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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineInterface.cs38
-rw-r--r--OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs119
-rw-r--r--OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs107
-rw-r--r--OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs26
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs70
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs38
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs155
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs58
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs62
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs13
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt5
-rw-r--r--OpenSim/Region/Physics/Manager/IMesher.cs1
-rw-r--r--OpenSim/Region/Physics/Meshing/Mesh.cs2
-rw-r--r--OpenSim/Region/Physics/UbitMeshing/Mesh.cs2
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs104
-rw-r--r--OpenSim/Services/UserAccountService/UserAccountService.cs2
-rw-r--r--bin/OpenSimDefaults.ini16
-rwxr-xr-xbin/lib32/BulletSim.dllbin545280 -> 546304 bytes
-rwxr-xr-xbin/lib32/libBulletSim.sobin1690012 -> 1695269 bytes
-rwxr-xr-xbin/lib64/BulletSim.dllbin693248 -> 694272 bytes
-rwxr-xr-xbin/lib64/libBulletSim.sobin1834927 -> 1841657 bytes
24 files changed, 373 insertions, 462 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 6d50c13..b69c1c4 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -4687,19 +4687,8 @@ namespace OpenSim.Region.Framework.Scenes
4687 4687
4688 #region Script Engine 4688 #region Script Engine
4689 4689
4690 private List<ScriptEngineInterface> ScriptEngines = new List<ScriptEngineInterface>();
4691 public bool DumpAssetsToFile; 4690 public bool DumpAssetsToFile;
4692 4691
4693 /// <summary>
4694 ///
4695 /// </summary>
4696 /// <param name="scriptEngine"></param>
4697 public void AddScriptEngine(ScriptEngineInterface scriptEngine)
4698 {
4699 ScriptEngines.Add(scriptEngine);
4700 scriptEngine.InitializeEngine(this);
4701 }
4702
4703 private bool ScriptDanger(SceneObjectPart part,Vector3 pos) 4692 private bool ScriptDanger(SceneObjectPart part,Vector3 pos)
4704 { 4693 {
4705 ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y); 4694 ILandObject parcel = LandChannel.GetLandObject(pos.X, pos.Y);
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineInterface.cs b/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineInterface.cs
deleted file mode 100644
index 812a21c..0000000
--- a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineInterface.cs
+++ /dev/null
@@ -1,38 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28//TODO: WHERE TO PLACE THIS?
29
30namespace OpenSim.Region.Framework.Scenes.Scripting
31{
32 public interface ScriptEngineInterface
33 {
34 void InitializeEngine(Scene Sceneworld);
35 void Shutdown();
36// void StartScript(string ScriptID, IScriptHost ObjectID);
37 }
38}
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs b/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs
deleted file mode 100644
index c58ccc5..0000000
--- a/OpenSim/Region/Framework/Scenes/Scripting/ScriptEngineLoader.cs
+++ /dev/null
@@ -1,119 +0,0 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28/* Original code: Tedd Hansen */
29using System;
30using System.IO;
31using System.Reflection;
32using log4net;
33
34namespace OpenSim.Region.Framework.Scenes.Scripting
35{
36 public class ScriptEngineLoader
37 {
38 private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
39
40 public ScriptEngineInterface LoadScriptEngine(string EngineName)
41 {
42 ScriptEngineInterface ret = null;
43 try
44 {
45 ret =
46 LoadAndInitAssembly(
47 Path.Combine("ScriptEngines", "OpenSim.Region.ScriptEngine." + EngineName + ".dll"),
48 "OpenSim.Region.ScriptEngine." + EngineName + ".ScriptEngine");
49 }
50 catch (Exception e)
51 {
52 m_log.Error("[ScriptEngine]: " +
53 "Error loading assembly \"" + EngineName + "\": " + e.Message + ", " +
54 e.StackTrace.ToString());
55 }
56 return ret;
57 }
58
59 /// <summary>
60 /// Does actual loading and initialization of script Assembly
61 /// </summary>
62 /// <param name="FreeAppDomain">AppDomain to load script into</param>
63 /// <param name="FileName">FileName of script assembly (.dll)</param>
64 /// <returns></returns>
65 private ScriptEngineInterface LoadAndInitAssembly(string FileName, string NameSpace)
66 {
67 //Common.SendToDebug("Loading ScriptEngine Assembly " + FileName);
68 // Load .Net Assembly (.dll)
69 // Initialize and return it
70
71 // TODO: Add error handling
72
73 Assembly a;
74 //try
75 //{
76
77
78 // Load to default appdomain (temporary)
79 a = Assembly.LoadFrom(FileName);
80 // Load to specified appdomain
81 // TODO: Insert security
82 //a = FreeAppDomain.Load(FileName);
83 //}
84 //catch (Exception e)
85 //{
86 // m_log.Error("[ScriptEngine]: Error loading assembly \String.Empty + FileName + "\": " + e.ToString());
87 //}
88
89
90 //m_log.Debug("Loading: " + FileName);
91 //foreach (Type _t in a.GetTypes())
92 //{
93 // m_log.Debug("Type: " + _t.ToString());
94 //}
95
96 Type t;
97 //try
98 //{
99 t = a.GetType(NameSpace, true);
100 //}
101 //catch (Exception e)
102 //{
103 // m_log.Error("[ScriptEngine]: Error initializing type \String.Empty + NameSpace + "\" from \String.Empty + FileName + "\": " + e.ToString());
104 //}
105
106 ScriptEngineInterface ret;
107 //try
108 //{
109 ret = (ScriptEngineInterface) Activator.CreateInstance(t);
110 //}
111 //catch (Exception e)
112 //{
113 // m_log.Error("[ScriptEngine]: Error initializing type \String.Empty + NameSpace + "\" from \String.Empty + FileName + "\": " + e.ToString());
114 //}
115
116 return ret;
117 }
118 }
119}
diff --git a/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs
new file mode 100644
index 0000000..f08ba59
--- /dev/null
+++ b/OpenSim/Region/Framework/Scenes/Scripting/ScriptUtils.cs
@@ -0,0 +1,107 @@
1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using OpenMetaverse;
31using OpenSim.Framework;
32
33namespace OpenSim.Region.Framework.Scenes.Scripting
34{
35 /// <summary>
36 /// Utility functions for use by scripts manipulating the scene.
37 /// </summary>
38 public static class ScriptUtils
39 {
40 /// <summary>
41 /// Get an asset id given an item name and an item type.
42 /// </summary>
43 /// <returns>UUID.Zero if the name and type did not match any item.</returns>
44 /// <param name='part'></param>
45 /// <param name='name'></param>
46 /// <param name='type'></param>
47 public static UUID GetAssetIdFromItemName(SceneObjectPart part, string name, int type)
48 {
49 TaskInventoryItem item = part.Inventory.GetInventoryItem(name);
50
51 if (item != null && item.Type == type)
52 return item.AssetID;
53 else
54 return UUID.Zero;
55 }
56
57 /// <summary>
58 /// accepts a valid UUID, -or- a name of an inventory item.
59 /// Returns a valid UUID or UUID.Zero if key invalid and item not found
60 /// in prim inventory.
61 /// </summary>
62 /// <param name="part">Scene object part to search for inventory item</param>
63 /// <param name="key"></param>
64 /// <returns></returns>
65 public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier)
66 {
67 UUID key;
68
69 // if we can parse the string as a key, use it.
70 // else try to locate the name in inventory of object. found returns key,
71 // not found returns UUID.Zero
72 if (!UUID.TryParse(identifier, out key))
73 {
74 TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier);
75
76 if (item != null)
77 key = item.AssetID;
78 else
79 key = UUID.Zero;
80 }
81
82 return key;
83 }
84
85 /// <summary>
86 /// Return the UUID of the asset matching the specified key or name
87 /// and asset type.
