 626 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
763 | { | 627 | { |
@@ -779,7 +643,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
779 | } | 643 | } |
780 | } | 644 | } |
781 | 645 | ||
782 | DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 646 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); |
783 | 647 | ||
784 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 648 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped |
785 | // m_VhoverTimescale = 0f; // time to acheive height | 649 | // m_VhoverTimescale = 0f; // time to acheive height |
@@ -815,7 +679,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
815 | { | 679 | { |
816 | grav.Z = (float)(grav.Z * 1.037125); | 680 | grav.Z = (float)(grav.Z * 1.037125); |
817 | } | 681 | } |
818 | DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 682 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
819 | //End Experimental Values | 683 | //End Experimental Values |
820 | } | 684 | } |
821 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 685 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
@@ -844,7 +708,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
844 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 708 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); |
845 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 709 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; |
846 | 710 | ||
847 | DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 711 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", |
848 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 712 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); |
849 | 713 | ||
850 | } // end MoveLinear() | 714 | } // end MoveLinear() |
@@ -870,13 +734,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
870 | // There are m_angularMotorApply steps. | 734 | // There are m_angularMotorApply steps. |
871 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 735 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
872 | // ramp up to new value | 736 | // ramp up to new value |
873 | // current velocity += error / (time to get there / step interval) | 737 | // current velocity += error / (time to get there / step interval) |
874 | // requested speed - last motor speed | 738 | // requested speed - last motor speed |
875 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 739 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
876 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 740 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
877 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 741 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
878 | 742 | ||
879 | DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 743 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", |
880 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 744 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
881 | 745 | ||
882 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 746 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected |
@@ -887,6 +751,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
887 | // No motor recently applied, keep the body velocity | 751 | // No motor recently applied, keep the body velocity |
888 | // and decay the velocity | 752 | // and decay the velocity |
889 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 753 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
754 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | ||
755 | m_angularMotorVelocity = Vector3.Zero; | ||
890 | } // end motor section | 756 | } // end motor section |
891 | 757 | ||
892 | // Vertical attractor section | 758 | // Vertical attractor section |
@@ -924,7 +790,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
924 | vertattr.X += bounce * angularVelocity.X; | 790 | vertattr.X += bounce * angularVelocity.X; |
925 | vertattr.Y += bounce * angularVelocity.Y; | 791 | vertattr.Y += bounce * angularVelocity.Y; |
926 | 792 | ||
927 | DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 793 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", |
928 | m_prim.LocalID, verterr, bounce, vertattr); | 794 | m_prim.LocalID, verterr, bounce, vertattr); |
929 | 795 | ||
930 | } // else vertical attractor is off | 796 | } // else vertical attractor is off |
@@ -942,13 +808,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
942 | { | 808 | { |
943 | m_lastAngularVelocity.X = 0; | 809 | m_lastAngularVelocity.X = 0; |
944 | m_lastAngularVelocity.Y = 0; | 810 | m_lastAngularVelocity.Y = 0; |
945 | DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 811 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
946 | } | 812 | } |
947 | 813 | ||
948 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 814 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
949 | { | 815 | { |
950 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 816 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
951 | DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 817 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
952 | } | 818 | } |
953 | 819 | ||
954 | // apply friction | 820 | // apply friction |
@@ -958,7 +824,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
958 | // Apply to the body | 824 | // Apply to the body |
959 | m_prim.RotationalVelocity = m_lastAngularVelocity; | 825 | m_prim.RotationalVelocity = m_lastAngularVelocity; |
960 | 826 | ||
961 | DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); | 827 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); |
962 | } //end MoveAngular | 828 | } //end MoveAngular |
963 | 829 | ||
964 | internal void LimitRotation(float timestep) | 830 | internal void LimitRotation(float timestep) |
@@ -1005,11 +871,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1005 | if (changed) | 871 | if (changed) |
1006 | m_prim.Orientation = m_rot; | 872 | m_prim.Orientation = m_rot; |
1007 | 873 | ||
1008 | DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | 874 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); |
1009 | } | 875 | } |
1010 | 876 | ||
1011 | // Invoke the detailed logger and output something if it's enabled. | 877 | // Invoke the detailed logger and output something if it's enabled. |
1012 | private void DetailLog(string msg, params Object[] args) | 878 | private void VDetailLog(string msg, params Object[] args) |
1013 | { | 879 | { |
1014 | if (m_prim.Scene.VehicleLoggingEnabled) | 880 | if (m_prim.Scene.VehicleLoggingEnabled) |
1015 | m_prim.Scene.PhysicsLogging.Write(msg, args); | 881 | m_prim.Scene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 1b3ba3f..9e3f0db 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -265,8 +265,7 @@ public class BSLinkset | |||
