diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
18 files changed, 1313 insertions, 197 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 12a0c17..3bd81d4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -596,6 +596,60 @@ public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, flo | |||
596 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); | 596 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); |
597 | } | 597 | } |
598 | 598 | ||
599 | public override bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation) | ||
600 | { | ||
601 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
602 | return BSAPICPP.HingeSetLimits2(constrainu.ptr, low, high, softness, bias, relaxation); | ||
603 | } | ||
604 | |||
605 | public override bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse) | ||
606 | { | ||
607 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
608 | return BSAPICPP.ConstraintSpringEnable2(constrainu.ptr, index, numericTrueFalse); | ||
609 | } | ||
610 | |||
611 | public override bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint) | ||
612 | { | ||
613 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
614 | return BSAPICPP.ConstraintSpringSetEquilibriumPoint2(constrainu.ptr, index, equilibriumPoint); | ||
615 | } | ||
616 | |||
617 | public override bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss) | ||
618 | { | ||
619 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
620 | return BSAPICPP.ConstraintSpringSetStiffness2(constrainu.ptr, index, stiffnesss); | ||
621 | } | ||
622 | |||
623 | public override bool SpringSetDamping(BulletConstraint constrain, int index, float damping) | ||
624 | { | ||
625 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
626 | return BSAPICPP.ConstraintSpringSetDamping2(constrainu.ptr, index, damping); | ||
627 | } | ||
628 | |||
629 | public override bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val) | ||
630 | { | ||
631 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
632 | return BSAPICPP.SliderSetLimits2(constrainu.ptr, lowerUpper, linAng, val); | ||
633 | } | ||
634 | |||
635 | public override bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val) | ||
636 | { | ||
637 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
638 | return BSAPICPP.SliderSet2(constrainu.ptr, softRestDamp, dirLimOrtho, linAng, val); | ||
639 | } | ||
640 | |||
641 | public override bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse) | ||
642 | { | ||
643 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
644 | return BSAPICPP.SliderMotorEnable2(constrainu.ptr, linAng, numericTrueFalse); | ||
645 | } | ||
646 | |||
647 | public override bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val) | ||
648 | { | ||
649 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
650 | return BSAPICPP.SliderMotor2(constrainu.ptr, forceVel, linAng, val); | ||
651 | } | ||
652 | |||
599 | public override bool CalculateTransforms(BulletConstraint constrain) | 653 | public override bool CalculateTransforms(BulletConstraint constrain) |
600 | { | 654 | { |
601 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | 655 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
@@ -671,6 +725,13 @@ public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj) | |||
671 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); | 725 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); |
672 | } | 726 | } |
673 | 727 | ||
728 | public override bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj) | ||
729 | { | ||
730 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
731 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
732 | return BSAPICPP.ClearCollisionProxyCache2(worldu.ptr, bodyu.ptr); | ||
733 | } | ||
734 | |||
674 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | 735 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) |
675 | { | 736 | { |
676 | BulletWorldUnman worldu = world as BulletWorldUnman; | 737 | BulletWorldUnman worldu = world as BulletWorldUnman; |
@@ -1601,6 +1662,33 @@ public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enabl | |||
1601 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); | 1662 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); |
1602 | 1663 | ||
1603 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1664 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1665 | public static extern bool HingeSetLimits2(IntPtr constrain, float low, float high, float softness, float bias, float relaxation); | ||
1666 | |||
1667 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1668 | public static extern bool ConstraintSpringEnable2(IntPtr constrain, int index, float numericTrueFalse); | ||
1669 | |||
1670 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1671 | public static extern bool ConstraintSpringSetEquilibriumPoint2(IntPtr constrain, int index, float equilibriumPoint); | ||
1672 | |||
1673 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1674 | public static extern bool ConstraintSpringSetStiffness2(IntPtr constrain, int index, float stiffness); | ||
1675 | |||
1676 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1677 | public static extern bool ConstraintSpringSetDamping2(IntPtr constrain, int index, float damping); | ||
1678 | |||
1679 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1680 | public static extern bool SliderSetLimits2(IntPtr constrain, int lowerUpper, int linAng, float val); | ||
1681 | |||
1682 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1683 | public static extern bool SliderSet2(IntPtr constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); | ||
1684 | |||
1685 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1686 | public static extern bool SliderMotorEnable2(IntPtr constrain, int linAng, float numericTrueFalse); | ||
1687 | |||
1688 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1689 | public static extern bool SliderMotor2(IntPtr constrain, int forceVel, int linAng, float val); | ||
1690 | |||
1691 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1604 | public static extern bool CalculateTransforms2(IntPtr constrain); | 1692 | public static extern bool CalculateTransforms2(IntPtr constrain); |
1605 | 1693 | ||
1606 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1694 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -1632,6 +1720,9 @@ public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | |||
1632 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | 1720 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); |
1633 | 1721 | ||
1634 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1722 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1723 | public static extern bool ClearCollisionProxyCache2(IntPtr world, IntPtr obj); | ||
1724 | |||
1725 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1635 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); | 1726 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); |
1636 | 1727 | ||
1637 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1728 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 2a820be..17ebed2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -169,6 +169,19 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
169 | return true; | 169 | return true; |
170 | } | 170 | } |
171 | 171 | ||
172 | public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody) | ||
173 | { | ||
174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
175 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
176 | CollisionObject collisionObject = ((BulletBodyXNA)pBody).body; | ||
177 | if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null) | ||
178 | { | ||
179 | world.RemoveCollisionObject(collisionObject); | ||
180 | world.AddCollisionObject(collisionObject); | ||
181 | } | ||
182 | return true; | ||
183 | } | ||
184 | |||
172 | public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) | 185 | public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) |
173 | { | 186 | { |
174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | 187 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
@@ -752,6 +765,214 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
752 | constraint.SetBreakingImpulseThreshold(threshold); | 765 | constraint.SetBreakingImpulseThreshold(threshold); |
753 | return true; | 766 | return true; |
754 | } | 767 | } |
768 | public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation) | ||
769 | { | ||
770 | HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint; | ||
771 | if (softness == HINGE_NOT_SPECIFIED) | ||
772 | constraint.SetLimit(low, high); | ||
773 | else | ||
774 | constraint.SetLimit(low, high, softness, bias, relaxation); | ||
775 | return true; | ||
776 | } | ||
777 | public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse) | ||
778 | { | ||
779 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
780 | constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true)); | ||
781 | return true; | ||
782 | } | ||
783 | |||
784 | public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint) | ||
785 | { | ||
786 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
787 | if (index == SPRING_NOT_SPECIFIED) | ||
788 | { | ||
789 | constraint.SetEquilibriumPoint(); | ||
790 | } | ||
791 | else | ||
792 | { | ||
793 | if (equilibriumPoint == SPRING_NOT_SPECIFIED) | ||
794 | constraint.SetEquilibriumPoint(index); | ||
795 | else | ||
796 | constraint.SetEquilibriumPoint(index, equilibriumPoint); | ||
797 | } | ||
798 | return true; | ||
799 | } | ||
800 | |||
801 | public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness) | ||
802 | { | ||
803 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
804 | constraint.SetStiffness(index, stiffness); | ||
805 | return true; | ||
806 | } | ||
807 | |||
808 | public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping) | ||
809 | { | ||
810 | Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; | ||
811 | constraint.SetDamping(index, damping); | ||
812 | return true; | ||
813 | } | ||
814 | |||
815 | public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val) | ||
816 | { | ||
817 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
818 | switch (lowerUpper) | ||
819 | { | ||
820 | case SLIDER_LOWER_LIMIT: | ||
821 | switch (linAng) | ||
822 | { | ||
823 | case SLIDER_LINEAR: | ||
824 | constraint.SetLowerLinLimit(val); | ||
825 | break; | ||
826 | case SLIDER_ANGULAR: | ||
827 | constraint.SetLowerAngLimit(val); | ||
828 | break; | ||
829 | } | ||
830 | break; | ||
831 | case SLIDER_UPPER_LIMIT: | ||
832 | switch (linAng) | ||
833 | { | ||
834 | case SLIDER_LINEAR: | ||
835 | constraint.SetUpperLinLimit(val); | ||
836 | break; | ||
837 | case SLIDER_ANGULAR: | ||
838 | constraint.SetUpperAngLimit(val); | ||
839 | break; | ||
840 | } | ||
841 | break; | ||
842 | } | ||
843 | return true; | ||
844 | } | ||
845 | public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val) | ||
846 | { | ||
847 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
848 | switch (softRestDamp) | ||
849 | { | ||
850 | case SLIDER_SET_SOFTNESS: | ||
851 | switch (dirLimOrtho) | ||
852 | { | ||
853 | case SLIDER_SET_DIRECTION: | ||
854 | switch (linAng) | ||
855 | { | ||
856 | case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break; | ||
857 | case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break; | ||
858 | } | ||