88 /// </summary>
89 /// <param name="part">Scene object part to search for inventory item</param>
90 /// <param name="identifier"></param>
91 /// <param name="type"></param>
92 /// <returns></returns>
93 public static UUID GetAssetIdFromKeyOrItemName(SceneObjectPart part, string identifier, AssetType type)
94 {
95 UUID key;
96
97 if (!UUID.TryParse(identifier, out key))
98 {
99 TaskInventoryItem item = part.Inventory.GetInventoryItem(identifier);
100 if (item != null && item.Type == (int)type)
101 key = item.AssetID;
102 }
103
104 return key;
105 }
106 }
107} \ No newline at end of file
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
index 5b7a79d..ec880a7 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
@@ -39,6 +39,7 @@ using OpenMetaverse.StructuredData;
39using OpenSim.Framework; 39using OpenSim.Framework;
40using OpenSim.Region.Framework.Interfaces; 40using OpenSim.Region.Framework.Interfaces;
41using OpenSim.Region.Framework.Scenes; 41using OpenSim.Region.Framework.Scenes;
42using OpenSim.Region.Framework.Scenes.Scripting;
42using System.Collections.Generic; 43using System.Collections.Generic;
43using System.Text.RegularExpressions; 44using System.Text.RegularExpressions;
44 45
@@ -256,10 +257,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
256 /// </summary> 257 /// </summary>
257 // ----------------------------------------------------------------- 258 // -----------------------------------------------------------------
258 [ScriptInvocation] 259 [ScriptInvocation]
259 public UUID JsonReadNotecard(UUID hostID, UUID scriptID, UUID storeID, string path, UUID assetID) 260 public UUID JsonReadNotecard(UUID hostID, UUID scriptID, UUID storeID, string path, string notecardIdentifier)
260 { 261 {
261 UUID reqID = UUID.Random(); 262 UUID reqID = UUID.Random();
262 Util.FireAndForget(delegate(object o) { DoJsonReadNotecard(reqID,hostID,scriptID,storeID,path,assetID); }); 263 Util.FireAndForget(o => DoJsonReadNotecard(reqID, hostID, scriptID, storeID, path, notecardIdentifier));
263 return reqID; 264 return reqID;
264 } 265 }
265 266
@@ -463,14 +464,23 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
463 /// 464 ///
464 /// </summary> 465 /// </summary>
465 // ----------------------------------------------------------------- 466 // -----------------------------------------------------------------
466 private void DoJsonReadNotecard(UUID reqID, UUID hostID, UUID scriptID, UUID storeID, string path, UUID assetID) 467 private void DoJsonReadNotecard(
468 UUID reqID, UUID hostID, UUID scriptID, UUID storeID, string path, string notecardIdentifier)
467 { 469 {
470 UUID assetID;
471
472 if (!UUID.TryParse(notecardIdentifier, out assetID))
473 {
474 SceneObjectPart part = m_scene.GetSceneObjectPart(hostID);
475 assetID = ScriptUtils.GetAssetIdFromItemName(part, notecardIdentifier, (int)AssetType.Notecard);
476 }
477
468 AssetBase a = m_scene.AssetService.Get(assetID.ToString()); 478 AssetBase a = m_scene.AssetService.Get(assetID.ToString());
469 if (a == null) 479 if (a == null)
470 GenerateRuntimeError(String.Format("Unable to find notecard asset {0}",assetID)); 480 GenerateRuntimeError(String.Format("Unable to find notecard asset {0}", assetID));
471 481
472 if (a.Type != (sbyte)AssetType.Notecard) 482 if (a.Type != (sbyte)AssetType.Notecard)
473 GenerateRuntimeError(String.Format("Invalid notecard asset {0}",assetID)); 483 GenerateRuntimeError(String.Format("Invalid notecard asset {0}", assetID));
474 484
475 m_log.DebugFormat("[JsonStoreScripts]: read notecard in context {0}",storeID); 485 m_log.DebugFormat("[JsonStoreScripts]: read notecard in context {0}",storeID);
476 486
@@ -483,11 +493,11 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
483 } 493 }
484 catch (Exception e) 494 catch (Exception e)
485 { 495 {
486 m_log.WarnFormat("[JsonStoreScripts]: Json parsing failed; {0}",e.Message); 496 m_log.WarnFormat("[JsonStoreScripts]: Json parsing failed; {0}", e.Message);
487 } 497 }
488 498
489 GenerateRuntimeError(String.Format("Json parsing failed for {0}",assetID.ToString())); 499 GenerateRuntimeError(String.Format("Json parsing failed for {0}", assetID));
490 m_comms.DispatchReply(scriptID,0,"",reqID.ToString()); 500 m_comms.DispatchReply(scriptID, 0, "", reqID.ToString());
491 } 501 }
492 502
493 // ----------------------------------------------------------------- 503 // -----------------------------------------------------------------
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
index 04e77b8..39e62dd 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
@@ -1088,7 +1088,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1088 { 1088 {
1089 CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); 1089 CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
1090 1090
1091 p.angularDamping = o[0].XangularDamping; 1091 p.angularDamping = BSParam.AngularDamping;
1092 p.defaultFriction = o[0].defaultFriction; 1092 p.defaultFriction = o[0].defaultFriction;
1093 p.defaultFriction = o[0].defaultFriction; 1093 p.defaultFriction = o[0].defaultFriction;
1094 p.defaultDensity = o[0].defaultDensity; 1094 p.defaultDensity = o[0].defaultDensity;
@@ -1096,32 +1096,32 @@ private sealed class BulletConstraintXNA : BulletConstraint
1096 p.collisionMargin = o[0].collisionMargin; 1096 p.collisionMargin = o[0].collisionMargin;
1097 p.gravity = o[0].gravity; 1097 p.gravity = o[0].gravity;
1098 1098
1099 p.linearDamping = o[0].XlinearDamping; 1099 p.linearDamping = BSParam.LinearDamping;
1100 p.angularDamping = o[0].XangularDamping; 1100 p.angularDamping = BSParam.AngularDamping;
1101 p.deactivationTime = o[0].XdeactivationTime; 1101 p.deactivationTime = BSParam.DeactivationTime;
1102 p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; 1102 p.linearSleepingThreshold = BSParam.LinearSleepingThreshold;
1103 p.angularSleepingThreshold = o[0].XangularSleepingThreshold; 1103 p.angularSleepingThreshold = BSParam.AngularSleepingThreshold;
1104 p.ccdMotionThreshold = o[0].XccdMotionThreshold; 1104 p.ccdMotionThreshold = BSParam.CcdMotionThreshold;
1105 p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; 1105 p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius;
1106 p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; 1106 p.contactProcessingThreshold = BSParam.ContactProcessingThreshold;
1107 1107
1108 p.terrainImplementation = o[0].XterrainImplementation; 1108 p.terrainImplementation = BSParam.TerrainImplementation;
1109 p.terrainFriction = o[0].XterrainFriction; 1109 p.terrainFriction = BSParam.TerrainFriction;
1110 1110
1111 p.terrainHitFraction = o[0].XterrainHitFraction; 1111 p.terrainHitFraction = BSParam.TerrainHitFraction;
1112 p.terrainRestitution = o[0].XterrainRestitution; 1112 p.terrainRestitution = BSParam.TerrainRestitution;
1113 p.terrainCollisionMargin = o[0].XterrainCollisionMargin; 1113 p.terrainCollisionMargin = BSParam.TerrainCollisionMargin;
1114 1114
1115 p.avatarFriction = o[0].XavatarFriction; 1115 p.avatarFriction = BSParam.AvatarFriction;
1116 p.avatarStandingFriction = o[0].XavatarStandingFriction; 1116 p.avatarStandingFriction = BSParam.AvatarStandingFriction;
1117 p.avatarDensity = o[0].XavatarDensity; 1117 p.avatarDensity = BSParam.AvatarDensity;
1118 p.avatarRestitution = o[0].XavatarRestitution; 1118 p.avatarRestitution = BSParam.AvatarRestitution;
1119 p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; 1119 p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth;
1120 p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; 1120 p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
1121 p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; 1121 p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
1122 p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; 1122 p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;
1123 1123
1124 p.vehicleAngularDamping = o[0].XvehicleAngularDamping; 1124 p.vehicleAngularDamping = BSParam.VehicleAngularDamping;
1125 1125
1126 p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; 1126 p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
1127 p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; 1127 p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
@@ -1132,15 +1132,15 @@ private sealed class BulletConstraintXNA : BulletConstraint
1132 p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; 1132 p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
1133 p.numberOfSolverIterations = o[0].numberOfSolverIterations; 1133 p.numberOfSolverIterations = o[0].numberOfSolverIterations;
1134 1134
1135 p.linksetImplementation = o[0].XlinksetImplementation; 1135 p.linksetImplementation = BSParam.LinksetImplementation;
1136 p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; 1136 p.linkConstraintUseFrameOffset = BSParam.LinkConstraintUseFrameOffset;
1137 p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; 1137 p.linkConstraintEnableTransMotor = BSParam.LinkConstraintEnableTransMotor;
1138 p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; 1138 p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
1139 p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; 1139 p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
1140 p.linkConstraintERP = o[0].XlinkConstraintERP; 1140 p.linkConstraintERP = BSParam.LinkConstraintERP;
1141 p.linkConstraintCFM = o[0].XlinkConstraintCFM; 1141 p.linkConstraintCFM = BSParam.LinkConstraintCFM;
1142 p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; 1142 p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
1143 p.physicsLoggingFrames = o[0].XphysicsLoggingFrames; 1143 p.physicsLoggingFrames = o[0].physicsLoggingFrames;
1144 DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); 1144 DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
