diff options
23 files changed, 469 insertions, 347 deletions
diff --git a/OpenSim/Framework/Monitoring/Watchdog.cs b/OpenSim/Framework/Monitoring/Watchdog.cs index b709baa..eaddb8c 100644 --- a/OpenSim/Framework/Monitoring/Watchdog.cs +++ b/OpenSim/Framework/Monitoring/Watchdog.cs | |||
@@ -89,6 +89,17 @@ namespace OpenSim.Framework.Monitoring | |||
89 | FirstTick = Environment.TickCount & Int32.MaxValue; | 89 | FirstTick = Environment.TickCount & Int32.MaxValue; |
90 | LastTick = FirstTick; | 90 | LastTick = FirstTick; |
91 | } | 91 | } |
92 | |||
93 | public ThreadWatchdogInfo(ThreadWatchdogInfo previousTwi) | ||
94 | { | ||
95 | Thread = previousTwi.Thread; | ||
96 | FirstTick = previousTwi.FirstTick; | ||
97 | LastTick = previousTwi.LastTick; | ||
98 | Timeout = previousTwi.Timeout; | ||
99 | IsTimedOut = previousTwi.IsTimedOut; | ||
100 | AlarmIfTimeout = previousTwi.AlarmIfTimeout; | ||
101 | AlarmMethod = previousTwi.AlarmMethod; | ||
102 | } | ||
92 | } | 103 | } |
93 | 104 | ||
94 | /// <summary> | 105 | /// <summary> |
@@ -335,7 +346,9 @@ namespace OpenSim.Framework.Monitoring | |||
335 | if (callbackInfos == null) | 346 | if (callbackInfos == null) |
336 | callbackInfos = new List<ThreadWatchdogInfo>(); | 347 | callbackInfos = new List<ThreadWatchdogInfo>(); |
337 | 348 | ||
338 | callbackInfos.Add(threadInfo); | 349 | // Send a copy of the watchdog info to prevent race conditions where the watchdog |
350 | // thread updates the monitoring info after an alarm has been sent out. | ||
351 | callbackInfos.Add(new ThreadWatchdogInfo(threadInfo)); | ||
339 | } | 352 | } |
340 | } | 353 | } |
341 | } | 354 | } |
diff --git a/OpenSim/Framework/RegionInfo.cs b/OpenSim/Framework/RegionInfo.cs index 4bde7be..fcf1896 100644 --- a/OpenSim/Framework/RegionInfo.cs +++ b/OpenSim/Framework/RegionInfo.cs | |||
@@ -122,7 +122,9 @@ namespace OpenSim.Framework | |||
122 | public UUID lastMapUUID = UUID.Zero; | 122 | public UUID lastMapUUID = UUID.Zero; |
123 | public string lastMapRefresh = "0"; | 123 | public string lastMapRefresh = "0"; |
124 | 124 | ||
125 | private float m_nonphysPrimMin = 0; | ||
125 | private int m_nonphysPrimMax = 0; | 126 | private int m_nonphysPrimMax = 0; |
127 | private float m_physPrimMin = 0; | ||
126 | private int m_physPrimMax = 0; | 128 | private int m_physPrimMax = 0; |
127 | private bool m_clampPrimSize = false; | 129 | private bool m_clampPrimSize = false; |
128 | private int m_objectCapacity = 0; | 130 | private int m_objectCapacity = 0; |
@@ -287,11 +289,21 @@ namespace OpenSim.Framework | |||
287 | set { m_windlight = value; } | 289 | set { m_windlight = value; } |
288 | } | 290 | } |
289 | 291 | ||
292 | public float NonphysPrimMin | ||
293 | { | ||
294 | get { return m_nonphysPrimMin; } | ||
295 | } | ||
296 | |||
290 | public int NonphysPrimMax | 297 | public int NonphysPrimMax |
291 | { | 298 | { |
292 | get { return m_nonphysPrimMax; } | 299 | get { return m_nonphysPrimMax; } |
293 | } | 300 | } |
294 | 301 | ||
302 | public float PhysPrimMin | ||
303 | { | ||
304 | get { return m_physPrimMin; } | ||
305 | } | ||
306 | |||
295 | public int PhysPrimMax | 307 | public int PhysPrimMax |
296 | { | 308 | { |
297 | get { return m_physPrimMax; } | 309 | get { return m_physPrimMax; } |
@@ -625,16 +637,28 @@ namespace OpenSim.Framework | |||
625 | m_regionType = config.GetString("RegionType", String.Empty); | 637 | m_regionType = config.GetString("RegionType", String.Empty); |
626 | allKeys.Remove("RegionType"); | 638 | allKeys.Remove("RegionType"); |
627 | 639 | ||
628 | // Prim stuff | 640 | #region Prim stuff |
629 | // | 641 | |
642 | m_nonphysPrimMin = config.GetFloat("NonphysicalPrimMin", 0); | ||
643 | allKeys.Remove("NonphysicalPrimMin"); | ||
644 | |||
630 | m_nonphysPrimMax = config.GetInt("NonphysicalPrimMax", 0); | 645 | m_nonphysPrimMax = config.GetInt("NonphysicalPrimMax", 0); |
631 | allKeys.Remove("NonphysicalPrimMax"); | 646 | allKeys.Remove("NonphysicalPrimMax"); |
647 | |||
648 | m_physPrimMin = config.GetFloat("PhysicalPrimMin", 0); | ||
649 | allKeys.Remove("PhysicalPrimMin"); | ||
650 | |||
632 | m_physPrimMax = config.GetInt("PhysicalPrimMax", 0); | 651 | m_physPrimMax = config.GetInt("PhysicalPrimMax", 0); |
633 | allKeys.Remove("PhysicalPrimMax"); | 652 | allKeys.Remove("PhysicalPrimMax"); |
653 | |||
634 | m_clampPrimSize = config.GetBoolean("ClampPrimSize", false); | 654 | m_clampPrimSize = config.GetBoolean("ClampPrimSize", false); |
635 | allKeys.Remove("ClampPrimSize"); | 655 | allKeys.Remove("ClampPrimSize"); |
656 | |||
636 | m_objectCapacity = config.GetInt("MaxPrims", 15000); | 657 | m_objectCapacity = config.GetInt("MaxPrims", 15000); |
637 | allKeys.Remove("MaxPrims"); | 658 | allKeys.Remove("MaxPrims"); |
659 | |||
660 | #endregion | ||
661 | |||
638 | m_agentCapacity = config.GetInt("MaxAgents", 100); | 662 | m_agentCapacity = config.GetInt("MaxAgents", 100); |
639 | allKeys.Remove("MaxAgents"); | 663 | allKeys.Remove("MaxAgents"); |
640 | 664 | ||
@@ -673,10 +697,18 @@ namespace OpenSim.Framework | |||
673 | 697 | ||
674 | config.Set("ExternalHostName", m_externalHostName); | 698 | config.Set("ExternalHostName", m_externalHostName); |
675 | 699 | ||
700 | if (m_nonphysPrimMin != 0) | ||
701 | config.Set("NonphysicalPrimMax", m_nonphysPrimMin); | ||
702 | |||
676 | if (m_nonphysPrimMax != 0) | 703 | if (m_nonphysPrimMax != 0) |
677 | config.Set("NonphysicalPrimMax", m_nonphysPrimMax); | 704 | config.Set("NonphysicalPrimMax", m_nonphysPrimMax); |
705 | |||
706 | if (m_physPrimMin != 0) | ||
707 | config.Set("PhysicalPrimMax", m_physPrimMin); | ||
708 | |||
678 | if (m_physPrimMax != 0) | 709 | if (m_physPrimMax != 0) |
679 | config.Set("PhysicalPrimMax", m_physPrimMax); | 710 | config.Set("PhysicalPrimMax", m_physPrimMax); |
711 | |||
680 | config.Set("ClampPrimSize", m_clampPrimSize.ToString()); | 712 | config.Set("ClampPrimSize", m_clampPrimSize.ToString()); |
681 | 713 | ||
682 | if (m_objectCapacity != 0) | 714 | if (m_objectCapacity != 0) |
@@ -759,9 +791,15 @@ namespace OpenSim.Framework | |||
759 | configMember.addConfigurationOption("lastmap_refresh", ConfigurationOption.ConfigurationTypes.TYPE_STRING_NOT_EMPTY, | 791 | configMember.addConfigurationOption("lastmap_refresh", ConfigurationOption.ConfigurationTypes.TYPE_STRING_NOT_EMPTY, |
760 | "Last Map Refresh", Util.UnixTimeSinceEpoch().ToString(), true); | 792 | "Last Map Refresh", Util.UnixTimeSinceEpoch().ToString(), true); |
761 | 793 | ||
794 | configMember.addConfigurationOption("nonphysical_prim_min", ConfigurationOption.ConfigurationTypes.TYPE_FLOAT, | ||
795 | "Minimum size for nonphysical prims", m_nonphysPrimMin.ToString(), true); | ||
796 | |||
762 | configMember.addConfigurationOption("nonphysical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32, | 797 | configMember.addConfigurationOption("nonphysical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32, |
763 | "Maximum size for nonphysical prims", m_nonphysPrimMax.ToString(), true); | 798 | "Maximum size for nonphysical prims", m_nonphysPrimMax.ToString(), true); |
764 | 799 | ||
800 | configMember.addConfigurationOption("physical_prim_min", ConfigurationOption.ConfigurationTypes.TYPE_FLOAT, | ||
801 | "Minimum size for nonphysical prims", m_physPrimMin.ToString(), true); | ||
802 | |||
765 | configMember.addConfigurationOption("physical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32, | 803 | configMember.addConfigurationOption("physical_prim_max", ConfigurationOption.ConfigurationTypes.TYPE_INT32, |
766 | "Maximum size for physical prims", m_physPrimMax.ToString(), true); | 804 | "Maximum size for physical prims", m_physPrimMax.ToString(), true); |
767 | 805 | ||
diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index 384f716..1a383ae 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs | |||
@@ -862,6 +862,12 @@ namespace OpenSim.Framework | |||
862 | return Math.Min(Math.Max(x, min), max); | 862 | return Math.Min(Math.Max(x, min), max); |
863 | } | 863 | } |
864 | 864 | ||
865 | public static Vector3 Clip(Vector3 vec, float min, float max) | ||
866 | { | ||
867 | return new Vector3(Clip(vec.X, min, max), Clip(vec.Y, min, max), | ||
868 | Clip(vec.Z, min, max)); | ||
869 | } | ||
870 | |||
865 | /// <summary> | 871 | /// <summary> |
866 | /// Convert an UUID to a raw uuid string. Right now this is a string without hyphens. | 872 | /// Convert an UUID to a raw uuid string. Right now this is a string without hyphens. |
867 | /// </summary> | 873 | /// </summary> |
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index a5f0bff..d9cd2f0 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -103,8 +103,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
103 | /// </summary> | 103 | /// </summary> |
104 | public bool CollidablePrims { get; private set; } | 104 | public bool CollidablePrims { get; private set; } |
105 | 105 | ||
106 | /// <summary> | ||
107 | /// Minimum value of the size of a non-physical prim in each axis | ||
108 | /// </summary> | ||
109 | public float m_minNonphys = 0.01f; | ||
110 | |||
111 | /// <summary> | ||
112 | /// Maximum value of the size of a non-physical prim in each axis | ||
113 | /// </summary> | ||
106 | public float m_maxNonphys = 256; | 114 | public float m_maxNonphys = 256; |
115 | |||
116 | /// <summary> | ||
117 | /// Minimum value of the size of a physical prim in each axis | ||
118 | /// </summary> | ||
119 | public float m_minPhys = 0.01f; | ||
120 | |||
121 | /// <summary> | ||
122 | /// Maximum value of the size of a physical prim in each axis | ||
123 | /// </summary> | ||
107 | public float m_maxPhys = 10; | 124 | public float m_maxPhys = 10; |
125 | |||
108 | public bool m_clampPrimSize; | 126 | public bool m_clampPrimSize; |
109 | public bool m_trustBinaries; | 127 | public bool m_trustBinaries; |
110 | public bool m_allowScriptCrossings; | 128 | public bool m_allowScriptCrossings; |
@@ -746,12 +764,24 @@ namespace OpenSim.Region.Framework.Scenes | |||
746 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); | 764 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); |
747 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); | 765 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); |
748 | 766 | ||
767 | m_minNonphys = startupConfig.GetFloat("NonphysicalPrimMin", m_minNonphys); | ||
768 | if (RegionInfo.NonphysPrimMin > 0) | ||
769 | { | ||
770 | m_minNonphys = RegionInfo.NonphysPrimMin; | ||
771 | } | ||
772 | |||
749 | m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); | 773 | m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); |
750 | if (RegionInfo.NonphysPrimMax > 0) | 774 | if (RegionInfo.NonphysPrimMax > 0) |
751 | { | 775 | { |
752 | m_maxNonphys = RegionInfo.NonphysPrimMax; | 776 | m_maxNonphys = RegionInfo.NonphysPrimMax; |
753 | } | 777 | } |
754 | 778 | ||
779 | m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); | ||
780 | if (RegionInfo.PhysPrimMin > 0) | ||
781 | { | ||
782 | m_minPhys = RegionInfo.PhysPrimMin; | ||
783 | } | ||
784 | |||
755 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); | 785 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); |
756 | 786 | ||
757 | if (RegionInfo.PhysPrimMax > 0) | 787 | if (RegionInfo.PhysPrimMax > 0) |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index e29b2c1..fa66858 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -421,12 +421,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
421 | { | 421 | { |
422 | Vector3 scale = part.Shape.Scale; | 422 | Vector3 scale = part.Shape.Scale; |
423 | 423 | ||
424 | if (scale.X > m_parentScene.m_maxNonphys) | 424 | scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X)); |
425 | scale.X = m_parentScene.m_maxNonphys; | 425 | scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y)); |
426 | if (scale.Y > m_parentScene.m_maxNonphys) | 426 | scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z)); |
427 | scale.Y = m_parentScene.m_maxNonphys; | ||
428 | if (scale.Z > m_parentScene.m_maxNonphys) | ||
429 | scale.Z = m_parentScene.m_maxNonphys; | ||
430 | 427 | ||
431 | part.Shape.Scale = scale; | 428 | part.Shape.Scale = scale; |
432 | } | 429 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 6104c66..3726a15 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -3436,17 +3436,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