859 | break; | ||
860 | case SLIDER_SET_LIMIT: | ||
861 | switch (linAng) | ||
862 | { | ||
863 | case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break; | ||
864 | case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break; | ||
865 | } | ||
866 | break; | ||
867 | case SLIDER_SET_ORTHO: | ||
868 | switch (linAng) | ||
869 | { | ||
870 | case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break; | ||
871 | case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break; | ||
872 | } | ||
873 | break; | ||
874 | } | ||
875 | break; | ||
876 | case SLIDER_SET_RESTITUTION: | ||
877 | switch (dirLimOrtho) | ||
878 | { | ||
879 | case SLIDER_SET_DIRECTION: | ||
880 | switch (linAng) | ||
881 | { | ||
882 | case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break; | ||
883 | case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break; | ||
884 | } | ||
885 | break; | ||
886 | case SLIDER_SET_LIMIT: | ||
887 | switch (linAng) | ||
888 | { | ||
889 | case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break; | ||
890 | case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break; | ||
891 | } | ||
892 | break; | ||
893 | case SLIDER_SET_ORTHO: | ||
894 | switch (linAng) | ||
895 | { | ||
896 | case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break; | ||
897 | case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break; | ||
898 | } | ||
899 | break; | ||
900 | } | ||
901 | break; | ||
902 | case SLIDER_SET_DAMPING: | ||
903 | switch (dirLimOrtho) | ||
904 | { | ||
905 | case SLIDER_SET_DIRECTION: | ||
906 | switch (linAng) | ||
907 | { | ||
908 | case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break; | ||
909 | case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break; | ||
910 | } | ||
911 | break; | ||
912 | case SLIDER_SET_LIMIT: | ||
913 | switch (linAng) | ||
914 | { | ||
915 | case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break; | ||
916 | case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break; | ||
917 | } | ||
918 | break; | ||
919 | case SLIDER_SET_ORTHO: | ||
920 | switch (linAng) | ||
921 | { | ||
922 | case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break; | ||
923 | case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break; | ||
924 | } | ||
925 | break; | ||
926 | } | ||
927 | break; | ||
928 | } | ||
929 | return true; | ||
930 | } | ||
931 | public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse) | ||
932 | { | ||
933 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
934 | switch (linAng) | ||
935 | { | ||
936 | case SLIDER_LINEAR: | ||
937 | constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true); | ||
938 | break; | ||
939 | case SLIDER_ANGULAR: | ||
940 | constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true); | ||
941 | break; | ||
942 | } | ||
943 | return true; | ||
944 | } | ||
945 | public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val) | ||
946 | { | ||
947 | SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; | ||
948 | switch (forceVel) | ||
949 | { | ||
950 | case SLIDER_MOTOR_VELOCITY: | ||
951 | switch (linAng) | ||
952 | { | ||
953 | case SLIDER_LINEAR: | ||
954 | constraint.SetTargetLinMotorVelocity(val); | ||
955 | break; | ||
956 | case SLIDER_ANGULAR: | ||
957 | constraint.SetTargetAngMotorVelocity(val); | ||
958 | break; | ||
959 | } | ||
960 | break; | ||
961 | case SLIDER_MAX_MOTOR_FORCE: | ||
962 | switch (linAng) | ||
963 | { | ||
964 | case SLIDER_LINEAR: | ||
965 | constraint.SetMaxLinMotorForce(val); | ||
966 | break; | ||
967 | case SLIDER_ANGULAR: | ||
968 | constraint.SetMaxAngMotorForce(val); | ||
969 | break; | ||
970 | } | ||
971 | break; | ||
972 | } | ||
973 | return true; | ||
974 | } | ||
975 | |||
755 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); | 976 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); |
756 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) | 977 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) |
757 | { | 978 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index 68bc1b9..1bcf879 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |||
@@ -105,7 +105,7 @@ public class BSActorAvatarMove : BSActor | |||
105 | // into the movement motor. | 105 | // into the movement motor. |
106 | public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) | 106 | public void SetVelocityAndTarget(OMV.Vector3 vel, OMV.Vector3 targ, bool inTaintTime) |
107 | { | 107 | { |
108 | m_physicsScene.TaintedObject(inTaintTime, "BSActorAvatarMove.setVelocityAndTarget", delegate() | 108 | m_physicsScene.TaintedObject(inTaintTime, m_controllingPrim.LocalID, "BSActorAvatarMove.setVelocityAndTarget", delegate() |
109 | { | 109 | { |
110 | if (m_velocityMotor != null) | 110 | if (m_velocityMotor != null) |
111 | { | 111 | { |
@@ -128,6 +128,7 @@ public class BSActorAvatarMove : BSActor | |||
128 | BSMotor.Infinite, // decay time scale | 128 | BSMotor.Infinite, // decay time scale |
129 | 1f // efficiency | 129 | 1f // efficiency |
130 | ); | 130 | ); |
131 | m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold; | ||
131 | // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. | 132 | // _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages. |
132 | SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); | 133 | SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */); |
133 | 134 | ||
@@ -278,6 +279,7 @@ public class BSActorAvatarMove : BSActor | |||
278 | if (m_controllingPrim.IsStationary) | 279 | if (m_controllingPrim.IsStationary) |
279 | { | 280 | { |
280 | entprop.Position = m_controllingPrim.RawPosition; | 281 | entprop.Position = m_controllingPrim.RawPosition; |
282 | entprop.Velocity = OMV.Vector3.Zero; | ||
281 | m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation); | 283 | m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation); |
282 | } | 284 | } |
283 | 285 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 6cdc112..f7dd158 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -43,7 +43,9 @@ public enum ConstraintType : int | |||
43 | SLIDER_CONSTRAINT_TYPE, | 43 | SLIDER_CONSTRAINT_TYPE, |
44 | CONTACT_CONSTRAINT_TYPE, | 44 | CONTACT_CONSTRAINT_TYPE, |
45 | D6_SPRING_CONSTRAINT_TYPE, | 45 | D6_SPRING_CONSTRAINT_TYPE, |
46 | MAX_CONSTRAINT_TYPE | 46 | MAX_CONSTRAINT_TYPE, // last type defined by Bullet |
47 | // | ||
48 | FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving | ||
47 | } | 49 | } |
48 | 50 | ||
49 | // =============================================================================== | 51 | // =============================================================================== |
@@ -290,7 +292,7 @@ public enum ConstraintParamAxis : int | |||
290 | AXIS_ANGULAR_X, | 292 | AXIS_ANGULAR_X, |
291 | AXIS_ANGULAR_Y, | 293 | AXIS_ANGULAR_Y, |
292 | AXIS_ANGULAR_Z, | 294 | AXIS_ANGULAR_Z, |
293 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | 295 | AXIS_LINEAR_ALL = 20, // added by BulletSim so we don't have to do zillions of calls |
294 | AXIS_ANGULAR_ALL, | 296 | AXIS_ANGULAR_ALL, |
295 | AXIS_ALL | 297 | AXIS_ALL |
296 | }; | 298 | }; |
@@ -441,6 +443,38 @@ public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float e | |||
441 | 443 | ||
442 | public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); | 444 | public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); |
443 | 445 | ||
446 | public const int HINGE_NOT_SPECIFIED = -1; | ||
447 | public abstract bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation); | ||
448 | |||
449 | public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse); | ||
450 | |||
451 | public const int SPRING_NOT_SPECIFIED = -1; | ||
452 | public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint); | ||
453 | |||
454 | public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss); | ||
455 | |||
456 | public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping); | ||
457 | |||
458 | public const int SLIDER_LOWER_LIMIT = 0; | ||
459 | public const int SLIDER_UPPER_LIMIT = 1; | ||
460 | public const int SLIDER_LINEAR = 2; | ||
461 | public const int SLIDER_ANGULAR = 3; | ||
462 | public abstract bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val); | ||
463 | |||
464 | public const int SLIDER_SET_SOFTNESS = 4; | ||
465 | public const int SLIDER_SET_RESTITUTION = 5; | ||
466 | public const int SLIDER_SET_DAMPING = 6; | ||
467 | public const int SLIDER_SET_DIRECTION = 7; | ||
468 | public const int SLIDER_SET_LIMIT = 8; | ||
469 | public const int SLIDER_SET_ORTHO = 9; | ||
470 | public abstract bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val); | ||
471 | |||
472 | public abstract bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse); | ||
473 | |||
474 | public const int SLIDER_MOTOR_VELOCITY = 10; | ||
475 | public const int SLIDER_MAX_MOTOR_FORCE = 11; | ||
476 | public abstract bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val); | ||
477 | |||
444 | public abstract bool CalculateTransforms(BulletConstraint constrain); | 478 | public abstract bool CalculateTransforms(BulletConstraint constrain); |
445 | 479 | ||
446 | public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | 480 | public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); |
@@ -464,6 +498,8 @@ public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj); | |||
464 | 498 | ||
465 | public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); | 499 | public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); |
466 | 500 | ||
501 | public abstract bool ClearCollisionProxyCache(BulletWorld world, BulletBody obj); | ||
502 | |||
467 | public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); | 503 | public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); |
468 | 504 | ||
469 | public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); | 505 | public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 291dfcd..fc18960 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -93,7 +93,7 @@ public sealed class BSCharacter : BSPhysObject | |||
93 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); | 93 | LocalID, _size, Scale, Density, _avatarVolume, RawMass, pos); |
94 | 94 | ||
95 | // do actual creation in taint time | 95 | // do actual creation in taint time |
96 | PhysScene.TaintedObject("BSCharacter.create", delegate() | 96 | PhysScene.TaintedObject(LocalID, "BSCharacter.create", delegate() |
97 | { | 97 | { |
98 | DetailLog("{0},BSCharacter.create,taint", LocalID); | 98 | DetailLog("{0},BSCharacter.create,taint", LocalID); |
99 | // New body and shape into PhysBody and PhysShape | 99 | // New body and shape into PhysBody and PhysShape |
@@ -121,7 +121,7 @@ public sealed class BSCharacter : BSPhysObject | |||
121 | base.Destroy(); | 121 | base.Destroy(); |
122 | 122 | ||
123 | DetailLog("{0},BSCharacter.Destroy", LocalID); | 123 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
124 | PhysScene.TaintedObject("BSCharacter.destroy", delegate() | 124 | PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate() |
125 | { | 125 | { |
126 | PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); | 126 | PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); |
127 | PhysBody.Clear(); | 127 | PhysBody.Clear(); |
@@ -209,7 +209,7 @@ public sealed class BSCharacter : BSPhysObject | |||
209 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", | 209 | DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", |