1145 1145
1146 DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); 1146 DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
index abbd22c..5e06c1e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
@@ -174,32 +174,6 @@ public struct ConfigurationParameters
174 public float collisionMargin; 174 public float collisionMargin;
175 public float gravity; 175 public float gravity;
176 176
177 public float XlinearDamping;
178 public float XangularDamping;
179 public float XdeactivationTime;
180 public float XlinearSleepingThreshold;
181 public float XangularSleepingThreshold;
182 public float XccdMotionThreshold;
183 public float XccdSweptSphereRadius;
184 public float XcontactProcessingThreshold;
185
186 public float XterrainImplementation;
187 public float XterrainFriction;
188 public float XterrainHitFraction;
189 public float XterrainRestitution;
190 public float XterrainCollisionMargin;
191
192 public float XavatarFriction;
193 public float XavatarStandingFriction;
194 public float XavatarDensity;
195 public float XavatarRestitution;
196 public float XavatarCapsuleWidth;
197 public float XavatarCapsuleDepth;
198 public float XavatarCapsuleHeight;
199 public float XavatarContactProcessingThreshold;
200
201 public float XvehicleAngularDamping;
202
203 public float maxPersistantManifoldPoolSize; 177 public float maxPersistantManifoldPoolSize;
204 public float maxCollisionAlgorithmPoolSize; 178 public float maxCollisionAlgorithmPoolSize;
205 public float shouldDisableContactPoolDynamicAllocation; 179 public float shouldDisableContactPoolDynamicAllocation;
@@ -208,17 +182,9 @@ public struct ConfigurationParameters
208 public float shouldSplitSimulationIslands; 182 public float shouldSplitSimulationIslands;
209 public float shouldEnableFrictionCaching; 183 public float shouldEnableFrictionCaching;
210 public float numberOfSolverIterations; 184 public float numberOfSolverIterations;
185 public float useSingleSidedMeshes;
211 186
212 public float XlinksetImplementation; 187 public float physicsLoggingFrames;
213 public float XlinkConstraintUseFrameOffset;
214 public float XlinkConstraintEnableTransMotor;
215 public float XlinkConstraintTransMotorMaxVel;
216 public float XlinkConstraintTransMotorMaxForce;
217 public float XlinkConstraintERP;
218 public float XlinkConstraintCFM;
219 public float XlinkConstraintSolverIterations;
220
221 public float XphysicsLoggingFrames;
222 188
223 public const float numericTrue = 1f; 189 public const float numericTrue = 1f;
224 public const float numericFalse = 0f; 190 public const float numericFalse = 0f;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 8ecf2ff..b51e9fd 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -1326,7 +1326,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
1326 // If verticalError.Z is negative, the vehicle is upside down. Add additional push. 1326 // If verticalError.Z is negative, the vehicle is upside down. Add additional push.
1327 if (verticalError.Z < 0f) 1327 if (verticalError.Z < 0f)
1328 { 1328 {
1329 vertContributionV.X += PIOverFour; 1329 vertContributionV.X += Math.Sign(vertContributionV.X) * PIOverFour;
1330 // vertContribution.Y -= PIOverFour; 1330 // vertContribution.Y -= PIOverFour;
1331 } 1331 }
1332 1332
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 8c098b2..306928a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -39,6 +39,7 @@ public static class BSParam
39{ 39{
40 // Level of Detail values kept as float because that's what the Meshmerizer wants 40 // Level of Detail values kept as float because that's what the Meshmerizer wants
41 public static float MeshLOD { get; private set; } 41 public static float MeshLOD { get; private set; }
42 public static float MeshCircularLOD { get; private set; }
42 public static float MeshMegaPrimLOD { get; private set; } 43 public static float MeshMegaPrimLOD { get; private set; }
43 public static float MeshMegaPrimThreshold { get; private set; } 44 public static float MeshMegaPrimThreshold { get; private set; }
44 public static float SculptLOD { get; private set; } 45 public static float SculptLOD { get; private set; }
@@ -61,6 +62,7 @@ public static class BSParam
61 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed 62 public static bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
62 public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes 63 public static bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
63 public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects 64 public static bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects
65 public static bool ShouldRemoveZeroWidthTriangles { get; private set; }
64 66
65 public static float TerrainImplementation { get; private set; } 67 public static float TerrainImplementation { get; private set; }
66 public static float TerrainFriction { get; private set; } 68 public static float TerrainFriction { get; private set; }
@@ -68,6 +70,24 @@ public static class BSParam
68 public static float TerrainRestitution { get; private set; } 70 public static float TerrainRestitution { get; private set; }
69 public static float TerrainCollisionMargin { get; private set; } 71 public static float TerrainCollisionMargin { get; private set; }
70 72
73 public static float DefaultFriction;
74 public static float DefaultDensity;
75 public static float DefaultRestitution;
76 public static float CollisionMargin;
77 public static float Gravity;
78
79 // Physics Engine operation
80 public static float MaxPersistantManifoldPoolSize;
81 public static float MaxCollisionAlgorithmPoolSize;
82 public static float ShouldDisableContactPoolDynamicAllocation;
83 public static float ShouldForceUpdateAllAabbs;
84 public static float ShouldRandomizeSolverOrder;
85 public static float ShouldSplitSimulationIslands;
86 public static float ShouldEnableFrictionCaching;
87 public static float NumberOfSolverIterations;
88 public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } }
89 public static float UseSingleSidedMeshesF;
90
71 // Avatar parameters 91 // Avatar parameters
72 public static float AvatarFriction { get; private set; } 92 public static float AvatarFriction { get; private set; }
73 public static float AvatarStandingFriction { get; private set; } 93 public static float AvatarStandingFriction { get; private set; }
@@ -199,22 +219,32 @@ public static class BSParam
199 (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, 219 (s,cf,p,v) => { ShouldUseHullsForPhysicalObjects = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
200 (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, 220 (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
201 (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), 221 (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
222 new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
223 ConfigurationParameters.numericFalse,
224 (s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
225 (s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
226 (s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
202 227
203 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 228 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
204 8f, 229 32f,
205 (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); }, 230 (s,cf,p,v) => { MeshLOD = (float)cf.GetInt(p, (int)v); },
206 (s) => { return MeshLOD; }, 231 (s) => { return MeshLOD; },
207 (s,p,l,v) => { MeshLOD = v; } ), 232 (s,p,l,v) => { MeshLOD = v; } ),
208 new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", 233 new ParameterDefn("MeshLevelOfDetailCircular", "Level of detail for prims with circular cuts or shapes",
209 16f, 234 32f,
210 (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, 235 (s,cf,p,v) => { MeshCircularLOD = (float)cf.GetInt(p, (int)v); },
211 (s) => { return MeshMegaPrimLOD; }, 236 (s) => { return MeshCircularLOD; },
212 (s,p,l,v) => { MeshMegaPrimLOD = v; } ), 237 (s,p,l,v) => { MeshCircularLOD = v; } ),
213 new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", 238 new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD",
214 10f, 239 10f,
215 (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, 240 (s,cf,p,v) => { MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); },
216 (s) => { return MeshMegaPrimThreshold; }, 241 (s) => { return MeshMegaPrimThreshold; },
217 (s,p,l,v) => { MeshMegaPrimThreshold = v; } ), 242 (s,p,l,v) => { MeshMegaPrimThreshold = v; } ),
243 new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters",
244 32f,
245 (s,cf,p,v) => { MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); },
246 (s) => { return MeshMegaPrimLOD; },
247 (s,p,l,v) => { MeshMegaPrimLOD = v; } ),
218 new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", 248 new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)",
219 32f, 249 32f,
220 (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); }, 250 (s,cf,p,v) => { SculptLOD = (float)cf.GetInt(p, (int)v); },
@@ -287,29 +317,29 @@ public static class BSParam
287 317
288 new ParameterDefn("DefaultFriction", "Friction factor used on new objects", 318 new ParameterDefn("DefaultFriction", "Friction factor used on new objects",
289 0.2f, 319 0.2f,
290 (s,cf,p,v) => { s.UnmanagedParams[0].defaultFriction = cf.GetFloat(p, v); }, 320 (s,cf,p,v) => { DefaultFriction = cf.GetFloat(p, v); },
291 (s) => { return s.UnmanagedParams[0].defaultFriction; }, 321 (s) => { return DefaultFriction; },
292 (s,p,l,v) => { s.UnmanagedParams[0].defaultFriction = v; } ), 322 (s,p,l,v) => { DefaultFriction = v; s.UnmanagedParams[0].defaultFriction = v; } ),
293 new ParameterDefn("DefaultDensity", "Density for new objects" , 323 new ParameterDefn("DefaultDensity", "Density for new objects" ,
