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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs19
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs21
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs228
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs22
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs66
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs68
-rw-r--r--bin/OpenSimDefaults.ini3
7 files changed, 149 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
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 96f1386..b2fca0c 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -931,6 +931,9 @@
931 931
932 ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail 932 ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
933 MeshLevelOfDetail = 8 933 MeshLevelOfDetail = 8
934 ; if mesh size is > threshold meters, we need to add more detail because people will notice
935 MeshLevelOfDetailMegaPrimThreshold = 10
936 MeshLevelOfDetailMegaPrim = 16
934 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies 937 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
935 SculptLevelOfDetail = 32 938 SculptLevelOfDetail = 32
936 939