210 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); | 210 | LocalID, _size, Scale, Density, _avatarVolume, RawMass); |
211 | 211 | ||
212 | PhysScene.TaintedObject("BSCharacter.setSize", delegate() | 212 | PhysScene.TaintedObject(LocalID, "BSCharacter.setSize", delegate() |
213 | { | 213 | { |
214 | if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) | 214 | if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) |
215 | { | 215 | { |
@@ -257,7 +257,7 @@ public sealed class BSCharacter : BSPhysObject | |||
257 | _rotationalVelocity = OMV.Vector3.Zero; | 257 | _rotationalVelocity = OMV.Vector3.Zero; |
258 | 258 | ||
259 | // Zero some other properties directly into the physics engine | 259 | // Zero some other properties directly into the physics engine |
260 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 260 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
261 | { | 261 | { |
262 | if (PhysBody.HasPhysicalBody) | 262 | if (PhysBody.HasPhysicalBody) |
263 | PhysScene.PE.ClearAllForces(PhysBody); | 263 | PhysScene.PE.ClearAllForces(PhysBody); |
@@ -267,7 +267,7 @@ public sealed class BSCharacter : BSPhysObject | |||
267 | { | 267 | { |
268 | _rotationalVelocity = OMV.Vector3.Zero; | 268 | _rotationalVelocity = OMV.Vector3.Zero; |
269 | 269 | ||
270 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 270 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.ZeroMotion", delegate() |
271 | { | 271 | { |
272 | if (PhysBody.HasPhysicalBody) | 272 | if (PhysBody.HasPhysicalBody) |
273 | { | 273 | { |
@@ -291,7 +291,7 @@ public sealed class BSCharacter : BSPhysObject | |||
291 | set { | 291 | set { |
292 | RawPosition = value; | 292 | RawPosition = value; |
293 | 293 | ||
294 | PhysScene.TaintedObject("BSCharacter.setPosition", delegate() | 294 | PhysScene.TaintedObject(LocalID, "BSCharacter.setPosition", delegate() |
295 | { | 295 | { |
296 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | 296 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
297 | PositionSanityCheck(); | 297 | PositionSanityCheck(); |
@@ -363,7 +363,7 @@ public sealed class BSCharacter : BSPhysObject | |||
363 | { | 363 | { |
364 | // The new position value must be pushed into the physics engine but we can't | 364 | // The new position value must be pushed into the physics engine but we can't |
365 | // just assign to "Position" because of potential call loops. | 365 | // just assign to "Position" because of potential call loops. |
366 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() | 366 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.PositionSanityCheck", delegate() |
367 | { | 367 | { |
368 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | 368 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
369 | ForcePosition = RawPosition; | 369 | ForcePosition = RawPosition; |
@@ -390,7 +390,7 @@ public sealed class BSCharacter : BSPhysObject | |||
390 | set { | 390 | set { |
391 | RawForce = value; | 391 | RawForce = value; |
392 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); | 392 | // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); |
393 | PhysScene.TaintedObject("BSCharacter.SetForce", delegate() | 393 | PhysScene.TaintedObject(LocalID, "BSCharacter.SetForce", delegate() |
394 | { | 394 | { |
395 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); | 395 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); |
396 | if (PhysBody.HasPhysicalBody) | 396 | if (PhysBody.HasPhysicalBody) |
@@ -438,7 +438,7 @@ public sealed class BSCharacter : BSPhysObject | |||
438 | set { | 438 | set { |
439 | RawVelocity = value; | 439 | RawVelocity = value; |
440 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); | 440 | // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); |
441 | PhysScene.TaintedObject("BSCharacter.setVelocity", delegate() | 441 | PhysScene.TaintedObject(LocalID, "BSCharacter.setVelocity", delegate() |
442 | { | 442 | { |
443 | if (m_moveActor != null) | 443 | if (m_moveActor != null) |
444 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); | 444 | m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); |
@@ -480,7 +480,7 @@ public sealed class BSCharacter : BSPhysObject | |||
480 | if (RawOrientation != value) | 480 | if (RawOrientation != value) |
481 | { | 481 | { |
482 | RawOrientation = value; | 482 | RawOrientation = value; |
483 | PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() | 483 | PhysScene.TaintedObject(LocalID, "BSCharacter.setOrientation", delegate() |
484 | { | 484 | { |
485 | // Bullet assumes we know what we are doing when forcing orientation | 485 | // Bullet assumes we know what we are doing when forcing orientation |
486 | // so it lets us go against all the rules and just compensates for them later. | 486 | // so it lets us go against all the rules and just compensates for them later. |
@@ -560,7 +560,7 @@ public sealed class BSCharacter : BSPhysObject | |||
560 | public override bool FloatOnWater { | 560 | public override bool FloatOnWater { |
561 | set { | 561 | set { |
562 | _floatOnWater = value; | 562 | _floatOnWater = value; |
563 | PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | 563 | PhysScene.TaintedObject(LocalID, "BSCharacter.setFloatOnWater", delegate() |
564 | { | 564 | { |
565 | if (PhysBody.HasPhysicalBody) | 565 | if (PhysBody.HasPhysicalBody) |
566 | { | 566 | { |
@@ -588,7 +588,7 @@ public sealed class BSCharacter : BSPhysObject | |||
588 | public override float Buoyancy { | 588 | public override float Buoyancy { |
589 | get { return _buoyancy; } | 589 | get { return _buoyancy; } |
590 | set { _buoyancy = value; | 590 | set { _buoyancy = value; |
591 | PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate() | 591 | PhysScene.TaintedObject(LocalID, "BSCharacter.setBuoyancy", delegate() |
592 | { | 592 | { |
593 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 593 | DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
594 | ForceBuoyancy = _buoyancy; | 594 | ForceBuoyancy = _buoyancy; |
@@ -633,7 +633,7 @@ public sealed class BSCharacter : BSPhysObject | |||
633 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); | 633 | OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); |
634 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); | 634 | // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); |
635 | 635 | ||
636 | PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 636 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSCharacter.AddForce", delegate() |
637 | { | 637 | { |
638 | // Bullet adds this central force to the total force for this tick | 638 | // Bullet adds this central force to the total force for this tick |
639 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 639 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
@@ -676,18 +676,20 @@ public sealed class BSCharacter : BSPhysObject | |||
676 | float heightAdjust = BSParam.AvatarHeightMidFudge; | 676 | float heightAdjust = BSParam.AvatarHeightMidFudge; |
677 | if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f) | 677 | if (BSParam.AvatarHeightLowFudge != 0f || BSParam.AvatarHeightHighFudge != 0f) |
678 | { | 678 | { |
679 | // An avatar is between 1.61 and 2.12 meters. Midpoint is 1.87m. | 679 | const float AVATAR_LOW = 1.1f; |
680 | // The "times 4" relies on the fact that the difference from the midpoint to the extremes is exactly 0.25 | 680 | const float AVATAR_MID = 1.775f; // 1.87f |
681 | float midHeightOffset = size.Z - 1.87f; | 681 | const float AVATAR_HI = 2.45f; |
682 | // An avatar is between 1.1 and 2.45 meters. Midpoint is 1.775m. | ||
683 | float midHeightOffset = size.Z - AVATAR_MID; | ||
682 | if (midHeightOffset < 0f) | 684 | if (midHeightOffset < 0f) |
683 | { | 685 | { |
684 | // Small avatar. Add the adjustment based on the distance from midheight | 686 | // Small avatar. Add the adjustment based on the distance from midheight |
685 | heightAdjust += -1f * midHeightOffset * 4f * BSParam.AvatarHeightLowFudge; | 687 | heightAdjust += ((-1f * midHeightOffset) / (AVATAR_MID - AVATAR_LOW)) * BSParam.AvatarHeightLowFudge; |
686 | } | 688 | } |
687 | else | 689 | else |
688 | { | 690 | { |
689 | // Large avatar. Add the adjustment based on the distance from midheight | 691 | // Large avatar. Add the adjustment based on the distance from midheight |
690 | heightAdjust += midHeightOffset * 4f * BSParam.AvatarHeightHighFudge; | 692 | heightAdjust += ((midHeightOffset) / (AVATAR_HI - AVATAR_MID)) * BSParam.AvatarHeightHighFudge; |
691 | } | 693 | } |
692 | } | 694 | } |
693 | // The total scale height is the central cylindar plus the caps on the two ends. | 695 | // The total scale height is the central cylindar plus the caps on the two ends. |
@@ -698,6 +700,9 @@ public sealed class BSCharacter : BSPhysObject | |||
698 | if (newScale.Z < 0) | 700 | if (newScale.Z < 0) |
699 | newScale.Z = 0.1f; | 701 | newScale.Z = 0.1f; |
700 | 702 | ||
703 | DetailLog("{0},BSCharacter.ComputerAvatarScale,size={1},lowF={2},midF={3},hiF={4},adj={5},newScale={6}", | ||
704 | LocalID, size, BSParam.AvatarHeightLowFudge, BSParam.AvatarHeightMidFudge, BSParam.AvatarHeightHighFudge, heightAdjust, newScale); | ||
705 | |||
701 | return newScale; | 706 | return newScale; |
702 | } | 707 | } |
703 | 708 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 42b5c49..b47e9a8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -64,7 +64,7 @@ public abstract class BSConstraint : IDisposable | |||
64 | { | 64 | { |
65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); | 65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); |
66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
67 | BSScene.DetailLogZero, | 67 | m_body1.ID, |
68 | m_body1.ID, m_body1.AddrString, | 68 | m_body1.ID, m_body1.AddrString, |
69 | m_body2.ID, m_body2.AddrString, | 69 | m_body2.ID, m_body2.AddrString, |
70 | success); | 70 | success); |
@@ -77,7 +77,10 @@ public abstract class BSConstraint : IDisposable | |||
77 | { | 77 | { |
78 | bool ret = false; | 78 | bool ret = false; |
79 | if (m_enabled) | 79 | if (m_enabled) |
80 | { | ||
81 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetLinearLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
80 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); | 82 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); |
83 | } | ||
81 | return ret; | 84 | return ret; |
82 | } | 85 | } |
83 | 86 | ||
@@ -86,6 +89,7 @@ public abstract class BSConstraint : IDisposable | |||
86 | bool ret = false; | 89 | bool ret = false; |
87 | if (m_enabled) | 90 | if (m_enabled) |
88 | { | 91 | { |
92 | m_world.physicsScene.DetailLog("{0},BSConstraint.SetAngularLimits,taint,low={1},high={2}", m_body1.ID, low, high); | ||
89 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); | 93 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); |
90 | } | 94 | } |
91 | return ret; | 95 | return ret; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs index d0949f5..7fcb75c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs | |||
@@ -32,12 +32,19 @@ using OpenMetaverse; | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 32 | namespace OpenSim.Region.Physics.BulletSPlugin |
33 | { | 33 | { |
34 | 34 | ||
35 | public sealed class BSConstraint6Dof : BSConstraint | 35 | public class BSConstraint6Dof : BSConstraint |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; | 37 | private static string LogHeader = "[BULLETSIM 6DOF CONSTRAINT]"; |