294 10.000006836f, // Aluminum g/cm3 324 10.000006836f, // Aluminum g/cm3
295 (s,cf,p,v) => { s.UnmanagedParams[0].defaultDensity = cf.GetFloat(p, v); }, 325 (s,cf,p,v) => { DefaultDensity = cf.GetFloat(p, v); },
296 (s) => { return s.UnmanagedParams[0].defaultDensity; }, 326 (s) => { return DefaultDensity; },
297 (s,p,l,v) => { s.UnmanagedParams[0].defaultDensity = v; } ), 327 (s,p,l,v) => { DefaultDensity = v; s.UnmanagedParams[0].defaultDensity = v; } ),
298 new ParameterDefn("DefaultRestitution", "Bouncyness of an object" , 328 new ParameterDefn("DefaultRestitution", "Bouncyness of an object" ,
299 0f, 329 0f,
300 (s,cf,p,v) => { s.UnmanagedParams[0].defaultRestitution = cf.GetFloat(p, v); }, 330 (s,cf,p,v) => { DefaultRestitution = cf.GetFloat(p, v); },
301 (s) => { return s.UnmanagedParams[0].defaultRestitution; }, 331 (s) => { return DefaultRestitution; },
302 (s,p,l,v) => { s.UnmanagedParams[0].defaultRestitution = v; } ), 332 (s,p,l,v) => { DefaultRestitution = v; s.UnmanagedParams[0].defaultRestitution = v; } ),
303 new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)", 333 new ParameterDefn("CollisionMargin", "Margin around objects before collisions are calculated (must be zero!)",
304 0.04f, 334 0.04f,
305 (s,cf,p,v) => { s.UnmanagedParams[0].collisionMargin = cf.GetFloat(p, v); }, 335 (s,cf,p,v) => { CollisionMargin = cf.GetFloat(p, v); },
306 (s) => { return s.UnmanagedParams[0].collisionMargin; }, 336 (s) => { return CollisionMargin; },
307 (s,p,l,v) => { s.UnmanagedParams[0].collisionMargin = v; } ), 337 (s,p,l,v) => { CollisionMargin = v; s.UnmanagedParams[0].collisionMargin = v; } ),
308 new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)", 338 new ParameterDefn("Gravity", "Vertical force of gravity (negative means down)",
309 -9.80665f, 339 -9.80665f,
310 (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, 340 (s,cf,p,v) => { Gravity = cf.GetFloat(p, v); },
311 (s) => { return s.UnmanagedParams[0].gravity; }, 341 (s) => { return Gravity; },
312 (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, 342 (s,p,l,v) => { Gravity = v; s.UnmanagedParams[0].gravity = v; },
313 (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), 343 (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ),
314 344
315 345
@@ -317,49 +347,49 @@ public static class BSParam
317 0f, 347 0f,
318 (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, 348 (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
319 (s) => { return LinearDamping; }, 349 (s) => { return LinearDamping; },
320 (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, 350 (s,p,l,v) => { LinearDamping = v; },
321 (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), 351 (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ),
322 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", 352 new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
323 0f, 353 0f,
324 (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, 354 (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
325 (s) => { return AngularDamping; }, 355 (s) => { return AngularDamping; },
326 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, 356 (s,p,l,v) => { AngularDamping = v; },
327 (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), 357 (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ),
328 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", 358 new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
329 0.2f, 359 0.2f,
330 (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, 360 (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
331 (s) => { return DeactivationTime; }, 361 (s) => { return DeactivationTime; },
332 (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, 362 (s,p,l,v) => { DeactivationTime = v; },
333 (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), 363 (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ),
334 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", 364 new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static",
335 0.8f, 365 0.8f,
336 (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, 366 (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
337 (s) => { return LinearSleepingThreshold; }, 367 (s) => { return LinearSleepingThreshold; },
338 (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, 368 (s,p,l,v) => { LinearSleepingThreshold = v;},
339 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), 369 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
340 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", 370 new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
341 1.0f, 371 1.0f,
342 (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, 372 (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
343 (s) => { return AngularSleepingThreshold; }, 373 (s) => { return AngularSleepingThreshold; },
344 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, 374 (s,p,l,v) => { AngularSleepingThreshold = v;},
345 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), 375 (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
346 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , 376 new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
347 0.0f, // set to zero to disable 377 0.0f, // set to zero to disable
348 (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, 378 (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },
349 (s) => { return CcdMotionThreshold; }, 379 (s) => { return CcdMotionThreshold; },
350 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, 380 (s,p,l,v) => { CcdMotionThreshold = v;},
351 (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), 381 (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ),
352 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , 382 new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" ,
353 0.2f, 383 0.2f,
354 (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, 384 (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); },
355 (s) => { return CcdSweptSphereRadius; }, 385 (s) => { return CcdSweptSphereRadius; },
356 (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, 386 (s,p,l,v) => { CcdSweptSphereRadius = v;},
357 (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), 387 (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ),
358 new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" , 388 new ParameterDefn("ContactProcessingThreshold", "Distance above which contacts can be discarded (0 means no discard)" ,
359 0.0f, 389 0.0f,
360 (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, 390 (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); },
361 (s) => { return ContactProcessingThreshold; }, 391 (s) => { return ContactProcessingThreshold; },
362 (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, 392 (s,p,l,v) => { ContactProcessingThreshold = v;},
363 (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), 393 (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ),
364 394
365 new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", 395 new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
@@ -392,7 +422,7 @@ public static class BSParam
392 0.2f, 422 0.2f,
393 (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); }, 423 (s,cf,p,v) => { AvatarFriction = cf.GetFloat(p, v); },
394 (s) => { return AvatarFriction; }, 424 (s) => { return AvatarFriction; },
395 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarFriction=x;}, p, l, v); } ), 425 (s,p,l,v) => { AvatarFriction = v; } ),
396 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", 426 new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
397 10.0f, 427 10.0f,
398 (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); }, 428 (s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
@@ -407,32 +437,32 @@ public static class BSParam
407 3.5f, 437 3.5f,
408 (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); }, 438 (s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); },
409 (s) => { return AvatarDensity; }, 439 (s) => { return AvatarDensity; },
410 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ), 440 (s,p,l,v) => { AvatarDensity = v; } ),
411 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.", 441 new ParameterDefn("AvatarRestitution", "Bouncyness. Changed on avatar recreation.",
412 0f, 442 0f,
413 (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); }, 443 (s,cf,p,v) => { AvatarRestitution = cf.GetFloat(p, v); },
414 (s) => { return AvatarRestitution; }, 444 (s) => { return AvatarRestitution; },
415 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarRestitution=x;}, p, l, v); } ), 445 (s,p,l,v) => { AvatarRestitution = v; } ),
416 new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule", 446 new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
417 0.6f, 447 0.6f,
418 (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); }, 448 (s,cf,p,v) => { AvatarCapsuleWidth = cf.GetFloat(p, v); },
419 (s) => { return AvatarCapsuleWidth; }, 449 (s) => { return AvatarCapsuleWidth; },
420 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleWidth=x;}, p, l, v); } ), 450 (s,p,l,v) => { AvatarCapsuleWidth = v; } ),
421 new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule", 451 new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
422 0.45f, 452 0.45f,
423 (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); }, 453 (s,cf,p,v) => { AvatarCapsuleDepth = cf.GetFloat(p, v); },
424 (s) => { return AvatarCapsuleDepth; }, 454 (s) => { return AvatarCapsuleDepth; },
425 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleDepth=x;}, p, l, v); } ), 455 (s,p,l,v) => { AvatarCapsuleDepth = v; } ),