265 | BSPrim childx = child; | 265 | BSPrim childx = child; |
266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() |
267 | { | 267 | { |
268 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
269 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
270 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 269 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
271 | }); | 270 | }); |
272 | } | 271 | } |
@@ -294,8 +293,7 @@ public class BSLinkset | |||
294 | BSPrim childx = child; | 293 | BSPrim childx = child; |
295 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
296 | { | 295 | { |
297 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
298 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
299 | 297 | ||
300 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
301 | }); | 299 | }); |
@@ -326,7 +324,6 @@ public class BSLinkset | |||
326 | 324 | ||
327 | // create a constraint that allows no freedom of movement between the two objects | 325 | // create a constraint that allows no freedom of movement between the two objects |
328 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 326 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
329 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
330 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 327 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", |
331 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 328 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); |
332 | BS6DofConstraint constrain = new BS6DofConstraint( | 329 | BS6DofConstraint constrain = new BS6DofConstraint( |
@@ -335,10 +332,10 @@ public class BSLinkset | |||
335 | true, | 332 | true, |
336 | true | 333 | true |
337 | ); | 334 | ); |
338 | /* NOTE: attempt to build constraint with full frame computation, etc. | 335 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
339 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 336 | * Using the midpoint is easier since it lets the Bullet code use the transforms |
340 | * of the objects. | 337 | * of the objects. |
341 | * Code left here as an example. | 338 | * Code left as a warning to future programmers. |
342 | // ================================================================================== | 339 | // ================================================================================== |
343 | // relative position normalized to the root prim | 340 | // relative position normalized to the root prim |
344 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | 341 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
@@ -350,7 +347,6 @@ public class BSLinkset | |||
350 | 347 | ||
351 | // create a constraint that allows no freedom of movement between the two objects | 348 | // create a constraint that allows no freedom of movement between the two objects |
352 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 349 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
353 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
354 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 350 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
355 | BS6DofConstraint constrain = new BS6DofConstraint( | 351 | BS6DofConstraint constrain = new BS6DofConstraint( |
356 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | 352 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
@@ -389,8 +385,6 @@ public class BSLinkset | |||
389 | // Called at taint time! | 385 | // Called at taint time! |
390 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 386 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) |
391 | { | 387 | { |
392 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
393 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | ||
394 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
395 | 389 | ||
396 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 390 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
@@ -404,20 +398,12 @@ public class BSLinkset | |||
404 | // Called at taint time! | 398 | // Called at taint time! |
405 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) |
406 | { | 400 | { |
407 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
408 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
409 | 402 | ||
410 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | 403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); |
411 | } | 404 | } |
412 | 405 | ||
413 | // Invoke the detailed logger and output something if it's enabled. | 406 | // Invoke the detailed logger and output something if it's enabled. |
414 | private void DebugLog(string msg, params Object[] args) | ||
415 | { | ||
416 | if (m_physicsScene.ShouldDebugLog) | ||
417 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
418 | } | ||
419 | |||
420 | // Invoke the detailed logger and output something if it's enabled. | ||
421 | private void DetailLog(string msg, params Object[] args) | 407 | private void DetailLog(string msg, params Object[] args) |
422 | { | 408 | { |
423 | m_physicsScene.PhysicsLogging.Write(msg, args); | 409 | m_physicsScene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index c157669..a6bc8e2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor | |||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 44 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
46 | |||
47 | private IMesh _mesh; | 45 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 46 | private PrimitiveBaseShape _pbs; |
49 | private ShapeData.PhysicsShapeType _shapeType; | 47 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -141,8 +139,8 @@ public sealed class BSPrim : PhysicsActor | |||
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 139 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 140 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 141 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 142 | _linkset = new BSLinkset(Scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 143 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
146 | _mass = CalculateMass(); | 144 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 145 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 146 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -193,7 +191,7 @@ public sealed class BSPrim : PhysicsActor | |||
193 | { | 191 | { |
194 | _mass = CalculateMass(); // changing size changes the mass | 192 | _mass = CalculateMass(); // changing size changes the mass |
195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 193 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 194 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); |
197 | RecreateGeomAndObject(); | 195 | RecreateGeomAndObject(); |
198 | }); | 196 | }); |
199 | } | 197 | } |
