diff options
27 files changed, 477 insertions, 359 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs index 98285e9..31c42d8 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiveReadRequest.cs | |||
@@ -67,10 +67,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
67 | /// </summary> | 67 | /// </summary> |
68 | protected bool m_merge; | 68 | protected bool m_merge; |
69 | 69 | ||
70 | /// <value> | 70 | protected IInventoryService m_InventoryService; |
71 | /// We only use this to request modules | 71 | protected IAssetService m_AssetService; |
72 | /// </value> | 72 | protected IUserAccountService m_UserAccountService; |
73 | protected Scene m_scene; | ||
74 | 73 | ||
75 | /// <value> | 74 | /// <value> |
76 | /// The stream from which the inventory archive will be loaded. | 75 | /// The stream from which the inventory archive will be loaded. |
@@ -118,9 +117,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
118 | protected Dictionary<UUID, UUID> m_creatorIdForAssetId = new Dictionary<UUID, UUID>(); | 117 | protected Dictionary<UUID, UUID> m_creatorIdForAssetId = new Dictionary<UUID, UUID>(); |
119 | 118 | ||
120 | public InventoryArchiveReadRequest( | 119 | public InventoryArchiveReadRequest( |
121 | Scene scene, UserAccount userInfo, string invPath, string loadPath, bool merge) | 120 | IInventoryService inv, IAssetService assets, IUserAccountService uacc, UserAccount userInfo, string invPath, string loadPath, bool merge) |
122 | : this( | 121 | : this( |
123 | scene, | 122 | inv, |
123 | assets, | ||
124 | uacc, | ||
124 | userInfo, | 125 | userInfo, |
125 | invPath, | 126 | invPath, |
126 | new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress), | 127 | new GZipStream(ArchiveHelpers.GetStream(loadPath), CompressionMode.Decompress), |
@@ -129,9 +130,11 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
129 | } | 130 | } |
130 | 131 | ||
131 | public InventoryArchiveReadRequest( | 132 | public InventoryArchiveReadRequest( |
132 | Scene scene, UserAccount userInfo, string invPath, Stream loadStream, bool merge) | 133 | IInventoryService inv, IAssetService assets, IUserAccountService uacc, UserAccount userInfo, string invPath, Stream loadStream, bool merge) |
133 | { | 134 | { |
134 | m_scene = scene; | 135 | m_InventoryService = inv; |
136 | m_AssetService = assets; | ||
137 | m_UserAccountService = uacc; | ||
135 | m_merge = merge; | 138 | m_merge = merge; |
136 | m_userInfo = userInfo; | 139 | m_userInfo = userInfo; |
137 | m_invPath = invPath; | 140 | m_invPath = invPath; |
@@ -162,7 +165,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
162 | 165 | ||
163 | List<InventoryFolderBase> folderCandidates | 166 | List<InventoryFolderBase> folderCandidates |
164 | = InventoryArchiveUtils.FindFoldersByPath( | 167 | = InventoryArchiveUtils.FindFoldersByPath( |
165 | m_scene.InventoryService, m_userInfo.PrincipalID, m_invPath); | 168 | m_InventoryService, m_userInfo.PrincipalID, m_invPath); |
166 | 169 | ||
167 | if (folderCandidates.Count == 0) | 170 | if (folderCandidates.Count == 0) |
168 | { | 171 | { |
@@ -297,7 +300,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
297 | string plainPath = ArchiveConstants.ExtractPlainPathFromIarPath(archivePath); | 300 | string plainPath = ArchiveConstants.ExtractPlainPathFromIarPath(archivePath); |
298 | List<InventoryFolderBase> folderCandidates | 301 | List<InventoryFolderBase> folderCandidates |
299 | = InventoryArchiveUtils.FindFoldersByPath( | 302 | = InventoryArchiveUtils.FindFoldersByPath( |
300 | m_scene.InventoryService, m_userInfo.PrincipalID, plainPath); | 303 | m_InventoryService, m_userInfo.PrincipalID, plainPath); |
301 | 304 | ||
302 | if (folderCandidates.Count != 0) | 305 | if (folderCandidates.Count != 0) |
303 | { | 306 | { |
@@ -380,7 +383,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
380 | = new InventoryFolderBase( | 383 | = new InventoryFolderBase( |
381 | newFolderId, newFolderName, m_userInfo.PrincipalID, | 384 | newFolderId, newFolderName, m_userInfo.PrincipalID, |
382 | (short)AssetType.Unknown, destFolder.ID, 1); | 385 | (short)AssetType.Unknown, destFolder.ID, 1); |
383 | m_scene.InventoryService.AddFolder(destFolder); | 386 | m_InventoryService.AddFolder(destFolder); |
384 | 387 | ||
385 | // Record that we have now created this folder | 388 | // Record that we have now created this folder |
386 | iarPathExisting += rawDirsToCreate[i] + "/"; | 389 | iarPathExisting += rawDirsToCreate[i] + "/"; |
@@ -406,7 +409,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
406 | // Don't use the item ID that's in the file | 409 | // Don't use the item ID that's in the file |
407 | item.ID = UUID.Random(); | 410 | item.ID = UUID.Random(); |
408 | 411 | ||
409 | UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.UserAccountService); | 412 | UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_UserAccountService); |
410 | if (UUID.Zero != ospResolvedId) // The user exists in this grid | 413 | if (UUID.Zero != ospResolvedId) // The user exists in this grid |
411 | { | 414 | { |
412 | // m_log.DebugFormat("[INVENTORY ARCHIVER]: Found creator {0} via OSPA resolution", ospResolvedId); | 415 | // m_log.DebugFormat("[INVENTORY ARCHIVER]: Found creator {0} via OSPA resolution", ospResolvedId); |
@@ -436,7 +439,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
436 | // relying on native tar tools. | 439 | // relying on native tar tools. |
437 | m_creatorIdForAssetId[item.AssetID] = item.CreatorIdAsUuid; | 440 | m_creatorIdForAssetId[item.AssetID] = item.CreatorIdAsUuid; |
438 | 441 | ||
439 | m_scene.AddInventoryItem(item); | 442 | if (!m_InventoryService.AddItem(item)) |
443 | m_log.WarnFormat("[INVENTORY ARCHIVER]: Unable to save item {0} in folder {1}", item.Name, item.Folder); | ||
440 | 444 | ||
441 | return item; | 445 | return item; |
442 | } | 446 | } |
@@ -533,7 +537,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
533 | AssetBase asset = new AssetBase(assetId, "From IAR", assetType, UUID.Zero.ToString()); | 537 | AssetBase asset = new AssetBase(assetId, "From IAR", assetType, UUID.Zero.ToString()); |
534 | asset.Data = data; | 538 | asset.Data = data; |
535 | 539 | ||
536 | m_scene.AssetService.Store(asset); | 540 | m_AssetService.Store(asset); |
537 | 541 | ||
538 | return true; | 542 | return true; |
539 | } | 543 | } |
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs index 849449b..797097f 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/InventoryArchiverModule.cs | |||
@@ -294,7 +294,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
294 | 294 | ||
295 | try | 295 | try |
296 | { | 296 | { |
297 | request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadStream, merge); | 297 | request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadStream, merge); |
298 | } | 298 | } |
299 | catch (EntryPointNotFoundException e) | 299 | catch (EntryPointNotFoundException e) |
300 | { | 300 | { |
@@ -342,7 +342,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver | |||
342 | 342 | ||
343 | try | 343 | try |
344 | { | 344 | { |
345 | request = new InventoryArchiveReadRequest(m_aScene, userInfo, invPath, loadPath, merge); | 345 | request = new InventoryArchiveReadRequest(m_aScene.InventoryService, m_aScene.AssetService, m_aScene.UserAccountService, userInfo, invPath, loadPath, merge); |
346 | } | 346 | } |
347 | catch (EntryPointNotFoundException e) | 347 | catch (EntryPointNotFoundException e) |
348 | { | 348 | { |
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs index 95f562e..08f199a 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveLoadPathTests.cs | |||
@@ -229,7 +229,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests | |||
229 | 229 | ||
230 | { | 230 | { |
231 | // Test replication of path1 | 231 | // Test replication of path1 |
232 | new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) | 232 | new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false) |
233 | .ReplicateArchivePathToUserInventory( | 233 | .ReplicateArchivePathToUserInventory( |
234 | iarPath1, scene.InventoryService.GetRootFolder(ua1.PrincipalID), | 234 | iarPath1, scene.InventoryService.GetRootFolder(ua1.PrincipalID), |
235 | foldersCreated, nodesLoaded); | 235 | foldersCreated, nodesLoaded); |
@@ -246,7 +246,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests | |||
246 | 246 | ||
247 | { | 247 | { |
248 | // Test replication of path2 | 248 | // Test replication of path2 |
249 | new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) | 249 | new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false) |
250 | .ReplicateArchivePathToUserInventory( | 250 | .ReplicateArchivePathToUserInventory( |
251 | iarPath2, scene.InventoryService.GetRootFolder(ua1.PrincipalID), | 251 | iarPath2, scene.InventoryService.GetRootFolder(ua1.PrincipalID), |
252 | foldersCreated, nodesLoaded); | 252 | foldersCreated, nodesLoaded); |
@@ -291,8 +291,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests | |||
291 | string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); | 291 | string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); |
292 | 292 | ||
293 | string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName }); | 293 | string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName }); |
294 | 294 | ||
295 | new InventoryArchiveReadRequest(scene, ua1, null, (Stream)null, false) | 295 | new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, null, (Stream)null, false) |
296 | .ReplicateArchivePathToUserInventory( | 296 | .ReplicateArchivePathToUserInventory( |
297 | itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID), | 297 | itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID), |
298 | new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>()); | 298 | new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>()); |
@@ -342,8 +342,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests | |||
342 | string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); | 342 | string folder2ArchiveName = InventoryArchiveWriteRequest.CreateArchiveFolderName(folder2Name, UUID.Random()); |
343 | 343 | ||
344 | string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName }); | 344 | string itemArchivePath = string.Join("", new string[] { folder1ArchiveName, folder2ArchiveName }); |
345 | 345 | ||
346 | new InventoryArchiveReadRequest(scene, ua1, folder1ExistingName, (Stream)null, true) | 346 | new InventoryArchiveReadRequest(scene.InventoryService, scene.AssetService, scene.UserAccountService, ua1, folder1ExistingName, (Stream)null, true) |
347 | .ReplicateArchivePathToUserInventory( | 347 | .ReplicateArchivePathToUserInventory( |
348 | itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID), | 348 | itemArchivePath, scene.InventoryService.GetRootFolder(ua1.PrincipalID), |
349 | new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>()); | 349 | new Dictionary<string, InventoryFolderBase>(), new HashSet<InventoryNodeBase>()); |
diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs index 5e7e24c..b85739e 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Archiver/Tests/InventoryArchiveSaveTests.cs | |||
@@ -86,7 +86,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests | |||
86 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); | 86 | Assert.That(filePath, Is.EqualTo(ArchiveConstants.CONTROL_FILE_PATH)); |
87 | 87 | ||
88 | InventoryArchiveReadRequest iarr | 88 | InventoryArchiveReadRequest iarr |
89 | = new InventoryArchiveReadRequest(null, null, null, (Stream)null, false); | 89 | = new InventoryArchiveReadRequest(null, null, null, null, null, (Stream)null, false); |
90 | iarr.LoadControlFile(filePath, data); | 90 | iarr.LoadControlFile(filePath, data); |
91 | 91 | ||
92 | Assert.That(iarr.ControlFileLoaded, Is.True); | 92 | Assert.That(iarr.ControlFileLoaded, Is.True); |
diff --git a/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs b/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs index d07cff4..69d7e16 100644 --- a/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Library/LibraryModule.cs | |||
@@ -176,7 +176,7 @@ namespace OpenSim.Region.CoreModules.Framework.Library | |||
176 | m_log.InfoFormat("[LIBRARY MODULE]: Loading library archive {0} ({1})...", iarFileName, simpleName); | 176 | m_log.InfoFormat("[LIBRARY MODULE]: Loading library archive {0} ({1})...", iarFileName, simpleName); |
177 | simpleName = GetInventoryPathFromName(simpleName); | 177 | simpleName = GetInventoryPathFromName(simpleName); |
178 | 178 | ||
179 | InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, simpleName, iarFileName, false); | 179 | InventoryArchiveReadRequest archread = new InventoryArchiveReadRequest(m_MockScene.InventoryService, m_MockScene.AssetService, m_MockScene.UserAccountService, uinfo, simpleName, iarFileName, false); |
180 | try | 180 | try |
181 | { | 181 | { |
182 | HashSet<InventoryNodeBase> nodes = archread.Execute(); | 182 | HashSet<InventoryNodeBase> nodes = archread.Execute(); |
@@ -185,7 +185,7 @@ namespace OpenSim.Region.CoreModules.Framework.Library | |||
185 | // didn't find the subfolder with the given name; place it on the top | 185 | // didn't find the subfolder with the given name; place it on the top |
186 | m_log.InfoFormat("[LIBRARY MODULE]: Didn't find {0} in library. Placing archive on the top level", simpleName); | 186 | m_log.InfoFormat("[LIBRARY MODULE]: Didn't find {0} in library. Placing archive on the top level", simpleName); |
187 | archread.Close(); | 187 | archread.Close(); |
188 | archread = new InventoryArchiveReadRequest(m_MockScene, uinfo, "/", iarFileName, false); | 188 | archread = new InventoryArchiveReadRequest(m_MockScene.InventoryService, m_MockScene.AssetService, m_MockScene.UserAccountService, uinfo, "/", iarFileName, false); |
189 | archread.Execute(); | 189 | archread.Execute(); |
190 | } | 190 | } |
191 | 191 | ||
diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs index ad3cf15..245c808 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs | |||
@@ -58,7 +58,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
58 | if (umanmod == Name) | 58 | if (umanmod == Name) |
59 | { | 59 | { |
60 | m_Enabled = true; | 60 | m_Enabled = true; |
61 | RegisterConsoleCmds(); | 61 | Init(); |
62 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); | 62 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); |
63 | } | 63 | } |
64 | } | 64 | } |
diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index a7cbc8f..a528093 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | |||
@@ -28,9 +28,11 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.IO; | 29 | using System.IO; |
30 | using System.Reflection; | 30 | using System.Reflection; |
31 | using System.Threading; | ||
31 | 32 | ||
32 | using OpenSim.Framework; | 33 | using OpenSim.Framework; |
33 | using OpenSim.Framework.Console; | 34 | using OpenSim.Framework.Console; |
35 | using OpenSim.Framework.Monitoring; | ||
34 | using OpenSim.Region.ClientStack.LindenUDP; | 36 | using OpenSim.Region.ClientStack.LindenUDP; |
35 | using OpenSim.Region.Framework; | 37 | using OpenSim.Region.Framework; |
36 | using OpenSim.Region.Framework.Interfaces; | 38 | using OpenSim.Region.Framework.Interfaces; |
@@ -57,6 +59,10 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
57 | // The cache | 59 | // The cache |
58 | protected Dictionary<UUID, UserData> m_UserCache = new Dictionary<UUID, UserData>(); | 60 | protected Dictionary<UUID, UserData> m_UserCache = new Dictionary<UUID, UserData>(); |
59 | 61 | ||