3436 | /// <param name="scale"></param> | 3436 | /// <param name="scale"></param> |
3437 | public void GroupResize(Vector3 scale) | 3437 | public void GroupResize(Vector3 scale) |
3438 | { | 3438 | { |
3439 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 3439 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
3440 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); | 3440 | scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y)); |
3441 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); | 3441 | scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z)); |
3442 | 3442 | ||
3443 | PhysicsActor pa = m_rootPart.PhysActor; | 3443 | PhysicsActor pa = m_rootPart.PhysActor; |
3444 | 3444 | ||
3445 | if (pa != null && pa.IsPhysical) | 3445 | if (pa != null && pa.IsPhysical) |
3446 | { | 3446 | { |
3447 | scale.X = Math.Min(scale.X, Scene.m_maxPhys); | 3447 | scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X)); |
3448 | scale.Y = Math.Min(scale.Y, Scene.m_maxPhys); | 3448 | scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y)); |
3449 | scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); | 3449 | scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z)); |
3450 | } | 3450 | } |
3451 | 3451 | ||
3452 | float x = (scale.X / RootPart.Scale.X); | 3452 | float x = (scale.X / RootPart.Scale.X); |
@@ -3477,6 +3477,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3477 | y *= a; | 3477 | y *= a; |
3478 | z *= a; | 3478 | z *= a; |
3479 | } | 3479 | } |
3480 | else if (oldSize.X * x < m_scene.m_minPhys) | ||
3481 | { | ||
3482 | f = m_scene.m_minPhys / oldSize.X; | ||
3483 | a = f / x; | ||
3484 | x *= a; | ||
3485 | y *= a; | ||
3486 | z *= a; | ||
3487 | } | ||
3480 | 3488 | ||
3481 | if (oldSize.Y * y > m_scene.m_maxPhys) | 3489 | if (oldSize.Y * y > m_scene.m_maxPhys) |
3482 | { | 3490 | { |
@@ -3486,6 +3494,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3486 | y *= a; | 3494 | y *= a; |
3487 | z *= a; | 3495 | z *= a; |
3488 | } | 3496 | } |
3497 | else if (oldSize.Y * y < m_scene.m_minPhys) | ||
3498 | { | ||
3499 | f = m_scene.m_minPhys / oldSize.Y; | ||
3500 | a = f / y; | ||
3501 | x *= a; | ||
3502 | y *= a; | ||
3503 | z *= a; | ||
3504 | } | ||
3489 | 3505 | ||
3490 | if (oldSize.Z * z > m_scene.m_maxPhys) | 3506 | if (oldSize.Z * z > m_scene.m_maxPhys) |
3491 | { | 3507 | { |
@@ -3495,6 +3511,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3495 | y *= a; | 3511 | y *= a; |
3496 | z *= a; | 3512 | z *= a; |
3497 | } | 3513 | } |
3514 | else if (oldSize.Z * z < m_scene.m_minPhys) | ||
3515 | { | ||
3516 | f = m_scene.m_minPhys / oldSize.Z; | ||
3517 | a = f / z; | ||
3518 | x *= a; | ||
3519 | y *= a; | ||
3520 | z *= a; | ||
3521 | } | ||
3498 | } | 3522 | } |
3499 | else | 3523 | else |
3500 | { | 3524 | { |
@@ -3506,6 +3530,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3506 | y *= a; | 3530 | y *= a; |
3507 | z *= a; | 3531 | z *= a; |
3508 | } | 3532 | } |
3533 | else if (oldSize.X * x < m_scene.m_minNonphys) | ||
3534 | { | ||
3535 | f = m_scene.m_minNonphys / oldSize.X; | ||
3536 | a = f / x; | ||
3537 | x *= a; | ||
3538 | y *= a; | ||
3539 | z *= a; | ||
3540 | } | ||
3509 | 3541 | ||
3510 | if (oldSize.Y * y > m_scene.m_maxNonphys) | 3542 | if (oldSize.Y * y > m_scene.m_maxNonphys) |
3511 | { | 3543 | { |
@@ -3515,6 +3547,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3515 | y *= a; | 3547 | y *= a; |
3516 | z *= a; | 3548 | z *= a; |
3517 | } | 3549 | } |
3550 | else if (oldSize.Y * y < m_scene.m_minNonphys) | ||
3551 | { | ||
3552 | f = m_scene.m_minNonphys / oldSize.Y; | ||
3553 | a = f / y; | ||
3554 | x *= a; | ||
3555 | y *= a; | ||
3556 | z *= a; | ||
3557 | } | ||
3518 | 3558 | ||
3519 | if (oldSize.Z * z > m_scene.m_maxNonphys) | 3559 | if (oldSize.Z * z > m_scene.m_maxNonphys) |
3520 | { | 3560 | { |
@@ -3524,6 +3564,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
3524 | y *= a; | 3564 | y *= a; |
3525 | z *= a; | 3565 | z *= a; |
3526 | } | 3566 | } |
3567 | else if (oldSize.Z * z < m_scene.m_minNonphys) | ||
3568 | { | ||
3569 | f = m_scene.m_minNonphys / oldSize.Z; | ||
3570 | a = f / z; | ||
3571 | x *= a; | ||
3572 | y *= a; | ||
3573 | z *= a; | ||
3574 | } | ||
3527 | } | 3575 | } |
3528 | } | 3576 | } |
3529 | } | 3577 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ce652b4..593e1d3 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -790,7 +790,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
790 | } | 790 | } |
791 | catch (Exception e) | 791 | catch (Exception e) |
792 | { | 792 | { |
793 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 793 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
794 | } | 794 | } |
795 | } | 795 | } |
796 | } | 796 | } |
@@ -2969,17 +2969,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2969 | /// <param name="scale"></param> | 2969 | /// <param name="scale"></param> |
2970 | public void Resize(Vector3 scale) | 2970 | public void Resize(Vector3 scale) |
2971 | { | 2971 | { |
2972 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys); | 2972 | scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X)); |
2973 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); | 2973 | scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y)); |
2974 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); | 2974 | scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z)); |
2975 | 2975 | ||
2976 | PhysicsActor pa = PhysActor; | 2976 | PhysicsActor pa = PhysActor; |
2977 | |||
2978 | if (pa != null && pa.IsPhysical) | 2977 | if (pa != null && pa.IsPhysical) |
2979 | { | 2978 | { |
2980 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); | 2979 | scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X)); |
2981 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); | 2980 | scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y)); |
2982 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); | 2981 | scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z)); |
2983 | } | 2982 | } |
2984 | 2983 | ||
2985 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); | 2984 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); |
@@ -4864,6 +4863,57 @@ namespace OpenSim.Region.Framework.Scenes | |||
4864 | ScheduleFullUpdate(); | 4863 | ScheduleFullUpdate(); |
4865 | } | 4864 | } |
4866 | 4865 | ||
4866 | public void UpdateSlice(float begin, float end) | ||
4867 | { | ||
4868 | if (end < begin) | ||
4869 | { | ||
4870 | float temp = begin; | ||
4871 | begin = end; | ||
4872 | end = temp; | ||
4873 | } | ||
4874 | end = Math.Min(1f, Math.Max(0f, end)); | ||
4875 | begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f); | ||
4876 | if (begin < 0.02f && end < 0.02f) | ||
4877 | { | ||
4878 | begin = 0f; | ||
4879 | end = 0.02f; | ||
4880 | } | ||
4881 | |||
4882 | ushort uBegin = (ushort)(50000.0 * begin); | ||
4883 | ushort uEnd = (ushort)(50000.0 * (1f - end)); | ||
4884 | bool updatePossiblyNeeded = false; | ||
4885 | PrimType primType = GetPrimType(); | ||
4886 | if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING) | ||
4887 | { | ||
4888 | if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd) | ||
4889 | { | ||
4890 | m_shape.ProfileBegin = uBegin; | ||
4891 | m_shape.ProfileEnd = uEnd; | ||
4892 | updatePossiblyNeeded = true; | ||
4893 | } | ||
4894 | } | ||
4895 | else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd) | ||
4896 | { | ||
4897 | m_shape.PathBegin = uBegin; | ||
4898 | m_shape.PathEnd = uEnd; | ||
4899 | updatePossiblyNeeded = true; | ||
4900 | } | ||
4901 | |||
4902 | if (updatePossiblyNeeded && ParentGroup != null) | ||
4903 | { | ||
4904 | ParentGroup.HasGroupChanged = true; | ||
4905 | } | ||
4906 | if (updatePossiblyNeeded && PhysActor != null) | ||
4907 | { | ||
4908 | PhysActor.Shape = m_shape; | ||
4909 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | ||
4910 | } | ||
4911 | if (updatePossiblyNeeded) | ||
4912 | { | ||
4913 | ScheduleFullUpdate(); | ||
4914 | } | ||
4915 | } | ||
4916 | |||
4867 | /// <summary> | 4917 | /// <summary> |
4868 | /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics | 4918 | /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics |
4869 | /// engine can use it. | 4919 | /// engine can use it. |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 47b2ead..cfd4a51 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1527,17 +1527,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1527 | bool DCFlagKeyPressed = false; | 1527 | bool DCFlagKeyPressed = false; |
1528 | Vector3 agent_control_v3 = Vector3.Zero; | 1528 | Vector3 agent_control_v3 = Vector3.Zero; |
1529 | 1529 | ||
1530 | bool oldflying = Flying; | 1530 | bool newFlying = actor.Flying; |
1531 | 1531 | ||
1532 | if (ForceFly) | 1532 | if (ForceFly) |
1533 | actor.Flying = true; | 1533 | newFlying = true; |
1534 | else if (FlyDisabled) | 1534 | else if (FlyDisabled) |
1535 | actor.Flying = false; | 1535 | newFlying = false; |
1536 | else | 1536 | else |
1537 | actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1537 | newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1538 | 1538 | ||
1539 | if (actor.Flying != oldflying) | 1539 | if (actor.Flying != newFlying) |
1540 | { | ||
1541 | // Note: ScenePresence.Flying is actually fetched from the physical actor | ||
1542 | // so setting PhysActor.Flying here also sets the ScenePresence's value. | ||
1543 | actor.Flying = newFlying; | ||
1540 | update_movementflag = true; | 1544 | update_movementflag = true; |
1545 | } | ||
1541 | 1546 | ||
1542 | if (ParentID == 0) | 1547 | if (ParentID == 0) |
1543 | { | 1548 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..1b23a36 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor | |||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | DetailLog("{0},BSCharacter.create", _localID); | ||
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 128 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | 129 | ||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | ||
131 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | ||
132 | |||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 133 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
130 | // avatars get all collisions no matter what | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
132 | }); | 136 | }); |
133 | 137 | ||
@@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor | |||
137 | // called when this character is being destroyed and the resources should be released | 141 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 142 | public void Destroy() |
139 | { | 143 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 144 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 145 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 146 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 147 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
@@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor | |||
319 | public override bool Flying { | 323 | public override bool Flying { |
320 | get { return _flying; } | 324 | get { return _flying; } |
321 | set { | 325 | set { |
322 | if (_flying != value) | 326 | _flying = value; |
323 | { | 327 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 328 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | ||
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | 329 | } |
329 | } | 330 | } |
331 | // Flying is implimented by changing the avatar's buoyancy. | ||
332 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 333 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 334 | return ifFlying ? 1f : 0f; |
332 | } | 335 | } |
@@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 491 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 492 | // base.RequestPhysicsterseUpdate(); |
490 | 493 | ||
491 | /* | ||
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 494 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 495 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
494 | entprop.Acceleration, entprop.RotationalVelocity); | 496 | entprop.Acceleration, entprop.RotationalVelocity); |
495 | */ | ||
496 | } | 497 | } |
497 | 498 | ||