@@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 230 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 231 | if (parent != null) |
234 | { | 232 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | ||
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 233 | BSPrim parentBefore = _linkset.LinksetRoot; |
237 | int childrenBefore = _linkset.NumberOfChildren; | 234 | int childrenBefore = _linkset.NumberOfChildren; |
238 | 235 | ||
@@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor | |||
248 | public override void delink() { | 245 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 246 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 247 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | ||
252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); | ||
253 | 248 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 249 | BSPrim parentBefore = _linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 250 | int childrenBefore = _linkset.NumberOfChildren; |
@@ -280,7 +275,7 @@ public sealed class BSPrim : PhysicsActor | |||
280 | 275 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 276 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 277 | { |
283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 278 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 279 | return; |
285 | } | 280 | } |
286 | 281 | ||
@@ -299,7 +294,7 @@ public sealed class BSPrim : PhysicsActor | |||
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 294 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 295 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
301 | { | 296 | { |
302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 298 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
304 | }); | 299 | }); |
305 | } | 300 | } |
@@ -336,7 +331,7 @@ public sealed class BSPrim : PhysicsActor | |||
336 | _force = value; | 331 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 332 | _scene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 333 | { |
339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 334 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 335 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 336 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); |
342 | }); | 337 | }); |
@@ -354,7 +349,7 @@ public sealed class BSPrim : PhysicsActor | |||
354 | { | 349 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 350 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 351 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 352 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 353 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 354 | _scene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 355 | }); |
@@ -414,7 +409,7 @@ public sealed class BSPrim : PhysicsActor | |||
414 | _velocity = value; | 409 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 410 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 411 | { |
417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 412 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 413 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
419 | }); | 414 | }); |
420 | } | 415 | } |
@@ -422,7 +417,7 @@ public sealed class BSPrim : PhysicsActor | |||
422 | public override OMV.Vector3 Torque { | 417 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 418 | get { return _torque; } |
424 | set { _torque = value; | 419 | set { _torque = value; |
425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 420 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 421 | } |
427 | } | 422 | } |
428 | public override float CollisionScore { | 423 | public override float CollisionScore { |
@@ -449,7 +444,7 @@ public sealed class BSPrim : PhysicsActor | |||
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 444 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 445 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 446 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 447 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 448 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
454 | }); | 449 | }); |
455 | } | 450 | } |
@@ -501,13 +496,15 @@ public sealed class BSPrim : PhysicsActor | |||
501 | _linkset.Refresh(this); | 496 | _linkset.Refresh(this); |
502 | 497 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 498 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 499 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
505 | } | 500 | } |
506 | 501 | ||
507 | // prims don't fly | 502 | // prims don't fly |
508 | public override bool Flying { | 503 | public override bool Flying { |
509 | get { return _flying; } | 504 | get { return _flying; } |
510 | set { _flying = value; } | 505 | set { |
506 | _flying = value; | ||
507 | } | ||
511 | } | 508 | } |
512 | public override bool SetAlwaysRun { | 509 | public override bool SetAlwaysRun { |
513 | get { return _setAlwaysRun; } | 510 | get { return _setAlwaysRun; } |
@@ -558,7 +555,7 @@ public sealed class BSPrim : PhysicsActor | |||
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 555 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 556 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 557 | { |
561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 558 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 559 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
563 | }); | 560 | }); |
564 | } | 561 | } |
@@ -575,7 +572,7 @@ public sealed class BSPrim : PhysicsActor | |||
575 | _buoyancy = value; | 572 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 573 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 574 | { |
578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 575 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 576 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
580 | }); | 577 | }); |
581 | } | 578 | } |
@@ -638,17 +635,17 @@ public sealed class BSPrim : PhysicsActor | |||
638 | } | 635 | } |
639 | m_accumulatedForces.Clear(); | 636 | m_accumulatedForces.Clear(); |
640 | } | 637 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 638 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 639 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); |
643 | }); | 640 | }); |
644 | } | 641 | } |
645 | 642 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 643 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 644 | DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 645 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
649 | } | 646 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 647 | public override void SetMomentum(OMV.Vector3 momentum) { |
651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 648 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
652 | } | 649 | } |
653 | public override void SubscribeEvents(int ms) { | 650 | public override void SubscribeEvents(int ms) { |