62 | // Throttle the name requests | ||
63 | private OpenSim.Framework.BlockingQueue<NameRequest> m_RequestQueue = new OpenSim.Framework.BlockingQueue<NameRequest>(); | ||
64 | |||
65 | |||
60 | #region ISharedRegionModule | 66 | #region ISharedRegionModule |
61 | 67 | ||
62 | public void Initialise(IConfigSource config) | 68 | public void Initialise(IConfigSource config) |
@@ -65,7 +71,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
65 | if (umanmod == Name) | 71 | if (umanmod == Name) |
66 | { | 72 | { |
67 | m_Enabled = true; | 73 | m_Enabled = true; |
68 | RegisterConsoleCmds(); | 74 | Init(); |
69 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); | 75 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: {0} is enabled", Name); |
70 | } | 76 | } |
71 | } | 77 | } |
@@ -160,16 +166,9 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
160 | } | 166 | } |
161 | else | 167 | else |
162 | { | 168 | { |
163 | string[] names; | 169 | NameRequest request = new NameRequest(remote_client, uuid); |
164 | bool foundRealName = TryGetUserNames(uuid, out names); | 170 | m_RequestQueue.Enqueue(request); |
165 | 171 | ||
166 | if (names.Length == 2) | ||
167 | { | ||
168 | if (!foundRealName) | ||
169 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, remote_client.Name); | ||
170 | |||
171 | remote_client.SendNameReply(uuid, names[0], names[1]); | ||
172 | } | ||
173 | } | 172 | } |
174 | } | 173 | } |
175 | 174 | ||
@@ -514,9 +513,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
514 | return; | 513 | return; |
515 | } | 514 | } |
516 | 515 | ||
517 | //try update unknown users | 516 | //try update unknown users, but don't update anyone else |
518 | //and creator's home URL's | 517 | if (oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) |
519 | if ((oldUser.FirstName == "Unknown" && !creatorData.Contains("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith(oldUser.HomeURL))) | ||
520 | { | 518 | { |
521 | lock (m_UserCache) | 519 | lock (m_UserCache) |
522 | m_UserCache.Remove(id); | 520 | m_UserCache.Remove(id); |
@@ -597,6 +595,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
597 | 595 | ||
598 | #endregion IUserManagement | 596 | #endregion IUserManagement |
599 | 597 | ||
598 | protected void Init() | ||
599 | { | ||
600 | RegisterConsoleCmds(); | ||
601 | Watchdog.StartThread( | ||
602 | ProcessQueue, | ||
603 | "NameRequestThread", | ||
604 | ThreadPriority.BelowNormal, | ||
605 | true, | ||
606 | false); | ||
607 | |||
608 | } | ||
609 | |||
600 | protected void RegisterConsoleCmds() | 610 | protected void RegisterConsoleCmds() |
601 | { | 611 | { |
602 | MainConsole.Instance.Commands.AddCommand("Users", true, | 612 | MainConsole.Instance.Commands.AddCommand("Users", true, |
@@ -663,5 +673,40 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement | |||
663 | 673 | ||
664 | MainConsole.Instance.Output(cdt.ToString()); | 674 | MainConsole.Instance.Output(cdt.ToString()); |
665 | } | 675 | } |
676 | |||
677 | private void ProcessQueue() | ||
678 | { | ||
679 | while (true) | ||
680 | { | ||
681 | Watchdog.UpdateThread(); | ||
682 | |||
683 | NameRequest request = m_RequestQueue.Dequeue(); | ||
684 | string[] names; | ||
685 | bool foundRealName = TryGetUserNames(request.uuid, out names); | ||
686 | |||
687 | if (names.Length == 2) | ||
688 | { | ||
689 | if (!foundRealName) | ||
690 | m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], request.uuid, request.client.Name); | ||
691 | |||
692 | request.client.SendNameReply(request.uuid, names[0], names[1]); | ||
693 | } | ||
694 | |||
695 | } | ||
696 | } | ||
697 | |||
698 | } | ||
699 | |||
700 | class NameRequest | ||
701 | { | ||
702 | public IClientAPI client; | ||
703 | public UUID uuid; | ||
704 | |||
705 | public NameRequest(IClientAPI c, UUID n) | ||
706 | { | ||
707 | client = c; | ||
708 | uuid = n; | ||
709 | } | ||
666 | } | 710 | } |
711 | |||
667 | } \ No newline at end of file | 712 | } \ No newline at end of file |
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs index 70ba944..7f78076 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Inventory/RemoteXInventoryServiceConnector.cs | |||
@@ -195,19 +195,20 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Inventory | |||
195 | { | 195 | { |
196 | InventoryCollection invCol = m_RemoteConnector.GetFolderContent(userID, folderID); | 196 | InventoryCollection invCol = m_RemoteConnector.GetFolderContent(userID, folderID); |
197 | 197 | ||
198 | if (invCol != null && UserManager != null) | 198 | // Commenting this for now, because it's causing more grief than good |
199 | { | 199 | //if (invCol != null && UserManager != null) |
200 | // Protect ourselves against the caller subsequently modifying the items list | 200 | //{ |
201 | List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items); | 201 | // // Protect ourselves against the caller subsequently modifying the items list |
202 | 202 | // List<InventoryItemBase> items = new List<InventoryItemBase>(invCol.Items); | |
203 | if (items != null && items.Count > 0) | 203 | |
204 | Util.FireAndForget(delegate | 204 | // if (items != null && items.Count > 0) |
205 | { | 205 | // //Util.FireAndForget(delegate |
206 | foreach (InventoryItemBase item in items) | 206 | // //{ |
207 | if (!string.IsNullOrEmpty(item.CreatorData)) | 207 | // foreach (InventoryItemBase item in items) |
208 | UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); | 208 | // if (!string.IsNullOrEmpty(item.CreatorData)) |
209 | }); | 209 | // UserManager.AddUser(item.CreatorIdAsUuid, item.CreatorData); |
210 | } | 210 | // //}); |
211 | //} | ||
211 | 212 | ||
212 | return invCol; | 213 | return invCol; |
213 | } | 214 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 482d958..f287a34 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -505,7 +505,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
505 | CreatorID = uuid; | 505 | CreatorID = uuid; |
506 | } | 506 | } |
507 | if (parts.Length >= 2) | 507 | if (parts.Length >= 2) |
508 | { | ||
508 | CreatorData = parts[1]; | 509 | CreatorData = parts[1]; |
510 | if (!CreatorData.EndsWith("/")) | ||
511 | CreatorData += "/"; | ||
512 | } | ||
509 | if (parts.Length >= 3) | 513 | if (parts.Length >= 3) |
510 | name = parts[2]; | 514 | name = parts[2]; |
511 | 515 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 5ef6992..c9e3ca0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -43,12 +43,10 @@ public sealed class BSCharacter : BSPhysObject | |||
43 | private OMV.Vector3 _size; | 43 | private OMV.Vector3 _size; |
44 | private bool _grabbed; | 44 | private bool _grabbed; |
45 | private bool _selected; | 45 | private bool _selected; |
46 | private OMV.Vector3 _position; | ||
47 | private float _mass; | 46 | private float _mass; |
48 | private float _avatarVolume; | 47 | private float _avatarVolume; |
49 | private float _collisionScore; | 48 | private float _collisionScore; |
50 | private OMV.Vector3 _acceleration; | 49 | private OMV.Vector3 _acceleration; |
51 | private OMV.Quaternion _orientation; | ||
52 | private int _physicsActorType; | 50 | private int _physicsActorType; |
53 | private bool _isPhysical; | 51 | private bool _isPhysical; |
54 | private bool _flying; | 52 | private bool _flying; |
@@ -70,10 +68,10 @@ public sealed class BSCharacter : BSPhysObject | |||
70 | : base(parent_scene, localID, avName, "BSCharacter") | 68 | : base(parent_scene, localID, avName, "BSCharacter") |
71 | { | 69 | { |
72 | _physicsActorType = (int)ActorTypes.Agent; | 70 | _physicsActorType = (int)ActorTypes.Agent; |
73 | _position = pos; | 71 | RawPosition = pos; |
74 | 72 | ||
75 | _flying = isFlying; | 73 | _flying = isFlying; |
76 | _orientation = OMV.Quaternion.Identity; | 74 | RawOrientation = OMV.Quaternion.Identity; |
77 | RawVelocity = OMV.Vector3.Zero; | 75 | RawVelocity = OMV.Vector3.Zero; |
78 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); | 76 | _buoyancy = ComputeBuoyancyFromFlying(isFlying); |
79 | Friction = BSParam.AvatarStandingFriction; | 77 | Friction = BSParam.AvatarStandingFriction; |
@@ -133,7 +131,7 @@ public sealed class BSCharacter : BSPhysObject | |||
133 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); | 131 | PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); |
134 | 132 | ||
135 | ZeroMotion(true); | 133 | ZeroMotion(true); |
136 | ForcePosition = _position; | 134 | ForcePosition = RawPosition; |
137 | 135 | ||
138 | // Set the velocity | 136 | // Set the velocity |
139 | if (m_moveActor != null) | 137 | if (m_moveActor != null) |
@@ -272,38 +270,33 @@ public sealed class BSCharacter : BSPhysObject | |||
272 | 270 | ||
273 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } | 271 | public override void LockAngularMotion(OMV.Vector3 axis) { return; } |
274 | 272 | ||
275 | public override OMV.Vector3 RawPosition | ||
276 | { | ||
277 | get { return _position; } | ||
278 | set { _position = value; } | ||
279 | } | ||
280 | public override OMV.Vector3 Position { | 273 | public override OMV.Vector3 Position { |
281 | get { | 274 | get { |
282 | // Don't refetch the position because this function is called a zillion times | 275 | // Don't refetch the position because this function is called a zillion times |
283 | // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); | 276 | // RawPosition = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); |
284 | return _position; | 277 | return RawPosition; |
285 | } | 278 | } |
286 | set { | 279 | set { |
287 | _position = value; | 280 | RawPosition = value; |
288 | 281 | ||
289 | PhysScene.TaintedObject("BSCharacter.setPosition", delegate() | 282 | PhysScene.TaintedObject("BSCharacter.setPosition", delegate() |
290 | { | 283 | { |
291 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 284 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
292 | PositionSanityCheck(); | 285 | PositionSanityCheck(); |
293 | ForcePosition = _position; | 286 | ForcePosition = RawPosition; |
294 | }); | 287 | }); |
295 | } | 288 | } |
296 | } | 289 | } |
297 | public override OMV.Vector3 ForcePosition { | 290 | public override OMV.Vector3 ForcePosition { |
298 | get { | 291 | get { |
299 | _position = PhysScene.PE.GetPosition(PhysBody); | 292 | RawPosition = PhysScene.PE.GetPosition(PhysBody); |
300 | return _position; | 293 | return RawPosition; |
301 | } | 294 | } |
302 | set { | 295 | set { |
303 | _position = value; | 296 | RawPosition = value; |
304 | if (PhysBody.HasPhysicalBody) | 297 | if (PhysBody.HasPhysicalBody) |
305 | { | 298 | { |
306 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 299 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
307 | } | 300 | } |
308 | } | 301 | } |
309 | } | 302 | } |
@@ -331,16 +324,16 @@ public sealed class BSCharacter : BSPhysObject | |||
331 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); | 324 | float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); |
332 | if (Position.Z < terrainHeight) | 325 | if (Position.Z < terrainHeight) |
333 | { | 326 | { |
334 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); | 327 | DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, RawPosition, terrainHeight); |
335 | _position.Z = terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters; | 328 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, terrainHeight + BSParam.AvatarBelowGroundUpCorrectionMeters); |
336 | ret = true; | 329 | ret = true; |
337 | } | 330 | } |
338 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 331 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
339 | { | 332 | { |
340 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 333 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); |
341 | if (Position.Z < waterHeight) | 334 | if (Position.Z < waterHeight) |
342 | { | 335 | { |
343 | _position.Z = waterHeight; | 336 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, waterHeight); |
344 | ret = true; | 337 | ret = true; |
345 | } | 338 | } |
346 | } | 339 | } |
@@ -360,8 +353,8 @@ public sealed class BSCharacter : BSPhysObject | |||
360 | // just assign to "Position" because of potential call loops. | 353 | // just assign to "Position" because of potential call loops. |
361 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | 354 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() |
362 | { | 355 | { |
363 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 356 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
364 | ForcePosition = _position; | 357 | ForcePosition = RawPosition; |
365 | }); | 358 | }); |
366 | ret = true; | 359 | ret = true; |
367 | } | 360 | } |
@@ -466,19 +459,14 @@ public sealed class BSCharacter : BSPhysObject | |||
466 | get { return _acceleration; } | 459 | get { return _acceleration; } |
467 | set { _acceleration = value; } | 460 | set { _acceleration = value; } |
468 | } | 461 | } |
469 | public override OMV.Quaternion RawOrientation | ||
470 | { | ||
471 | get { return _orientation; } | ||
472 | set { _orientation = value; } | ||
473 | } | ||
474 | public override OMV.Quaternion Orientation { | 462 | public override OMV.Quaternion Orientation { |
475 | get { return _orientation; } | 463 | get { return RawOrientation; } |
476 | set { | 464 | set { |
477 | // Orientation is set zillions of times when an avatar is walking. It's like | 465 | // Orientation is set zillions of times when an avatar is walking. It's like |
478 | // the viewer doesn't trust us. | 466 | // the viewer doesn't trust us. |
479 | if (_orientation != value) | 467 | if (RawOrientation != value) |
480 | { | 468 | { |
481 | _orientation = value; | 469 | RawOrientation = value; |
482 | PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() | 470 | PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() |
483 | { | 471 | { |
484 | // Bullet assumes we know what we are doing when forcing orientation | 472 | // Bullet assumes we know what we are doing when forcing orientation |
@@ -486,10 +474,10 @@ public sealed class BSCharacter : BSPhysObject | |||
486 | // This forces rotation to be only around the Z axis and doesn't change any of the other axis. | 474 | // This forces rotation to be only around the Z axis and doesn't change any of the other axis. |
487 | // This keeps us from flipping the capsule over which the veiwer does not understand. | 475 | // This keeps us from flipping the capsule over which the veiwer does not understand. |
488 | float oRoll, oPitch, oYaw; | 476 | float oRoll, oPitch, oYaw; |
489 | _orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); | 477 | RawOrientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); |
490 | OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); | 478 | OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); |
491 | // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", | 479 | // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", |
492 | // LocalID, _orientation, OMV.Vector3.UnitX * _orientation, | 480 | // LocalID, RawOrientation, OMV.Vector3.UnitX * RawOrientation, |
493 | // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); | 481 | // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); |
494 | ForceOrientation = trimmedOrientation; | 482 | ForceOrientation = trimmedOrientation; |
495 | }); | 483 | }); |
@@ -501,16 +489,16 @@ public sealed class BSCharacter : BSPhysObject | |||
501 | { | 489 | { |
502 | get | 490 | get |
503 | { | 491 | { |
504 | _orientation = PhysScene.PE.GetOrientation(PhysBody); | 492 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); |