498 | // Called by the scene when a collision with this object is reported | 499 | // Called by the scene when a collision with this object is reported |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5a9f135..d7213fc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -57,6 +57,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
57 | private int frcount = 0; // Used to limit dynamics debug output to | 57 | private int frcount = 0; // Used to limit dynamics debug output to |
58 | // every 100th frame | 58 | // every 100th frame |
59 | 59 | ||
60 | private BSScene m_physicsScene; | ||
60 | private BSPrim m_prim; // the prim this dynamic controller belongs to | 61 | private BSPrim m_prim; // the prim this dynamic controller belongs to |
61 | 62 | ||
62 | // Vehicle properties | 63 | // Vehicle properties |
@@ -74,7 +75,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
74 | // HOVER_UP_ONLY | 75 | // HOVER_UP_ONLY |
75 | // LIMIT_MOTOR_UP | 76 | // LIMIT_MOTOR_UP |
76 | // LIMIT_ROLL_ONLY | 77 | // LIMIT_ROLL_ONLY |
77 | private VehicleFlag m_Hoverflags = (VehicleFlag)0; | ||
78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | 78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | 79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
80 | // Linear properties | 80 | // Linear properties |
@@ -124,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 124 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
126 | 126 | ||
127 | public BSDynamics(BSPrim myPrim) | 127 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
128 | { | 128 | { |
129 | m_physicsScene = myScene; | ||
129 | m_prim = myPrim; | 130 | m_prim = myPrim; |
130 | m_type = Vehicle.TYPE_NONE; | 131 | m_type = Vehicle.TYPE_NONE; |
131 | } | 132 | } |
132 | 133 | ||
133 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) |
134 | { | 135 | { |
135 | DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
136 | switch (pParam) | 137 | switch (pParam) |
137 | { | 138 | { |
138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 139 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -231,7 +232,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
231 | 232 | ||
232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) |
233 | { | 234 | { |
234 | DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
235 | switch (pParam) | 236 | switch (pParam) |
236 | { | 237 | { |
237 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 238 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -266,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
266 | 267 | ||
267 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 268 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
268 | { | 269 | { |
269 | DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 270 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
270 | switch (pParam) | 271 | switch (pParam) |
271 | { | 272 | { |
272 | case Vehicle.REFERENCE_FRAME: | 273 | case Vehicle.REFERENCE_FRAME: |
@@ -280,164 +281,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
280 | 281 | ||
281 | internal void ProcessVehicleFlags(int pParam, bool remove) | 282 | internal void ProcessVehicleFlags(int pParam, bool remove) |
282 | { | 283 | { |
283 | DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); | 284 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); |
285 | VehicleFlag parm = (VehicleFlag)pParam; | ||
284 | if (remove) | 286 | if (remove) |
285 | { | 287 | { |
286 | if (pParam == -1) | 288 | if (pParam == -1) |
287 | { | 289 | { |
288 | m_flags = (VehicleFlag)0; | 290 | m_flags = (VehicleFlag)0; |
289 | m_Hoverflags = (VehicleFlag)0; | ||
290 | return; | ||
291 | } | 291 | } |
292 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | 292 | else |
293 | { | ||
294 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) | ||
295 | m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
296 | } | ||
297 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
298 | { | ||
299 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) | ||
300 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); | ||
301 | } | ||
302 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
303 | { | ||
304 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) | ||
305 | m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); | ||
306 | } | ||
307 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
308 | { | ||
309 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) | ||
310 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); | ||
311 | } | ||
312 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
313 | { | ||
314 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) | ||
315 | m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); | ||
316 | } | ||
317 | if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) | ||
318 | { | ||
319 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) | ||
320 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | ||
321 | } | ||
322 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
323 | { | ||
324 | if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) | ||
325 | m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); | ||
326 | } | ||
327 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
328 | { | ||
329 | if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) | ||
330 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); | ||
331 | } | ||
332 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
333 | { | ||
334 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) | ||
335 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); | ||
336 | } | ||
337 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
338 | { | ||
339 | if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) | ||
340 | m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); | ||
341 | } | ||
342 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
343 | { | ||
344 | if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) | ||
345 | m_flags &= ~(VehicleFlag.NO_X); | ||
346 | } | ||
347 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
348 | { | ||
349 | if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) | ||
350 | m_flags &= ~(VehicleFlag.NO_Y); | ||
351 | } | ||
352 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
353 | { | ||
354 | if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) | ||
355 | m_flags &= ~(VehicleFlag.NO_Z); | ||
356 | } | ||
357 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
358 | { | ||
359 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) | ||
360 | m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); | ||
361 | } | ||
362 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
363 | { | ||
364 | if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) | ||
365 | m_flags &= ~(VehicleFlag.NO_DEFLECTION); | ||
366 | } | ||
367 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
368 | { | 293 | { |
369 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) | 294 | m_flags &= ~parm; |
370 | m_flags &= ~(VehicleFlag.LOCK_ROTATION); | ||
371 | } | 295 | } |
372 | } | 296 | } |
373 | else | 297 | else { |
374 | { | 298 | m_flags |= parm; |
375 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
376 | { | ||
377 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); | ||
378 | } | ||
379 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
380 | { | ||
381 | m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); | ||
382 | } | ||
383 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
384 | { | ||
385 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); | ||
386 | } | ||
387 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
388 | { | ||
389 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); | ||
390 | } | ||
391 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
392 | { | ||
393 | m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); | ||
394 | } | ||
395 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
396 | { | ||
397 | m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); | ||
398 | } | ||
399 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
400 | { | ||
401 | m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); | ||
402 | } | ||
403 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
404 | { | ||
405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); | ||
406 | } | ||
407 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
408 | { | ||
409 | m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); | ||
410 | } | ||
411 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
412 | { | ||
413 | m_flags |= (VehicleFlag.NO_X); | ||
414 | } | ||
415 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
416 | { | ||
417 | m_flags |= (VehicleFlag.NO_Y); | ||
418 | } | ||
419 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
420 | { | ||
421 | m_flags |= (VehicleFlag.NO_Z); | ||
422 | } | ||
423 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
424 | { | ||
425 | m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); | ||
426 | } | ||
427 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
428 | { | ||
429 | m_flags |= (VehicleFlag.NO_DEFLECTION); | ||
430 | } | ||
431 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
432 | { | ||
433 | m_flags |= (VehicleFlag.LOCK_ROTATION); | ||
434 | } | ||
435 | } | 299 | } |
436 | }//end ProcessVehicleFlags | 300 | }//end ProcessVehicleFlags |
437 | 301 | ||
438 | internal void ProcessTypeChange(Vehicle pType) | 302 | internal void ProcessTypeChange(Vehicle pType, float stepSize) |
439 | { | 303 | { |
440 | DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); |
441 | // Set Defaults For Type | 305 | // Set Defaults For Type |
442 | m_type = pType; | 306 | m_type = pType; |
443 | switch (pType) | 307 | switch (pType) |
@@ -478,10 +342,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | // m_bankingMix = 1; | 342 | // m_bankingMix = 1; |
479 | // m_bankingTimescale = 10; | 343 | // m_bankingTimescale = 10; |
480 | // m_referenceFrame = Quaternion.Identity; | 344 | // m_referenceFrame = Quaternion.Identity; |
481 | m_Hoverflags &= | 345 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
346 | m_flags &= | ||
482 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 347 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
483 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 348 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
484 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | break; | 349 | break; |
486 | case Vehicle.TYPE_CAR: | 350 | case Vehicle.TYPE_CAR: |
487 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | 351 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); |
@@ -506,10 +370,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
506 | // m_bankingMix = 1; | 370 | // m_bankingMix = 1; |
507 | // m_bankingTimescale = 1; | 371 | // m_bankingTimescale = 1; |
508 | // m_referenceFrame = Quaternion.Identity; | 372 | // m_referenceFrame = Quaternion.Identity; |
509 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
510 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | 373 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | |
511 | VehicleFlag.LIMIT_MOTOR_UP); | 374 | VehicleFlag.LIMIT_MOTOR_UP); |
512 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); | 375 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
376 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | ||
513 | break; | 377 | break; |
514 | case Vehicle.TYPE_BOAT: | 378 | case Vehicle.TYPE_BOAT: |
515 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | 379 | m_linearFrictionTimescale = new Vector3(10, 3, 2); |
@@ -534,12 +398,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
534 | // m_bankingMix = 0.8f; | 398 | // m_bankingMix = 0.8f; |
535 | // m_bankingTimescale = 1; | 399 | // m_bankingTimescale = 1; |
536 | // m_referenceFrame = Quaternion.Identity; | 400 | // m_referenceFrame = Quaternion.Identity; |
537 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | 401 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | |
538 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 402 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
539 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | 403 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); |
540 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | 404 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | |
541 | VehicleFlag.LIMIT_MOTOR_UP); | 405 | VehicleFlag.LIMIT_MOTOR_UP); |
542 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); | 406 | m_flags |= (VehicleFlag.HOVER_WATER_ONLY); |
543 | break; | 407 | break; |
544 | case Vehicle.TYPE_AIRPLANE: | 408 | case Vehicle.TYPE_AIRPLANE: |
545 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 409 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
@@ -564,7 +428,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
564 | // m_bankingMix = 0.7f; | 428 | // m_bankingMix = 0.7f; |
565 | // m_bankingTimescale = 2; | 429 | // m_bankingTimescale = 2; |
566 | // m_referenceFrame = Quaternion.Identity; | 430 | // m_referenceFrame = Quaternion.Identity; |
567 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 431 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
568 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 432 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
569 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 433 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
570 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 434 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
@@ -592,11 +456,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
592 | // m_bankingMix = 0.7f; | 456 | // m_bankingMix = 0.7f; |
593 | // m_bankingTimescale = 5; | 457 | // m_bankingTimescale = 5; |
594 | // m_referenceFrame = Quaternion.Identity; | 458 | // m_referenceFrame = Quaternion.Identity; |
595 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 459 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
596 | VehicleFlag.HOVER_UP_ONLY); | 460 | VehicleFlag.HOVER_UP_ONLY); |
597 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 461 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
598 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 462 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
599 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 463 | m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); |
600 | break; | 464 | break; |
601 | } | 465 | } |
602 | }//end SetDefaultsForType | 466 | }//end SetDefaultsForType |
@@ -613,7 +477,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
613 | MoveAngular(pTimestep); | 477 | MoveAngular(pTimestep); |
614 | LimitRotation(pTimestep); | 478 | LimitRotation(pTimestep); |
615 | 479 | ||
616 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 480 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 481 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
618 | }// end Step | 482 | }// end Step |
619 | 483 | ||
@@ -657,7 +521,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
657 | 521 | ||
658 | */ | 522 | */ |
659 | 523 | ||
660 | DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 524 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", |
661 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 525 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
662 | } | 526 | } |
663 | else | 527 | else |
@@ -669,7 +533,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
669 | m_lastLinearVelocityVector = Vector3.Zero; | 533 | m_lastLinearVelocityVector = Vector3.Zero; |
670 | } | 534 | } |
671 | 535 | ||
672 | // convert requested object velocity to world-referenced vector | 536 | // convert requested object velocity to object relative vector |
673 | Quaternion rotq = m_prim.Orientation; | 537 | Quaternion rotq = m_prim.Orientation; |
674 | m_dir = m_lastLinearVelocityVector * rotq; | 538 | m_dir = m_lastLinearVelocityVector * rotq; |
675 | 539 | ||
@@ -722,7 +586,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
722 | if (changed) | 586 | if (changed) |
723 | { | 587 | { |
724 | m_prim.Position = pos; | 588 | m_prim.Position = pos; |
725 | DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 589 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
726 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | 590 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); |
727 | } | 591 | } |
728 | } | 592 | } |
@@ -732,32 +596,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
732 | { | 596 | { |
733 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; | 597 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; |
734 | m_prim.Position = pos; | 598 | m_prim.Position = pos; |
735 | DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 599 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); |
736 | } | 600 | } |
737 | 601 | ||
738 | // Check if hovering | 602 | // Check if hovering |
739 | if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 603 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
740 | { | 604 | { |
741 | // We should hover, get the target height | 605 | // We should hover, get the target height |
742 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 606 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
743 | { | 607 | { |
744 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 608 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; |
745 | } | 609 | } |
746 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 610 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
747 | { | 611 | { |
748 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 612 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; |
749 | } | 613 | } |
750 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 614 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
751 | { | 615 | { |
752 | m_VhoverTargetHeight = m_VhoverHeight; | 616 | m_VhoverTargetHeight = m_VhoverHeight; |
753 | } | 617 | } |
754 | 618 | ||
755 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) | 619 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
756 | { | 620 | { |
757 | // If body is aready heigher, use its height as target height | 621 | // If body is aready heigher, use its height as target height |
758 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | 622 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; |
759 | } | 623 | } |
760 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 624 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
761 | { | 625 | { |
762 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 626 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
763 | { | 627 | { |
@@ -779,7 +643,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
779 | } | 643 | } |
780 | } | 644 | } |
781 | 645 | ||
782 | DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 646 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); |
783 | 647 | ||
784 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 648 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped |
785 | // m_VhoverTimescale = 0f; // time to acheive height | 649 | // m_VhoverTimescale = 0f; // time to acheive height |
@@ -815,7 +679,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
815 | { | 679 | { |
816 | grav.Z = (float)(grav.Z * 1.037125); | 680 | grav.Z = (float)(grav.Z * 1.037125); |
817 | } | 681 | } |
818 | DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 682 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
819 | //End Experimental Values | 683 | //End Experimental Values |
820 | } | 684 | } |
821 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 685 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
@@ -844,7 +708,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
844 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 708 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); |
845 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 709 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; |
846 | 710 | ||
847 | DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 711 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", |
848 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 712 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); |
849 | 713 | ||
850 | } // end MoveLinear() | 714 | } // end MoveLinear() |
@@ -870,13 +734,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
870 | // There are m_angularMotorApply steps. | 734 | // There are m_angularMotorApply steps. |
871 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 735 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
872 | // ramp up to new value | 736 | // ramp up to new value |
873 | // current velocity += error / (time to get there / step interval) | 737 | // current velocity += error / (time to get there / step interval) |
874 | // requested speed - last motor speed | 738 | // requested speed - last motor speed |
875 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 739 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
876 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 740 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
877 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 741 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
878 | 742 | ||
879 | DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 743 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", |
880 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 744 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
881 | 745 | ||
882 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 746 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected |
@@ -887,6 +751,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
887 | // No motor recently applied, keep the body velocity | 751 | // No motor recently applied, keep the body velocity |
888 | // and decay the velocity | 752 | // and decay the velocity |
889 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 753 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
754 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | ||
755 | m_angularMotorVelocity = Vector3.Zero; | ||
890 | } // end motor section | 756 | } // end motor section |
891 | 757 | ||
892 | // Vertical attractor section | 758 | // Vertical attractor section |
@@ -924,7 +790,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
924 | vertattr.X += bounce * angularVelocity.X; | 790 | vertattr.X += bounce * angularVelocity.X; |
925 | vertattr.Y += bounce * angularVelocity.Y; | 791 | vertattr.Y += bounce * angularVelocity.Y; |
926 | 792 | ||
927 | DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 793 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", |
928 | m_prim.LocalID, verterr, bounce, vertattr); | 794 | m_prim.LocalID, verterr, bounce, vertattr); |
929 | 795 | ||
930 | } // else vertical attractor is off | 796 | } // else vertical attractor is off |
@@ -942,13 +808,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
942 | { | 808 | { |
943 | m_lastAngularVelocity.X = 0; | 809 | m_lastAngularVelocity.X = 0; |
944 | m_lastAngularVelocity.Y = 0; | 810 | m_lastAngularVelocity.Y = 0; |
945 | DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 811 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
946 | } | 812 | } |
947 | 813 | ||
948 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 814 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
949 | { | 815 | { |
950 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 816 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
951 | DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 817 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
952 | } | 818 | } |
953 | 819 | ||
954 | // apply friction | 820 | // apply friction |
@@ -958,7 +824,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
958 | // Apply to the body | 824 | // Apply to the body |
959 | m_prim.RotationalVelocity = m_lastAngularVelocity; | 825 | m_prim.RotationalVelocity = m_lastAngularVelocity; |
960 | 826 | ||
961 | DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); | 827 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); |
962 | } //end MoveAngular | 828 | } //end MoveAngular |
963 | 829 | ||
964 | internal void LimitRotation(float timestep) | 830 | internal void LimitRotation(float timestep) |
@@ -1005,11 +871,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1005 | if (changed) | 871 | if (changed) |
1006 | m_prim.Orientation = m_rot; | 872 | m_prim.Orientation = m_rot; |
1007 | 873 | ||
1008 | DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | 874 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); |