38 | 38 | ||
39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } | 39 | public override ConstraintType Type { get { return ConstraintType.D6_CONSTRAINT_TYPE; } } |
40 | 40 | ||
41 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2) :base(world) | ||
42 | { | ||
43 | m_body1 = obj1; | ||
44 | m_body2 = obj2; | ||
45 | m_enabled = false; | ||
46 | } | ||
47 | |||
41 | // Create a btGeneric6DofConstraint | 48 | // Create a btGeneric6DofConstraint |
42 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, | 49 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
43 | Vector3 frame1, Quaternion frame1rot, | 50 | Vector3 frame1, Quaternion frame1rot, |
@@ -52,9 +59,11 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
52 | frame2, frame2rot, | 59 | frame2, frame2rot, |
53 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 60 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
54 | m_enabled = true; | 61 | m_enabled = true; |
55 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | 62 | PhysicsScene.DetailLog("{0},BS6DofConstraint,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
56 | BSScene.DetailLogZero, world.worldID, | 63 | m_body1.ID, world.worldID, |
57 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | 64 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
65 | PhysicsScene.DetailLog("{0},BS6DofConstraint,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}", | ||
66 | m_body1.ID, frame1, frame1rot, frame2, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
58 | } | 67 | } |
59 | 68 | ||
60 | // 6 Dof constraint based on a midpoint between the two constrained bodies | 69 | // 6 Dof constraint based on a midpoint between the two constrained bodies |
@@ -79,9 +88,11 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
79 | m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, | 88 | m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, |
80 | joinPoint, | 89 | joinPoint, |
81 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | 90 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
91 | |||
82 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", | 92 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", |
83 | BSScene.DetailLogZero, world.worldID, m_constraint.AddrString, | 93 | m_body1.ID, world.worldID, m_constraint.AddrString, |
84 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | 94 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
95 | |||
85 | if (!m_constraint.HasPhysicalConstraint) | 96 | if (!m_constraint.HasPhysicalConstraint) |
86 | { | 97 | { |
87 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", | 98 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", |
@@ -106,8 +117,10 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
106 | frameInBloc, frameInBrot, | 117 | frameInBloc, frameInBrot, |
107 | useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); | 118 | useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); |
108 | m_enabled = true; | 119 | m_enabled = true; |
109 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", | 120 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}", |
110 | BSScene.DetailLogZero, world.worldID, obj1.ID, obj1.AddrString); | 121 | m_body1.ID, world.worldID, obj1.ID, obj1.AddrString); |
122 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed, fBLoc={1},fBRot={2},usefA={3},disCol={4}", | ||
123 | m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies); | ||
111 | } | 124 | } |
112 | 125 | ||
113 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | 126 | public bool SetFrames(Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintConeTwist.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintConeTwist.cs new file mode 100755 index 0000000..7a76a9a --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintConeTwist.cs | |||
@@ -0,0 +1,54 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
33 | { | ||
34 | |||
35 | public sealed class BSConstraintConeTwist : BSConstraint | ||
36 | { | ||
37 | public override ConstraintType Type { get { return ConstraintType.CONETWIST_CONSTRAINT_TYPE; } } | ||
38 | |||
39 | public BSConstraintConeTwist(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
40 | Vector3 frameInAloc, Quaternion frameInArot, | ||
41 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
42 | bool disableCollisionsBetweenLinkedBodies) | ||
43 | : base(world) | ||
44 | { | ||
45 | m_body1 = obj1; | ||
46 | m_body2 = obj2; | ||
47 | m_constraint = PhysicsScene.PE.CreateConeTwistConstraint(world, obj1, obj2, | ||
48 | frameInAloc, frameInArot, frameInBloc, frameInBrot, | ||
49 | disableCollisionsBetweenLinkedBodies); | ||
50 | m_enabled = true; | ||
51 | } | ||
52 | } | ||
53 | |||
54 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSlider.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSlider.cs new file mode 100755 index 0000000..37cfa07 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSlider.cs | |||
@@ -0,0 +1,55 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
33 | { | ||
34 | |||
35 | public sealed class BSConstraintSlider : BSConstraint | ||
36 | { | ||
37 | public override ConstraintType Type { get { return ConstraintType.SLIDER_CONSTRAINT_TYPE; } } | ||
38 | |||
39 | public BSConstraintSlider(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
40 | Vector3 frameInAloc, Quaternion frameInArot, | ||
41 | Vector3 frameInBloc, Quaternion frameInBrot, | ||
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
43 | : base(world) | ||
44 | { | ||
45 | m_body1 = obj1; | ||
46 | m_body2 = obj2; | ||
47 | m_constraint = PhysicsScene.PE.CreateSliderConstraint(world, obj1, obj2, | ||
48 | frameInAloc, frameInArot, frameInBloc, frameInBrot, | ||
49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
50 | m_enabled = true; | ||
51 | } | ||
52 | |||
53 | } | ||
54 | |||
55 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs new file mode 100755 index 0000000..8e7ddff --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintSpring.cs | |||
@@ -0,0 +1,103 @@ | |||
1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.Text; | ||
30 | using OpenMetaverse; | ||
31 | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
33 | { | ||
34 | |||
35 | public sealed class BSConstraintSpring : BSConstraint6Dof | ||
36 | { | ||
37 | public override ConstraintType Type { get { return ConstraintType.D6_SPRING_CONSTRAINT_TYPE; } } | ||
38 | |||
39 | public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
40 | Vector3 frame1Loc, Quaternion frame1Rot, | ||
41 | Vector3 frame2Loc, Quaternion frame2Rot, | ||
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
43 | :base(world, obj1, obj2) | ||
44 | { | ||
45 | m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2, | ||
46 | frame1Loc, frame1Rot, frame2Loc, frame2Rot, | ||
47 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
48 | m_enabled = true; | ||
49 | |||
50 | PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | ||
51 | obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); | ||
52 | PhysicsScene.DetailLog("{0},BSConstraintSpring,create, f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}", | ||
53 | m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); | ||
54 | } | ||
55 | |||
56 | public bool SetAxisEnable(int pIndex, bool pAxisEnable) | ||
57 | { | ||
58 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}", | ||
59 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable); | ||
60 | PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable)); | ||
61 | return true; | ||
62 | } | ||
63 | |||
64 | public bool SetStiffness(int pIndex, float pStiffness) | ||
65 | { | ||
66 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}", | ||
67 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness); | ||
68 | PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness); | ||
69 | return true; | ||
70 | } | ||
71 | |||
72 | public bool SetDamping(int pIndex, float pDamping) | ||
73 | { | ||
74 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}", | ||
75 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping); | ||
76 | PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping); | ||
77 | return true; | ||
78 | } | ||
79 | |||
80 | public bool SetEquilibriumPoint(int pIndex, float pEqPoint) | ||
81 | { | ||
82 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}", | ||
83 | m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint); | ||
84 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint); | ||
85 | return true; | ||
86 | } | ||
87 | |||
88 | public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq) | ||
89 | { | ||
90 | PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}", | ||
91 | m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq); | ||
92 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X); | ||
93 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y); | ||
94 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z); | ||
95 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X); | ||
96 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y); | ||
97 | PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z); | ||
98 | return true; | ||
99 | } | ||
100 | |||
101 | } | ||
102 | |||
103 | } \ No newline at end of file | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 3afd52e..77f69a5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -77,6 +77,10 @@ public abstract class BSLinkset | |||
77 | { | 77 | { |
78 | member = pMember; | 78 | member = pMember; |
79 | } | 79 | } |
80 | public virtual void ResetLink() { } | ||
81 | public virtual void SetLinkParameters(BSConstraint constrain) { } | ||
82 | // Returns 'true' if physical property updates from the child should be reported to the simulator | ||
83 | public virtual bool ShouldUpdateChildProperties() { return false; } | ||
80 | } | 84 | } |
81 | 85 | ||
82 | public LinksetImplementation LinksetImpl { get; protected set; } | 86 | public LinksetImplementation LinksetImpl { get; protected set; } |
@@ -148,7 +152,7 @@ public abstract class BSLinkset | |||
148 | // Returns a new linkset for the child which is a linkset of one (just the | 152 | // Returns a new linkset for the child which is a linkset of one (just the |
149 | // orphened child). | 153 | // orphened child). |
150 | // Called at runtime. | 154 | // Called at runtime. |
151 | public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child) | 155 | public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child, bool inTaintTime) |
152 | { | 156 | { |
153 | lock (m_linksetActivityLock) | 157 | lock (m_linksetActivityLock) |
154 | { | 158 | { |
@@ -157,7 +161,7 @@ public abstract class BSLinkset | |||
157 | // Cannot remove the root from a linkset. | 161 | // Cannot remove the root from a linkset. |
158 | return this; | 162 | return this; |
159 | } | 163 | } |
160 | RemoveChildFromLinkset(child); | 164 | RemoveChildFromLinkset(child, inTaintTime); |
161 | LinksetMass = ComputeLinksetMass(); | 165 | LinksetMass = ComputeLinksetMass(); |
162 | } | 166 | } |
163 | 167 | ||
@@ -205,6 +209,17 @@ public abstract class BSLinkset | |||
205 | return ret; | 209 | return ret; |
206 | } | 210 | } |
207 | 211 | ||
212 | public bool TryGetLinkInfo(BSPrimLinkable child, out BSLinkInfo foundInfo) | ||
213 | { | ||
214 | bool ret = false; | ||
215 | BSLinkInfo found = null; | ||
216 | lock (m_linksetActivityLock) | ||