505 | return _orientation; | 493 | return RawOrientation; |
506 | } | 494 | } |
507 | set | 495 | set |
508 | { | 496 | { |
509 | _orientation = value; | 497 | RawOrientation = value; |
510 | if (PhysBody.HasPhysicalBody) | 498 | if (PhysBody.HasPhysicalBody) |
511 | { | 499 | { |
512 | // _position = PhysicsScene.PE.GetPosition(BSBody); | 500 | // RawPosition = PhysicsScene.PE.GetPosition(BSBody); |
513 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 501 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
514 | } | 502 | } |
515 | } | 503 | } |
516 | } | 504 | } |
@@ -723,9 +711,9 @@ public sealed class BSCharacter : BSPhysObject | |||
723 | { | 711 | { |
724 | // Don't change position if standing on a stationary object. | 712 | // Don't change position if standing on a stationary object. |
725 | if (!IsStationary) | 713 | if (!IsStationary) |
726 | _position = entprop.Position; | 714 | RawPosition = entprop.Position; |
727 | 715 | ||
728 | _orientation = entprop.Rotation; | 716 | RawOrientation = entprop.Rotation; |
729 | 717 | ||
730 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar | 718 | // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar |
731 | // and will send agent updates to the clients if velocity changes by more than | 719 | // and will send agent updates to the clients if velocity changes by more than |
@@ -740,8 +728,8 @@ public sealed class BSCharacter : BSPhysObject | |||
740 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 728 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. |
741 | if (PositionSanityCheck(true)) | 729 | if (PositionSanityCheck(true)) |
742 | { | 730 | { |
743 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, _position); | 731 | DetailLog("{0},BSCharacter.UpdateProperties,updatePosForSanity,pos={1}", LocalID, RawPosition); |
744 | entprop.Position = _position; | 732 | entprop.Position = RawPosition; |
745 | } | 733 | } |
746 | 734 | ||
747 | // remember the current and last set values | 735 | // remember the current and last set values |
@@ -755,7 +743,7 @@ public sealed class BSCharacter : BSPhysObject | |||
755 | // base.RequestPhysicsterseUpdate(); | 743 | // base.RequestPhysicsterseUpdate(); |
756 | 744 | ||
757 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 745 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
758 | LocalID, _position, _orientation, RawVelocity, _acceleration, _rotationalVelocity); | 746 | LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity); |
759 | } | 747 | } |
760 | } | 748 | } |
761 | } | 749 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index aa247dd..82fe267 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
144 | public void SetupVehicleDebugging() | 144 | public void SetupVehicleDebugging() |
145 | { | 145 | { |
146 | enableAngularVerticalAttraction = true; | 146 | enableAngularVerticalAttraction = true; |
147 | enableAngularDeflection = false; | 147 | enableAngularDeflection = true; |
148 | enableAngularBanking = true; | 148 | enableAngularBanking = true; |
149 | if (BSParam.VehicleDebuggingEnable) | 149 | if (BSParam.VehicleDebuggingEnable) |
150 | { | 150 | { |
@@ -173,7 +173,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
173 | switch (pParam) | 173 | switch (pParam) |
174 | { | 174 | { |
175 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 175 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
176 | m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); | 176 | m_angularDeflectionEfficiency = ClampInRange(0f, pValue, 1f); |
177 | break; | 177 | break; |
178 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | 178 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
179 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); | 179 | m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
@@ -774,7 +774,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
774 | 774 | ||
775 | // Since the computation of terrain height can be a little involved, this routine | 775 | // Since the computation of terrain height can be a little involved, this routine |
776 | // is used to fetch the height only once for each vehicle simulation step. | 776 | // is used to fetch the height only once for each vehicle simulation step. |
777 | Vector3 lastRememberedHeightPos; | 777 | Vector3 lastRememberedHeightPos = new Vector3(-1, -1, -1); |
778 | private float GetTerrainHeight(Vector3 pos) | 778 | private float GetTerrainHeight(Vector3 pos) |
779 | { | 779 | { |
780 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) | 780 | if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) |
@@ -788,14 +788,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
788 | 788 | ||
789 | // Since the computation of water level can be a little involved, this routine | 789 | // Since the computation of water level can be a little involved, this routine |
790 | // is used ot fetch the level only once for each vehicle simulation step. | 790 | // is used ot fetch the level only once for each vehicle simulation step. |
791 | Vector3 lastRememberedWaterHeightPos = new Vector3(-1, -1, -1); | ||
791 | private float GetWaterLevel(Vector3 pos) | 792 | private float GetWaterLevel(Vector3 pos) |
792 | { | 793 | { |
793 | if ((m_knownHas & m_knownChangedWaterLevel) == 0) | 794 | if ((m_knownHas & m_knownChangedWaterLevel) == 0 || pos != lastRememberedWaterHeightPos) |
794 | { | 795 | { |
796 | lastRememberedWaterHeightPos = pos; | ||
795 | m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); | 797 | m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); |
796 | m_knownHas |= m_knownChangedWaterLevel; | 798 | m_knownHas |= m_knownChangedWaterLevel; |
797 | } | 799 | } |
798 | return (float)m_knownWaterLevel; | 800 | return m_knownWaterLevel; |
799 | } | 801 | } |
800 | 802 | ||
801 | private Vector3 VehiclePosition | 803 | private Vector3 VehiclePosition |
@@ -991,11 +993,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
991 | { | 993 | { |
992 | Vector3 vel = VehicleVelocity; | 994 | Vector3 vel = VehicleVelocity; |
993 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 995 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
996 | { | ||
994 | vel.X = 0; | 997 | vel.X = 0; |
998 | } | ||
995 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 999 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
1000 | { | ||
996 | vel.Y = 0; | 1001 | vel.Y = 0; |
1002 | } | ||
997 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 1003 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
1004 | { | ||
998 | vel.Z = 0; | 1005 | vel.Z = 0; |
1006 | } | ||
999 | VehicleVelocity = vel; | 1007 | VehicleVelocity = vel; |
1000 | } | 1008 | } |
1001 | 1009 | ||
@@ -1504,11 +1512,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1504 | // in that direction. | 1512 | // in that direction. |
1505 | // TODO: implement reference frame. | 1513 | // TODO: implement reference frame. |
1506 | public void ComputeAngularDeflection() | 1514 | public void ComputeAngularDeflection() |
1507 | { | 1515 | { |
1508 | // Since angularMotorUp and angularDeflection are computed independently, they will calculate | ||
1509 | // approximately the same X or Y correction. When added together (when contributions are combined) | ||
1510 | // this creates an over-correction and then wabbling as the target is overshot. | ||
1511 | // TODO: rethink how the different correction computations inter-relate. | ||
1512 | 1516 | ||
1513 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) | 1517 | if (enableAngularDeflection && m_angularDeflectionEfficiency != 0 && VehicleForwardSpeed > 0.2) |
1514 | { | 1518 | { |
@@ -1523,10 +1527,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1523 | 1527 | ||
1524 | // The direction the vehicle is pointing | 1528 | // The direction the vehicle is pointing |
1525 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; | 1529 | Vector3 pointingDirection = Vector3.UnitX * VehicleOrientation; |
1526 | pointingDirection.Normalize(); | 1530 | //Predict where the Vehicle will be pointing after AngularVelocity change is applied. This will keep |
1531 | // from overshooting and allow this correction to merge with the Vertical Attraction peacefully. | ||
1532 | Vector3 predictedPointingDirection = pointingDirection * Quaternion.CreateFromAxisAngle(VehicleRotationalVelocity, 0f); | ||
1533 | predictedPointingDirection.Normalize(); | ||
1527 | 1534 | ||
1528 | // The difference between what is and what should be. | 1535 | // The difference between what is and what should be. |
1529 | Vector3 deflectionError = movingDirection - pointingDirection; | 1536 | // Vector3 deflectionError = movingDirection - predictedPointingDirection; |
1537 | Vector3 deflectionError = Vector3.Cross(movingDirection, predictedPointingDirection); | ||
1530 | 1538 | ||
1531 | // Don't try to correct very large errors (not our job) | 1539 | // Don't try to correct very large errors (not our job) |
1532 | // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); | 1540 | // if (Math.Abs(deflectionError.X) > PIOverFour) deflectionError.X = PIOverTwo * Math.Sign(deflectionError.X); |
@@ -1539,15 +1547,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1539 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); | 1547 | // ret = m_angularDeflectionCorrectionMotor(1f, deflectionError); |
1540 | 1548 | ||
1541 | // Scale the correction by recovery timescale and efficiency | 1549 | // Scale the correction by recovery timescale and efficiency |
1542 | deflectContributionV = (-deflectionError) * m_angularDeflectionEfficiency; | 1550 | // Not modeling a spring so clamp the scale to no more then the arc |
1543 | deflectContributionV /= m_angularDeflectionTimescale; | 1551 | deflectContributionV = (-deflectionError) * ClampInRange(0, m_angularDeflectionEfficiency/m_angularDeflectionTimescale,1f); |
1544 | 1552 | //deflectContributionV /= m_angularDeflectionTimescale; | |
1545 | VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; | ||
1546 | 1553 | ||
1554 | // VehicleRotationalVelocity += deflectContributionV * VehicleOrientation; | ||
1555 | VehicleRotationalVelocity += deflectContributionV; | ||
1547 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", | 1556 | VDetailLog("{0}, MoveAngular,Deflection,movingDir={1},pointingDir={2},deflectError={3},ret={4}", |
1548 | ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); | 1557 | ControllingPrim.LocalID, movingDirection, pointingDirection, deflectionError, deflectContributionV); |
1549 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3}", | 1558 | VDetailLog("{0}, MoveAngular,Deflection,fwdSpd={1},defEff={2},defTS={3},PredictedPointingDir={4}", |
1550 | ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale); | 1559 | ControllingPrim.LocalID, VehicleForwardSpeed, m_angularDeflectionEfficiency, m_angularDeflectionTimescale, predictedPointingDirection); |
1551 | } | 1560 | } |
1552 | } | 1561 | } |
1553 | 1562 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 308cf13..1d94142 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -35,62 +35,6 @@ using OMV = OpenMetaverse; | |||
35 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
36 | { | 36 | { |
37 | 37 | ||
38 | /* | ||
39 | // When a child is linked, the relationship position of the child to the parent | ||
40 | // is remembered so the child's world position can be recomputed when it is | ||
41 | // removed from the linkset. | ||
42 | sealed class BSLinksetCompoundInfo : BSLinksetInfo | ||
43 | { | ||
44 | public int Index; | ||
45 | public OMV.Vector3 OffsetFromRoot; | ||
46 | public OMV.Vector3 OffsetFromCenterOfMass; | ||
47 | public OMV.Quaternion OffsetRot; | ||
48 | public BSLinksetCompoundInfo(int indx, OMV.Vector3 p, OMV.Quaternion r) | ||
49 | { | ||
50 | Index = indx; | ||
51 | OffsetFromRoot = p; | ||
52 | OffsetFromCenterOfMass = p; | ||
53 | OffsetRot = r; | ||
54 | } | ||
55 | // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape) | ||
56 | public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement) | ||
57 | { | ||
58 | // Each child position and rotation is given relative to the center-of-mass. | ||
59 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation); | ||
60 | OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation; | ||
61 | OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement; | ||
62 | OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation; | ||
63 | |||
64 | // Save relative position for recomputing child's world position after moving linkset. | ||
65 | Index = indx; | ||
66 | OffsetFromRoot = displacementFromRoot; | ||
67 | OffsetFromCenterOfMass = displacementFromCOM; | ||
68 | OffsetRot = displacementRot; | ||
69 | } | ||
70 | public override void Clear() | ||
71 | { | ||
72 | Index = 0; | ||
73 | OffsetFromRoot = OMV.Vector3.Zero; | ||
74 | OffsetFromCenterOfMass = OMV.Vector3.Zero; | ||
75 | OffsetRot = OMV.Quaternion.Identity; | ||
76 | } | ||
77 | public override string ToString() | ||
78 | { | ||
79 | StringBuilder buff = new StringBuilder(); | ||
80 | buff.Append("<i="); | ||
81 | buff.Append(Index.ToString()); | ||
82 | buff.Append(",p="); | ||
83 | buff.Append(OffsetFromRoot.ToString()); | ||
84 | buff.Append(",m="); | ||
85 | buff.Append(OffsetFromCenterOfMass.ToString()); | ||
86 | buff.Append(",r="); | ||
87 | buff.Append(OffsetRot.ToString()); | ||
88 | buff.Append(">"); | ||
89 | return buff.ToString(); | ||
90 | } | ||
91 | }; | ||
92 | */ | ||
93 | |||
94 | public sealed class BSLinksetCompound : BSLinkset | 38 | public sealed class BSLinksetCompound : BSLinkset |
95 | { | 39 | { |
96 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; | 40 | private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; |
@@ -151,7 +95,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
151 | public override bool MakeStatic(BSPrimLinkable child) | 95 | public override bool MakeStatic(BSPrimLinkable child) |
152 | { | 96 | { |
153 | bool ret = false; | 97 | bool ret = false; |
98 | |||
154 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); | 99 | DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); |
100 | child.ClearDisplacement(); | ||
155 | if (IsRoot(child)) | 101 | if (IsRoot(child)) |
156 | { | 102 | { |
157 | // Schedule a rebuild to verify that the root shape is set to the real shape. | 103 | // Schedule a rebuild to verify that the root shape is set to the real shape. |
@@ -315,7 +261,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
315 | // Note that this works for rebuilding just the root after a linkset is taken apart. | 261 | // Note that this works for rebuilding just the root after a linkset is taken apart. |
316 | // Called at taint time!! | 262 | // Called at taint time!! |
317 | private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape | 263 | private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape |
318 | private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting | ||
319 | private void RecomputeLinksetCompound() | 264 | private void RecomputeLinksetCompound() |
320 | { | 265 | { |
321 | try | 266 | try |
@@ -326,55 +271,70 @@ public sealed class BSLinksetCompound : BSLinkset | |||
326 | // to what they should be as if the root was not in a linkset. | 271 | // to what they should be as if the root was not in a linkset. |
327 | // Not that bad since we only get into this routine if there are children in the linkset and | 272 | // Not that bad since we only get into this routine if there are children in the linkset and |