654 | _subscribedEventsMs = ms; | 651 | _subscribedEventsMs = ms; |
@@ -992,7 +989,7 @@ public sealed class BSPrim : PhysicsActor | |||
992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 989 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 990 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
994 | { | 991 | { |
995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 992 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 993 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
997 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 994 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
998 | _scale = _size; | 995 | _scale = _size; |
@@ -1006,7 +1003,7 @@ public sealed class BSPrim : PhysicsActor | |||
1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1003 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1004 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1008 | { | 1005 | { |
1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1006 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1007 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1011 | _scale = _size; | 1008 | _scale = _size; |
1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1009 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1042,19 +1039,26 @@ public sealed class BSPrim : PhysicsActor | |||
1042 | // No locking here because this is done when we know physics is not simulating | 1039 | // No locking here because this is done when we know physics is not simulating |
1043 | private void CreateGeomMesh() | 1040 | private void CreateGeomMesh() |
1044 | { | 1041 | { |
1045 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1042 | // level of detail based on size and type of the object |
1043 | float lod = _scene.MeshLOD; | ||
1044 | if (_pbs.SculptEntry) | ||
1045 | lod = _scene.SculptLOD; | ||
1046 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | ||
1047 | if (maxAxis > _scene.MeshMegaPrimThreshold) | ||
1048 | lod = _scene.MeshMegaPrimLOD; | ||
1049 | |||
1046 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1050 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1047 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1051 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1048 | 1052 | ||
1049 | // if this new shape is the same as last time, don't recreate the mesh | 1053 | // if this new shape is the same as last time, don't recreate the mesh |
1050 | if (_meshKey == newMeshKey) return; | 1054 | if (_meshKey == newMeshKey) return; |
1051 | 1055 | ||
1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1056 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1053 | // Since we're recreating new, get rid of any previously generated shape | 1057 | // Since we're recreating new, get rid of any previously generated shape |
1054 | if (_meshKey != 0) | 1058 | if (_meshKey != 0) |
1055 | { | 1059 | { |
1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1060 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1061 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1062 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1059 | _mesh = null; | 1063 | _mesh = null; |
1060 | _meshKey = 0; | 1064 | _meshKey = 0; |
@@ -1084,7 +1088,7 @@ public sealed class BSPrim : PhysicsActor | |||
1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1088 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1085 | // meshes are already scaled by the meshmerizer | 1089 | // meshes are already scaled by the meshmerizer |
1086 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1090 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1091 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1088 | return; | 1092 | return; |
1089 | } | 1093 | } |
1090 | 1094 | ||
@@ -1098,13 +1102,13 @@ public sealed class BSPrim : PhysicsActor | |||
1098 | // if the hull hasn't changed, don't rebuild it | 1102 | // if the hull hasn't changed, don't rebuild it |
1099 | if (newHullKey == _hullKey) return; | 1103 | if (newHullKey == _hullKey) return; |
1100 | 1104 | ||
1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1105 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1102 | 1106 | ||
1103 | // Since we're recreating new, get rid of any previously generated shape | 1107 | // Since we're recreating new, get rid of any previously generated shape |
1104 | if (_hullKey != 0) | 1108 | if (_hullKey != 0) |
1105 | { | 1109 | { |
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1110 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1111 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1112 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1109 | _hullKey = 0; | 1113 | _hullKey = 0; |
1110 | } | 1114 | } |
@@ -1198,7 +1202,7 @@ public sealed class BSPrim : PhysicsActor | |||
1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1202 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1199 | // meshes are already scaled by the meshmerizer | 1203 | // meshes are already scaled by the meshmerizer |
1200 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1204 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1205 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1202 | return; | 1206 | return; |
1203 | } | 1207 | } |
1204 | 1208 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 0a0e27e..56924aa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -73,7 +73,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
74 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 74 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
75 | 75 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } | 76 | // The name of the region we're working for. |
77 | public string RegionName { get; private set; } | ||
77 | 78 | ||
78 | public string BulletSimVersion = "?"; | 79 | public string BulletSimVersion = "?"; |
79 | 80 | ||
@@ -101,16 +102,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
101 | private int m_detailedStatsStep = 0; | 102 | private int m_detailedStatsStep = 0; |
102 | 103 | ||
103 | public IMesher mesher; | 104 | public IMesher mesher; |
104 | private float m_meshLOD; | 105 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
105 | public float MeshLOD | 106 | public float MeshLOD { get; private set; } |
106 | { | 107 | public float MeshMegaPrimLOD { get; private set; } |
107 | get { return m_meshLOD; } | 108 | public float MeshMegaPrimThreshold { get; private set; } |
108 | } | 109 | public float SculptLOD { get; private set; } |
109 | private float m_sculptLOD; | ||
110 | public float SculptLOD | ||
111 | { | ||
112 | get { return m_sculptLOD; } | ||
113 | } | ||
114 | 110 | ||
115 | private BulletSim m_worldSim; | 111 | private BulletSim m_worldSim; |