217 | { | ||
218 | ret = m_children.TryGetValue(child, out found); | ||
219 | } | ||
220 | foundInfo = found; | ||
221 | return ret; | ||
222 | } | ||
208 | // Perform an action on each member of the linkset including root prim. | 223 | // Perform an action on each member of the linkset including root prim. |
209 | // Depends on the action on whether this should be done at taint time. | 224 | // Depends on the action on whether this should be done at taint time. |
210 | public delegate bool ForEachLinkInfoAction(BSLinkInfo obj); | 225 | public delegate bool ForEachLinkInfoAction(BSLinkInfo obj); |
@@ -222,6 +237,21 @@ public abstract class BSLinkset | |||
222 | return ret; | 237 | return ret; |
223 | } | 238 | } |
224 | 239 | ||
240 | // Check the type of the link and return 'true' if the link is flexible and the | ||
241 | // updates from the child should be sent to the simulator so things change. | ||
242 | public virtual bool ShouldReportPropertyUpdates(BSPrimLinkable child) | ||
243 | { | ||
244 | bool ret = false; | ||
245 | |||
246 | BSLinkInfo linkInfo; | ||
247 | if (m_children.TryGetValue(child, out linkInfo)) | ||
248 | { | ||
249 | ret = linkInfo.ShouldUpdateChildProperties(); | ||
250 | } | ||
251 | |||
252 | return ret; | ||
253 | } | ||
254 | |||
225 | // Called after a simulation step to post a collision with this object. | 255 | // Called after a simulation step to post a collision with this object. |
226 | // Return 'true' if linkset processed the collision. 'false' says the linkset didn't have | 256 | // Return 'true' if linkset processed the collision. 'false' says the linkset didn't have |
227 | // anything to add for the collision and it should be passed through normal processing. | 257 | // anything to add for the collision and it should be passed through normal processing. |
@@ -255,7 +285,7 @@ public abstract class BSLinkset | |||
255 | 285 | ||
256 | // I am the root of a linkset and one of my children is being removed. | 286 | // I am the root of a linkset and one of my children is being removed. |
257 | // Safe to call even if the child is not really in my linkset. | 287 | // Safe to call even if the child is not really in my linkset. |
258 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child); | 288 | protected abstract void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime); |
259 | 289 | ||
260 | // When physical properties are changed the linkset needs to recalculate | 290 | // When physical properties are changed the linkset needs to recalculate |
261 | // its internal properties. | 291 | // its internal properties. |
@@ -430,6 +460,13 @@ public abstract class BSLinkset | |||
430 | return com; | 460 | return com; |
431 | } | 461 | } |
432 | 462 | ||
463 | #region Extension | ||
464 | public virtual object Extension(string pFunct, params object[] pParams) | ||
465 | { | ||
466 | return null; | ||
467 | } | ||
468 | #endregion // Extension | ||
469 | |||
433 | // Invoke the detailed logger and output something if it's enabled. | 470 | // Invoke the detailed logger and output something if it's enabled. |
434 | protected void DetailLog(string msg, params Object[] args) | 471 | protected void DetailLog(string msg, params Object[] args) |
435 | { | 472 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 085d195..8f12189 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -90,10 +90,9 @@ public sealed class BSLinksetCompound : BSLinkset | |||
90 | // its internal properties. | 90 | // its internal properties. |
91 | public override void Refresh(BSPrimLinkable requestor) | 91 | public override void Refresh(BSPrimLinkable requestor) |
92 | { | 92 | { |
93 | base.Refresh(requestor); | ||
94 | |||
95 | // Something changed so do the rebuilding thing | 93 | // Something changed so do the rebuilding thing |
96 | // ScheduleRebuild(); | 94 | ScheduleRebuild(requestor); |
95 | base.Refresh(requestor); | ||
97 | } | 96 | } |
98 | 97 | ||
99 | // Schedule a refresh to happen after all the other taint processing. | 98 | // Schedule a refresh to happen after all the other taint processing. |
@@ -127,7 +126,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
127 | if (IsRoot(child)) | 126 | if (IsRoot(child)) |
128 | { | 127 | { |
129 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. | 128 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. |
130 | ScheduleRebuild(LinksetRoot); | 129 | Refresh(LinksetRoot); |
131 | } | 130 | } |
132 | return ret; | 131 | return ret; |
133 | } | 132 | } |
@@ -144,7 +143,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
144 | if (IsRoot(child)) | 143 | if (IsRoot(child)) |
145 | { | 144 | { |
146 | // Schedule a rebuild to verify that the root shape is set to the real shape. | 145 | // Schedule a rebuild to verify that the root shape is set to the real shape. |
147 | ScheduleRebuild(LinksetRoot); | 146 | Refresh(LinksetRoot); |
148 | } | 147 | } |
149 | return ret; | 148 | return ret; |
150 | } | 149 | } |
@@ -227,7 +226,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
227 | // there will already be a rebuild scheduled. | 226 | // there will already be a rebuild scheduled. |
228 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", | 227 | DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}", |
229 | updated.LocalID, whichUpdated); | 228 | updated.LocalID, whichUpdated); |
230 | ScheduleRebuild(updated); | 229 | Refresh(updated); |
231 | } | 230 | } |
232 | } | 231 | } |
233 | } | 232 | } |
@@ -242,10 +241,10 @@ public sealed class BSLinksetCompound : BSLinkset | |||
242 | { | 241 | { |
243 | bool ret = false; | 242 | bool ret = false; |
244 | 243 | ||
245 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | 244 | DetailLog("{0},BSLinksetCompound.RemoveDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", |
246 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); | 245 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); |
247 | 246 | ||
248 | ScheduleRebuild(child); | 247 | Refresh(child); |
249 | 248 | ||
250 | return ret; | 249 | return ret; |
251 | } | 250 | } |
@@ -263,14 +262,14 @@ public sealed class BSLinksetCompound : BSLinkset | |||
263 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | 262 | DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); |
264 | 263 | ||
265 | // Rebuild the compound shape with the new child shape included | 264 | // Rebuild the compound shape with the new child shape included |
266 | ScheduleRebuild(child); | 265 | Refresh(child); |
267 | } | 266 | } |
268 | return; | 267 | return; |
269 | } | 268 | } |
270 | 269 | ||
271 | // Remove the specified child from the linkset. | 270 | // Remove the specified child from the linkset. |
272 | // Safe to call even if the child is not really in the linkset. | 271 | // Safe to call even if the child is not really in the linkset. |
273 | protected override void RemoveChildFromLinkset(BSPrimLinkable child) | 272 | protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime) |
274 | { | 273 | { |
275 | child.ClearDisplacement(); | 274 | child.ClearDisplacement(); |
276 | 275 | ||
@@ -282,17 +281,17 @@ public sealed class BSLinksetCompound : BSLinkset | |||
282 | child.LocalID, child.PhysBody.AddrString); | 281 | child.LocalID, child.PhysBody.AddrString); |
283 | 282 | ||
284 | // Cause the child's body to be rebuilt and thus restored to normal operation | 283 | // Cause the child's body to be rebuilt and thus restored to normal operation |
285 | child.ForceBodyShapeRebuild(false); | 284 | child.ForceBodyShapeRebuild(inTaintTime); |
286 | 285 | ||
287 | if (!HasAnyChildren) | 286 | if (!HasAnyChildren) |
288 | { | 287 | { |
289 | // The linkset is now empty. The root needs rebuilding. | 288 | // The linkset is now empty. The root needs rebuilding. |
290 | LinksetRoot.ForceBodyShapeRebuild(false); | 289 | LinksetRoot.ForceBodyShapeRebuild(inTaintTime); |
291 | } | 290 | } |
292 | else | 291 | else |
293 | { | 292 | { |
294 | // Rebuild the compound shape with the child removed | 293 | // Rebuild the compound shape with the child removed |
295 | ScheduleRebuild(LinksetRoot); | 294 | Refresh(LinksetRoot); |
296 | } | 295 | } |
297 | } | 296 | } |
298 | return; | 297 | return; |
@@ -318,10 +317,10 @@ public sealed class BSLinksetCompound : BSLinkset | |||
318 | // being destructed and going non-physical. | 317 | // being destructed and going non-physical. |
319 | LinksetRoot.ForceBodyShapeRebuild(true); | 318 | LinksetRoot.ForceBodyShapeRebuild(true); |
320 | 319 | ||
321 | // There is no reason to build all this physical stuff for a non-physical linkset. | 320 | // There is no reason to build all this physical stuff for a non-physical or empty linkset. |
322 | if (!LinksetRoot.IsPhysicallyActive) | 321 | if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren) |
323 | { | 322 | { |
324 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); | 323 | DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID); |
325 | return; // Note the 'finally' clause at the botton which will get executed. | 324 | return; // Note the 'finally' clause at the botton which will get executed. |
326 | } | 325 | } |
327 | 326 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 4bac222..aaf92c8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -28,6 +28,8 @@ using System; | |||
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Text; | 29 | using System.Text; |
30 | 30 | ||
31 | using OpenSim.Region.OptionalModules.Scripting; | ||
32 | |||
31 | using OMV = OpenMetaverse; | 33 | using OMV = OpenMetaverse; |
32 | 34 | ||
33 | namespace OpenSim.Region.Physics.BulletSPlugin | 35 | namespace OpenSim.Region.Physics.BulletSPlugin |
@@ -51,18 +53,32 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
51 | public float cfm; | 53 | public float cfm; |
52 | public float erp; | 54 | public float erp; |
53 | public float solverIterations; | 55 | public float solverIterations; |
56 | // | ||
57 | public OMV.Vector3 frameInAloc; | ||
58 | public OMV.Quaternion frameInArot; | ||
59 | public OMV.Vector3 frameInBloc; | ||
60 | public OMV.Quaternion frameInBrot; | ||
61 | public bool useLinearReferenceFrameA; | ||
62 | // Spring | ||
63 | public bool[] springAxisEnable; | ||
64 | public float[] springDamping; | ||
65 | public float[] springStiffness; | ||
66 | public OMV.Vector3 springLinearEquilibriumPoint; | ||
67 | public OMV.Vector3 springAngularEquilibriumPoint; | ||
54 | 68 | ||
55 | public BSLinkInfoConstraint(BSPrimLinkable pMember) | 69 | public BSLinkInfoConstraint(BSPrimLinkable pMember) |
56 | : base(pMember) | 70 | : base(pMember) |
57 | { | 71 | { |
58 | constraint = null; | 72 | constraint = null; |
59 | ResetToFixedConstraint(); | 73 | ResetLink(); |
74 | member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.creation", member.LocalID); | ||
60 | } | 75 | } |
61 | 76 | ||
62 | // Set all the parameters for this constraint to a fixed, non-movable constraint. | 77 | // Set all the parameters for this constraint to a fixed, non-movable constraint. |
63 | public void ResetToFixedConstraint() | 78 | public override void ResetLink() |
64 | { | 79 | { |
65 | constraintType = ConstraintType.D6_CONSTRAINT_TYPE; | 80 | // constraintType = ConstraintType.D6_CONSTRAINT_TYPE; |
81 | constraintType = ConstraintType.FIXED_CONSTRAINT_TYPE; | ||
66 | linearLimitLow = OMV.Vector3.Zero; | 82 | linearLimitLow = OMV.Vector3.Zero; |