1009 | } | 875 | } |
1010 | 876 | ||
1011 | // Invoke the detailed logger and output something if it's enabled. | 877 | // Invoke the detailed logger and output something if it's enabled. |
1012 | private void DetailLog(string msg, params Object[] args) | 878 | private void VDetailLog(string msg, params Object[] args) |
1013 | { | 879 | { |
1014 | if (m_prim.Scene.VehicleLoggingEnabled) | 880 | if (m_prim.Scene.VehicleLoggingEnabled) |
1015 | m_prim.Scene.PhysicsLogging.Write(msg, args); | 881 | m_prim.Scene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 087b9bb..9e3f0db 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -42,6 +42,9 @@ public class BSLinkset | |||
42 | private BSScene m_physicsScene; | 42 | private BSScene m_physicsScene; |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | 43 | public BSScene PhysicsScene { get { return m_physicsScene; } } |
44 | 44 | ||
45 | static int m_nextLinksetID = 1; | ||
46 | public int LinksetID { get; private set; } | ||
47 | |||
45 | // The children under the root in this linkset | 48 | // The children under the root in this linkset |
46 | private List<BSPrim> m_children; | 49 | private List<BSPrim> m_children; |
47 | 50 | ||
@@ -74,6 +77,10 @@ public class BSLinkset | |||
74 | public BSLinkset(BSScene scene, BSPrim parent) | 77 | public BSLinkset(BSScene scene, BSPrim parent) |
75 | { | 78 | { |
76 | // A simple linkset of one (no children) | 79 | // A simple linkset of one (no children) |
80 | LinksetID = m_nextLinksetID++; | ||
81 | // We create LOTS of linksets. | ||
82 | if (m_nextLinksetID < 0) | ||
83 | m_nextLinksetID = 1; | ||
77 | m_physicsScene = scene; | 84 | m_physicsScene = scene; |
78 | m_linksetRoot = parent; | 85 | m_linksetRoot = parent; |
79 | m_children = new List<BSPrim>(); | 86 | m_children = new List<BSPrim>(); |
@@ -258,8 +265,7 @@ public class BSLinkset | |||
258 | BSPrim childx = child; | 265 | BSPrim childx = child; |
259 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() |
260 | { | 267 | { |
261 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
262 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
263 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 269 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
264 | }); | 270 | }); |
265 | } | 271 | } |
@@ -287,8 +293,7 @@ public class BSLinkset | |||
287 | BSPrim childx = child; | 293 | BSPrim childx = child; |
288 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
289 | { | 295 | { |
290 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
291 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
292 | 297 | ||
293 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
294 | }); | 299 | }); |
@@ -319,7 +324,6 @@ public class BSLinkset | |||
319 | 324 | ||
320 | // create a constraint that allows no freedom of movement between the two objects | 325 | // create a constraint that allows no freedom of movement between the two objects |
321 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 326 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
322 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
323 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 327 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", |
324 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 328 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); |
325 | BS6DofConstraint constrain = new BS6DofConstraint( | 329 | BS6DofConstraint constrain = new BS6DofConstraint( |
@@ -328,10 +332,10 @@ public class BSLinkset | |||
328 | true, | 332 | true, |
329 | true | 333 | true |
330 | ); | 334 | ); |
331 | /* NOTE: attempt to build constraint with full frame computation, etc. | 335 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
332 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 336 | * Using the midpoint is easier since it lets the Bullet code use the transforms |
333 | * of the objects. | 337 | * of the objects. |
334 | * Code left here as an example. | 338 | * Code left as a warning to future programmers. |
335 | // ================================================================================== | 339 | // ================================================================================== |
336 | // relative position normalized to the root prim | 340 | // relative position normalized to the root prim |
337 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | 341 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
@@ -343,7 +347,6 @@ public class BSLinkset | |||
343 | 347 | ||
344 | // create a constraint that allows no freedom of movement between the two objects | 348 | // create a constraint that allows no freedom of movement between the two objects |
345 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 349 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
346 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
347 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 350 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
348 | BS6DofConstraint constrain = new BS6DofConstraint( | 351 | BS6DofConstraint constrain = new BS6DofConstraint( |
349 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | 352 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
@@ -382,8 +385,6 @@ public class BSLinkset | |||
382 | // Called at taint time! | 385 | // Called at taint time! |
383 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 386 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) |
384 | { | 387 | { |
385 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
386 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | ||
387 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
388 | 389 | ||
389 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 390 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
@@ -397,20 +398,12 @@ public class BSLinkset | |||
397 | // Called at taint time! | 398 | // Called at taint time! |
398 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) |
399 | { | 400 | { |
400 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
402 | 402 | ||
403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | 403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); |
404 | } | 404 | } |
405 | 405 | ||
406 | // Invoke the detailed logger and output something if it's enabled. | 406 | // Invoke the detailed logger and output something if it's enabled. |
407 | private void DebugLog(string msg, params Object[] args) | ||
408 | { | ||
409 | if (m_physicsScene.ShouldDebugLog) | ||
410 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
411 | } | ||
412 | |||
413 | // Invoke the detailed logger and output something if it's enabled. | ||
414 | private void DetailLog(string msg, params Object[] args) | 407 | private void DetailLog(string msg, params Object[] args) |
415 | { | 408 | { |
416 | m_physicsScene.PhysicsLogging.Write(msg, args); | 409 | m_physicsScene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 9c20004..d3f1e9c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor | |||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 44 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
46 | |||
47 | private IMesh _mesh; | 45 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 46 | private PrimitiveBaseShape _pbs; |
49 | private ShapeData.PhysicsShapeType _shapeType; | 47 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -141,8 +139,8 @@ public sealed class BSPrim : PhysicsActor | |||
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 139 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 140 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 141 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 142 | _linkset = new BSLinkset(Scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 143 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
146 | _mass = CalculateMass(); | 144 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 145 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 146 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -193,7 +191,7 @@ public sealed class BSPrim : PhysicsActor | |||
193 | { | 191 | { |
194 | _mass = CalculateMass(); // changing size changes the mass | 192 | _mass = CalculateMass(); // changing size changes the mass |
195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 193 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 194 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); |
197 | RecreateGeomAndObject(); | 195 | RecreateGeomAndObject(); |
198 | }); | 196 | }); |
199 | } | 197 | } |
@@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 230 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 231 | if (parent != null) |
234 | { | 232 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | ||
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 233 | BSPrim parentBefore = _linkset.LinksetRoot; |
237 | int childrenBefore = _linkset.NumberOfChildren; | 234 | int childrenBefore = _linkset.NumberOfChildren; |
238 | 235 | ||
@@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor | |||
248 | public override void delink() { | 245 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 246 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 247 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | ||
252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); | ||
253 | 248 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 249 | BSPrim parentBefore = _linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 250 | int childrenBefore = _linkset.NumberOfChildren; |
@@ -280,7 +275,7 @@ public sealed class BSPrim : PhysicsActor | |||
280 | 275 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 276 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 277 | { |
283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 278 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 279 | return; |
285 | } | 280 | } |
286 | 281 | ||
@@ -299,7 +294,7 @@ public sealed class BSPrim : PhysicsActor | |||
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 294 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 295 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
301 | { | 296 | { |
302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 298 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
304 | }); | 299 | }); |
305 | } | 300 | } |
@@ -336,7 +331,7 @@ public sealed class BSPrim : PhysicsActor | |||
336 | _force = value; | 331 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 332 | _scene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 333 | { |
339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 334 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 335 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 336 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); |
342 | }); | 337 | }); |
@@ -354,7 +349,7 @@ public sealed class BSPrim : PhysicsActor | |||
354 | { | 349 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 350 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 351 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 352 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 353 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 354 | _scene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 355 | }); |
@@ -414,7 +409,7 @@ public sealed class BSPrim : PhysicsActor | |||
414 | _velocity = value; | 409 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 410 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 411 | { |
417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 412 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 413 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
419 | }); | 414 | }); |
420 | } | 415 | } |
@@ -422,7 +417,7 @@ public sealed class BSPrim : PhysicsActor | |||
422 | public override OMV.Vector3 Torque { | 417 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 418 | get { return _torque; } |
424 | set { _torque = value; | 419 | set { _torque = value; |
425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 420 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 421 | } |
427 | } | 422 | } |
428 | public override float CollisionScore { | 423 | public override float CollisionScore { |
@@ -449,7 +444,7 @@ public sealed class BSPrim : PhysicsActor | |||