116 | public BulletSim World | 112 | public BulletSim World |
@@ -185,8 +181,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
185 | ConfigurationParameters[] m_params; | 181 | ConfigurationParameters[] m_params; |
186 | GCHandle m_paramsHandle; | 182 | GCHandle m_paramsHandle; |
187 | 183 | ||
188 | public bool ShouldDebugLog { get; private set; } | 184 | // Handle to the callback used by the unmanaged code to call into the managed code. |
189 | 185 | // Used for debug logging. | |
186 | // Need to store the handle in a persistant variable so it won't be freed. | ||
190 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 187 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
191 | 188 | ||
192 | // Sometimes you just have to log everything. | 189 | // Sometimes you just have to log everything. |
@@ -202,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
202 | public BSScene(string identifier) | 199 | public BSScene(string identifier) |
203 | { | 200 | { |
204 | m_initialized = false; | 201 | m_initialized = false; |
202 | // we are passed the name of the region we're working for. | ||
203 | RegionName = identifier; | ||
205 | } | 204 | } |
206 | 205 | ||
207 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 206 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
@@ -287,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
287 | // Very detailed logging for physics debugging | 286 | // Very detailed logging for physics debugging |
288 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 287 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
289 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | 288 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); |
290 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); | 289 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
291 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 290 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
292 | // Very detailed logging for vehicle debugging | 291 | // Very detailed logging for vehicle debugging |
293 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 292 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
293 | |||
294 | // Do any replacements in the parameters | ||
295 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
294 | } | 296 | } |
295 | } | 297 | } |
296 | } | 298 | } |
@@ -368,7 +370,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
368 | BSPrim bsprim = prim as BSPrim; | 370 | BSPrim bsprim = prim as BSPrim; |
369 | if (bsprim != null) | 371 | if (bsprim != null) |
370 | { | 372 | { |
371 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 373 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
372 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 374 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
373 | try | 375 | try |
374 | { | 376 | { |
@@ -394,7 +396,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
394 | 396 | ||
395 | if (!m_initialized) return null; | 397 | if (!m_initialized) return null; |
396 | 398 | ||
397 | // DetailLog("{0},AddPrimShape,call", localID); | 399 | DetailLog("{0},AddPrimShape,call", localID); |
398 | 400 | ||
399 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 401 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
400 | lock (m_prims) m_prims.Add(localID, prim); | 402 | lock (m_prims) m_prims.Add(localID, prim); |
@@ -540,7 +542,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
540 | else if (m_avatars.ContainsKey(collidingWith)) | 542 | else if (m_avatars.ContainsKey(collidingWith)) |
541 | type = ActorTypes.Agent; | 543 | type = ActorTypes.Agent; |
542 | 544 | ||
543 | DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 545 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
544 | 546 | ||
545 | BSPrim prim; | 547 | BSPrim prim; |
546 | if (m_prims.TryGetValue(localID, out prim)) { | 548 | if (m_prims.TryGetValue(localID, out prim)) { |
@@ -905,16 +907,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
905 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 907 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, |
906 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 908 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), |
907 | 909 | ||
908 | new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 910 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
909 | 8f, | 911 | 8f, |
910 | (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, | 912 | (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, |
911 | (s) => { return (float)s.m_meshLOD; }, | 913 | (s) => { return s.MeshLOD; }, |
912 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | 914 | (s,p,l,v) => { s.MeshLOD = v; } ), |
913 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 915 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", |
916 | 16f, | ||
917 | (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
918 | (s) => { return s.MeshMegaPrimLOD; }, | ||
919 | (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), | ||
920 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
921 | 10f, | ||
922 | (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
923 | (s) => { return s.MeshMegaPrimThreshold; }, | ||
924 | (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), | ||
925 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
914 | 32f, | 926 | 32f, |
915 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | 927 | (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, |
916 | (s) => { return (float)s.m_sculptLOD; }, | 928 | (s) => { return s.SculptLOD; }, |
917 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | 929 | (s,p,l,v) => { s.SculptLOD = v; } ), |
918 | 930 | ||
919 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | 931 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", |
920 | 10f, | 932 | 10f, |
@@ -1145,12 +1157,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1145 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | 1157 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, |
1146 | (s) => { return (float)s.m_detailedStatsStep; }, | 1158 | (s) => { return (float)s.m_detailedStatsStep; }, |
1147 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | 1159 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), |
1148 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | ||
1149 | ConfigurationParameters.numericFalse, | ||
1150 | (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1151 | (s) => { return s.NumericBool(s.ShouldDebugLog); }, | ||
1152 | (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), | ||
1153 | |||
1154 | }; | 1160 | }; |
1155 | 1161 | ||
1156 | // Convert a boolean to our numeric true and false values | 1162 | // Convert a boolean to our numeric true and false values |