328 | // something has been updated/changed. | 273 | // something has been updated/changed. |
274 | // Have to do the rebuild before checking for physical because this might be a linkset | ||
275 | // being destructed and going non-physical. | ||
329 | LinksetRoot.ForceBodyShapeRebuild(true); | 276 | LinksetRoot.ForceBodyShapeRebuild(true); |
330 | 277 | ||
331 | // There is no reason to build all this physical stuff for a non-physical linkset. | 278 | // There is no reason to build all this physical stuff for a non-physical linkset. |
332 | if (!LinksetRoot.IsPhysicallyActive) | 279 | if (!LinksetRoot.IsPhysicallyActive) |
333 | { | 280 | { |
334 | // Clean up any old linkset shape and make sure the root shape is set to the root object. | ||
335 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); | 281 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); |
336 | |||
337 | return; // Note the 'finally' clause at the botton which will get executed. | 282 | return; // Note the 'finally' clause at the botton which will get executed. |
338 | } | 283 | } |
339 | 284 | ||
340 | // Get a new compound shape to build the linkset shape in. | 285 | // Get a new compound shape to build the linkset shape in. |
341 | BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); | 286 | BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); |
342 | 287 | ||
343 | // The center of mass for the linkset is the geometric center of the group. | ||
344 | // Compute a displacement for each component so it is relative to the center-of-mass. | 288 | // Compute a displacement for each component so it is relative to the center-of-mass. |
345 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass | 289 | // Bullet presumes an object's origin (relative <0,0,0>) is its center-of-mass |
346 | OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); | 290 | OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); |
347 | 291 | ||
348 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation)); | 292 | OMV.Quaternion invRootOrientation = OMV.Quaternion.Normalize(OMV.Quaternion.Inverse(LinksetRoot.RawOrientation)); |
293 | OMV.Vector3 origRootPosition = LinksetRoot.RawPosition; | ||
349 | 294 | ||
350 | // 'centerDisplacement' is the value to subtract from children to give physical offset position | 295 | // 'centerDisplacementV' is the vehicle relative distance from the simulator root position to the center-of-mass |
351 | OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; | 296 | OMV.Vector3 centerDisplacementV = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; |
352 | if (UseBulletSimRootOffsetHack || disableCOM) | 297 | if (UseBulletSimRootOffsetHack || !BSParam.LinksetOffsetCenterOfMass) |
353 | { | 298 | { |
299 | // Zero everything if center-of-mass displacement is not being done. | ||
354 | centerDisplacementV = OMV.Vector3.Zero; | 300 | centerDisplacementV = OMV.Vector3.Zero; |
355 | LinksetRoot.ClearDisplacement(); | 301 | LinksetRoot.ClearDisplacement(); |
356 | } | 302 | } |
357 | else | 303 | else |
358 | { | 304 | { |
359 | LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); | 305 | // The actual center-of-mass could have been set by the user. |
306 | centerDisplacementV = LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacementV); | ||
360 | } | 307 | } |
308 | |||
361 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", | 309 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", |
362 | LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacementV); | 310 | LinksetRoot.LocalID, origRootPosition, centerOfMassW, centerDisplacementV); |
363 | 311 | ||
364 | // Add the shapes of all the components of the linkset | 312 | // Add the shapes of all the components of the linkset |
365 | int memberIndex = 1; | 313 | int memberIndex = 1; |
366 | ForEachMember(delegate(BSPrimLinkable cPrim) | 314 | ForEachMember(delegate(BSPrimLinkable cPrim) |
367 | { | 315 | { |
368 | // Root shape is always index zero. | 316 | if (IsRoot(cPrim)) |
369 | cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex; | 317 | { |
318 | // Root shape is always index zero. | ||
319 | cPrim.LinksetChildIndex = 0; | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | cPrim.LinksetChildIndex = memberIndex; | ||
324 | memberIndex++; | ||
325 | } | ||
370 | 326 | ||
371 | // Get a reference to the shape of the child and add that shape to the linkset compound shape | 327 | // Get a reference to the shape of the child for adding of that shape to the linkset compound shape |
372 | BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); | 328 | BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); |
373 | OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacementV; | 329 | |
330 | // Offset the child shape from the center-of-mass and rotate it to vehicle relative. | ||
331 | OMV.Vector3 offsetPos = (cPrim.RawPosition - origRootPosition) * invRootOrientation - centerDisplacementV; | ||
374 | OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; | 332 | OMV.Quaternion offsetRot = OMV.Quaternion.Normalize(cPrim.RawOrientation) * invRootOrientation; |
333 | |||
334 | // Add the child shape to the compound shape being built | ||
375 | m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); | 335 | m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); |
376 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", | 336 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", |
377 | LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot); | 337 | LinksetRoot.LocalID, cPrim.LinksetChildIndex, childShape, offsetPos, offsetRot); |
378 | 338 | ||
379 | // Since we are borrowing the shape of the child, disable the origional child body | 339 | // Since we are borrowing the shape of the child, disable the origional child body |
380 | if (!IsRoot(cPrim)) | 340 | if (!IsRoot(cPrim)) |
@@ -386,8 +346,6 @@ public sealed class BSLinksetCompound : BSLinkset | |||
386 | cPrim.PhysBody.collisionType = CollisionType.LinksetChild; | 346 | cPrim.PhysBody.collisionType = CollisionType.LinksetChild; |
387 | } | 347 | } |
388 | 348 | ||
389 | memberIndex++; | ||
390 | |||
391 | return false; // 'false' says to move onto the next child in the list | 349 | return false; // 'false' says to move onto the next child in the list |
392 | }); | 350 | }); |
393 | 351 | ||
@@ -409,8 +367,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
409 | { | 367 | { |
410 | // Enable the physical position updator to return the position and rotation of the root shape. | 368 | // Enable the physical position updator to return the position and rotation of the root shape. |
411 | // This enables a feature in the C++ code to return the world coordinates of the first shape in the | 369 | // This enables a feature in the C++ code to return the world coordinates of the first shape in the |
412 | // compound shape. This eleviates the need to offset the returned physical position by the | 370 | // compound shape. This aleviates the need to offset the returned physical position by the |
413 | // center-of-mass offset. | 371 | // center-of-mass offset. |
372 | // TODO: either debug this feature or remove it. | ||
414 | m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); | 373 | m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); |
415 | } | 374 | } |
416 | } | 375 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 1214703..7693195 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | |||
@@ -188,6 +188,8 @@ public class BSVMotor : BSMotor | |||
188 | CurrentValue = current; | 188 | CurrentValue = current; |
189 | return Step(timeStep); | 189 | return Step(timeStep); |
190 | } | 190 | } |
191 | // Given and error, computer a correction for this step. | ||
192 | // Simple scaling of the error by the timestep. | ||
191 | public virtual Vector3 StepError(float timeStep, Vector3 error) | 193 | public virtual Vector3 StepError(float timeStep, Vector3 error) |
192 | { | 194 | { |
193 | if (!Enabled) return Vector3.Zero; | 195 | if (!Enabled) return Vector3.Zero; |
@@ -221,7 +223,7 @@ public class BSVMotor : BSMotor | |||
221 | CurrentValue, TargetValue); | 223 | CurrentValue, TargetValue); |
222 | 224 | ||
223 | LastError = BSMotor.InfiniteVector; | 225 | LastError = BSMotor.InfiniteVector; |
224 | while (maxOutput-- > 0 && !LastError.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)) | 226 | while (maxOutput-- > 0 && !ErrorIsZero()) |
225 | { | 227 | { |
226 | Vector3 lastStep = Step(timeStep); | 228 | Vector3 lastStep = Step(timeStep); |
227 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", | 229 | MDetailLog("{0},BSVMotor.Test,{1},cur={2},tgt={3},lastError={4},lastStep={5}", |
@@ -375,7 +377,6 @@ public class BSPIDVMotor : BSVMotor | |||
375 | // The factors are vectors for the three dimensions. This is the proportional of each | 377 | // The factors are vectors for the three dimensions. This is the proportional of each |
376 | // that is applied. This could be multiplied through the actual factors but it | 378 | // that is applied. This could be multiplied through the actual factors but it |
377 | // is sometimes easier to manipulate the factors and their mix separately. | 379 | // is sometimes easier to manipulate the factors and their mix separately. |
378 | // to | ||
379 | public Vector3 FactorMix; | 380 | public Vector3 FactorMix; |
380 | 381 | ||
381 | // Arbritrary factor range. | 382 | // Arbritrary factor range. |
@@ -413,14 +414,14 @@ public class BSPIDVMotor : BSVMotor | |||
413 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. | 414 | // If efficiency is high (1f), use a factor value that moves the error value to zero with little overshoot. |
414 | // If efficiency is low (0f), use a factor value that overcorrects. | 415 | // If efficiency is low (0f), use a factor value that overcorrects. |
415 | // TODO: might want to vary contribution of different factor depending on efficiency. | 416 | // TODO: might want to vary contribution of different factor depending on efficiency. |
416 | float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; | 417 | // float factor = ((1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow) / 3f; |
417 | // float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; | 418 | float factor = (1f - this.Efficiency) * EfficiencyHigh + EfficiencyLow; |
418 | 419 | ||
419 | proportionFactor = new Vector3(factor, factor, factor); | 420 | proportionFactor = new Vector3(factor, factor, factor); |
420 | integralFactor = new Vector3(factor, factor, factor); | 421 | integralFactor = new Vector3(factor, factor, factor); |
421 | derivFactor = new Vector3(factor, factor, factor); | 422 | derivFactor = new Vector3(factor, factor, factor); |
422 | 423 | ||
423 | MDetailLog("{0},BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); | 424 | MDetailLog("{0}, BSPIDVMotor.setEfficiency,eff={1},factor={2}", BSScene.DetailLogZero, Efficiency, factor); |
424 | } | 425 | } |
425 | } | 426 | } |
426 | 427 | ||
@@ -441,8 +442,8 @@ public class BSPIDVMotor : BSVMotor | |||
441 | + derivitive / TimeScale * derivFactor * FactorMix.Z | 442 | + derivitive / TimeScale * derivFactor * FactorMix.Z |
442 | ; | 443 | ; |
443 | 444 | ||
444 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},runnInt={3},deriv={4},ret={5}", | 445 | MDetailLog("{0}, BSPIDVMotor.step,ts={1},err={2},lerr={3},runnInt={4},deriv={5},ret={6}", |
445 | BSScene.DetailLogZero, timeStep, error, RunningIntegration, derivitive, ret); | 446 | BSScene.DetailLogZero, timeStep, error, LastError, RunningIntegration, derivitive, ret); |
446 | 447 | ||
447 | return ret; | 448 | return ret; |
448 | } | 449 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index d17c8e7..0f84bf7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -176,6 +176,7 @@ public static class BSParam | |||
176 | 176 | ||
177 | // Linkset implementation parameters | 177 | // Linkset implementation parameters |
178 | public static float LinksetImplementation { get; private set; } | 178 | public static float LinksetImplementation { get; private set; } |
179 | public static bool LinksetOffsetCenterOfMass { get; private set; } | ||
179 | public static bool LinkConstraintUseFrameOffset { get; private set; } | 180 | public static bool LinkConstraintUseFrameOffset { get; private set; } |
180 | public static bool LinkConstraintEnableTransMotor { get; private set; } | 181 | public static bool LinkConstraintEnableTransMotor { get; private set; } |
181 | public static float LinkConstraintTransMotorMaxVel { get; private set; } | 182 | public static float LinkConstraintTransMotorMaxVel { get; private set; } |
@@ -684,6 +685,8 @@ public static class BSParam | |||
684 | 685 | ||
685 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", | 686 | new ParameterDefn<float>("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", |
686 | (float)BSLinkset.LinksetImplementation.Compound ), | 687 | (float)BSLinkset.LinksetImplementation.Compound ), |
688 | new ParameterDefn<bool>("LinksetOffsetCenterOfMass", "If 'true', compute linkset center-of-mass and offset linkset position to account for same", | ||
689 | false ), | ||
687 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", | 690 | new ParameterDefn<bool>("LinkConstraintUseFrameOffset", "For linksets built with constraints, enable frame offsetFor linksets built with constraints, enable frame offset.", |
688 | false ), | 691 | false ), |
689 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", | 692 | new ParameterDefn<bool>("LinkConstraintEnableTransMotor", "Whether to enable translational motor on linkset constraints", |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index a0d5c42..a41eaf8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -90,6 +90,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
90 | PhysBody = new BulletBody(localID); | 90 | PhysBody = new BulletBody(localID); |
91 | PhysShape = new BSShapeNull(); | 91 | PhysShape = new BSShapeNull(); |
92 | 92 | ||
93 | UserSetCenterOfMassDisplacement = null; | ||
94 | |||
93 | PrimAssetState = PrimAssetCondition.Unknown; | 95 | PrimAssetState = PrimAssetCondition.Unknown; |
94 | 96 | ||
95 | // Default material type. Also sets Friction, Restitution and Density. | 97 | // Default material type. Also sets Friction, Restitution and Density. |
@@ -180,6 +182,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
180 | Material = (MaterialAttributes.Material)material; | 182 | Material = (MaterialAttributes.Material)material; |
181 | 183 | ||
182 | // Setting the material sets the material attributes also. | 184 | // Setting the material sets the material attributes also. |
185 | // TODO: decide if this is necessary -- the simulator does this. | ||
183 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | 186 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); |
184 | Friction = matAttrib.friction; | 187 | Friction = matAttrib.friction; |
185 | Restitution = matAttrib.restitution; | 188 | Restitution = matAttrib.restitution; |
@@ -194,10 +197,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
194 | // Update the physical location and motion of the object. Called with data from Bullet. | 197 | // Update the physical location and motion of the object. Called with data from Bullet. |
195 | public abstract void UpdateProperties(EntityProperties entprop); | 198 | public abstract void UpdateProperties(EntityProperties entprop); |
196 | 199 | ||
197 | public abstract OMV.Vector3 RawPosition { get; set; } | 200 | public virtual OMV.Vector3 RawPosition { get; set; } |