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 444 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 445 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 446 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 447 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 448 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
454 | }); | 449 | }); |
455 | } | 450 | } |
@@ -486,11 +481,8 @@ public sealed class BSPrim : PhysicsActor | |||
486 | // No locking here because only called when it is safe | 481 | // No locking here because only called when it is safe |
487 | private void SetObjectDynamic() | 482 | private void SetObjectDynamic() |
488 | { | 483 | { |
489 | // RA: remove this for the moment. | 484 | // If it's becoming dynamic, it will need hullness |
490 | // The problem is that dynamic objects are hulls so if we are becoming physical | 485 | VerifyCorrectPhysicalShape(); |
491 | // the shape has to be checked and possibly built. | ||
492 | // Maybe a VerifyCorrectPhysicalShape() routine? | ||
493 | // RecreateGeomAndObject(); | ||
494 | 486 | ||
495 | // Bullet wants static objects to have a mass of zero | 487 | // Bullet wants static objects to have a mass of zero |
496 | float mass = IsStatic ? 0f : _mass; | 488 | float mass = IsStatic ? 0f : _mass; |
@@ -501,13 +493,15 @@ public sealed class BSPrim : PhysicsActor | |||
501 | _linkset.Refresh(this); | 493 | _linkset.Refresh(this); |
502 | 494 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 495 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 496 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
505 | } | 497 | } |
506 | 498 | ||
507 | // prims don't fly | 499 | // prims don't fly |
508 | public override bool Flying { | 500 | public override bool Flying { |
509 | get { return _flying; } | 501 | get { return _flying; } |
510 | set { _flying = value; } | 502 | set { |
503 | _flying = value; | ||
504 | } | ||
511 | } | 505 | } |
512 | public override bool SetAlwaysRun { | 506 | public override bool SetAlwaysRun { |
513 | get { return _setAlwaysRun; } | 507 | get { return _setAlwaysRun; } |
@@ -558,7 +552,7 @@ public sealed class BSPrim : PhysicsActor | |||
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 552 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 553 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 554 | { |
561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 555 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 556 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
563 | }); | 557 | }); |
564 | } | 558 | } |
@@ -575,7 +569,7 @@ public sealed class BSPrim : PhysicsActor | |||
575 | _buoyancy = value; | 569 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 570 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 571 | { |
578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 572 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 573 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
580 | }); | 574 | }); |
581 | } | 575 | } |
@@ -638,17 +632,17 @@ public sealed class BSPrim : PhysicsActor | |||
638 | } | 632 | } |
639 | m_accumulatedForces.Clear(); | 633 | m_accumulatedForces.Clear(); |
640 | } | 634 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 635 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 636 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); |
643 | }); | 637 | }); |
644 | } | 638 | } |
645 | 639 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 640 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 641 | DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 642 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
649 | } | 643 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 644 | public override void SetMomentum(OMV.Vector3 momentum) { |
651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 645 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
652 | } | 646 | } |
653 | public override void SubscribeEvents(int ms) { | 647 | public override void SubscribeEvents(int ms) { |
654 | _subscribedEventsMs = ms; | 648 | _subscribedEventsMs = ms; |
@@ -992,7 +986,7 @@ public sealed class BSPrim : PhysicsActor | |||
992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 986 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 987 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
994 | { | 988 | { |
995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 989 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 990 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
997 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 991 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
998 | _scale = _size; | 992 | _scale = _size; |
@@ -1006,7 +1000,7 @@ public sealed class BSPrim : PhysicsActor | |||
1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1000 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1001 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1008 | { | 1002 | { |
1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1003 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1004 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1011 | _scale = _size; | 1005 | _scale = _size; |
1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1006 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1042,19 +1036,26 @@ public sealed class BSPrim : PhysicsActor | |||
1042 | // No locking here because this is done when we know physics is not simulating | 1036 | // No locking here because this is done when we know physics is not simulating |
1043 | private void CreateGeomMesh() | 1037 | private void CreateGeomMesh() |
1044 | { | 1038 | { |
1045 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1039 | // level of detail based on size and type of the object |
1040 | float lod = _scene.MeshLOD; | ||
1041 | if (_pbs.SculptEntry) | ||
1042 | lod = _scene.SculptLOD; | ||
1043 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | ||
1044 | if (maxAxis > _scene.MeshMegaPrimThreshold) | ||
1045 | lod = _scene.MeshMegaPrimLOD; | ||
1046 | |||
1046 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1047 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1047 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1048 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1048 | 1049 | ||
1049 | // if this new shape is the same as last time, don't recreate the mesh | 1050 | // if this new shape is the same as last time, don't recreate the mesh |
1050 | if (_meshKey == newMeshKey) return; | 1051 | if (_meshKey == newMeshKey) return; |
1051 | 1052 | ||
1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1053 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1053 | // Since we're recreating new, get rid of any previously generated shape | 1054 | // Since we're recreating new, get rid of any previously generated shape |
1054 | if (_meshKey != 0) | 1055 | if (_meshKey != 0) |
1055 | { | 1056 | { |
1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1057 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1058 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1059 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1059 | _mesh = null; | 1060 | _mesh = null; |
1060 | _meshKey = 0; | 1061 | _meshKey = 0; |
@@ -1084,7 +1085,7 @@ public sealed class BSPrim : PhysicsActor | |||
1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1085 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1085 | // meshes are already scaled by the meshmerizer | 1086 | // meshes are already scaled by the meshmerizer |
1086 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1087 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1088 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1088 | return; | 1089 | return; |
1089 | } | 1090 | } |
1090 | 1091 | ||
@@ -1098,13 +1099,13 @@ public sealed class BSPrim : PhysicsActor | |||
1098 | // if the hull hasn't changed, don't rebuild it | 1099 | // if the hull hasn't changed, don't rebuild it |
1099 | if (newHullKey == _hullKey) return; | 1100 | if (newHullKey == _hullKey) return; |
1100 | 1101 | ||
1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1102 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1102 | 1103 | ||
1103 | // Since we're recreating new, get rid of any previously generated shape | 1104 | // Since we're recreating new, get rid of any previously generated shape |
1104 | if (_hullKey != 0) | 1105 | if (_hullKey != 0) |
1105 | { | 1106 | { |
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1107 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1108 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1109 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1109 | _hullKey = 0; | 1110 | _hullKey = 0; |
1110 | } | 1111 | } |
@@ -1198,7 +1199,7 @@ public sealed class BSPrim : PhysicsActor | |||
1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1199 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1199 | // meshes are already scaled by the meshmerizer | 1200 | // meshes are already scaled by the meshmerizer |
1200 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1201 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1202 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1202 | return; | 1203 | return; |
1203 | } | 1204 | } |
1204 | 1205 | ||
@@ -1210,6 +1211,27 @@ public sealed class BSPrim : PhysicsActor | |||
1210 | return; | 1211 | return; |
1211 | } | 1212 | } |
1212 | 1213 | ||
1214 | private void VerifyCorrectPhysicalShape() | ||
1215 | { | ||
1216 | if (IsStatic) | ||
1217 | { | ||
1218 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1219 | if (_hullKey != 0) | ||
1220 | { | ||
1221 | RecreateGeomAndObject(); | ||
1222 | } | ||
1223 | } | ||
1224 | else | ||
1225 | { | ||
1226 | // if not static, it will need a hull to efficiently collide with things | ||
1227 | if (_hullKey == 0) | ||
1228 | { | ||
1229 | RecreateGeomAndObject(); | ||
1230 | } | ||
1231 | |||
1232 | } | ||
1233 | } | ||
1234 | |||
1213 | // Create an object in Bullet if it has not already been created | 1235 | // Create an object in Bullet if it has not already been created |
1214 | // No locking here because this is done when the physics engine is not simulating | 1236 | // No locking here because this is done when the physics engine is not simulating |
1215 | // Returns 'true' if an object was actually created. | 1237 | // Returns 'true' if an object was actually created. |
@@ -1334,10 +1356,8 @@ public sealed class BSPrim : PhysicsActor | |||
1334 | _acceleration = entprop.Acceleration; | 1356 | _acceleration = entprop.Acceleration; |
1335 | _rotationalVelocity = entprop.RotationalVelocity; | 1357 | _rotationalVelocity = entprop.RotationalVelocity; |
1336 | 1358 | ||
1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1359 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1360 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1341 | 1361 | ||
1342 | base.RequestPhysicsterseUpdate(); | 1362 | base.RequestPhysicsterseUpdate(); |
1343 | } | 1363 | } |
@@ -1353,6 +1373,7 @@ public sealed class BSPrim : PhysicsActor | |||
1353 | } | 1373 | } |
1354 | 1374 | ||
1355 | // I've collided with something | 1375 | // I've collided with something |
1376 | // Called at taint time from within the Step() function | ||
1356 | CollisionEventUpdate collisionCollection; | 1377 | CollisionEventUpdate collisionCollection; |
1357 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1378 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1358 | { | 1379 | { |
@@ -1366,6 +1387,15 @@ public sealed class BSPrim : PhysicsActor | |||
1366 | } | 1387 | } |
1367 | 1388 | ||
1368 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1389 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
1390 | BSPrim collidingWithPrim; | ||
1391 | if (_scene.Prims.TryGetValue(collidingWith, out collidingWithPrim)) | ||
1392 | { | ||
1393 | // prims in the same linkset cannot collide with each other | ||
1394 | if (this.Linkset.LinksetID == collidingWithPrim.Linkset.LinksetID) | ||
1395 | { | ||
1396 | return; | ||
1397 | } | ||
1398 | } | ||
1369 | 1399 | ||
1370 | // if someone is subscribed to collision events.... | 1400 | // if someone is subscribed to collision events.... |
1371 | if (_subscribedEventsMs != 0) { | 1401 | if (_subscribedEventsMs != 0) { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a31c578..56924aa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -73,15 +73,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