67 | linearLimitHigh = OMV.Vector3.Zero; | 83 | linearLimitHigh = OMV.Vector3.Zero; |
68 | angularLimitLow = OMV.Vector3.Zero; | 84 | angularLimitLow = OMV.Vector3.Zero; |
@@ -74,17 +90,37 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
74 | cfm = BSParam.LinkConstraintCFM; | 90 | cfm = BSParam.LinkConstraintCFM; |
75 | erp = BSParam.LinkConstraintERP; | 91 | erp = BSParam.LinkConstraintERP; |
76 | solverIterations = BSParam.LinkConstraintSolverIterations; | 92 | solverIterations = BSParam.LinkConstraintSolverIterations; |
93 | frameInAloc = OMV.Vector3.Zero; | ||
94 | frameInArot = OMV.Quaternion.Identity; | ||
95 | frameInBloc = OMV.Vector3.Zero; | ||
96 | frameInBrot = OMV.Quaternion.Identity; | ||
97 | useLinearReferenceFrameA = true; | ||
98 | springAxisEnable = new bool[6]; | ||
99 | springDamping = new float[6]; | ||
100 | springStiffness = new float[6]; | ||
101 | for (int ii = 0; ii < springAxisEnable.Length; ii++) | ||
102 | { | ||
103 | springAxisEnable[ii] = false; | ||
104 | springDamping[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; | ||
105 | springStiffness[ii] = BSAPITemplate.SPRING_NOT_SPECIFIED; | ||
106 | } | ||
107 | springLinearEquilibriumPoint = OMV.Vector3.Zero; | ||
108 | springAngularEquilibriumPoint = OMV.Vector3.Zero; | ||
109 | member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.ResetLink", member.LocalID); | ||
77 | } | 110 | } |
78 | 111 | ||
79 | // Given a constraint, apply the current constraint parameters to same. | 112 | // Given a constraint, apply the current constraint parameters to same. |
80 | public void SetConstraintParameters(BSConstraint constrain) | 113 | public override void SetLinkParameters(BSConstraint constrain) |
81 | { | 114 | { |
115 | member.PhysScene.DetailLog("{0},BSLinkInfoConstraint.SetLinkParameters,type={1}", member.LocalID, constraintType); | ||
82 | switch (constraintType) | 116 | switch (constraintType) |
83 | { | 117 | { |
118 | case ConstraintType.FIXED_CONSTRAINT_TYPE: | ||
84 | case ConstraintType.D6_CONSTRAINT_TYPE: | 119 | case ConstraintType.D6_CONSTRAINT_TYPE: |
85 | BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof; | 120 | BSConstraint6Dof constrain6dof = constrain as BSConstraint6Dof; |
86 | if (constrain6dof != null) | 121 | if (constrain6dof != null) |
87 | { | 122 | { |
123 | // NOTE: D6_SPRING_CONSTRAINT_TYPE should be updated if you change any of this code. | ||
88 | // zero linear and angular limits makes the objects unable to move in relation to each other | 124 | // zero linear and angular limits makes the objects unable to move in relation to each other |
89 | constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh); | 125 | constrain6dof.SetLinearLimits(linearLimitLow, linearLimitHigh); |
90 | constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh); | 126 | constrain6dof.SetAngularLimits(angularLimitLow, angularLimitHigh); |
@@ -99,10 +135,55 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
99 | } | 135 | } |
100 | } | 136 | } |
101 | break; | 137 | break; |
138 | case ConstraintType.D6_SPRING_CONSTRAINT_TYPE: | ||
139 | BSConstraintSpring constrainSpring = constrain as BSConstraintSpring; | ||
140 | if (constrainSpring != null) | ||
141 | { | ||
142 | // zero linear and angular limits makes the objects unable to move in relation to each other | ||
143 | constrainSpring.SetLinearLimits(linearLimitLow, linearLimitHigh); | ||
144 | constrainSpring.SetAngularLimits(angularLimitLow, angularLimitHigh); | ||
145 | |||
146 | // tweek the constraint to increase stability | ||
147 | constrainSpring.UseFrameOffset(useFrameOffset); | ||
148 | constrainSpring.TranslationalLimitMotor(enableTransMotor, transMotorMaxVel, transMotorMaxForce); | ||
149 | constrainSpring.SetCFMAndERP(cfm, erp); | ||
150 | if (solverIterations != 0f) | ||
151 | { | ||
152 | constrainSpring.SetSolverIterations(solverIterations); | ||
153 | } | ||
154 | for (int ii = 0; ii < springAxisEnable.Length; ii++) | ||
155 | { | ||
156 | constrainSpring.SetAxisEnable(ii, springAxisEnable[ii]); | ||
157 | if (springDamping[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) | ||
158 | constrainSpring.SetDamping(ii, springDamping[ii]); | ||
159 | if (springStiffness[ii] != BSAPITemplate.SPRING_NOT_SPECIFIED) | ||
160 | constrainSpring.SetStiffness(ii, springStiffness[ii]); | ||
161 | } | ||
162 | constrainSpring.CalculateTransforms(); | ||
163 | |||
164 | if (springLinearEquilibriumPoint != OMV.Vector3.Zero) | ||
165 | constrainSpring.SetEquilibriumPoint(springLinearEquilibriumPoint, springAngularEquilibriumPoint); | ||
166 | else | ||
167 | constrainSpring.SetEquilibriumPoint(BSAPITemplate.SPRING_NOT_SPECIFIED, BSAPITemplate.SPRING_NOT_SPECIFIED); | ||
168 | } | ||
169 | break; | ||
102 | default: | 170 | default: |
103 | break; | 171 | break; |
104 | } | 172 | } |
105 | } | 173 | } |
174 | |||
175 | // Return 'true' if the property updates from the physics engine should be reported | ||
176 | // to the simulator. | ||
177 | // If the constraint is fixed, we don't need to report as the simulator and viewer will | ||
178 | // report the right things. | ||
179 | public override bool ShouldUpdateChildProperties() | ||
180 | { | ||
181 | bool ret = true; | ||
182 | if (constraintType == ConstraintType.FIXED_CONSTRAINT_TYPE) | ||
183 | ret = false; | ||
184 | |||
185 | return ret; | ||
186 | } | ||
106 | } | 187 | } |
107 | 188 | ||
108 | public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) | 189 | public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent) |
@@ -110,12 +191,15 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
110 | LinksetImpl = LinksetImplementation.Constraint; | 191 | LinksetImpl = LinksetImplementation.Constraint; |
111 | } | 192 | } |
112 | 193 | ||
194 | private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINT]"; | ||
195 | |||
113 | // When physical properties are changed the linkset needs to recalculate | 196 | // When physical properties are changed the linkset needs to recalculate |
114 | // its internal properties. | 197 | // its internal properties. |
115 | // This is queued in the 'post taint' queue so the | 198 | // This is queued in the 'post taint' queue so the |
116 | // refresh will happen once after all the other taints are applied. | 199 | // refresh will happen once after all the other taints are applied. |
117 | public override void Refresh(BSPrimLinkable requestor) | 200 | public override void Refresh(BSPrimLinkable requestor) |
118 | { | 201 | { |
202 | ScheduleRebuild(requestor); | ||
119 | base.Refresh(requestor); | 203 | base.Refresh(requestor); |
120 | 204 | ||
121 | } | 205 | } |
@@ -132,10 +216,16 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
132 | { | 216 | { |
133 | // Queue to happen after all the other taint processing | 217 | // Queue to happen after all the other taint processing |
134 | m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | 218 | m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() |
219 | { | ||
220 | if (HasAnyChildren) | ||
135 | { | 221 | { |
136 | if (HasAnyChildren) | 222 | // Constraints that have not been changed are not rebuild but make sure |
137 | RecomputeLinksetConstraints(); | 223 | // the constraint of the requestor is rebuilt. |
138 | }); | 224 | PhysicallyUnlinkAChildFromRoot(LinksetRoot, requestor); |
225 | // Rebuild the linkset and all its constraints. | ||
226 | RecomputeLinksetConstraints(); | ||
227 | } | ||
228 | }); | ||
139 | } | 229 | } |
140 | } | 230 | } |
141 | 231 | ||
@@ -152,7 +242,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
152 | if (IsRoot(child)) | 242 | if (IsRoot(child)) |
153 | { | 243 | { |
154 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. | 244 | // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. |
155 | ScheduleRebuild(LinksetRoot); | 245 | Refresh(LinksetRoot); |
156 | } | 246 | } |
157 | return ret; | 247 | return ret; |
158 | } | 248 | } |
@@ -171,7 +261,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
171 | if (IsRoot(child)) | 261 | if (IsRoot(child)) |
172 | { | 262 | { |
173 | // Schedule a rebuild to verify that the root shape is set to the real shape. | 263 | // Schedule a rebuild to verify that the root shape is set to the real shape. |
174 | ScheduleRebuild(LinksetRoot); | 264 | Refresh(LinksetRoot); |
175 | } | 265 | } |
176 | return ret; | 266 | return ret; |
177 | } | 267 | } |
@@ -199,7 +289,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
199 | // Just undo all the constraints for this linkset. Rebuild at the end of the step. | 289 | // Just undo all the constraints for this linkset. Rebuild at the end of the step. |
200 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); | 290 | ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); |
201 | // Cause the constraints, et al to be rebuilt before the next simulation step. | 291 | // Cause the constraints, et al to be rebuilt before the next simulation step. |
202 | ScheduleRebuild(LinksetRoot); | 292 | Refresh(LinksetRoot); |
203 | } | 293 | } |
204 | return ret; | 294 | return ret; |
205 | } | 295 | } |
@@ -217,14 +307,14 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
217 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); | 307 | DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID); |
218 | 308 | ||
219 | // Cause constraints and assorted properties to be recomputed before the next simulation step. | 309 | // Cause constraints and assorted properties to be recomputed before the next simulation step. |
220 | ScheduleRebuild(LinksetRoot); | 310 | Refresh(LinksetRoot); |
221 | } | 311 | } |
222 | return; | 312 | return; |
223 | } | 313 | } |
224 | 314 | ||
225 | // Remove the specified child from the linkset. | 315 | // Remove the specified child from the linkset. |
226 | // Safe to call even if the child is not really in my linkset. | 316 | // Safe to call even if the child is not really in my linkset. |
227 | protected override void RemoveChildFromLinkset(BSPrimLinkable child) | 317 | protected override void RemoveChildFromLinkset(BSPrimLinkable child, bool inTaintTime) |
228 | { | 318 | { |
229 | if (m_children.Remove(child)) | 319 | if (m_children.Remove(child)) |
230 | { | 320 | { |
@@ -236,12 +326,12 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
236 | rootx.LocalID, rootx.PhysBody.AddrString, | 326 | rootx.LocalID, rootx.PhysBody.AddrString, |
237 | childx.LocalID, childx.PhysBody.AddrString); | 327 | childx.LocalID, childx.PhysBody.AddrString); |
238 | 328 | ||
239 | m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | 329 | m_physicsScene.TaintedObject(inTaintTime, childx.LocalID, "BSLinksetConstraints.RemoveChildFromLinkset", delegate() |
240 | { | 330 | { |
241 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 331 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
242 | }); | 332 | }); |
243 | // See that the linkset parameters are recomputed at the end of the taint time. | 333 | // See that the linkset parameters are recomputed at the end of the taint time. |
244 | ScheduleRebuild(LinksetRoot); | 334 | Refresh(LinksetRoot); |
245 | } | 335 | } |
246 | else | 336 | else |
247 | { | 337 | { |
@@ -262,8 +352,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
262 | // Create a static constraint between the two passed objects | 352 | // Create a static constraint between the two passed objects |
