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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs67
1 files changed, 41 insertions, 26 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 4a468af..eea899f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -79,7 +79,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
79 private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); 79 private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>();
80 // Following is a kludge and can be removed when avatar animation updating is 80 // Following is a kludge and can be removed when avatar animation updating is
81 // moved to a better place. 81 // moved to a better place.
82 private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); 82 private HashSet<BSPhysObject> m_avatarsWithCollisions = new HashSet<BSPhysObject>();
83 83
84 // List of all the objects that have vehicle properties and should be called 84 // List of all the objects that have vehicle properties and should be called
85 // to update each physics step. 85 // to update each physics step.
@@ -132,8 +132,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
132 private EntityProperties[] m_updateArray; 132 private EntityProperties[] m_updateArray;
133 private GCHandle m_updateArrayPinnedHandle; 133 private GCHandle m_updateArrayPinnedHandle;
134 134
135 private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed 135 public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed
136 private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes 136 public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes
137 137
138 public float PID_D { get; private set; } // derivative 138 public float PID_D { get; private set; } // derivative
139 public float PID_P { get; private set; } // proportional 139 public float PID_P { get; private set; } // proportional
@@ -153,6 +153,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
153 { 153 {
154 get { return new Vector3(0f, 0f, Params.gravity); } 154 get { return new Vector3(0f, 0f, Params.gravity); }
155 } 155 }
156 // Just the Z value of the gravity
157 public float DefaultGravityZ
158 {
159 get { return Params.gravity; }
160 }
156 161
157 public float MaximumObjectMass { get; private set; } 162 public float MaximumObjectMass { get; private set; }
158 163
@@ -171,8 +176,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
171 callback = c; 176 callback = c;
172 } 177 }
173 } 178 }
179 private Object _taintLock = new Object(); // lock for using the next object
174 private List<TaintCallbackEntry> _taintedObjects; 180 private List<TaintCallbackEntry> _taintedObjects;
175 private Object _taintLock = new Object();
176 181
177 // A pointer to an instance if this structure is passed to the C++ code 182 // A pointer to an instance if this structure is passed to the C++ code
178 // Used to pass basic configuration values to the unmanaged code. 183 // Used to pass basic configuration values to the unmanaged code.
@@ -478,6 +483,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
478 483
479 // Some of the prims operate with special vehicle properties 484 // Some of the prims operate with special vehicle properties
480 ProcessVehicles(timeStep); 485 ProcessVehicles(timeStep);
486 numTaints += _taintedObjects.Count;
481 ProcessTaints(); // the vehicles might have added taints 487 ProcessTaints(); // the vehicles might have added taints
482 488
483 // step the physical world one interval 489 // step the physical world one interval
@@ -506,6 +512,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
506 // Get a value for 'now' so all the collision and update routines don't have to get their own 512 // Get a value for 'now' so all the collision and update routines don't have to get their own
507 SimulationNowTime = Util.EnvironmentTickCount(); 513 SimulationNowTime = Util.EnvironmentTickCount();
508 514
515 // This is a kludge to get avatar movement updates.
516 // ODE sends collisions for avatars even if there are have been no collisions. This updates
517 // avatar animations and stuff.
518 // If you fix avatar animation updates, remove this overhead and let collisions happen.
519 m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions);
520
509 // If there were collisions, process them by sending the event to the prim. 521 // If there were collisions, process them by sending the event to the prim.
510 // Collisions must be processed before updates. 522 // Collisions must be processed before updates.
511 if (collidersCount > 0) 523 if (collidersCount > 0)
@@ -527,13 +539,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
527 bsp.SendCollisions(); 539 bsp.SendCollisions();
528 m_objectsWithCollisions.Clear(); 540 m_objectsWithCollisions.Clear();
529 541
530 // This is a kludge to get avatar movement updated.
531 // ODE sends collisions even if there are none and this is used to update
532 // avatar animations and stuff.