426 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar", 456 new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
427 1.5f, 457 1.5f,
428 (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); }, 458 (s,cf,p,v) => { AvatarCapsuleHeight = cf.GetFloat(p, v); },
429 (s) => { return AvatarCapsuleHeight; }, 459 (s) => { return AvatarCapsuleHeight; },
430 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarCapsuleHeight=x;}, p, l, v); } ), 460 (s,p,l,v) => { AvatarCapsuleHeight = v; } ),
431 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", 461 new ParameterDefn("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
432 0.1f, 462 0.1f,
433 (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); }, 463 (s,cf,p,v) => { AvatarContactProcessingThreshold = cf.GetFloat(p, v); },
434 (s) => { return AvatarContactProcessingThreshold; }, 464 (s) => { return AvatarContactProcessingThreshold; },
435 (s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarContactProcessingThreshold=x;}, p, l, v); } ), 465 (s,p,l,v) => { AvatarContactProcessingThreshold = v; } ),
436 new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction", 466 new ParameterDefn("AvatarStepHeight", "Height of a step obstacle to consider step correction",
437 0.3f, 467 0.3f,
438 (s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); }, 468 (s,cf,p,v) => { AvatarStepHeight = cf.GetFloat(p, v); },
@@ -497,44 +527,49 @@ public static class BSParam
497 527
498 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", 528 new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)",
499 0f, 529 0f,
500 (s,cf,p,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, 530 (s,cf,p,v) => { MaxPersistantManifoldPoolSize = cf.GetFloat(p, v); },
501 (s) => { return s.UnmanagedParams[0].maxPersistantManifoldPoolSize; }, 531 (s) => { return MaxPersistantManifoldPoolSize; },
502 (s,p,l,v) => { s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ), 532 (s,p,l,v) => { MaxPersistantManifoldPoolSize = v; s.UnmanagedParams[0].maxPersistantManifoldPoolSize = v; } ),
503 new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", 533 new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)",
504 0f, 534 0f,
505 (s,cf,p,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, 535 (s,cf,p,v) => { MaxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); },
506 (s) => { return s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize; }, 536 (s) => { return MaxCollisionAlgorithmPoolSize; },
507 (s,p,l,v) => { s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ), 537 (s,p,l,v) => { MaxCollisionAlgorithmPoolSize = v; s.UnmanagedParams[0].maxCollisionAlgorithmPoolSize = v; } ),
508 new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", 538 new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count",
509 ConfigurationParameters.numericFalse, 539 ConfigurationParameters.numericFalse,
510 (s,cf,p,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 540 (s,cf,p,v) => { ShouldDisableContactPoolDynamicAllocation = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
511 (s) => { return s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation; }, 541 (s) => { return ShouldDisableContactPoolDynamicAllocation; },
512 (s,p,l,v) => { s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ), 542 (s,p,l,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = v; } ),
513 new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", 543 new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step",
514 ConfigurationParameters.numericFalse, 544 ConfigurationParameters.numericFalse,
515 (s,cf,p,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 545 (s,cf,p,v) => { ShouldForceUpdateAllAabbs = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
516 (s) => { return s.UnmanagedParams[0].shouldForceUpdateAllAabbs; }, 546 (s) => { return ShouldForceUpdateAllAabbs; },
517 (s,p,l,v) => { s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ), 547 (s,p,l,v) => { ShouldForceUpdateAllAabbs = v; s.UnmanagedParams[0].shouldForceUpdateAllAabbs = v; } ),
518 new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", 548 new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction",
519 ConfigurationParameters.numericTrue, 549 ConfigurationParameters.numericTrue,
520 (s,cf,p,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 550 (s,cf,p,v) => { ShouldRandomizeSolverOrder = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
521 (s) => { return s.UnmanagedParams[0].shouldRandomizeSolverOrder; }, 551 (s) => { return ShouldRandomizeSolverOrder; },
522 (s,p,l,v) => { s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ), 552 (s,p,l,v) => { ShouldRandomizeSolverOrder = v; s.UnmanagedParams[0].shouldRandomizeSolverOrder = v; } ),
523 new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands", 553 new ParameterDefn("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands",
524 ConfigurationParameters.numericTrue, 554 ConfigurationParameters.numericTrue,
525 (s,cf,p,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 555 (s,cf,p,v) => { ShouldSplitSimulationIslands = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
526 (s) => { return s.UnmanagedParams[0].shouldSplitSimulationIslands; }, 556 (s) => { return ShouldSplitSimulationIslands; },
527 (s,p,l,v) => { s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ), 557 (s,p,l,v) => { ShouldSplitSimulationIslands = v; s.UnmanagedParams[0].shouldSplitSimulationIslands = v; } ),
528 new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching", 558 new ParameterDefn("ShouldEnableFrictionCaching", "Enable friction computation caching",
529 ConfigurationParameters.numericTrue, 559 ConfigurationParameters.numericTrue,
530 (s,cf,p,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); }, 560 (s,cf,p,v) => { ShouldEnableFrictionCaching = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
531 (s) => { return s.UnmanagedParams[0].shouldEnableFrictionCaching; }, 561 (s) => { return ShouldEnableFrictionCaching; },
532 (s,p,l,v) => { s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ), 562 (s,p,l,v) => { ShouldEnableFrictionCaching = v; s.UnmanagedParams[0].shouldEnableFrictionCaching = v; } ),
533 new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)", 563 new ParameterDefn("NumberOfSolverIterations", "Number of internal iterations (0 means default)",
534 0f, // zero says use Bullet default 564 0f, // zero says use Bullet default
535 (s,cf,p,v) => { s.UnmanagedParams[0].numberOfSolverIterations = cf.GetFloat(p, v); }, 565 (s,cf,p,v) => { NumberOfSolverIterations = cf.GetFloat(p, v); },
536 (s) => { return s.UnmanagedParams[0].numberOfSolverIterations; }, 566 (s) => { return NumberOfSolverIterations; },
537 (s,p,l,v) => { s.UnmanagedParams[0].numberOfSolverIterations = v; } ), 567 (s,p,l,v) => { NumberOfSolverIterations = v; s.UnmanagedParams[0].numberOfSolverIterations = v; } ),
568 new ParameterDefn("UseSingleSidedMeshes", "Whether to compute collisions based on single sided meshes.",
569 ConfigurationParameters.numericTrue,
570 (s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
571 (s) => { return UseSingleSidedMeshesF; },
572 (s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ),
538 573
539 new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)", 574 new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
540 (float)BSLinkset.LinksetImplementation.Compound, 575 (float)BSLinkset.LinksetImplementation.Compound,
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index a4690ba..6cd72f2 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -882,41 +882,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
882 BSParam.ParameterDefn theParam; 882 BSParam.ParameterDefn theParam;
883 if (BSParam.TryGetParameter(parm, out theParam)) 883 if (BSParam.TryGetParameter(parm, out theParam))
884 { 884 {
885 // Set the value in the C# code
885 theParam.setter(this, parm, localID, val); 886 theParam.setter(this, parm, localID, val);
887
888 // Optionally set the parameter in the unmanaged code
889 if (theParam.onObject != null)
890 {
891 // update all the localIDs specified
892 // If the local ID is APPLY_TO_NONE, just change the default value
893 // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
894 // If the localID is a specific object, apply the parameter change to only that object
895 List<uint> objectIDs = new List<uint>();
896 switch (localID)
897 {
898 case PhysParameterEntry.APPLY_TO_NONE:
899 // This will cause a call into the physical world if some operation is specified (SetOnObject).
900 objectIDs.Add(TERRAIN_ID);
901 TaintedUpdateParameter(parm, objectIDs, val);
902 break;
903 case PhysParameterEntry.APPLY_TO_ALL:
904 lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
905 TaintedUpdateParameter(parm, objectIDs, val);
906 break;
907 default:
908 // setting only one localID
909 objectIDs.Add(localID);
910 TaintedUpdateParameter(parm, objectIDs, val);
911 break;
912 }
913 }
914
886 ret = true; 915 ret = true;
887 } 916 }
888 return ret; 917 return ret;
889 } 918 }
890 919
891 // update all the localIDs specified
892 // If the local ID is APPLY_TO_NONE, just change the default value
893 // If the localID is APPLY_TO_ALL change the default value and apply the new value to all the lIDs
894 // If the localID is a specific object, apply the parameter change to only that object
895 internal delegate void AssignVal(float x);
896 internal void UpdateParameterObject(AssignVal setDefault, string parm, uint localID, float val)
897 {
898 List<uint> objectIDs = new List<uint>();
899 switch (localID)
900 {
901 case PhysParameterEntry.APPLY_TO_NONE:
902 setDefault(val); // setting only the default value
903 // This will cause a call into the physical world if some operation is specified (SetOnObject).