198 | public abstract OMV.Vector3 ForcePosition { get; set; } | 201 | public abstract OMV.Vector3 ForcePosition { get; set; } |
199 | 202 | ||
200 | public abstract OMV.Quaternion RawOrientation { get; set; } | 203 | public virtual OMV.Quaternion RawOrientation { get; set; } |
201 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 204 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
202 | 205 | ||
203 | public OMV.Vector3 RawVelocity { get; set; } | 206 | public OMV.Vector3 RawVelocity { get; set; } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index b2947c6..d43448e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -51,12 +51,8 @@ public class BSPrim : BSPhysObject | |||
51 | private bool _isSelected; | 51 | private bool _isSelected; |
52 | private bool _isVolumeDetect; | 52 | private bool _isVolumeDetect; |
53 | 53 | ||
54 | // _position is what the simulator thinks the positions of the prim is. | ||
55 | private OMV.Vector3 _position; | ||
56 | |||
57 | private float _mass; // the mass of this object | 54 | private float _mass; // the mass of this object |
58 | private OMV.Vector3 _acceleration; | 55 | private OMV.Vector3 _acceleration; |
59 | private OMV.Quaternion _orientation; | ||
60 | private int _physicsActorType; | 56 | private int _physicsActorType; |
61 | private bool _isPhysical; | 57 | private bool _isPhysical; |
62 | private bool _flying; | 58 | private bool _flying; |
@@ -88,10 +84,10 @@ public class BSPrim : BSPhysObject | |||
88 | { | 84 | { |
89 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); | 85 | // m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID); |
90 | _physicsActorType = (int)ActorTypes.Prim; | 86 | _physicsActorType = (int)ActorTypes.Prim; |
91 | _position = pos; | 87 | RawPosition = pos; |
92 | _size = size; | 88 | _size = size; |
93 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). | 89 | Scale = size; // prims are the size the user wants them to be (different for BSCharactes). |
94 | _orientation = rotation; | 90 | RawOrientation = rotation; |
95 | _buoyancy = 0f; | 91 | _buoyancy = 0f; |
96 | RawVelocity = OMV.Vector3.Zero; | 92 | RawVelocity = OMV.Vector3.Zero; |
97 | _rotationalVelocity = OMV.Vector3.Zero; | 93 | _rotationalVelocity = OMV.Vector3.Zero; |
@@ -270,46 +266,42 @@ public class BSPrim : BSPhysObject | |||
270 | return; | 266 | return; |
271 | } | 267 | } |
272 | 268 | ||
273 | public override OMV.Vector3 RawPosition | ||
274 | { | ||
275 | get { return _position; } | ||
276 | set { _position = value; } | ||
277 | } | ||
278 | public override OMV.Vector3 Position { | 269 | public override OMV.Vector3 Position { |
279 | get { | 270 | get { |
280 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | 271 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. |
281 | // _position = ForcePosition; | 272 | // RawPosition = ForcePosition; |
282 | return _position; | 273 | return RawPosition; |
283 | } | 274 | } |
284 | set { | 275 | set { |
285 | // If the position must be forced into the physics engine, use ForcePosition. | 276 | // If the position must be forced into the physics engine, use ForcePosition. |
286 | // All positions are given in world positions. | 277 | // All positions are given in world positions. |
287 | if (_position == value) | 278 | if (RawPosition == value) |
288 | { | 279 | { |
289 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); | 280 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
290 | return; | 281 | return; |
291 | } | 282 | } |
292 | _position = value; | 283 | RawPosition = value; |
293 | PositionSanityCheck(false); | 284 | PositionSanityCheck(false); |
294 | 285 | ||
295 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() | 286 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() |
296 | { | 287 | { |
297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 288 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
298 | ForcePosition = _position; | 289 | ForcePosition = RawPosition; |
299 | }); | 290 | }); |
300 | } | 291 | } |
301 | } | 292 | } |
302 | 293 | ||
294 | // NOTE: overloaded by BSPrimDisplaced to handle offset for center-of-gravity. | ||
303 | public override OMV.Vector3 ForcePosition { | 295 | public override OMV.Vector3 ForcePosition { |
304 | get { | 296 | get { |
305 | _position = PhysScene.PE.GetPosition(PhysBody); | 297 | RawPosition = PhysScene.PE.GetPosition(PhysBody); |
306 | return _position; | 298 | return RawPosition; |
307 | } | 299 | } |
308 | set { | 300 | set { |
309 | _position = value; | 301 | RawPosition = value; |
310 | if (PhysBody.HasPhysicalBody) | 302 | if (PhysBody.HasPhysicalBody) |
311 | { | 303 | { |
312 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 304 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
313 | ActivateIfPhysical(false); | 305 | ActivateIfPhysical(false); |
314 | } | 306 | } |
315 | } | 307 | } |
@@ -343,10 +335,10 @@ public class BSPrim : BSPhysObject | |||
343 | float targetHeight = terrainHeight + (Size.Z / 2f); | 335 | float targetHeight = terrainHeight + (Size.Z / 2f); |
344 | // If the object is below ground it just has to be moved up because pushing will | 336 | // If the object is below ground it just has to be moved up because pushing will |
345 | // not get it through the terrain | 337 | // not get it through the terrain |
346 | _position.Z = targetHeight; | 338 | RawPosition = new OMV.Vector3(RawPosition.X, RawPosition.Y, targetHeight); |
347 | if (inTaintTime) | 339 | if (inTaintTime) |
348 | { | 340 | { |
349 | ForcePosition = _position; | 341 | ForcePosition = RawPosition; |
350 | } | 342 | } |
351 | // If we are throwing the object around, zero its other forces | 343 | // If we are throwing the object around, zero its other forces |
352 | ZeroMotion(inTaintTime); | 344 | ZeroMotion(inTaintTime); |
@@ -355,7 +347,7 @@ public class BSPrim : BSPhysObject | |||
355 | 347 | ||
356 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | 348 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) |
357 | { | 349 | { |
358 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); | 350 | float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(RawPosition); |
359 | // TODO: a floating motor so object will bob in the water | 351 | // TODO: a floating motor so object will bob in the water |
360 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) | 352 | if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) |
361 | { | 353 | { |
@@ -364,7 +356,7 @@ public class BSPrim : BSPhysObject | |||
364 | 356 | ||
365 | // Apply upforce and overcome gravity. | 357 | // Apply upforce and overcome gravity. |
366 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; | 358 | OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; |
367 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); | 359 | DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, RawPosition, upForce, correctionForce); |
368 | AddForce(correctionForce, false, inTaintTime); | 360 | AddForce(correctionForce, false, inTaintTime); |
369 | ret = true; | 361 | ret = true; |
370 | } | 362 | } |
@@ -383,11 +375,11 @@ public class BSPrim : BSPhysObject | |||
383 | uint wayOutThere = Constants.RegionSize * Constants.RegionSize; | 375 | uint wayOutThere = Constants.RegionSize * Constants.RegionSize; |
384 | // There have been instances of objects getting thrown way out of bounds and crashing | 376 | // There have been instances of objects getting thrown way out of bounds and crashing |
385 | // the border crossing code. | 377 | // the border crossing code. |
386 | if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere | 378 | if ( RawPosition.X < -Constants.RegionSize || RawPosition.X > wayOutThere |
387 | || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere | 379 | || RawPosition.Y < -Constants.RegionSize || RawPosition.Y > wayOutThere |
388 | || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere) | 380 | || RawPosition.Z < -Constants.RegionSize || RawPosition.Z > wayOutThere) |
389 | { | 381 | { |
390 | _position = new OMV.Vector3(10, 10, 50); | 382 | RawPosition = new OMV.Vector3(10, 10, 50); |
391 | ZeroMotion(inTaintTime); | 383 | ZeroMotion(inTaintTime); |
392 | ret = true; | 384 | ret = true; |
393 | } | 385 | } |
@@ -713,23 +705,19 @@ public class BSPrim : BSPhysObject | |||
713 | get { return _acceleration; } | 705 | get { return _acceleration; } |
714 | set { _acceleration = value; } | 706 | set { _acceleration = value; } |
715 | } | 707 | } |
716 | public override OMV.Quaternion RawOrientation | 708 | |
717 | { | ||
718 | get { return _orientation; } | ||
719 | set { _orientation = value; } | ||
720 | } | ||
721 | public override OMV.Quaternion Orientation { | 709 | public override OMV.Quaternion Orientation { |
722 | get { | 710 | get { |
723 | return _orientation; | 711 | return RawOrientation; |
724 | } | 712 | } |
725 | set { | 713 | set { |
726 | if (_orientation == value) | 714 | if (RawOrientation == value) |
727 | return; | 715 | return; |
728 | _orientation = value; | 716 | RawOrientation = value; |
729 | 717 | ||
730 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() | 718 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() |
731 | { | 719 | { |
732 | ForceOrientation = _orientation; | 720 | ForceOrientation = RawOrientation; |
733 | }); | 721 | }); |
734 | } | 722 | } |
735 | } | 723 | } |
@@ -738,14 +726,14 @@ public class BSPrim : BSPhysObject | |||
738 | { | 726 | { |
739 | get | 727 | get |
740 | { | 728 | { |
741 | _orientation = PhysScene.PE.GetOrientation(PhysBody); | 729 | RawOrientation = PhysScene.PE.GetOrientation(PhysBody); |
742 | return _orientation; | 730 | return RawOrientation; |
743 | } | 731 | } |
744 | set | 732 | set |
745 | { | 733 | { |
746 | _orientation = value; | 734 | RawOrientation = value; |
747 | if (PhysBody.HasPhysicalBody) | 735 | if (PhysBody.HasPhysicalBody) |
748 | PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); | 736 | PhysScene.PE.SetTranslation(PhysBody, RawPosition, RawOrientation); |
749 | } | 737 | } |
750 | } | 738 | } |
751 | public override int PhysicsActorType { | 739 | public override int PhysicsActorType { |
@@ -802,6 +790,7 @@ public class BSPrim : BSPhysObject | |||
802 | // isSolid: other objects bounce off of this object | 790 | // isSolid: other objects bounce off of this object |
803 | // isVolumeDetect: other objects pass through but can generate collisions | 791 | // isVolumeDetect: other objects pass through but can generate collisions |
804 | // collisionEvents: whether this object returns collision events | 792 | // collisionEvents: whether this object returns collision events |
793 | // NOTE: overloaded by BSPrimLinkable to also update linkset physical parameters. | ||
805 | public virtual void UpdatePhysicalParameters() | 794 | public virtual void UpdatePhysicalParameters() |
806 | { | 795 | { |
807 | if (!PhysBody.HasPhysicalBody) | 796 | if (!PhysBody.HasPhysicalBody) |
@@ -888,7 +877,7 @@ public class BSPrim : BSPhysObject | |||
888 | // PhysicsScene.PE.ClearAllForces(BSBody); | 877 | // PhysicsScene.PE.ClearAllForces(BSBody); |
889 | 878 | ||
890 | // For good measure, make sure the transform is set through to the motion state | 879 | // For good measure, make sure the transform is set through to the motion state |
891 | ForcePosition = _position; | 880 | ForcePosition = RawPosition; |
892 | ForceVelocity = RawVelocity; | 881 | ForceVelocity = RawVelocity; |
893 | ForceRotationalVelocity = _rotationalVelocity; | 882 | ForceRotationalVelocity = _rotationalVelocity; |
894 | 883 | ||
@@ -1125,7 +1114,9 @@ public class BSPrim : BSPhysObject | |||
1125 | OMV.Vector3 addForce = force; | 1114 | OMV.Vector3 addForce = force; |
1126 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1115 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() |
1127 | { | 1116 | { |
1128 | // Bullet adds this central force to the total force for this tick | 1117 | // Bullet adds this central force to the total force for this tick. |
1118 | // Deep down in Bullet: | ||
1119 | // linearVelocity += totalForce / mass * timeStep; | ||
1129 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | 1120 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); |
1130 | if (PhysBody.HasPhysicalBody) | 1121 | if (PhysBody.HasPhysicalBody) |
1131 | { | 1122 | { |
@@ -1493,6 +1484,8 @@ public class BSPrim : BSPhysObject | |||
1493 | 1484 | ||
1494 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); | 1485 | returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass); |
1495 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); | 1486 | // DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3}", LocalID, Density, volume, returnMass); |
1487 | DetailLog("{0},BSPrim.CalculateMass,den={1},vol={2},mass={3},pathB={4},pathE={5},profB={6},profE={7},siz={8}", | ||
1488 | LocalID, Density, volume, returnMass, pathBegin, pathEnd, profileBegin, profileEnd, _size); | ||
1496 | 1489 | ||
1497 | return returnMass; | 1490 | return returnMass; |
1498 | }// end CalculateMass | 1491 | }// end CalculateMass |
@@ -1528,6 +1521,8 @@ public class BSPrim : BSPhysObject | |||
1528 | 1521 | ||
1529 | // The physics engine says that properties have updated. Update same and inform | 1522 | // The physics engine says that properties have updated. Update same and inform |
1530 | // the world that things have changed. | 1523 | // the world that things have changed. |
1524 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimLinkable which modifies updates from root and children prims. | ||
1525 | // NOTE: BSPrim.UpdateProperties is overloaded by BSPrimDisplaced which handles mapping physical position to simulator position. | ||
1531 | public override void UpdateProperties(EntityProperties entprop) | 1526 | public override void UpdateProperties(EntityProperties entprop) |
1532 | { | 1527 | { |
1533 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. | 1528 | // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator. |
@@ -1536,8 +1531,8 @@ public class BSPrim : BSPhysObject | |||
1536 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG | 1531 | // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG |
1537 | 1532 | ||
1538 | // Assign directly to the local variables so the normal set actions do not happen | 1533 | // Assign directly to the local variables so the normal set actions do not happen |
1539 | _position = entprop.Position; | 1534 | RawPosition = entprop.Position; |
1540 | _orientation = entprop.Rotation; | 1535 | RawOrientation = entprop.Rotation; |
1541 | // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be | 1536 | // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be |
1542 | // very sensitive to velocity changes. | 1537 | // very sensitive to velocity changes. |
1543 | if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) | 1538 | if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(RawVelocity, BSParam.UpdateVelocityChangeThreshold)) |
@@ -1550,21 +1545,19 @@ public class BSPrim : BSPhysObject | |||
1550 | // The sanity check can change the velocity and/or position. | 1545 | // The sanity check can change the velocity and/or position. |
1551 | if (PositionSanityCheck(true /* inTaintTime */ )) | 1546 | if (PositionSanityCheck(true /* inTaintTime */ )) |
1552 | { | 1547 | { |
1553 | entprop.Position = _position; | 1548 | entprop.Position = RawPosition; |
1554 | entprop.Velocity = RawVelocity; | 1549 | entprop.Velocity = RawVelocity; |
1555 | entprop.RotationalVelocity = _rotationalVelocity; | 1550 | entprop.RotationalVelocity = _rotationalVelocity; |