533 foreach (BSPhysObject bpo in m_avatarsWithCollisions)
534 bpo.SendCollisions();
535 // m_avatarsWithCollisions.Clear();
536
537 // If any of the objects had updated properties, tell the object it has been changed by the physics engine 542 // If any of the objects had updated properties, tell the object it has been changed by the physics engine
538 if (updatedEntityCount > 0) 543 if (updatedEntityCount > 0)
539 { 544 {
@@ -544,7 +549,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters
544 if (PhysObjects.TryGetValue(entprop.ID, out pobj)) 549 if (PhysObjects.TryGetValue(entprop.ID, out pobj))
545 { 550 {
546 pobj.UpdateProperties(entprop); 551 pobj.UpdateProperties(entprop);
547 continue;
548 } 552 }
549 } 553 }
550 } 554 }
@@ -600,8 +604,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
600 604
601 // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); 605 // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith);
602 606
603 collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); 607 if (collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration))
604 m_objectsWithCollisions.Add(collider); 608 {
609 // If a collision was posted, remember to send it to the simulator
610 m_objectsWithCollisions.Add(collider);
611 }
605 612
606 return; 613 return;
607 } 614 }
@@ -619,9 +626,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
619 public override void SetWaterLevel(float baseheight) 626 public override void SetWaterLevel(float baseheight)
620 { 627 {
621 m_waterLevel = baseheight; 628 m_waterLevel = baseheight;
622 // TODO: pass to physics engine so things will float?
623 } 629 }
624 public float GetWaterLevel() 630 // Someday....
631 public float GetWaterLevelAtXYZ(Vector3 loc)
625 { 632 {
626 return m_waterLevel; 633 return m_waterLevel;
627 } 634 }
@@ -672,7 +679,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
672 679
673 // int iPropertiesNotSupportedDefault = 0; 680 // int iPropertiesNotSupportedDefault = 0;
674 681
675 if (pbs.SculptEntry && !_meshSculptedPrim) 682 if (pbs.SculptEntry && !ShouldMeshSculptedPrim)
676 { 683 {
677 // Render sculpties as boxes 684 // Render sculpties as boxes
678 return false; 685 return false;
@@ -680,7 +687,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
680 687
681 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet 688 // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet
682 // can use an internal representation for the prim 689 // can use an internal representation for the prim
683 if (!_forceSimplePrimMeshing) 690 if (!ShouldForceSimplePrimMeshing)
684 { 691 {
685 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) 692 if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight)
686 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 693 || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1
@@ -782,7 +789,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters
782 if (!m_initialized) return; 789 if (!m_initialized) return;
783 790
784 lock (_taintLock) 791 lock (_taintLock)
792 {
785 _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); 793 _taintedObjects.Add(new TaintCallbackEntry(ident, callback));
794 }
795
786 return; 796 return;
787 } 797 }
788 798
@@ -919,14 +929,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters
919 { 929 {
920 new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", 930 new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties",
921 ConfigurationParameters.numericTrue, 931 ConfigurationParameters.numericTrue,
922 (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, 932 (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); },
923 (s) => { return s.NumericBool(s._meshSculptedPrim); }, 933 (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); },
924 (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), 934 (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ),
925 new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", 935 new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects",
926 ConfigurationParameters.numericFalse, 936 ConfigurationParameters.numericFalse,
927 (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, 937 (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); },
928 (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, 938 (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); },
929 (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), 939 (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ),
930 940
931 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 941 new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
932 8f, 942 8f,
@@ -1162,8 +1172,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1162 (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, 1172 (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); },
1163 (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, 1173 (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; },
1164 (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), 1174 (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ),
1165 new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", 1175 new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1",
1166 0.0f, 1176 0.1f,
1167 (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, 1177 (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); },
1168 (s) => { return s.m_params[0].linkConstraintCFM; }, 1178 (s) => { return s.m_params[0].linkConstraintCFM; },
1169 (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), 1179 (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ),
@@ -1172,6 +1182,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1172 (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, 1182 (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); },
1173 (s) => { return s.m_params[0].linkConstraintERP; }, 1183 (s) => { return s.m_params[0].linkConstraintERP; },
1174 (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), 1184 (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ),
1185 new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)",
1186 40,
1187 (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); },
1188 (s) => { return s.m_params[0].linkConstraintSolverIterations; },
1189 (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ),
1175 1190
1176 new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", 1191 new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)",
1177 0f, 1192 0f,