904 objectIDs.Add(TERRAIN_ID);
905 TaintedUpdateParameter(parm, objectIDs, val);
906 break;
907 case PhysParameterEntry.APPLY_TO_ALL:
908 setDefault(val); // setting ALL also sets the default value
909 lock (PhysObjects) objectIDs = new List<uint>(PhysObjects.Keys);
910 TaintedUpdateParameter(parm, objectIDs, val);
911 break;
912 default:
913 // setting only one localID
914 objectIDs.Add(localID);
915 TaintedUpdateParameter(parm, objectIDs, val);
916 break;
917 }
918 }
919
920 // schedule the actual updating of the paramter to when the phys engine is not busy 920 // schedule the actual updating of the paramter to when the phys engine is not busy
921 private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val) 921 private void TaintedUpdateParameter(string parm, List<uint> lIDs, float val)
922 { 922 {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 37bccbc..07e34ab 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -602,8 +602,8 @@ public sealed class BSShapeCollection : IDisposable
602 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) 602 if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
603 return false; 603 return false;
604 604
605 if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}", 605 if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2},size={3},lod={4}",
606 prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); 606 prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod);
607 607
608 // Since we're recreating new, get rid of the reference to the previous shape 608 // Since we're recreating new, get rid of the reference to the previous shape
609 DereferenceShape(prim.PhysShape, shapeCallback); 609 DereferenceShape(prim.PhysShape, shapeCallback);
@@ -622,7 +622,6 @@ public sealed class BSShapeCollection : IDisposable
622 private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) 622 private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
623 { 623 {
624 BulletShape newShape = new BulletShape(); 624 BulletShape newShape = new BulletShape();
625 IMesh meshData = null;
626 625
627 MeshDesc meshDesc; 626 MeshDesc meshDesc;
628 if (Meshes.TryGetValue(newMeshKey, out meshDesc)) 627 if (Meshes.TryGetValue(newMeshKey, out meshDesc))
@@ -632,27 +631,55 @@ public sealed class BSShapeCollection : IDisposable
632 } 631 }
633 else 632 else
634 { 633 {
635 meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod, true, false, false, false); 634 IMesh meshData = PhysicsScene.mesher.CreateMesh(objName, pbs, size, lod,
635 true,
636 false, // say it is not physical so a bounding box is not built
637 false, // do not cache the mesh and do not use previously built versions
638 false // It's NOT for ODE
639 );
636 640
637 if (meshData != null) 641 if (meshData != null)
638 { 642 {
643
639 int[] indices = meshData.getIndexListAsInt(); 644 int[] indices = meshData.getIndexListAsInt();
640 List<OMV.Vector3> vertices = meshData.getVertexList(); 645 int realIndicesIndex = indices.Length;
646 float[] verticesAsFloats = meshData.getVertexListAsFloat();
641 647
642 float[] verticesAsFloats = new float[vertices.Count * 3]; 648 if (BSParam.ShouldRemoveZeroWidthTriangles)
643 int vi = 0;
644 foreach (OMV.Vector3 vv in vertices)
645 { 649 {
646 verticesAsFloats[vi++] = vv.X; 650 // Remove degenerate triangles. These are triangles with two of the vertices
647 verticesAsFloats[vi++] = vv.Y; 651 // are the same. This is complicated by the problem that vertices are not
648 verticesAsFloats[vi++] = vv.Z; 652 // made unique in sculpties so we have to compare the values in the vertex.
653 realIndicesIndex = 0;
654 for (int tri = 0; tri < indices.Length; tri += 3)
655 {
656 int v1 = indices[tri + 0] * 3;
657 int v2 = indices[tri + 1] * 3;
658 int v3 = indices[tri + 2] * 3;
659 if (!((verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0]
660 && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1]
661 && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2])
662 || (verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0]
663 && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1]
664 && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2])
665 || (verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0]
666 && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1]
667 && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]))
668 )
669 {
670 // None of the vertices of the triangles are the same. This is a good triangle;
671 indices[realIndicesIndex + 0] = indices[tri + 0];
672 indices[realIndicesIndex + 1] = indices[tri + 1];
673 indices[realIndicesIndex + 2] = indices[tri + 2];
674 realIndicesIndex += 3;
675 }
676 }
649 } 677 }
650 678 DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}",
651 // m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", 679 BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3);
652 // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count);
653 680
654 newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, 681 newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World,
655 indices.GetLength(0), indices, vertices.Count, verticesAsFloats); 682 realIndicesIndex, indices, verticesAsFloats.Length/3, verticesAsFloats);
656 } 683 }
657 } 684 }
658 newShape.shapeKey = newMeshKey; 685 newShape.shapeKey = newMeshKey;
@@ -831,6 +858,11 @@ public sealed class BSShapeCollection : IDisposable
831 { 858 {
832 // level of detail based on size and type of the object 859 // level of detail based on size and type of the object
833 float lod = BSParam.MeshLOD; 860 float lod = BSParam.MeshLOD;
861
862 // prims with curvy internal cuts need higher lod
863 if (pbs.HollowShape == HollowShape.Circle)
864 lod = BSParam.MeshCircularLOD;
865
834 if (pbs.SculptEntry) 866 if (pbs.SculptEntry)
835 lod = BSParam.SculptLOD; 867 lod = BSParam.SculptLOD;
836 868
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 8244f02..d7e800d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -96,7 +96,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
96 { 96 {
97 // DISASTER!! 97 // DISASTER!!
98 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID); 98 PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
99 physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); 99 PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
100 // Something is very messed up and a crash is in our future. 100 // Something is very messed up and a crash is in our future.
101 return; 101 return;
102 } 102 }
@@ -108,7 +108,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
108 if (!m_terrainBody.HasPhysicalBody) 108 if (!m_terrainBody.HasPhysicalBody)
109 { 109 {
110 // DISASTER!! 110 // DISASTER!!
111 physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); 111 PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
112 // Something is very messed up and a crash is in our future. 112 // Something is very messed up and a crash is in our future.
113 return; 113 return;
114 } 114 }
@@ -131,6 +131,12 @@ public sealed class BSTerrainMesh : BSTerrainPhys
131 m_terrainBody.collisionType = CollisionType.Terrain; 131 m_terrainBody.collisionType = CollisionType.Terrain;
132 m_terrainBody.ApplyCollisionMask(PhysicsScene); 132 m_terrainBody.ApplyCollisionMask(PhysicsScene);
133 133
134 if (BSParam.UseSingleSidedMeshes)
135 {
136 PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial", id);
137 PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
138 }
139
134 // Make it so the terrain will not move or be considered for movement. 140 // Make it so the terrain will not move or be considered for movement.
135 PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); 141 PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
136 } 142 }
@@ -176,8 +182,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
176 182
177 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). 183 // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
178 // Return 'true' if successfully created. 184 // Return 'true' if successfully created.
179 public static bool ConvertHeightmapToMesh( 185 public static bool ConvertHeightmapToMesh( BSScene physicsScene,
180 BSScene physicsScene,
181 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap 186 float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
182 float extentX, float extentY, // zero based range for output vertices 187 float extentX, float extentY, // zero based range for output vertices
183 Vector3 extentBase, // base to be added to all vertices 188 Vector3 extentBase, // base to be added to all vertices
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
index c7a2f7e..8012d91 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
@@ -217,6 +217,10 @@ public static class BulletSimData
217{ 217{
218 218
219// Map of collisionTypes to flags for collision groups and masks. 219// Map of collisionTypes to flags for collision groups and masks.
220// An object's 'group' is the collison groups this object belongs to
221// An object's 'filter' is the groups another object has to belong to in order to collide with me
222// A collision happens if ((obj1.group & obj2.filter) != 0) || ((obj2.group & obj1.filter) != 0)
223//
220// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code 224// As mentioned above, don't use the CollisionFilterGroups definitions directly in the code
221// but, instead, use references to this dictionary. Finding and debugging 225// but, instead, use references to this dictionary. Finding and debugging
222// collision flag problems will be made easier. 226// collision flag problems will be made easier.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index a3b3556..bda7c47 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -65,6 +65,8 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation
65 65
66GENERAL TODO LIST: 66GENERAL TODO LIST:
67================================================= 67=================================================
68Level-of-detail for mesh creation. Prims with circular interiors require lod of 32.
69 Is much saved with lower LODs? At the moment, all set to 32.
68Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't. 70Collisions are inconsistant: arrows are supposed to hit and report collision. Often don't.
69 If arrow show at prim, collision reported about 1/3 of time. If collision reported, 71 If arrow show at prim, collision reported about 1/3 of time. If collision reported,
70 both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times. 72 both arrow and prim report it. The arrow bounces off the prim 9 out of 10 times.