1556 | entprop.Acceleration = _acceleration; | 1551 | entprop.Acceleration = _acceleration; |
1557 | } | 1552 | } |
1558 | 1553 | ||
1559 | OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG | 1554 | OMV.Vector3 direction = OMV.Vector3.UnitX * RawOrientation; // DEBUG DEBUG DEBUG |
1560 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); | 1555 | DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction); |
1561 | 1556 | ||
1562 | // remember the current and last set values | 1557 | // remember the current and last set values |
1563 | LastEntityProperties = CurrentEntityProperties; | 1558 | LastEntityProperties = CurrentEntityProperties; |
1564 | CurrentEntityProperties = entprop; | 1559 | CurrentEntityProperties = entprop; |
1565 | 1560 | ||
1566 | // Note that BSPrim can be overloaded by BSPrimLinkable which controls updates from root and children prims. | ||
1567 | |||
1568 | PhysScene.PostUpdate(this); | 1561 | PhysScene.PostUpdate(this); |
1569 | } | 1562 | } |
1570 | } | 1563 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index f5ee671..2eb1440 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs | |||
@@ -23,11 +23,6 @@ | |||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | 23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | 24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | 25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
26 | * | ||
27 | * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial | ||
28 | * are Copyright (c) 2009 Linden Research, Inc and are used under their license | ||
29 | * of Creative Commons Attribution-Share Alike 3.0 | ||
30 | * (http://creativecommons.org/licenses/by-sa/3.0/). | ||
31 | */ | 26 | */ |
32 | 27 | ||
33 | using System; | 28 | using System; |
@@ -44,14 +39,14 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
44 | { | 39 | { |
45 | public class BSPrimDisplaced : BSPrim | 40 | public class BSPrimDisplaced : BSPrim |
46 | { | 41 | { |
47 | // The purpose of this module is to do any mapping between what the simulator thinks | 42 | // The purpose of this subclass is to do any mapping between what the simulator thinks |
48 | // the prim position and orientation is and what the physical position/orientation. | 43 | // the prim position and orientation is and what the physical position/orientation. |
49 | // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> | 44 | // This difference happens because Bullet assumes the center-of-mass is the <0,0,0> |
50 | // of the prim/linkset. The simulator tracks the location of the prim/linkset by | 45 | // of the prim/linkset. The simulator, on the other hand, tracks the location of |
51 | // the location of the root prim. So, if center-of-mass is anywhere but the origin | 46 | // the prim/linkset by the location of the root prim. So, if center-of-mass is anywhere |
52 | // of the root prim, the physical origin is displaced from the simulator origin. | 47 | // but the origin of the root prim, the physical origin is displaced from the simulator origin. |
53 | // | 48 | // |
54 | // This routine works by capturing the Force* setting of position/orientation/... and | 49 | // This routine works by capturing ForcePosition and |
55 | // adjusting the simulator values (being set) into the physical values. | 50 | // adjusting the simulator values (being set) into the physical values. |
56 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). | 51 | // The conversion is also done in the opposite direction (physical origin -> simulator origin). |
57 | // | 52 | // |
@@ -59,8 +54,8 @@ public class BSPrimDisplaced : BSPrim | |||
59 | // are converted into simulator origin values before being passed to the base | 54 | // are converted into simulator origin values before being passed to the base |
60 | // class. | 55 | // class. |
61 | 56 | ||
57 | // PositionDisplacement is the vehicle relative distance from the root prim position to the center-of-mass. | ||
62 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | 58 | public virtual OMV.Vector3 PositionDisplacement { get; set; } |
63 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
64 | 59 | ||
65 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, | 60 | public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, |
66 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) | 61 | OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) |
@@ -69,50 +64,82 @@ public class BSPrimDisplaced : BSPrim | |||
69 | ClearDisplacement(); | 64 | ClearDisplacement(); |
70 | } | 65 | } |
71 | 66 | ||
67 | // Clears any center-of-mass displacement introduced by linksets, etc. | ||
68 | // Does not clear the displacement set by the user. | ||
72 | public void ClearDisplacement() | 69 | public void ClearDisplacement() |
73 | { | 70 | { |
74 | PositionDisplacement = OMV.Vector3.Zero; | 71 | if (UserSetCenterOfMassDisplacement.HasValue) |
75 | OrientationDisplacement = OMV.Quaternion.Identity; | 72 | PositionDisplacement = (OMV.Vector3)UserSetCenterOfMassDisplacement; |
73 | else | ||
74 | PositionDisplacement = OMV.Vector3.Zero; | ||
76 | } | 75 | } |
77 | 76 | ||
78 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. | 77 | // Set this sets and computes the displacement from the passed prim to the center-of-mass. |
79 | // A user set value for center-of-mass overrides whatever might be passed in here. | 78 | // A user set value for center-of-mass overrides whatever might be passed in here. |
80 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). | 79 | // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). |
81 | public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) | 80 | // Returns the relative offset from the root position to the center-of-mass. |
81 | // Called at taint time. | ||
82 | public virtual Vector3 SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) | ||
82 | { | 83 | { |
84 | PhysScene.AssertInTaintTime("BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement"); | ||
83 | Vector3 comDisp; | 85 | Vector3 comDisp; |
84 | if (UserSetCenterOfMassDisplacement.HasValue) | 86 | if (UserSetCenterOfMassDisplacement.HasValue) |
85 | comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; | 87 | comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; |
86 | else | 88 | else |
87 | comDisp = centerOfMassDisplacement; | 89 | comDisp = centerOfMassDisplacement; |
88 | 90 | ||
91 | // Eliminate any jitter caused be very slight differences in masses and positions | ||
92 | if (comDisp.ApproxEquals(Vector3.Zero, 0.01f) ) | ||
93 | comDisp = Vector3.Zero; | ||
94 | |||
89 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", | 95 | DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", |
90 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); | 96 | LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); |
91 | if (comDisp == Vector3.Zero) | 97 | if ( !comDisp.ApproxEquals(PositionDisplacement, 0.01f) ) |
92 | { | 98 | { |
93 | // If there is no diplacement. Things get reset. | 99 | // Displacement setting is changing. |
94 | PositionDisplacement = OMV.Vector3.Zero; | 100 | // The relationship between the physical object and simulated object must be aligned. |
95 | OrientationDisplacement = OMV.Quaternion.Identity; | ||
96 | } | ||
97 | else | ||
98 | { | ||
99 | // Remember the displacement from root as well as the origional rotation of the | ||
100 | // new center-of-mass. | ||
101 | PositionDisplacement = comDisp; | 101 | PositionDisplacement = comDisp; |
102 | OrientationDisplacement = OMV.Quaternion.Identity; | 102 | this.ForcePosition = RawPosition; |
103 | } | 103 | } |
104 | |||
105 | return PositionDisplacement; | ||
104 | } | 106 | } |
105 | 107 | ||
108 | // 'ForcePosition' is the one way to set the physical position of the body in the physics engine. | ||
109 | // Displace the simulator idea of position (center of root prim) to the physical position. | ||
106 | public override Vector3 ForcePosition | 110 | public override Vector3 ForcePosition |
107 | { | 111 | { |
108 | get { return base.ForcePosition; } | 112 | get { |
113 | OMV.Vector3 physPosition = PhysScene.PE.GetPosition(PhysBody); | ||
114 | if (PositionDisplacement != OMV.Vector3.Zero) | ||
115 | { | ||
116 | // If there is some displacement, return the physical position (center-of-mass) | ||
117 | // location minus the displacement to give the center of the root prim. | ||
118 | OMV.Vector3 displacement = PositionDisplacement * ForceOrientation; | ||
119 | DetailLog("{0},BSPrimDisplaced.ForcePosition,get,physPos={1},disp={2},simPos={3}", | ||
120 | LocalID, physPosition, displacement, physPosition - displacement); | ||
121 | physPosition -= displacement; | ||
122 | } | ||
123 | RawPosition = physPosition; | ||
124 | return physPosition; | ||
125 | } | ||
109 | set | 126 | set |
110 | { | 127 | { |
111 | if (PositionDisplacement != OMV.Vector3.Zero) | 128 | if (PositionDisplacement != OMV.Vector3.Zero) |
112 | { | 129 | { |
113 | OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); | 130 | // This value is the simulator's idea of where the prim is: the center of the root prim |
114 | DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); | 131 | RawPosition = value; |
115 | base.ForcePosition = displacedPos; | 132 | |
133 | // Move the passed root prim postion to the center-of-mass position and set in the physics engine. | ||
134 | OMV.Vector3 displacement = PositionDisplacement * RawOrientation; | ||
135 | OMV.Vector3 displacedPos = RawPosition + displacement; | ||
136 | DetailLog("{0},BSPrimDisplaced.ForcePosition,set,simPos={1},disp={2},physPos={3}", | ||
137 | LocalID, RawPosition, displacement, displacedPos); | ||
138 | if (PhysBody.HasPhysicalBody) | ||
139 | { | ||
140 | PhysScene.PE.SetTranslation(PhysBody, displacedPos, RawOrientation); | ||
141 | ActivateIfPhysical(false); | ||
142 | } | ||
116 | } | 143 | } |
117 | else | 144 | else |
118 | { | 145 | { |
@@ -121,25 +148,12 @@ public class BSPrimDisplaced : BSPrim | |||
121 | } | 148 | } |
122 | } | 149 | } |
123 | 150 | ||
124 | public override Quaternion ForceOrientation | 151 | // These are also overridden by BSPrimLinkable if the prim can be part of a linkset |
125 | { | ||
126 | get { return base.ForceOrientation; } | ||
127 | set | ||
128 | { | ||
129 | // TODO: | ||
130 | base.ForceOrientation = value; | ||
131 | } | ||
132 | } | ||
133 | |||
134 | // TODO: decide if this is the right place for these variables. | ||
135 | // Somehow incorporate the optional settability by the user. | ||
136 | // Is this used? | ||
137 | public override OMV.Vector3 CenterOfMass | 152 | public override OMV.Vector3 CenterOfMass |
138 | { | 153 | { |
139 | get { return RawPosition; } | 154 | get { return RawPosition; } |
140 | } | 155 | } |
141 | 156 | ||
142 | // Is this used? | ||
143 | public override OMV.Vector3 GeometricCenter | 157 | public override OMV.Vector3 GeometricCenter |
144 | { | 158 | { |
145 | get { return RawPosition; } | 159 | get { return RawPosition; } |
@@ -148,15 +162,18 @@ public class BSPrimDisplaced : BSPrim | |||
148 | public override void UpdateProperties(EntityProperties entprop) | 162 | public override void UpdateProperties(EntityProperties entprop) |
149 | { | 163 | { |
150 | // Undo any center-of-mass displacement that might have been done. | 164 | // Undo any center-of-mass displacement that might have been done. |
151 | if (PositionDisplacement != OMV.Vector3.Zero || OrientationDisplacement != OMV.Quaternion.Identity) | 165 | if (PositionDisplacement != OMV.Vector3.Zero) |
152 | { | 166 | { |
153 | // Correct for any rotation around the center-of-mass | 167 | // The origional shape was offset from 'zero' by PositionDisplacement. |
154 | // TODO!!! | 168 | // These physical location must be back converted to be centered around the displaced |
155 | 169 | // root shape. | |
156 | OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); | 170 | |
157 | DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); | 171 | // Move the returned center-of-mass location to the root prim location. |
172 | OMV.Vector3 displacement = PositionDisplacement * entprop.Rotation; | ||
173 | OMV.Vector3 displacedPos = entprop.Position - displacement; | ||
174 | DetailLog("{0},BSPrimDisplaced.UpdateProperties,physPos={1},disp={2},simPos={3}", | ||
175 | LocalID, entprop.Position, displacement, displacedPos); | ||
158 | entprop.Position = displacedPos; | 176 | entprop.Position = displacedPos; |
159 | // entprop.Rotation = something; | ||
160 | } | 177 | } |
161 | 178 | ||
162 | base.UpdateProperties(entprop); | 179 | base.UpdateProperties(entprop); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 87eed98..1fbcfcc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -37,6 +37,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
37 | { | 37 | { |
38 | public class BSPrimLinkable : BSPrimDisplaced | 38 | public class BSPrimLinkable : BSPrimDisplaced |
39 | { | 39 | { |
40 | // The purpose of this subclass is to add linkset functionality to the prim. This overrides | ||
41 | // operations necessary for keeping the linkset created and, additionally, this | ||
42 | // calls the linkset implementation for its creation and management. | ||
43 | |||
44 | // This adds the overrides for link() and delink() so the prim is linkable. | ||
45 | |||
40 | public BSLinkset Linkset { get; set; } | 46 | public BSLinkset Linkset { get; set; } |
41 | // The index of this child prim. | 47 | // The index of this child prim. |
42 | public int LinksetChildIndex { get; set; } | 48 | public int LinksetChildIndex { get; set; } |
@@ -69,8 +75,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
69 | BSPrimLinkable parent = obj as BSPrimLinkable; | 75 | BSPrimLinkable parent = obj as BSPrimLinkable; |
70 | if (parent != null) | 76 | if (parent != null) |
71 | { | 77 | { |
72 | BSPhysObject parentBefore = Linkset.LinksetRoot; | 78 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG |
73 | int childrenBefore = Linkset.NumberOfChildren; | 79 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG |
74 | 80 | ||
75 | Linkset = parent.Linkset.AddMeToLinkset(this); | 81 | Linkset = parent.Linkset.AddMeToLinkset(this); |
76 | 82 | ||
@@ -85,8 +91,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
85 | // TODO: decide if this parent checking needs to happen at taint time | 91 | // TODO: decide if this parent checking needs to happen at taint time |
86 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 92 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
87 | 93 | ||
88 | BSPhysObject parentBefore = Linkset.LinksetRoot; | 94 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG |
89 | int childrenBefore = Linkset.NumberOfChildren; | 95 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG |
90 | 96 | ||
91 | Linkset = Linkset.RemoveMeFromLinkset(this); | 97 | Linkset = Linkset.RemoveMeFromLinkset(this); |
92 | 98 | ||
@@ -128,6 +134,17 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
128 | get { return Linkset.LinksetMass; } | 134 | get { return Linkset.LinksetMass; } |
129 | } | 135 | } |
130 | 136 | ||
137 | public override OMV.Vector3 CenterOfMass | ||
138 | { | ||
139 | get { return Linkset.CenterOfMass; } | ||
140 | } | ||
141 | |||
142 | public override OMV.Vector3 GeometricCenter | ||
143 | { | ||
144 | get { return Linkset.GeometricCenter; } | ||
145 | } | ||
146 | |||
147 | // Refresh the linkset structure and parameters when the prim's physical parameters are changed. | ||