74 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 74 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
75 | 75 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } | 76 | // The name of the region we're working for. |
77 | public string RegionName { get; private set; } | ||
77 | 78 | ||
78 | public string BulletSimVersion = "?"; | 79 | public string BulletSimVersion = "?"; |
79 | 80 | ||
80 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 81 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); |
82 | public Dictionary<uint, BSCharacter> Characters { get { return m_avatars; } } | ||
83 | |||
81 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); | 84 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); |
85 | public Dictionary<uint, BSPrim> Prims { get { return m_prims; } } | ||
86 | |||
82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 87 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); |
83 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); | 88 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); |
89 | |||
84 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | 90 | private List<BSPrim> m_vehicles = new List<BSPrim>(); |
91 | |||
85 | private float[] m_heightMap; | 92 | private float[] m_heightMap; |
86 | private float m_waterLevel; | 93 | private float m_waterLevel; |
87 | private uint m_worldID; | 94 | private uint m_worldID; |
@@ -95,16 +102,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
95 | private int m_detailedStatsStep = 0; | 102 | private int m_detailedStatsStep = 0; |
96 | 103 | ||
97 | public IMesher mesher; | 104 | public IMesher mesher; |
98 | private float m_meshLOD; | 105 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
99 | public float MeshLOD | 106 | public float MeshLOD { get; private set; } |
100 | { | 107 | public float MeshMegaPrimLOD { get; private set; } |
101 | get { return m_meshLOD; } | 108 | public float MeshMegaPrimThreshold { get; private set; } |
102 | } | 109 | public float SculptLOD { get; private set; } |
103 | private float m_sculptLOD; | ||
104 | public float SculptLOD | ||
105 | { | ||
106 | get { return m_sculptLOD; } | ||
107 | } | ||
108 | 110 | ||
109 | private BulletSim m_worldSim; | 111 | private BulletSim m_worldSim; |
110 | public BulletSim World | 112 | public BulletSim World |
@@ -179,8 +181,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
179 | ConfigurationParameters[] m_params; | 181 | ConfigurationParameters[] m_params; |
180 | GCHandle m_paramsHandle; | 182 | GCHandle m_paramsHandle; |
181 | 183 | ||
182 | public bool ShouldDebugLog { get; private set; } | 184 | // Handle to the callback used by the unmanaged code to call into the managed code. |
183 | 185 | // Used for debug logging. | |
186 | // Need to store the handle in a persistant variable so it won't be freed. | ||
184 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 187 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
185 | 188 | ||
186 | // Sometimes you just have to log everything. | 189 | // Sometimes you just have to log everything. |
@@ -196,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
196 | public BSScene(string identifier) | 199 | public BSScene(string identifier) |
197 | { | 200 | { |
198 | m_initialized = false; | 201 | m_initialized = false; |
202 | // we are passed the name of the region we're working for. | ||
203 | RegionName = identifier; | ||
199 | } | 204 | } |
200 | 205 | ||
201 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 206 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
@@ -281,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
281 | // Very detailed logging for physics debugging | 286 | // Very detailed logging for physics debugging |
282 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 287 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
283 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | 288 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); |
284 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); | 289 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
285 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 290 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
286 | // Very detailed logging for vehicle debugging | 291 | // Very detailed logging for vehicle debugging |
287 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 292 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
293 | |||
294 | // Do any replacements in the parameters | ||
295 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
288 | } | 296 | } |
289 | } | 297 | } |
290 | } | 298 | } |
@@ -362,7 +370,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
362 | BSPrim bsprim = prim as BSPrim; | 370 | BSPrim bsprim = prim as BSPrim; |
363 | if (bsprim != null) | 371 | if (bsprim != null) |
364 | { | 372 | { |
365 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 373 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 374 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
367 | try | 375 | try |
368 | { | 376 | { |
@@ -388,7 +396,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
388 | 396 | ||
389 | if (!m_initialized) return null; | 397 | if (!m_initialized) return null; |
390 | 398 | ||
391 | // DetailLog("{0},AddPrimShape,call", localID); | 399 | DetailLog("{0},AddPrimShape,call", localID); |
392 | 400 | ||
393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 401 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
394 | lock (m_prims) m_prims.Add(localID, prim); | 402 | lock (m_prims) m_prims.Add(localID, prim); |
@@ -429,13 +437,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
429 | { | 437 | { |
430 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 438 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
431 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 439 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
432 | // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 440 | DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
433 | } | 441 | } |
434 | catch (Exception e) | 442 | catch (Exception e) |
435 | { | 443 | { |
436 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 444 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); |
437 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 445 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
438 | // updatedEntityCount = 0; | 446 | updatedEntityCount = 0; |
439 | collidersCount = 0; | 447 | collidersCount = 0; |
440 | } | 448 | } |
441 | 449 | ||
@@ -534,6 +542,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
534 | else if (m_avatars.ContainsKey(collidingWith)) | 542 | else if (m_avatars.ContainsKey(collidingWith)) |
535 | type = ActorTypes.Agent; | 543 | type = ActorTypes.Agent; |
536 | 544 | ||
545 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
546 | |||
537 | BSPrim prim; | 547 | BSPrim prim; |
538 | if (m_prims.TryGetValue(localID, out prim)) { | 548 | if (m_prims.TryGetValue(localID, out prim)) { |
539 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | 549 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); |
@@ -897,16 +907,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
897 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 907 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, |
898 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 908 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), |
899 | 909 | ||
900 | new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 910 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
901 | 8f, | 911 | 8f, |
902 | (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, | 912 | (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, |
903 | (s) => { return (float)s.m_meshLOD; }, | 913 | (s) => { return s.MeshLOD; }, |
904 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | 914 | (s,p,l,v) => { s.MeshLOD = v; } ), |
905 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 915 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", |
916 | 16f, | ||
917 | (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
918 | (s) => { return s.MeshMegaPrimLOD; }, | ||
919 | (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), | ||
920 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
921 | 10f, | ||
922 | (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
923 | (s) => { return s.MeshMegaPrimThreshold; }, | ||
924 | (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), | ||
925 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
906 | 32f, | 926 | 32f, |
907 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | 927 | (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, |
908 | (s) => { return (float)s.m_sculptLOD; }, | 928 | (s) => { return s.SculptLOD; }, |
909 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | 929 | (s,p,l,v) => { s.SculptLOD = v; } ), |
910 | 930 | ||
911 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | 931 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", |
912 | 10f, | 932 | 10f, |
@@ -1137,12 +1157,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1137 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | 1157 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, |
1138 | (s) => { return (float)s.m_detailedStatsStep; }, | 1158 | (s) => { return (float)s.m_detailedStatsStep; }, |
1139 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | 1159 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), |
1140 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | ||
1141 | ConfigurationParameters.numericFalse, | ||
1142 | (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1143 | (s) => { return s.NumericBool(s.ShouldDebugLog); }, | ||
1144 | (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), | ||
1145 | |||
1146 | }; | 1160 | }; |
1147 | 1161 | ||
1148 | // Convert a boolean to our numeric true and false values | 1162 | // Convert a boolean to our numeric true and false values |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index d6aafaf..0ed1ccb 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -1492,31 +1492,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1492 | if (part == null || part.ParentGroup.IsDeleted) | 1492 | if (part == null || part.ParentGroup.IsDeleted) |
1493 | return; | 1493 | return; |
1494 | 1494 | ||
1495 | if (scale.x < 0.01) | 1495 | // First we need to check whether or not we need to clamp the size of a physics-enabled prim |
1496 | scale.x = 0.01; | ||
1497 | if (scale.y < 0.01) | ||
1498 | scale.y = 0.01; | ||
1499 | if (scale.z < 0.01) | ||
1500 | scale.z = 0.01; | ||
1501 | |||
1502 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; | 1496 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; |
1503 | |||
1504 | if (pa != null && pa.IsPhysical) | 1497 | if (pa != null && pa.IsPhysical) |
1505 | { | 1498 | { |
1506 | if (scale.x > World.m_maxPhys) | 1499 | scale.x = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.x)); |
1507 | scale.x = World.m_maxPhys; | 1500 | scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y)); |
1508 | if (scale.y > World.m_maxPhys) | 1501 | scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z)); |
1509 | scale.y = World.m_maxPhys; | ||
1510 | if (scale.z > World.m_maxPhys) | ||
1511 | scale.z = World.m_maxPhys; | ||
1512 | } | 1502 | } |
1513 | 1503 | ||
1514 | if (scale.x > World.m_maxNonphys) | 1504 | // Next we clamp the scale to the non-physical min/max |
1515 | scale.x = World.m_maxNonphys; | 1505 | scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x)); |
1516 | if (scale.y > World.m_maxNonphys) | 1506 | scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y)); |
1517 | scale.y = World.m_maxNonphys; | 1507 | scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z)); |
1518 | if (scale.z > World.m_maxNonphys) | ||
1519 | scale.z = World.m_maxNonphys; | ||
1520 | 1508 | ||
1521 | Vector3 tmp = part.Scale; | 1509 | Vector3 tmp = part.Scale; |
1522 | tmp.X = (float)scale.x; | 1510 | tmp.X = (float)scale.x; |
@@ -4398,9 +4386,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4398 | public void llSetText(string text, LSL_Vector color, double alpha) | 4386 | public void llSetText(string text, LSL_Vector color, double alpha) |