@@ -128,6 +130,9 @@ Physical and phantom will drop through the terrain
128LINKSETS 130LINKSETS
129====================================================== 131======================================================
130Child prims do not report collisions 132Child prims do not report collisions
133Allow children of a linkset to be phantom:
134 http://opensim-dev.2196679.n2.nabble.com/Setting-a-single-child-prim-to-Phantom-tp7578513.html
135 Add OS_STATUS_PHANTOM_PRIM to llSetLinkPrimitaveParamsFast.
131Editing a child of a linkset causes the child to go phantom 136Editing a child of a linkset causes the child to go phantom
132 Move a child prim once when it is physical and can never move it again without it going phantom 137 Move a child prim once when it is physical and can never move it again without it going phantom
133Offset the center of the linkset to be the geometric center of all the prims 138Offset the center of the linkset to be the geometric center of all the prims
diff --git a/OpenSim/Region/Physics/Manager/IMesher.cs b/OpenSim/Region/Physics/Manager/IMesher.cs
index df980ab..5485eb7 100644
--- a/OpenSim/Region/Physics/Manager/IMesher.cs
+++ b/OpenSim/Region/Physics/Manager/IMesher.cs
@@ -83,6 +83,7 @@ namespace OpenSim.Region.Physics.Manager
83 List<Vector3> getVertexList(); 83 List<Vector3> getVertexList();
84 int[] getIndexListAsInt(); 84 int[] getIndexListAsInt();
85 int[] getIndexListAsIntLocked(); 85 int[] getIndexListAsIntLocked();
86 float[] getVertexListAsFloat();
86 float[] getVertexListAsFloatLocked(); 87 float[] getVertexListAsFloatLocked();
87 void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount); 88 void getIndexListAsPtrToIntArray(out IntPtr indices, out int triStride, out int indexCount);
88 void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount); 89 void getVertexListAsPtrToFloatArray(out IntPtr vertexList, out int vertexStride, out int vertexCount);
diff --git a/OpenSim/Region/Physics/Meshing/Mesh.cs b/OpenSim/Region/Physics/Meshing/Mesh.cs
index 6970553..e6b32e7 100644
--- a/OpenSim/Region/Physics/Meshing/Mesh.cs
+++ b/OpenSim/Region/Physics/Meshing/Mesh.cs
@@ -226,7 +226,7 @@ namespace OpenSim.Region.Physics.Meshing
226 return result; 226 return result;
227 } 227 }
228 228
229 private float[] getVertexListAsFloat() 229 public float[] getVertexListAsFloat()
230 { 230 {
231 if (m_vertices == null) 231 if (m_vertices == null)
232 throw new NotSupportedException(); 232 throw new NotSupportedException();
diff --git a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
index b67422f..fa06926 100644
--- a/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
+++ b/OpenSim/Region/Physics/UbitMeshing/Mesh.cs
@@ -301,7 +301,7 @@ namespace OpenSim.Region.Physics.Meshing
301 return result; 301 return result;
302 } 302 }
303 303
304 private float[] getVertexListAsFloat() 304 public float[] getVertexListAsFloat()
305 { 305 {
306 if (m_bdata.m_vertices == null) 306 if (m_bdata.m_vertices == null)
307 throw new NotSupportedException(); 307 throw new NotSupportedException();
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index f4a812c..8be39a7 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -48,6 +48,7 @@ using OpenSim.Region.Framework.Interfaces;
48using OpenSim.Region.Framework.Scenes; 48using OpenSim.Region.Framework.Scenes;
49using OpenSim.Region.Framework.Scenes.Serialization; 49using OpenSim.Region.Framework.Scenes.Serialization;
50using OpenSim.Region.Framework.Scenes.Animation; 50using OpenSim.Region.Framework.Scenes.Animation;
51using OpenSim.Region.Framework.Scenes.Scripting;
51using OpenSim.Region.Physics.Manager; 52using OpenSim.Region.Physics.Manager;
52using OpenSim.Region.ScriptEngine.Shared; 53using OpenSim.Region.ScriptEngine.Shared;
53using OpenSim.Region.ScriptEngine.Shared.Api.Plugins; 54using OpenSim.Region.ScriptEngine.Shared.Api.Plugins;
@@ -423,79 +424,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
423 } 424 }
424 } 425 }
425 426
426 protected UUID InventoryKey(string name, int type)
427 {
428 TaskInventoryItem item = m_host.Inventory.GetInventoryItem(name);
429
430 if (item != null && item.Type == type)
431 return item.AssetID;
432 else
433 return UUID.Zero;
434 }
435
436 /// <summary>
437 /// accepts a valid UUID, -or- a name of an inventory item.
438 /// Returns a valid UUID or UUID.Zero if key invalid and item not found
439 /// in prim inventory.
440 /// </summary>
441 /// <param name="k"></param>
442 /// <returns></returns>
443 protected UUID KeyOrName(string k)
444 {
445 UUID key;
446
447 // if we can parse the string as a key, use it.
448 // else try to locate the name in inventory of object. found returns key,
449 // not found returns UUID.Zero
450 if (!UUID.TryParse(k, out key))
451 {
452 TaskInventoryItem item = m_host.Inventory.GetInventoryItem(k);
453
454 if (item != null)
455 key = item.AssetID;
456 else
457 key = UUID.Zero;
458 }
459
460 return key;
461 }
462
463 /// <summary>
464 /// Return the UUID of the asset matching the specified key or name
465 /// and asset type.
466 /// </summary>
467 /// <param name="k"></param>
468 /// <param name="type"></param>
469 /// <returns></returns>
470 protected UUID KeyOrName(string k, AssetType type)
471 {
472 UUID key;
473
474 if (!UUID.TryParse(k, out key))
475 {
476 TaskInventoryItem item = m_host.Inventory.GetInventoryItem(k);
477 if (item != null && item.Type == (int)type)
478 key = item.AssetID;
479 }
480 else
481 {
482 lock (m_host.TaskInventory)
483 {
484 foreach (KeyValuePair<UUID, TaskInventoryItem> item in m_host.TaskInventory)
485 {
486 if (item.Value.Type == (int)type && item.Value.Name == k)
487 {
488 key = item.Value.ItemID;
489 break;
490 }
491 }
492 }
493 }
494
495
496 return key;
497 }
498
499 //These are the implementations of the various ll-functions used by the LSL scripts. 427 //These are the implementations of the various ll-functions used by the LSL scripts.
500 public LSL_Float llSin(double f) 428 public LSL_Float llSin(double f)
501 { 429 {
@@ -2035,7 +1963,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2035 1963
2036 UUID textureID = new UUID(); 1964 UUID textureID = new UUID();
2037 1965
2038 textureID = InventoryKey(texture, (int)AssetType.Texture); 1966 textureID = ScriptUtils.GetAssetIdFromItemName(m_host, texture, (int)AssetType.Texture);
2039 if (textureID == UUID.Zero) 1967 if (textureID == UUID.Zero)
2040 { 1968 {
2041 if (!UUID.TryParse(texture, out textureID)) 1969 if (!UUID.TryParse(texture, out textureID))
@@ -2751,7 +2679,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2751 if (m_SoundModule != null) 2679 if (m_SoundModule != null)
2752 { 2680 {
2753 m_SoundModule.SendSound(m_host.UUID, 2681 m_SoundModule.SendSound(m_host.UUID,
2754 KeyOrName(sound, AssetType.Sound), volume, false, 0, 2682 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0,
2755 0, false, false); 2683 0, false, false);
2756 } 2684 }
2757 } 2685 }
@@ -2761,7 +2689,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2761 m_host.AddScriptLPS(1); 2689 m_host.AddScriptLPS(1);
2762 if (m_SoundModule != null) 2690 if (m_SoundModule != null)
2763 { 2691 {
2764 m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound), 2692 m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
2765 volume, 20, false); 2693 volume, 20, false);
2766 } 2694 }
2767 } 2695 }
@@ -2771,7 +2699,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2771 m_host.AddScriptLPS(1); 2699 m_host.AddScriptLPS(1);
2772 if (m_SoundModule != null) 2700 if (m_SoundModule != null)
2773 { 2701 {
2774 m_SoundModule.LoopSound(m_host.UUID, KeyOrName(sound), 2702 m_SoundModule.LoopSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound),
2775 volume, 20, true); 2703 volume, 20, true);
2776 } 2704 }
2777 } 2705 }
@@ -2793,7 +2721,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2793 if (m_SoundModule != null) 2721 if (m_SoundModule != null)
2794 { 2722 {
2795 m_SoundModule.SendSound(m_host.UUID, 2723 m_SoundModule.SendSound(m_host.UUID,
2796 KeyOrName(sound, AssetType.Sound), volume, false, 0, 2724 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0,
2797 0, true, false); 2725 0, true, false);
2798 } 2726 }
2799 } 2727 }
@@ -2805,7 +2733,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2805 if (m_SoundModule != null) 2733 if (m_SoundModule != null)
2806 { 2734 {
2807 m_SoundModule.SendSound(m_host.UUID, 2735 m_SoundModule.SendSound(m_host.UUID,
2808 KeyOrName(sound, AssetType.Sound), volume, true, 0, 0, 2736 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, true, 0, 0,
2809 false, false); 2737 false, false);
2810 } 2738 }
2811 } 2739 }
@@ -2822,7 +2750,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
2822 { 2750 {
2823 m_host.AddScriptLPS(1); 2751 m_host.AddScriptLPS(1);
2824 if (m_SoundModule != null) 2752 if (m_SoundModule != null)
2825 m_SoundModule.PreloadSound(m_host.UUID, KeyOrName(sound), 0); 2753 m_SoundModule.PreloadSound(m_host.UUID, ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound), 0);
2826 ScriptSleep(1000); 2754 ScriptSleep(1000);
2827 } 2755 }
2828 2756
@@ -3699,7 +3627,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3699 if (presence != null) 3627 if (presence != null)
3700 { 3628 {
3701 // Do NOT try to parse UUID, animations cannot be triggered by ID 3629 // Do NOT try to parse UUID, animations cannot be triggered by ID
3702 UUID animID = InventoryKey(anim, (int)AssetType.Animation); 3630 UUID animID = ScriptUtils.GetAssetIdFromItemName(m_host, anim, (int)AssetType.Animation);
3703 if (animID == UUID.Zero) 3631 if (animID == UUID.Zero)
3704 presence.Animator.AddAnimation(anim, m_host.UUID); 3632 presence.Animator.AddAnimation(anim, m_host.UUID);
3705 else 3633 else
@@ -3721,7 +3649,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
3721 3649
3722 if (presence != null) 3650 if (presence != null)
3723 { 3651 {
3724 UUID animID = KeyOrName(anim); 3652 UUID animID = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, anim);
3725 3653
3726 if (animID == UUID.Zero) 3654 if (animID == UUID.Zero)
3727 presence.Animator.RemoveAnimation(anim); 3655 presence.Animator.RemoveAnimation(anim);
@@ -4717,7 +4645,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4717 4645
4718 private void DoLLTeleport(ScenePresence sp, string destination, Vector3 targetPos, Vector3 targetLookAt) 4646 private void DoLLTeleport(ScenePresence sp, string destination, Vector3 targetPos, Vector3 targetLookAt)
4719 { 4647 {
4720 UUID assetID = KeyOrName(destination); 4648 UUID assetID = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, destination);
4721 4649
4722 // The destinaion is not an asset ID and also doesn't name a landmark. 4650 // The destinaion is not an asset ID and also doesn't name a landmark.