131 | public override void UpdatePhysicalParameters() | 148 | public override void UpdatePhysicalParameters() |
132 | { | 149 | { |
133 | base.UpdatePhysicalParameters(); | 150 | base.UpdatePhysicalParameters(); |
@@ -139,13 +156,17 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
139 | Linkset.Refresh(this); | 156 | Linkset.Refresh(this); |
140 | } | 157 | } |
141 | 158 | ||
159 | // When the prim is made dynamic or static, the linkset needs to change. | ||
142 | protected override void MakeDynamic(bool makeStatic) | 160 | protected override void MakeDynamic(bool makeStatic) |
143 | { | 161 | { |
144 | base.MakeDynamic(makeStatic); | 162 | base.MakeDynamic(makeStatic); |
145 | if (makeStatic) | 163 | if (Linkset != null) // null can happen during initialization |
146 | Linkset.MakeStatic(this); | 164 | { |
147 | else | 165 | if (makeStatic) |
148 | Linkset.MakeDynamic(this); | 166 | Linkset.MakeStatic(this); |
167 | else | ||
168 | Linkset.MakeDynamic(this); | ||
169 | } | ||
149 | } | 170 | } |
150 | 171 | ||
151 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. | 172 | // Body is being taken apart. Remove physical dependencies and schedule a rebuild. |
@@ -155,6 +176,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
155 | base.RemoveDependencies(); | 176 | base.RemoveDependencies(); |
156 | } | 177 | } |
157 | 178 | ||
179 | // Called after a simulation step for the changes in physical object properties. | ||
180 | // Do any filtering/modification needed for linksets. | ||
158 | public override void UpdateProperties(EntityProperties entprop) | 181 | public override void UpdateProperties(EntityProperties entprop) |
159 | { | 182 | { |
160 | if (Linkset.IsRoot(this)) | 183 | if (Linkset.IsRoot(this)) |
@@ -176,6 +199,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
176 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); | 199 | Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this); |
177 | } | 200 | } |
178 | 201 | ||
202 | // Called after a simulation step to post a collision with this object. | ||
179 | public override bool Collide(uint collidingWith, BSPhysObject collidee, | 203 | public override bool Collide(uint collidingWith, BSPhysObject collidee, |
180 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 204 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
181 | { | 205 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 1645c98..e56a6f6 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -785,7 +785,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
785 | { | 785 | { |
786 | // The simulation of the time interval took less than realtime. | 786 | // The simulation of the time interval took less than realtime. |
787 | // Do a sleep for the rest of realtime. | 787 | // Do a sleep for the rest of realtime. |
788 | DetailLog("{0},BulletSPluginPhysicsThread,sleeping={1}", BSScene.DetailLogZero, simulationTimeVsRealtimeDifferenceMS); | ||
789 | Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); | 788 | Thread.Sleep(simulationTimeVsRealtimeDifferenceMS); |
790 | } | 789 | } |
791 | else | 790 | else |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 4357ef1..0453376 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -3,25 +3,21 @@ CURRENT PROBLEMS TO FIX AND/OR LOOK AT | |||
3 | Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. | 3 | Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. |
4 | Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? | 4 | Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? |
5 | Negative buoyancy computed correctly | 5 | Negative buoyancy computed correctly |
6 | Center-of-gravity | ||
6 | Computation of mesh mass. How done? How should it be done? | 7 | Computation of mesh mass. How done? How should it be done? |
7 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | ||
8 | the wheel to appear to jump back. Looks like sending position from previous update. | ||
9 | Enable vehicle border crossings (at least as poorly as ODE) | 8 | Enable vehicle border crossings (at least as poorly as ODE) |
10 | Terrain skirts | 9 | Terrain skirts |
11 | Avatar created in previous region and not new region when crossing border | 10 | Avatar created in previous region and not new region when crossing border |
12 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) | 11 | Vehicle recreated in new sim at small Z value (offset from root value?) (DONE) |
12 | User settable terrain mesh | ||
13 | Allow specifying as convex or concave and use different getHeight functions depending | ||
14 | Boats, when turning nose down into the water | ||
15 | Acts like rotation around Z is also effecting rotation around X and Y | ||
13 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. | 16 | Deleting a linkset while standing on the root will leave the physical shape of the root behind. |
14 | Not sure if it is because standing on it. Done with large prim linksets. | 17 | Not sure if it is because standing on it. Done with large prim linksets. |
15 | Linkset child rotations. | 18 | Linkset child rotations. |
16 | Nebadon spiral tube has middle sections which are rotated wrong. | 19 | Nebadon spiral tube has middle sections which are rotated wrong. |
17 | Select linked spiral tube. Delink and note where the middle section ends up. | 20 | Select linked spiral tube. Delink and note where the middle section ends up. |
18 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
19 | Let children change their shape to physical indendently and just add shapes to compound | ||
20 | Vehicle angular vertical attraction | ||
21 | vehicle angular banking | ||
22 | Center-of-gravity | ||
23 | Vehicle angular deflection | ||
24 | Preferred orientation angular correction fix | ||
25 | Teravus llMoveToTarget script debug | 21 | Teravus llMoveToTarget script debug |
26 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force | 22 | Mixing of hover, buoyancy/gravity, moveToTarget, into one force |
27 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) | 23 | Setting hover height to zero disables hover even if hover flags are on (from SL wiki) |
@@ -33,10 +29,16 @@ Vehicle script tuning/debugging | |||
33 | Avanti speed script | 29 | Avanti speed script |
34 | Weapon shooter script | 30 | Weapon shooter script |
35 | Move material definitions (friction, ...) into simulator. | 31 | Move material definitions (friction, ...) into simulator. |
32 | osGetPhysicsEngineVerion() and create a version code for the C++ DLL | ||
36 | One sided meshes? Should terrain be built into a closed shape? | 33 | One sided meshes? Should terrain be built into a closed shape? |
37 | When meshes get partially wedged into the terrain, they cannot push themselves out. | 34 | When meshes get partially wedged into the terrain, they cannot push themselves out. |
38 | It is possible that Bullet processes collisions whether entering or leaving a mesh. | 35 | It is possible that Bullet processes collisions whether entering or leaving a mesh. |
39 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 | 36 | Ref: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4869 |
37 | Small physical objects do not interact correctly | ||
38 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. | ||
39 | The chain will fall apart and pairs will dance around on ground | ||
40 | Chains of 1x1x.2 will stay connected but will dance. | ||
41 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. | ||
40 | 42 | ||
41 | VEHICLES TODO LIST: | 43 | VEHICLES TODO LIST: |
42 | ================================================= | 44 | ================================================= |
@@ -45,14 +47,12 @@ LINEAR_MOTOR_DIRECTION values should be clamped to reasonable numbers. | |||
45 | Same for other velocity settings. | 47 | Same for other velocity settings. |
46 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: | 48 | UBit improvements to remove rubber-banding of avatars sitting on vehicle child prims: |
47 | https://github.com/UbitUmarov/Ubit-opensim | 49 | https://github.com/UbitUmarov/Ubit-opensim |
48 | Vehicles (Move smoothly) | ||
49 | Some vehicles should not be able to turn if no speed or off ground. | 50 | Some vehicles should not be able to turn if no speed or off ground. |
50 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. | 51 | Cannot edit/move a vehicle being ridden: it jumps back to the origional position. |
51 | Neb car jiggling left and right | 52 | Neb car jiggling left and right |
52 | Happens on terrain and any other mesh object. Flat cubes are much smoother. | 53 | Happens on terrain and any other mesh object. Flat cubes are much smoother. |
53 | This has been reduced but not eliminated. | 54 | This has been reduced but not eliminated. |
54 | Implement referenceFrame for all the motion routines. | 55 | Implement referenceFrame for all the motion routines. |
55 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
56 | Verify llGetVel() is returning a smooth and good value for vehicle movement. | 56 | Verify llGetVel() is returning a smooth and good value for vehicle movement. |
57 | llGetVel() should return the root's velocity if requested in a child prim. | 57 | llGetVel() should return the root's velocity if requested in a child prim. |
58 | Implement function efficiency for lineaar and angular motion. | 58 | Implement function efficiency for lineaar and angular motion. |
@@ -93,29 +93,15 @@ Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | |||
93 | Duplicating a physical prim causes old prim to jump away | 93 | Duplicating a physical prim causes old prim to jump away |
94 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 94 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
95 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. | 95 | Scenes with hundred of thousands of static objects take a lot of physics CPU time. |
96 | BSPrim.Force should set a continious force on the prim. The force should be | ||
97 | applied each tick. Some limits? | ||
98 | Gun sending shooter flying. | 96 | Gun sending shooter flying. |
99 | Collision margin (gap between physical objects lying on each other) | 97 | Collision margin (gap between physical objects lying on each other) |
100 | Boundry checking (crashes related to crossing boundry) | 98 | Boundry checking (crashes related to crossing boundry) |
101 | Add check for border edge position for avatars and objects. | 99 | Add check for border edge position for avatars and objects. |
102 | Verify the events are created for border crossings. | 100 | Verify the events are created for border crossings. |
103 | Avatar rotation (check out changes to ScenePresence for physical rotation) | ||
104 | Avatar running (what does phys engine need to do?) | ||
105 | Small physical objects do not interact correctly | ||
106 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. | ||
107 | The chain will fall apart and pairs will dance around on ground | ||
108 | Chains of 1x1x.2 will stay connected but will dance. | ||
109 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. | ||
110 | Add PID motor for avatar movement (slow to stop, ...) | ||
111 | setForce should set a constant force. Different than AddImpulse. | ||
112 | Implement raycast. | ||
113 | Implement ShapeCollection.Dispose() | 101 | Implement ShapeCollection.Dispose() |
114 | Implement water as a plain so raycasting and collisions can happen with same. | 102 | Implement water as a plain or mesh so raycasting and collisions can happen with same. |
115 | Add collision penetration return | 103 | Add collision penetration return |
116 | Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() | 104 | Add field passed back by BulletSim.dll and fill with info in ManifoldConstact.GetDistance() |
117 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
118 | Also osGetPhysicsEngineVerion() maybe. | ||
119 | Linkset.Position and Linkset.Orientation requre rewrite to properly return | 105 | Linkset.Position and Linkset.Orientation requre rewrite to properly return |
120 | child position. LinksetConstraint acts like it's at taint time!! | 106 | child position. LinksetConstraint acts like it's at taint time!! |
121 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) | 107 | Implement LockAngularMotion -- implements llSetStatus(ROTATE_AXIS_*, T/F) |
@@ -127,9 +113,6 @@ Selecting and deselecting physical objects causes CPU processing time to jump | |||
127 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | 113 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. |
128 | Register a pre-step event to add the force. | 114 | Register a pre-step event to add the force. |
129 | More efficient memory usage when passing hull information from BSPrim to BulletSim | 115 | More efficient memory usage when passing hull information from BSPrim to BulletSim |
130 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
131 | when avatar has stopped and is just standing. Simple test for near zero has | ||
132 | the problem of preventing starting up (increase from zero) especially when falling. | ||
133 | Physical and phantom will drop through the terrain | 116 | Physical and phantom will drop through the terrain |
134 | 117 | ||
135 | 118 | ||
@@ -172,7 +155,6 @@ Do we need to do convex hulls all the time? Can complex meshes be left meshes? | |||
172 | There is some problem with meshes and collisions | 155 | There is some problem with meshes and collisions |
173 | Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. | 156 | Hulls are not as detailed as meshes. Hulled vehicles insides are different shape. |
174 | Debounce avatar contact so legs don't keep folding up when standing. | 157 | Debounce avatar contact so legs don't keep folding up when standing. |
175 | Implement LSL physics controls. Like STATUS_ROTATE_X. | ||
176 | Add border extensions to terrain to help region crossings and objects leaving region. | 158 | Add border extensions to terrain to help region crossings and objects leaving region. |
177 | Use a different capsule shape for avatar when sitting | 159 | Use a different capsule shape for avatar when sitting |
178 | LL uses a pyrimidal shape scaled by the avatar's bounding box | 160 | LL uses a pyrimidal shape scaled by the avatar's bounding box |
@@ -205,8 +187,6 @@ Keep avatar scaling correct. http://pennycow.blogspot.fr/2011/07/matter-of-scale | |||
205 | 187 | ||
206 | INTERNAL IMPROVEMENT/CLEANUP | 188 | INTERNAL IMPROVEMENT/CLEANUP |
207 | ================================================= | 189 | ================================================= |
208 | Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to | ||
209 | BSScene.TaintedObject() could immediately execute the callback if already in taint time. | ||
210 | Create the physical wrapper classes (BulletBody, BulletShape) by methods on | 190 | Create the physical wrapper classes (BulletBody, BulletShape) by methods on |
211 | BSAPITemplate and make their actual implementation Bullet engine specific. | 191 | BSAPITemplate and make their actual implementation Bullet engine specific. |
212 | For the short term, just call the existing functions in ShapeCollection. | 192 | For the short term, just call the existing functions in ShapeCollection. |
@@ -365,4 +345,35 @@ After getting off a vehicle, the root prim is phantom (can be walked through) | |||
365 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. | 345 | Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects. |
366 | Regular triangle meshes don't do physical collisions. | 346 | Regular triangle meshes don't do physical collisions. |