263 | private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li) | 353 | private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSLinkInfo li) |
264 | { | 354 | { |
265 | BSLinkInfoConstraint liConstraint = li as BSLinkInfoConstraint; | 355 | BSLinkInfoConstraint linkInfo = li as BSLinkInfoConstraint; |
266 | if (liConstraint == null) | 356 | if (linkInfo == null) |
267 | return null; | 357 | return null; |
268 | 358 | ||
269 | // Zero motion for children so they don't interpolate | 359 | // Zero motion for children so they don't interpolate |
@@ -271,27 +361,26 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
271 | 361 | ||
272 | BSConstraint constrain = null; | 362 | BSConstraint constrain = null; |
273 | 363 | ||
274 | switch (liConstraint.constraintType) | 364 | switch (linkInfo.constraintType) |
275 | { | 365 | { |
366 | case ConstraintType.FIXED_CONSTRAINT_TYPE: | ||
276 | case ConstraintType.D6_CONSTRAINT_TYPE: | 367 | case ConstraintType.D6_CONSTRAINT_TYPE: |
277 | // Relative position normalized to the root prim | 368 | // Relative position normalized to the root prim |
278 | // Essentually a vector pointing from center of rootPrim to center of li.member | 369 | // Essentually a vector pointing from center of rootPrim to center of li.member |
279 | OMV.Vector3 childRelativePosition = liConstraint.member.Position - rootPrim.Position; | 370 | OMV.Vector3 childRelativePosition = linkInfo.member.Position - rootPrim.Position; |
280 | 371 | ||
281 | // real world coordinate of midpoint between the two objects | 372 | // real world coordinate of midpoint between the two objects |
282 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); | 373 | OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2); |
283 | 374 | ||
284 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | 375 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,6Dof,rBody={1},cBody={2},rLoc={3},cLoc={4},midLoc={5}", |
285 | rootPrim.LocalID, | 376 | rootPrim.LocalID, rootPrim.PhysBody, linkInfo.member.PhysBody, |
286 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, | 377 | rootPrim.Position, linkInfo.member.Position, midPoint); |
287 | liConstraint.member.LocalID, liConstraint.member.PhysBody.AddrString, | ||
288 | rootPrim.Position, liConstraint.member.Position, midPoint); | ||
289 | 378 | ||
290 | // create a constraint that allows no freedom of movement between the two objects | 379 | // create a constraint that allows no freedom of movement between the two objects |
291 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 380 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
292 | 381 | ||
293 | constrain = new BSConstraint6Dof( | 382 | constrain = new BSConstraint6Dof( |
294 | m_physicsScene.World, rootPrim.PhysBody, liConstraint.member.PhysBody, midPoint, true, true ); | 383 | m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, midPoint, true, true ); |
295 | 384 | ||
296 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. | 385 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
297 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms | 386 | * Using the midpoint is easier since it lets the Bullet code manipulate the transforms |
@@ -320,11 +409,23 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
320 | */ | 409 | */ |
321 | 410 | ||
322 | break; | 411 | break; |
412 | case ConstraintType.D6_SPRING_CONSTRAINT_TYPE: | ||
413 | constrain = new BSConstraintSpring(m_physicsScene.World, rootPrim.PhysBody, linkInfo.member.PhysBody, | ||
414 | linkInfo.frameInAloc, linkInfo.frameInArot, linkInfo.frameInBloc, linkInfo.frameInBrot, | ||
415 | linkInfo.useLinearReferenceFrameA, | ||
416 | true /*disableCollisionsBetweenLinkedBodies*/); | ||
417 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,spring,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6}", | ||
418 | rootPrim.LocalID, | ||
419 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, | ||
420 | linkInfo.member.LocalID, linkInfo.member.PhysBody.AddrString, | ||
421 | rootPrim.Position, linkInfo.member.Position); | ||
422 | |||
423 | break; | ||
323 | default: | 424 | default: |
324 | break; | 425 | break; |
325 | } | 426 | } |
326 | 427 | ||
327 | liConstraint.SetConstraintParameters(constrain); | 428 | linkInfo.SetLinkParameters(constrain); |
328 | 429 | ||
329 | m_physicsScene.Constraints.AddConstraint(constrain); | 430 | m_physicsScene.Constraints.AddConstraint(constrain); |
330 | 431 | ||
@@ -343,13 +444,22 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
343 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, | 444 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, |
344 | childPrim.LocalID, childPrim.PhysBody.AddrString); | 445 | childPrim.LocalID, childPrim.PhysBody.AddrString); |
345 | 446 | ||
346 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 447 | // If asked to unlink root from root, just remove all the constraints |
347 | if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | 448 | if (rootPrim == childPrim || childPrim == LinksetRoot) |
348 | { | 449 | { |
349 | // Make the child refresh its location | 450 | PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); |
350 | m_physicsScene.PE.PushUpdate(childPrim.PhysBody); | ||
351 | ret = true; | 451 | ret = true; |
352 | } | 452 | } |
453 | else | ||
454 | { | ||
455 | // Find the constraint for this link and get rid of it from the overall collection and from my list | ||
456 | if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | ||
457 | { | ||
458 | // Make the child refresh its location | ||
459 | m_physicsScene.PE.PushUpdate(childPrim.PhysBody); | ||
460 | ret = true; | ||
461 | } | ||
462 | } | ||
353 | 463 | ||
354 | return ret; | 464 | return ret; |
355 | } | 465 | } |
@@ -382,9 +492,9 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
382 | Rebuilding = true; | 492 | Rebuilding = true; |
383 | 493 | ||
384 | // There is no reason to build all this physical stuff for a non-physical linkset. | 494 | // There is no reason to build all this physical stuff for a non-physical linkset. |
385 | if (!LinksetRoot.IsPhysicallyActive) | 495 | if (!LinksetRoot.IsPhysicallyActive || !HasAnyChildren) |
386 | { | 496 | { |
387 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); | 497 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetCompound,notPhysicalOrNoChildren", LinksetRoot.LocalID); |
388 | return; // Note the 'finally' clause at the botton which will get executed. | 498 | return; // Note the 'finally' clause at the botton which will get executed. |
389 | } | 499 | } |
390 | 500 | ||
@@ -401,6 +511,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
401 | // If constraint doesn't exist yet, create it. | 511 | // If constraint doesn't exist yet, create it. |
402 | constrain = BuildConstraint(LinksetRoot, li); | 512 | constrain = BuildConstraint(LinksetRoot, li); |
403 | } | 513 | } |
514 | li.SetLinkParameters(constrain); | ||
404 | constrain.RecomputeConstraintVariables(linksetMass); | 515 | constrain.RecomputeConstraintVariables(linksetMass); |
405 | 516 | ||
406 | // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG | 517 | // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG |
@@ -412,5 +523,324 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
412 | Rebuilding = false; | 523 | Rebuilding = false; |
413 | } | 524 | } |
414 | } | 525 | } |
526 | |||
527 | #region Extension | ||
528 | public override object Extension(string pFunct, params object[] pParams) | ||
529 | { | ||
530 | object ret = null; | ||
531 | switch (pFunct) | ||
532 | { | ||
533 | // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ] | ||
534 | case ExtendedPhysics.PhysFunctChangeLinkType: | ||
535 | if (pParams.Length > 2) | ||
536 | { | ||
537 | int requestedType = (int)pParams[2]; | ||
538 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,requestedType={1}", LinksetRoot.LocalID, requestedType); | ||
539 | if (requestedType == (int)ConstraintType.FIXED_CONSTRAINT_TYPE | ||
540 | || requestedType == (int)ConstraintType.D6_CONSTRAINT_TYPE | ||
541 | || requestedType == (int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE | ||
542 | || requestedType == (int)ConstraintType.HINGE_CONSTRAINT_TYPE | ||
543 | || requestedType == (int)ConstraintType.CONETWIST_CONSTRAINT_TYPE | ||
544 | || requestedType == (int)ConstraintType.SLIDER_CONSTRAINT_TYPE) | ||
545 | { | ||
546 | BSPrimLinkable child = pParams[1] as BSPrimLinkable; | ||
547 | if (child != null) | ||
548 | { | ||
549 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,rootID={1},childID={2},type={3}", | ||
550 | LinksetRoot.LocalID, LinksetRoot.LocalID, child.LocalID, requestedType); | ||
551 | m_physicsScene.TaintedObject(child.LocalID, "BSLinksetConstraint.PhysFunctChangeLinkType", delegate() | ||
552 | { | ||
553 | // Pick up all the constraints currently created. | ||
554 | RemoveDependencies(child); | ||
555 | |||
556 | BSLinkInfo linkInfo = null; | ||
557 | if (TryGetLinkInfo(child, out linkInfo)) | ||
558 | { | ||
559 | BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; | ||
560 | if (linkInfoC != null) | ||
561 | { | ||
562 | linkInfoC.constraintType = (ConstraintType)requestedType; | ||
563 | ret = (object)true; | ||
564 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,link={1},type={2}", | ||
565 | linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType); | ||
566 | } | ||
567 | else | ||
568 | { | ||
569 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,linkInfoNotConstraint,childID={1}", LinksetRoot.LocalID, child.LocalID); | ||
570 | } | ||
571 | } | ||
572 | else | ||
573 | { | ||
574 | DetailLog("{0},BSLinksetConstraint.ChangeLinkType,noLinkInfoForChild,childID={1}", LinksetRoot.LocalID, child.LocalID); | ||
575 | } | ||
576 | // Cause the whole linkset to be rebuilt in post-taint time. | ||
577 | Refresh(child); | ||
578 | }); | ||
579 | } | ||
580 | else | ||
581 | { | ||
582 | DetailLog("{0},BSLinksetConstraint.SetLinkType,childNotBSPrimLinkable", LinksetRoot.LocalID); | ||
583 | } | ||
584 | } | ||
585 | else | ||
586 | { | ||
587 | DetailLog("{0},BSLinksetConstraint.SetLinkType,illegalRequestedType,reqested={1},spring={2}", | ||
588 | LinksetRoot.LocalID, requestedType, ((int)ConstraintType.D6_SPRING_CONSTRAINT_TYPE)); | ||
589 | } | ||
590 | } | ||
591 | break; | ||
592 | // pParams = [ BSPhysObject root, BSPhysObject child ] | ||
593 | case ExtendedPhysics.PhysFunctGetLinkType: | ||
594 | if (pParams.Length > 0) | ||
595 | { | ||
596 | BSPrimLinkable child = pParams[1] as BSPrimLinkable; | ||
597 | if (child != null) | ||
598 | { | ||
599 | BSLinkInfo linkInfo = null; | ||
600 | if (TryGetLinkInfo(child, out linkInfo)) | ||
601 | { | ||
602 | BSLinkInfoConstraint linkInfoC = linkInfo as BSLinkInfoConstraint; | ||
603 | if (linkInfoC != null) | ||
604 | { | ||
605 | ret = (object)(int)linkInfoC.constraintType; | ||
606 | DetailLog("{0},BSLinksetConstraint.GetLinkType,link={1},type={2}", | ||
607 | linkInfo.member.LocalID, linkInfo.member.LocalID, linkInfoC.constraintType); | ||
608 | |||
609 | } | ||
610 | } | ||
611 | } | ||
612 | } | ||
613 | break; | ||
614 | // pParams = [ BSPhysObject root, BSPhysObject child, int op, object opParams, int op, object opParams, ... ] | ||
615 | case ExtendedPhysics.PhysFunctChangeLinkParams: | ||
616 | // There should be two parameters: the childActor and a list of parameters to set | ||
617 | if (pParams.Length > 2) | ||
618 | { | ||
619 | BSPrimLinkable child = pParams[1] as BSPrimLinkable; | ||