4723 // Use it as a sim name 4651 // Use it as a sim name
@@ -4791,7 +4719,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4791 return; 4719 return;
4792 } 4720 }
4793 // TODO: Parameter check logic required. 4721 // TODO: Parameter check logic required.
4794 m_host.CollisionSound = KeyOrName(impact_sound, AssetType.Sound); 4722 m_host.CollisionSound = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, impact_sound, AssetType.Sound);
4795 m_host.CollisionSoundVolume = (float)impact_volume; 4723 m_host.CollisionSoundVolume = (float)impact_volume;
4796 m_host.CollisionSoundType = 1; 4724 m_host.CollisionSoundType = 1;
4797 } 4725 }
@@ -6356,7 +6284,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6356 if (m_SoundModule != null) 6284 if (m_SoundModule != null)
6357 { 6285 {
6358 m_SoundModule.TriggerSoundLimited(m_host.UUID, 6286 m_SoundModule.TriggerSoundLimited(m_host.UUID,
6359 KeyOrName(sound, AssetType.Sound), volume, 6287 ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume,
6360 bottom_south_west, top_north_east); 6288 bottom_south_west, top_north_east);
6361 } 6289 }
6362 } 6290 }
@@ -6827,7 +6755,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
6827 break; 6755 break;
6828 6756
6829 case (int)ScriptBaseClass.PSYS_SRC_TEXTURE: 6757 case (int)ScriptBaseClass.PSYS_SRC_TEXTURE:
6830 prules.Texture = KeyOrName(rules.GetLSLStringItem(i + 1)); 6758 prules.Texture = ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, rules.GetLSLStringItem(i + 1));
6831 break; 6759 break;
6832 6760
6833 case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE: 6761 case (int)ScriptBaseClass.PSYS_SRC_BURST_RATE:
@@ -7776,9 +7704,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
7776 UUID sculptId; 7704 UUID sculptId;
7777 7705
7778 if (!UUID.TryParse(map, out sculptId)) 7706 if (!UUID.TryParse(map, out sculptId))
7779 { 7707 sculptId = ScriptUtils.GetAssetIdFromItemName(m_host, map, (int)AssetType.Texture);
7780 sculptId = InventoryKey(map, (int)AssetType.Texture);
7781 }
7782 7708
7783 if (sculptId == UUID.Zero) 7709 if (sculptId == UUID.Zero)
7784 return; 7710 return;
diff --git a/OpenSim/Services/UserAccountService/UserAccountService.cs b/OpenSim/Services/UserAccountService/UserAccountService.cs
index 95c2935..a4f1bba 100644
--- a/OpenSim/Services/UserAccountService/UserAccountService.cs
+++ b/OpenSim/Services/UserAccountService/UserAccountService.cs
@@ -564,7 +564,7 @@ namespace OpenSim.Services.UserAccountService
564 return account; 564 return account;
565 } 565 }
566 566
567 private void CreateDefaultAppearanceEntries(UUID principalID) 567 protected void CreateDefaultAppearanceEntries(UUID principalID)
568 { 568 {
569 m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default appearance items for {0}", principalID); 569 m_log.DebugFormat("[USER ACCOUNT SERVICE]: Creating default appearance items for {0}", principalID);
570 570
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 2edc1f8..6409cdb 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -912,13 +912,9 @@
912 912
913 ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, 913 ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine,
914 ; you will want to switch to the heightfield option 914 ; you will want to switch to the heightfield option
915
916 TerrainImplementation = 1 915 TerrainImplementation = 1
917 ; TerrainImplementation = 0 916 ; TerrainImplementation = 0
918 917
919 DefaultFriction = 0.20
920 DefaultDensity = 10.000006836
921 DefaultRestitution = 0.0
922 Gravity = -9.80665 918 Gravity = -9.80665
923 919
924 TerrainFriction = 0.30 920 TerrainFriction = 0.30
@@ -927,7 +923,7 @@
927 TerrainCollisionMargin = 0.04 923 TerrainCollisionMargin = 0.04
928 924
929 AvatarFriction = 0.2 925 AvatarFriction = 0.2
930 AvatarStandingFriction = 10.0 926 AvatarStandingFriction = 0.95
931 AvatarRestitution = 0.0 927 AvatarRestitution = 0.0
932 AvatarDensity = 3.5 928 AvatarDensity = 3.5
933 AvatarCapsuleWidth = 0.6 929 AvatarCapsuleWidth = 0.6
@@ -939,7 +935,7 @@
939 935
940 CollisionMargin = 0.04 936 CollisionMargin = 0.04
941 937
942 ; Linkset constraint parameters 938 ; Linkset implmentation
943 LinkImplementation = 1 ; 0=constraint, 1=compound 939 LinkImplementation = 1 ; 0=constraint, 1=compound
944 940
945 ; Whether to mesh sculpties 941 ; Whether to mesh sculpties
@@ -948,14 +944,6 @@
948 ; If 'true', force simple prims (box and sphere) to be meshed 944 ; If 'true', force simple prims (box and sphere) to be meshed
949 ForceSimplePrimMeshing = false 945 ForceSimplePrimMeshing = false
950 946
951 ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail
952 MeshLevelOfDetail = 8
953 ; if mesh size is > threshold meters, we need to add more detail because people will notice
954 MeshLevelOfDetailMegaPrimThreshold = 10
955 MeshLevelOfDetailMegaPrim = 16
956 ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies
957 SculptLevelOfDetail = 32
958
959 ; Bullet step parameters 947 ; Bullet step parameters
960 MaxSubSteps = 10 948 MaxSubSteps = 10
961 FixedTimeStep = .01667 949 FixedTimeStep = .01667
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index 24dffac..de4f95a 100755
--- a/bin/lib32/BulletSim.dll
+++ b/bin/lib32/BulletSim.dll
Binary files differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index 7e3ed20..674a08a 100755
--- a/bin/lib32/libBulletSim.so
+++ b/bin/lib32/libBulletSim.so
Binary files differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index 808f433..1c55b19 100755
--- a/bin/lib64/BulletSim.dll
+++ b/bin/lib64/BulletSim.dll
Binary files differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index 9382751..e2fc8bd 100755
--- a/bin/lib64/libBulletSim.so
+++ b/bin/lib64/libBulletSim.so
Binary files differ