367 | (DONE: discovered GImpact is VERY CPU intensive) | 347 | (DONE: discovered GImpact is VERY CPU intensive) |
348 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | ||
349 | the wheel to appear to jump back. Looks like sending position from previous update. | ||
350 | (DONE: redo of compound linksets fixed problem) | ||
351 | Refarb compound linkset creation to create a pseudo-root for center-of-mass | ||
352 | Let children change their shape to physical indendently and just add shapes to compound | ||
353 | (DONE: redo of compound linkset fixed problem) | ||
354 | Vehicle angular vertical attraction (DONE: vegaslon code) | ||
355 | vehicle angular banking (DONE: vegaslon code) | ||
356 | Vehicle angular deflection (DONE: vegaslon code) | ||
357 | Preferred orientation angular correction fix | ||
358 | Vehicles (Move smoothly) | ||
359 | For limitMotorUp, use raycast down to find if vehicle is in the air. | ||
360 | (WILL NOT BE DONE: gravity does the job well enough) | ||
361 | BSPrim.Force should set a continious force on the prim. The force should be | ||
362 | applied each tick. Some limits? | ||
363 | (DONE: added physical actors. Implemented SetForce, SetTorque, ...) | ||
364 | Implement LSL physics controls. Like STATUS_ROTATE_X. (DONE) | ||
365 | Add osGetPhysicsEngineName() so scripters can tell whether BulletSim or ODE | ||
366 | Avatar rotation (check out changes to ScenePresence for physical rotation) (DONE) | ||
367 | Avatar running (what does phys engine need to do?) (DONE: multiplies run factor by walking force) | ||
368 | setForce should set a constant force. Different than AddImpulse. (DONE) | ||
369 | Add PID motor for avatar movement (slow to stop, ...) (WNBD: current works ok) | ||
370 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
371 | when avatar has stopped and is just standing. Simple test for near zero has | ||
372 | the problem of preventing starting up (increase from zero) especially when falling. | ||
373 | (DONE: avatar movement actor knows if standing on stationary object and zeros motion) | ||
374 | Can the 'inTaintTime' flag be cleaned up and used? For instance, a call to | ||
375 | BSScene.TaintedObject() could immediately execute the callback if already in taint time. | ||
376 | (DONE) | ||
377 | |||
378 | |||
368 | 379 | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index c0b8373..34e2b4d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -2382,6 +2382,32 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
2382 | return force; | 2382 | return force; |
2383 | } | 2383 | } |
2384 | 2384 | ||
2385 | public void llSetVelocity(LSL_Vector velocity, int local) | ||
2386 | { | ||
2387 | m_host.AddScriptLPS(1); | ||
2388 | |||
2389 | if (!m_host.ParentGroup.IsDeleted) | ||
2390 | { | ||
2391 | if (local != 0) | ||
2392 | velocity *= llGetRot(); | ||
2393 | |||
2394 | m_host.ParentGroup.RootPart.Velocity = velocity; | ||
2395 | } | ||
2396 | } | ||
2397 | |||
2398 | public void llSetAngularVelocity(LSL_Vector angularVelocity, int local) | ||
2399 | { | ||
2400 | m_host.AddScriptLPS(1); | ||
2401 | |||
2402 | if (!m_host.ParentGroup.IsDeleted) | ||
2403 | { | ||
2404 | if (local != 0) | ||
2405 | angularVelocity *= llGetRot(); | ||
2406 | |||
2407 | m_host.ParentGroup.RootPart.AngularVelocity = angularVelocity; | ||
2408 | } | ||
2409 | } | ||
2410 | |||
2385 | public LSL_Integer llTarget(LSL_Vector position, double range) | 2411 | public LSL_Integer llTarget(LSL_Vector position, double range) |
2386 | { | 2412 | { |
2387 | m_host.AddScriptLPS(1); | 2413 | m_host.AddScriptLPS(1); |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs index ff13ee6..340edb3 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Interface/ILSL_Api.cs | |||
@@ -342,6 +342,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces | |||
342 | void llSetDamage(double damage); | 342 | void llSetDamage(double damage); |
343 | void llSetForce(LSL_Vector force, int local); | 343 | void llSetForce(LSL_Vector force, int local); |
344 | void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local); | 344 | void llSetForceAndTorque(LSL_Vector force, LSL_Vector torque, int local); |
345 | void llSetVelocity(LSL_Vector velocity, int local); | ||
346 | void llSetAngularVelocity(LSL_Vector angularVelocity, int local); | ||
345 | void llSetHoverHeight(double height, int water, double tau); | 347 | void llSetHoverHeight(double height, int water, double tau); |
346 | void llSetInventoryPermMask(string item, int mask, int value); | 348 | void llSetInventoryPermMask(string item, int mask, int value); |
347 | void llSetLinkAlpha(int linknumber, double alpha, int face); | 349 | void llSetLinkAlpha(int linknumber, double alpha, int face); |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs index 87cc342..7cd17e7 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Stub.cs | |||
@@ -1548,6 +1548,16 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
1548 | m_LSL_Functions.llSetForceAndTorque(force, torque, local); | 1548 | m_LSL_Functions.llSetForceAndTorque(force, torque, local); |
1549 | } | 1549 | } |
1550 | 1550 | ||
1551 | public void llSetVelocity(LSL_Vector force, int local) | ||
1552 | { | ||
1553 | m_LSL_Functions.llSetVelocity(force, local); | ||
1554 | } | ||
1555 | |||
1556 | public void llSetAngularVelocity(LSL_Vector force, int local) | ||
1557 | { | ||
1558 | m_LSL_Functions.llSetAngularVelocity(force, local); | ||
1559 | } | ||
1560 | |||
1551 | public void llSetHoverHeight(double height, int water, double tau) | 1561 | public void llSetHoverHeight(double height, int water, double tau) |
1552 | { | 1562 | { |
1553 | m_LSL_Functions.llSetHoverHeight(height, water, tau); | 1563 | m_LSL_Functions.llSetHoverHeight(height, water, tau); |
diff --git a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs index a9fd4ed..40a34c6 100644 --- a/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs +++ b/OpenSim/Server/Handlers/Simulation/AgentHandlers.cs | |||
@@ -107,7 +107,7 @@ namespace OpenSim.Server.Handlers.Simulation | |||
107 | } | 107 | } |
108 | else | 108 | else |
109 | { | 109 | { |
110 | m_log.InfoFormat("[AGENT HANDLER]: method {0} not supported in agent message", method); | 110 | m_log.InfoFormat("[AGENT HANDLER]: method {0} not supported in agent message (caller is {1})", method, Util.GetCallerIP(request)); |
111 | responsedata["int_response_code"] = HttpStatusCode.MethodNotAllowed; | 111 | responsedata["int_response_code"] = HttpStatusCode.MethodNotAllowed; |
112 | responsedata["str_response_string"] = "Method not allowed"; | 112 | responsedata["str_response_string"] = "Method not allowed"; |
113 | 113 | ||
diff --git a/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs b/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs index 7bb06fb..0a39088 100644 --- a/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs +++ b/OpenSim/Services/Connectors/SimianGrid/SimianPresenceServiceConnector.cs | |||
@@ -65,7 +65,7 @@ namespace OpenSim.Services.Connectors.SimianGrid | |||
65 | public void PostInitialise() { } | 65 | public void PostInitialise() { } |
66 | public void Close() { } | 66 | public void Close() { } |
67 | 67 | ||
68 | public SimianPresenceServiceConnector() { m_activityDetector = new SimianActivityDetector(this); } | 68 | public SimianPresenceServiceConnector() { } |
69 | public string Name { get { return "SimianPresenceServiceConnector"; } } | 69 | public string Name { get { return "SimianPresenceServiceConnector"; } } |
70 | public void AddRegion(Scene scene) | 70 | public void AddRegion(Scene scene) |
71 | { | 71 | { |
@@ -121,6 +121,7 @@ namespace OpenSim.Services.Connectors.SimianGrid | |||
121 | if (!serviceUrl.EndsWith("/") && !serviceUrl.EndsWith("=")) | 121 | if (!serviceUrl.EndsWith("/") && !serviceUrl.EndsWith("=")) |
122 | serviceUrl = serviceUrl + '/'; | 122 | serviceUrl = serviceUrl + '/'; |
123 | m_serverUrl = serviceUrl; | 123 | m_serverUrl = serviceUrl; |
124 | m_activityDetector = new SimianActivityDetector(this); | ||
124 | m_Enabled = true; | 125 | m_Enabled = true; |
125 | } | 126 | } |
126 | } | 127 | } |
diff --git a/OpenSim/Services/UserAccountService/GridUserService.cs b/OpenSim/Services/UserAccountService/GridUserService.cs index fa9a4a8..b1cdd45 100644 --- a/OpenSim/Services/UserAccountService/GridUserService.cs +++ b/OpenSim/Services/UserAccountService/GridUserService.cs | |||
@@ -156,7 +156,7 @@ namespace OpenSim.Services.UserAccountService | |||
156 | 156 | ||
157 | public bool SetLastPosition(string userID, UUID sessionID, UUID regionID, Vector3 lastPosition, Vector3 lastLookAt) | 157 | public bool SetLastPosition(string userID, UUID sessionID, UUID regionID, Vector3 lastPosition, Vector3 lastLookAt) |
158 | { | 158 | { |
159 | //m_log.DebugFormat("[Grid User Service]: SetLastPosition for {0}", userID); | 159 | m_log.DebugFormat("[GRID USER SERVICE]: SetLastPosition for {0}", userID); |
160 | GridUserData d = m_Database.Get(userID); | 160 | GridUserData d = m_Database.Get(userID); |
161 | if (d == null) | 161 | if (d == null) |
162 | { | 162 | { |
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 4a89fe2..4a3104e 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -919,54 +919,72 @@ | |||
919 | ; ## Joint support | 919 | ; ## Joint support |
920 | ; ## | 920 | ; ## |
921 | 921 | ||
922 | ; if you would like physics joints to be enabled through a special naming convention in the client, set this to true. | 922 | ; If you would like physics joints to be enabled through a special naming |
923 | ; (see NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) | 923 | ; convention in the client, set this to true. |
924 | ; default is false | 924 | ; (See NINJA Physics documentation, http://opensimulator.org/wiki/NINJA_Physics) |
925 | ; Default is false | ||
925 | ;use_NINJA_physics_joints = true | 926 | ;use_NINJA_physics_joints = true |
926 | 927 | ||
927 | ; ## | 928 | ; ## |
928 | ; ## additional meshing options | 929 | ; ## additional meshing options |
929 | ; ## | 930 | ; ## |
930 | 931 | ||
931 | ; physical collision mesh proxies are normally created for complex prim shapes, and collisions for simple boxes and | 932 | ; Physical collision mesh proxies are normally created for complex prim shapes, |
932 | ; spheres are computed algorithmically. If you would rather have mesh proxies for simple prims, you can set this to | 933 | ; and collisions for simple boxes and spheres are computed algorithmically. |
933 | ; true. Note that this will increase memory usage and region startup time. Default is false. | 934 | ; If you would rather have mesh proxies for simple prims, you can set this to |
935 | ; true. Note that this will increase memory usage and region startup time. | ||
936 | ; Default is false. | ||
934 | ;force_simple_prim_meshing = true | 937 | ;force_simple_prim_meshing = true |
935 | 938 | ||
936 | [BulletSim] | 939 | [BulletSim] |
937 | ; All the BulletSim parameters can be displayed with the console command "physics get all" | 940 | ; All the BulletSim parameters can be displayed with the console command |
938 | ; and all are defined in the source file OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | 941 | ; "physics get all" and all are defined in the source file |
942 | ; OpenSim/Regions/Physics/BulletSPlugin/BSParam.cs. | ||
939 | 943 | ||
940 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll | 944 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a |
941 | ; bulletxna is a managed C# dll. They have comparible functionality but the c++ one is much faster. | 945 | ; native c++ dll bulletxna is a managed C# dll. They have comparible functionality |
946 | ; but the c++ one is much faster. | ||
942 | BulletEngine = "bulletunmanaged" | 947 | BulletEngine = "bulletunmanaged" |
943 | ; BulletEngine = "bulletxna" | 948 | ; BulletEngine = "bulletxna" |
944 | 949 | ||
945 | ; Terrain Implementation | 950 | ; BulletSim can run on its own thread independent of the simulator's heartbeat |
946 | TerrainImplementation = 1 ; 0=Heightfield, 1=mesh | 951 | ; thread. Enabling this will nto let the physics engine slow down avatar movement, etc. |
947 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield resolution). '2' | 952 | UseSeparatePhysicsThread = false |
948 | ; gives 512x512. Etc. Cannot be larger than '4'. Higher magnification uses lots of memory. | 953 | |
954 | ; Terrain implementation can use either Bullet's heightField or BulletSim can build | ||
955 | ; a mesh. 0=heightField, 1=mesh | ||
956 | TerrainImplementation = 1 | ||
957 | ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield | ||
958 | ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher | ||
959 | ; magnification uses lots of memory. | ||
949 | TerrainMeshMagnification = 2 | 960 | TerrainMeshMagnification = 2 |
950 | 961 | ||
951 | ; Avatar physics height adjustments. http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height | 962 | ; Avatar physics height adjustments. |
963 | ; http://opensimulator.org/wiki/BulletSim#Adjusting_Avatar_Height | ||
952 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range | 964 | AvatarHeightLowFudge = -0.2 ; Adjustment at low end of height range |
953 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range | 965 | AvatarHeightMidFudge = 0.1 ; Adjustment at mid point of avatar height range |
954 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range | 966 | AvatarHeightHighFudge = 0.1 ; Adjustment at high end of height range |
955 | 967 | ||
956 | ; Default linkset implmentation | 968 | ; Default linkset implmentation |
957 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' builds a compound | 969 | ; 'Constraint' uses physics constraints to hold linkset together. 'Compound' |
958 | ; shape from the children shapes to create a single physical shape. 'Compound' uses a lot less CPU time. | 970 | ; builds a compound shape from the children shapes to create a single physical |
971 | ; shape. 'Compound' uses a lot less CPU time. | ||
959 | LinkImplementation = 1 ; 0=constraint, 1=compound | 972 | LinkImplementation = 1 ; 0=constraint, 1=compound |
960 | 973 | ||
974 | ; If 'true', offset a linkset's origin based on mass of linkset parts. | ||
975 | LinksetOffsetCenterOfMass = false | ||
976 | |||
961 | ; If 'true', turn scuplties into meshes | 977 | ; If 'true', turn scuplties into meshes |
962 | MeshSculptedPrim = true | 978 | MeshSculptedPrim = true |
963 | 979 | ||
964 | ; If 'true', force simple prims (box and sphere) to be meshed | 980 | ; If 'true', force simple prims (box and sphere) to be meshed |
965 | ; If 'false', the Bullet native special case shape is used for square rectangles and even dimensioned spheres | 981 | ; If 'false', the Bullet native special case shape is used for square rectangles |
982 | ; and even dimensioned spheres. | ||
966 | ForceSimplePrimMeshing = false | 983 | ForceSimplePrimMeshing = false |
967 | 984 | ||
968 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. | 985 | ; If 'true', when creating meshes, remove all triangles that have two equal vertexes. |
969 | ; Happens often in sculpties. If turned off, there will be some doorways that cannot be walked through. | 986 | ; Happens often in sculpties. If turned off, there will be some doorways |
987 | ; that cannot be walked through. | ||
970 | ShouldRemoveZeroWidthTriangles = true | 988 | ShouldRemoveZeroWidthTriangles = true |
971 | 989 | ||
972 | ; If 'true', use convex hull definition in mesh asset if present. | 990 | ; If 'true', use convex hull definition in mesh asset if present. |