4399 | { | 4387 | { |
4400 | m_host.AddScriptLPS(1); | 4388 | m_host.AddScriptLPS(1); |
4401 | Vector3 av3 = new Vector3(Util.Clip((float)color.x, 0.0f, 1.0f), | 4389 | Vector3 av3 = Util.Clip(new Vector3((float)color.x, (float)color.y, |
4402 | Util.Clip((float)color.y, 0.0f, 1.0f), | 4390 | (float)color.z), 0.0f, 1.0f); |
4403 | Util.Clip((float)color.z, 0.0f, 1.0f)); | ||
4404 | m_host.SetText(text.Length > 254 ? text.Remove(254) : text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); | 4391 | m_host.SetText(text.Length > 254 ? text.Remove(254) : text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); |
4405 | //m_host.ParentGroup.HasGroupChanged = true; | 4392 | //m_host.ParentGroup.HasGroupChanged = true; |
4406 | //m_host.ParentGroup.ScheduleGroupForFullUpdate(); | 4393 | //m_host.ParentGroup.ScheduleGroupForFullUpdate(); |
@@ -8425,9 +8412,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8425 | string primText = rules.GetLSLStringItem(idx++); | 8412 | string primText = rules.GetLSLStringItem(idx++); |
8426 | LSL_Vector primTextColor = rules.GetVector3Item(idx++); | 8413 | LSL_Vector primTextColor = rules.GetVector3Item(idx++); |
8427 | LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); | 8414 | LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); |
8428 | Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f), | 8415 | Vector3 av3 = Util.Clip(new Vector3((float)primTextColor.x, |
8429 | Util.Clip((float)primTextColor.y, 0.0f, 1.0f), | 8416 | (float)primTextColor.y, |
8430 | Util.Clip((float)primTextColor.z, 0.0f, 1.0f)); | 8417 | (float)primTextColor.z), 0.0f, 1.0f); |
8431 | part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); | 8418 | part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); |
8432 | 8419 | ||
8433 | break; | 8420 | break; |
@@ -8457,7 +8444,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8457 | LSL_Float gain = rules.GetLSLFloatItem(idx++); | 8444 | LSL_Float gain = rules.GetLSLFloatItem(idx++); |
8458 | TargetOmega(part, axis, (double)spinrate, (double)gain); | 8445 | TargetOmega(part, axis, (double)spinrate, (double)gain); |
8459 | break; | 8446 | break; |
8460 | 8447 | case (int)ScriptBaseClass.PRIM_SLICE: | |
8448 | if (remain < 1) | ||
8449 | return null; | ||
8450 | LSL_Vector slice = rules.GetVector3Item(idx++); | ||
8451 | part.UpdateSlice((float)slice.x, (float)slice.y); | ||
8452 | break; | ||
8461 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | 8453 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: |
8462 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | 8454 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. |
8463 | return null; | 8455 | return null; |
@@ -8466,6 +8458,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8466 | } | 8458 | } |
8467 | } | 8459 | } |
8468 | } | 8460 | } |
8461 | catch (InvalidCastException e) | ||
8462 | { | ||
8463 | ShoutError(e.Message); | ||
8464 | } | ||
8469 | finally | 8465 | finally |
8470 | { | 8466 | { |
8471 | if (positionChanged) | 8467 | if (positionChanged) |
@@ -9563,7 +9559,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9563 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: | 9559 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: |
9564 | res.Add(new LSL_Vector(GetPartLocalPos(part))); | 9560 | res.Add(new LSL_Vector(GetPartLocalPos(part))); |
9565 | break; | 9561 | break; |
9566 | |||
9567 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | 9562 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: |
9568 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | 9563 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. |
9569 | return res; | 9564 | return res; |
@@ -9572,6 +9567,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
9572 | LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules); | 9567 | LSL_List tres = llGetLinkPrimitiveParams((int)new_linknumber, new_rules); |
9573 | res += tres; | 9568 | res += tres; |
9574 | return res; | 9569 | return res; |
9570 | case (int)ScriptBaseClass.PRIM_SLICE: | ||
9571 | PrimType prim_type = part.GetPrimType(); | ||
9572 | bool useProfileBeginEnd = (prim_type == PrimType.SPHERE || prim_type == PrimType.TORUS || prim_type == PrimType.TUBE || prim_type == PrimType.RING); | ||
9573 | res.Add(new LSL_Vector( | ||
9574 | (useProfileBeginEnd ? part.Shape.ProfileBegin : part.Shape.PathBegin) / 50000.0, | ||
9575 | 1 - (useProfileBeginEnd ? part.Shape.ProfileEnd : part.Shape.PathEnd) / 50000.0, | ||
9576 | 0 | ||
9577 | )); | ||
9578 | break; | ||
9575 | } | 9579 | } |
9576 | } | 9580 | } |
9577 | return res; | 9581 | return res; |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index f989cc6..05ba222 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | |||
@@ -329,6 +329,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
329 | public const int PRIM_OMEGA = 32; | 329 | public const int PRIM_OMEGA = 32; |
330 | public const int PRIM_POS_LOCAL = 33; | 330 | public const int PRIM_POS_LOCAL = 33; |
331 | public const int PRIM_LINK_TARGET = 34; | 331 | public const int PRIM_LINK_TARGET = 34; |
332 | public const int PRIM_SLICE = 35; | ||
332 | public const int PRIM_TEXGEN_DEFAULT = 0; | 333 | public const int PRIM_TEXGEN_DEFAULT = 0; |
333 | public const int PRIM_TEXGEN_PLANAR = 1; | 334 | public const int PRIM_TEXGEN_PLANAR = 1; |
334 | 335 | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs index 8adf4c5..46772ef 100644 --- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | |||
@@ -562,12 +562,23 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
562 | else if (m_data[itemIndex] is LSL_Types.LSLString) | 562 | else if (m_data[itemIndex] is LSL_Types.LSLString) |
563 | return new LSLInteger(m_data[itemIndex].ToString()); | 563 | return new LSLInteger(m_data[itemIndex].ToString()); |
564 | else | 564 | else |
565 | throw new InvalidCastException(); | 565 | throw new InvalidCastException(string.Format( |
566 | "{0} expected but {1} given", | ||
567 | typeof(LSL_Types.LSLInteger).Name, | ||
568 | m_data[itemIndex] != null ? | ||
569 | m_data[itemIndex].GetType().Name : "null")); | ||
566 | } | 570 | } |
567 | 571 | ||
568 | public LSL_Types.Vector3 GetVector3Item(int itemIndex) | 572 | public LSL_Types.Vector3 GetVector3Item(int itemIndex) |
569 | { | 573 | { |
570 | return (LSL_Types.Vector3)m_data[itemIndex]; | 574 | if(m_data[itemIndex] is LSL_Types.Vector3) |
575 | return (LSL_Types.Vector3)m_data[itemIndex]; | ||
576 | else | ||
577 | throw new InvalidCastException(string.Format( | ||
578 | "{0} expected but {1} given", | ||
579 | typeof(LSL_Types.Vector3).Name, | ||
580 | m_data[itemIndex] != null ? | ||
581 | m_data[itemIndex].GetType().Name : "null")); | ||
571 | } | 582 | } |
572 | 583 | ||
573 | public LSL_Types.Quaternion GetQuaternionItem(int itemIndex) | 584 | public LSL_Types.Quaternion GetQuaternionItem(int itemIndex) |
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index f6cb7df..da22f85 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | |||
@@ -1053,10 +1053,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1053 | return false; | 1053 | return false; |
1054 | } | 1054 | } |
1055 | 1055 | ||
1056 | UUID assetID = item.AssetID; | 1056 | m_log.DebugFormat( |
1057 | "[XEngine] Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", | ||
1058 | part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, | ||
1059 | part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); | ||
1057 | 1060 | ||
1058 | //m_log.DebugFormat("[XEngine] Compiling script {0} ({1} on object {2})", | 1061 | UUID assetID = item.AssetID; |
1059 | // item.Name, itemID.ToString(), part.ParentGroup.RootPart.Name); | ||
1060 | 1062 | ||
1061 | ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); | 1063 | ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); |
1062 | 1064 | ||
@@ -1235,10 +1237,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1235 | item.Name, startParam, postOnRez, | 1237 | item.Name, startParam, postOnRez, |
1236 | stateSource, m_MaxScriptQueue); | 1238 | stateSource, m_MaxScriptQueue); |
1237 | 1239 | ||
1238 | m_log.DebugFormat( | 1240 | // m_log.DebugFormat( |
1239 | "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", | 1241 | // "[XEngine] Loaded script {0}.{1}, script UUID {2}, prim UUID {3} @ {4}.{5}", |
1240 | part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, | 1242 | // part.ParentGroup.RootPart.Name, item.Name, assetID, part.UUID, |
1241 | part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); | 1243 | // part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); |
1242 | 1244 | ||
1243 | if (presence != null) | 1245 | if (presence != null) |
1244 | { | 1246 | { |
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index 9c68b65..eac30b8 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example | |||
@@ -87,10 +87,18 @@ | |||
87 | ;; from the selected region_info_source. | 87 | ;; from the selected region_info_source. |
88 | ; allow_regionless = false | 88 | ; allow_regionless = false |
89 | 89 | ||
90 | ;# {NonPhysicalPrimMin} {} {Minimum size of nonphysical prims?} {} 0.01 | ||
91 | ;; Minimum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMin!). | ||
92 | ; NonphysicalPrimMin = 0.01 | ||
93 | |||
90 | ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256 | 94 | ;# {NonPhysicalPrimMax} {} {Maximum size of nonphysical prims?} {} 256 |
91 | ;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!). | 95 | ;; Maximum size for non-physical prims. Affects resizing of existing prims. This can be overriden in the region config file (as NonphysicalPrimMax!). |
92 | ; NonphysicalPrimMax = 256 | 96 | ; NonphysicalPrimMax = 256 |
93 | 97 | ||
98 | ;# {PhysicalPrimMin} {} {Minimum size of physical prims?} {} 10 | ||
99 | ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file. | ||
100 | ; PhysicalPrimMin = 0.01 | ||
101 | |||
94 | ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10 | 102 | ;# {PhysicalPrimMax} {} {Maximum size of physical prims?} {} 10 |
95 | ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file. | 103 | ;; Maximum size where a prim can be physical. Affects resizing of existing prims. This can be overriden in the region config file. |
96 | ; PhysicalPrimMax = 10 | 104 | ; PhysicalPrimMax = 10 |
@@ -675,7 +683,9 @@ | |||
675 | ;; Maximum number of events to queue for a script (excluding timers) | 683 | ;; Maximum number of events to queue for a script (excluding timers) |
676 | ; MaxScriptEventQueue = 300 | 684 | ; MaxScriptEventQueue = 300 |
677 | 685 | ||
678 | ;; Stack size per thread created | 686 | ;; Stack size per script engine thread in bytes. |
687 | ;; If you are experiencing StackOverflowExceptions you may want to increase this (e.g. double it). | ||
688 | ;; The trade-off may be increased memory usage by the script engine. | ||
679 | ; ThreadStackSize = 262144 | 689 | ; ThreadStackSize = 262144 |
680 | 690 | ||
681 | ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true | 691 | ;# {DeleteScriptsOnStartup} {} {Delete previously compiled script DLLs on startup?} (true false) true |
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 554aafa..1f2d189 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -931,6 +931,9 @@ | |||
931 | 931 | ||
932 | ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail | 932 | ; level of detail for physical meshes. 32,16,8 or 4 with 32 being full detail |
933 | MeshLevelOfDetail = 8 | 933 | MeshLevelOfDetail = 8 |
934 | ; if mesh size is > threshold meters, we need to add more detail because people will notice | ||
935 | MeshLevelOfDetailMegaPrimThreshold = 10 | ||
936 | MeshLevelOfDetailMegaPrim = 16 | ||
934 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies | 937 | ; number^2 non-physical level of detail of the sculpt texture. 32x32 - 1024 verticies |
935 | SculptLevelOfDetail = 32 | 938 | SculptLevelOfDetail = 32 |
936 | 939 | ||
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll index 0f2d522..cc55f00 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 783c9a2..26ad52b 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 c2a2bda..94dae95 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 74d4f98..52e9960 100755 --- a/bin/lib64/libBulletSim.so +++ b/bin/lib64/libBulletSim.so | |||
Binary files differ | |||