620 | BSLinkInfo baseLinkInfo = null; | ||
621 | if (TryGetLinkInfo(child, out baseLinkInfo)) | ||
622 | { | ||
623 | BSLinkInfoConstraint linkInfo = baseLinkInfo as BSLinkInfoConstraint; | ||
624 | if (linkInfo != null) | ||
625 | { | ||
626 | int valueInt; | ||
627 | float valueFloat; | ||
628 | bool valueBool; | ||
629 | OMV.Vector3 valueVector; | ||
630 | OMV.Vector3 valueVector2; | ||
631 | OMV.Quaternion valueQuaternion; | ||
632 | int axisLow, axisHigh; | ||
633 | |||
634 | int opIndex = 2; | ||
635 | while (opIndex < pParams.Length) | ||
636 | { | ||
637 | int thisOp = 0; | ||
638 | string errMsg = ""; | ||
639 | try | ||
640 | { | ||
641 | thisOp = (int)pParams[opIndex]; | ||
642 | DetailLog("{0},BSLinksetConstraint.ChangeLinkParams2,op={1},val={2}", | ||
643 | linkInfo.member.LocalID, thisOp, pParams[opIndex + 1]); | ||
644 | switch (thisOp) | ||
645 | { | ||
646 | case ExtendedPhysics.PHYS_PARAM_LINK_TYPE: | ||
647 | valueInt = (int)pParams[opIndex + 1]; | ||
648 | ConstraintType valueType = (ConstraintType)valueInt; | ||
649 | if (valueType == ConstraintType.FIXED_CONSTRAINT_TYPE | ||
650 | || valueType == ConstraintType.D6_CONSTRAINT_TYPE | ||
651 | || valueType == ConstraintType.D6_SPRING_CONSTRAINT_TYPE | ||
652 | || valueType == ConstraintType.HINGE_CONSTRAINT_TYPE | ||
653 | || valueType == ConstraintType.CONETWIST_CONSTRAINT_TYPE | ||
654 | || valueType == ConstraintType.SLIDER_CONSTRAINT_TYPE) | ||
655 | { | ||
656 | linkInfo.constraintType = valueType; | ||
657 | } | ||
658 | opIndex += 2; | ||
659 | break; | ||
660 | case ExtendedPhysics.PHYS_PARAM_FRAMEINA_LOC: | ||
661 | errMsg = "PHYS_PARAM_FRAMEINA_LOC takes one parameter of type vector"; | ||
662 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
663 | linkInfo.frameInAloc = valueVector; | ||
664 | opIndex += 2; | ||
665 | break; | ||
666 | case ExtendedPhysics.PHYS_PARAM_FRAMEINA_ROT: | ||
667 | errMsg = "PHYS_PARAM_FRAMEINA_ROT takes one parameter of type rotation"; | ||
668 | valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; | ||
669 | linkInfo.frameInArot = valueQuaternion; | ||
670 | opIndex += 2; | ||
671 | break; | ||
672 | case ExtendedPhysics.PHYS_PARAM_FRAMEINB_LOC: | ||
673 | errMsg = "PHYS_PARAM_FRAMEINB_LOC takes one parameter of type vector"; | ||
674 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
675 | linkInfo.frameInBloc = valueVector; | ||
676 | opIndex += 2; | ||
677 | break; | ||
678 | case ExtendedPhysics.PHYS_PARAM_FRAMEINB_ROT: | ||
679 | errMsg = "PHYS_PARAM_FRAMEINB_ROT takes one parameter of type rotation"; | ||
680 | valueQuaternion = (OMV.Quaternion)pParams[opIndex + 1]; | ||
681 | linkInfo.frameInBrot = valueQuaternion; | ||
682 | opIndex += 2; | ||
683 | break; | ||
684 | case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_LOW: | ||
685 | errMsg = "PHYS_PARAM_LINEAR_LIMIT_LOW takes one parameter of type vector"; | ||
686 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
687 | linkInfo.linearLimitLow = valueVector; | ||
688 | opIndex += 2; | ||
689 | break; | ||
690 | case ExtendedPhysics.PHYS_PARAM_LINEAR_LIMIT_HIGH: | ||
691 | errMsg = "PHYS_PARAM_LINEAR_LIMIT_HIGH takes one parameter of type vector"; | ||
692 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
693 | linkInfo.linearLimitHigh = valueVector; | ||
694 | opIndex += 2; | ||
695 | break; | ||
696 | case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_LOW: | ||
697 | errMsg = "PHYS_PARAM_ANGULAR_LIMIT_LOW takes one parameter of type vector"; | ||
698 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
699 | linkInfo.angularLimitLow = valueVector; | ||
700 | opIndex += 2; | ||
701 | break; | ||
702 | case ExtendedPhysics.PHYS_PARAM_ANGULAR_LIMIT_HIGH: | ||
703 | errMsg = "PHYS_PARAM_ANGULAR_LIMIT_HIGH takes one parameter of type vector"; | ||
704 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
705 | linkInfo.angularLimitHigh = valueVector; | ||
706 | opIndex += 2; | ||
707 | break; | ||
708 | case ExtendedPhysics.PHYS_PARAM_USE_FRAME_OFFSET: | ||
709 | errMsg = "PHYS_PARAM_USE_FRAME_OFFSET takes one parameter of type integer (bool)"; | ||
710 | valueBool = ((int)pParams[opIndex + 1]) != 0; | ||
711 | linkInfo.useFrameOffset = valueBool; | ||
712 | opIndex += 2; | ||
713 | break; | ||
714 | case ExtendedPhysics.PHYS_PARAM_ENABLE_TRANSMOTOR: | ||
715 | errMsg = "PHYS_PARAM_ENABLE_TRANSMOTOR takes one parameter of type integer (bool)"; | ||
716 | valueBool = ((int)pParams[opIndex + 1]) != 0; | ||
717 | linkInfo.enableTransMotor = valueBool; | ||
718 | opIndex += 2; | ||
719 | break; | ||
720 | case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXVEL: | ||
721 | errMsg = "PHYS_PARAM_TRANSMOTOR_MAXVEL takes one parameter of type float"; | ||
722 | valueFloat = (float)pParams[opIndex + 1]; | ||
723 | linkInfo.transMotorMaxVel = valueFloat; | ||
724 | opIndex += 2; | ||
725 | break; | ||
726 | case ExtendedPhysics.PHYS_PARAM_TRANSMOTOR_MAXFORCE: | ||
727 | errMsg = "PHYS_PARAM_TRANSMOTOR_MAXFORCE takes one parameter of type float"; | ||
728 | valueFloat = (float)pParams[opIndex + 1]; | ||
729 | linkInfo.transMotorMaxForce = valueFloat; | ||
730 | opIndex += 2; | ||
731 | break; | ||
732 | case ExtendedPhysics.PHYS_PARAM_CFM: | ||
733 | errMsg = "PHYS_PARAM_CFM takes one parameter of type float"; | ||
734 | valueFloat = (float)pParams[opIndex + 1]; | ||
735 | linkInfo.cfm = valueFloat; | ||
736 | opIndex += 2; | ||
737 | break; | ||
738 | case ExtendedPhysics.PHYS_PARAM_ERP: | ||
739 | errMsg = "PHYS_PARAM_ERP takes one parameter of type float"; | ||
740 | valueFloat = (float)pParams[opIndex + 1]; | ||
741 | linkInfo.erp = valueFloat; | ||
742 | opIndex += 2; | ||
743 | break; | ||
744 | case ExtendedPhysics.PHYS_PARAM_SOLVER_ITERATIONS: | ||
745 | errMsg = "PHYS_PARAM_SOLVER_ITERATIONS takes one parameter of type float"; | ||
746 | valueFloat = (float)pParams[opIndex + 1]; | ||
747 | linkInfo.solverIterations = valueFloat; | ||
748 | opIndex += 2; | ||
749 | break; | ||
750 | case ExtendedPhysics.PHYS_PARAM_SPRING_AXIS_ENABLE: | ||
751 | errMsg = "PHYS_PARAM_SPRING_AXIS_ENABLE takes two parameters of types integer and integer (bool)"; | ||
752 | valueInt = (int)pParams[opIndex + 1]; | ||
753 | valueBool = ((int)pParams[opIndex + 2]) != 0; | ||
754 | GetAxisRange(valueInt, out axisLow, out axisHigh); | ||
755 | for (int ii = axisLow; ii <= axisHigh; ii++) | ||
756 | linkInfo.springAxisEnable[ii] = valueBool; | ||
757 | opIndex += 3; | ||
758 | break; | ||
759 | case ExtendedPhysics.PHYS_PARAM_SPRING_DAMPING: | ||
760 | errMsg = "PHYS_PARAM_SPRING_DAMPING takes two parameters of types integer and float"; | ||
761 | valueInt = (int)pParams[opIndex + 1]; | ||
762 | valueFloat = (float)pParams[opIndex + 2]; | ||
763 | GetAxisRange(valueInt, out axisLow, out axisHigh); | ||
764 | for (int ii = axisLow; ii <= axisHigh; ii++) | ||
765 | linkInfo.springDamping[ii] = valueFloat; | ||
766 | opIndex += 3; | ||
767 | break; | ||
768 | case ExtendedPhysics.PHYS_PARAM_SPRING_STIFFNESS: | ||
769 | errMsg = "PHYS_PARAM_SPRING_STIFFNESS takes two parameters of types integer and float"; | ||
770 | valueInt = (int)pParams[opIndex + 1]; | ||
771 | valueFloat = (float)pParams[opIndex + 2]; | ||
772 | GetAxisRange(valueInt, out axisLow, out axisHigh); | ||
773 | for (int ii = axisLow; ii <= axisHigh; ii++) | ||
774 | linkInfo.springStiffness[ii] = valueFloat; | ||
775 | opIndex += 3; | ||
776 | break; | ||
777 | case ExtendedPhysics.PHYS_PARAM_SPRING_EQUILIBRIUM_POINT: | ||
778 | errMsg = "PHYS_PARAM_SPRING_EQUILIBRIUM_POINT takes two parameters of type vector"; | ||
779 | valueVector = (OMV.Vector3)pParams[opIndex + 1]; | ||
780 | valueVector2 = (OMV.Vector3)pParams[opIndex + 2]; | ||
781 | linkInfo.springLinearEquilibriumPoint = valueVector; | ||
782 | linkInfo.springAngularEquilibriumPoint = valueVector2; | ||
783 | opIndex += 3; | ||
784 | break; | ||
785 | case ExtendedPhysics.PHYS_PARAM_USE_LINEAR_FRAMEA: | ||
786 | errMsg = "PHYS_PARAM_USE_LINEAR_FRAMEA takes one parameter of type integer (bool)"; | ||
787 | valueBool = ((int)pParams[opIndex + 1]) != 0; | ||
788 | linkInfo.useLinearReferenceFrameA = valueBool; | ||
789 | opIndex += 2; | ||
790 | break; | ||
791 | default: | ||
792 | break; | ||
793 | } | ||
794 | } | ||
795 | catch (InvalidCastException e) | ||
796 | { | ||
797 | m_physicsScene.Logger.WarnFormat("{0} value of wrong type in physSetLinksetParams: {1}, err={2}", | ||
798 | LogHeader, errMsg, e); | ||
799 | } | ||
800 | catch (Exception e) | ||
801 | { | ||
802 | m_physicsScene.Logger.WarnFormat("{0} bad parameters in physSetLinksetParams: {1}", LogHeader, e); | ||
803 | } | ||
804 | } | ||
805 | } | ||
806 | // Something changed so a rebuild is in order | ||
807 | Refresh(child); | ||
808 | } | ||
809 | } | ||
810 | break; | ||
811 | default: | ||
812 | ret = base.Extension(pFunct, pParams); | ||
813 | break; | ||
814 | } | ||
815 | return ret; | ||
816 | } | ||
817 | |||
818 | // Bullet constraints keep some limit parameters for each linear and angular axis. | ||
819 | // Setting same is easier if there is an easy way to see all or types. | ||
820 | // This routine returns the array limits for the set of axis. | ||
821 | private void GetAxisRange(int rangeSpec, out int low, out int high) | ||
822 | { | ||
823 | switch (rangeSpec) | ||
824 | { | ||
825 | case ExtendedPhysics.PHYS_AXIS_LINEAR_ALL: | ||
826 | low = 0; | ||
827 | high = 2; | ||
828 | break; | ||
829 | case ExtendedPhysics.PHYS_AXIS_ANGULAR_ALL: | ||
830 | low = 3; | ||
831 | high = 5; | ||
832 | break; | ||
833 | case ExtendedPhysics.PHYS_AXIS_ALL: | ||
834 | low = 0; | ||
835 | high = 5; | ||
836 | break; | ||
837 | default: | ||
838 | low = high = rangeSpec; | ||
839 | break; | ||
840 | } | ||
841 | return; | ||
842 | } | ||
843 | #endregion // Extension | ||
844 | |||
415 | } | 845 | } |
416 | } | 846 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index fcb892a..43aa63e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -134,6 +134,7 @@ public static class BSParam | |||
134 | public static float AvatarHeightMidFudge { get; private set; } | 134 | public static float AvatarHeightMidFudge { get; private set; } |
135 | public static float AvatarHeightHighFudge { get; private set; } | 135 | public static float AvatarHeightHighFudge { get; private set; } |
136 | public static float AvatarContactProcessingThreshold { get; private set; } | 136 | public static float AvatarContactProcessingThreshold { get; private set; } |
137 | public static float AvatarStopZeroThreshold { get; private set; } | ||
137 | public static int AvatarJumpFrames { get; private set; } | 138 | public static int AvatarJumpFrames { get; private set; } |
138 | public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } | 139 | public static float AvatarBelowGroundUpCorrectionMeters { get; private set; } |
139 | public static float AvatarStepHeight { get; private set; } | 140 | public static float AvatarStepHeight { get; private set; } |
@@ -570,11 +571,13 @@ public static class BSParam | |||
570 | new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", | 571 | new ParameterDefn<float>("AvatarHeightLowFudge", "A fudge factor to make small avatars stand on the ground", |
571 | -0.2f ), | 572 | -0.2f ), |
572 | new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", | 573 | new ParameterDefn<float>("AvatarHeightMidFudge", "A fudge distance to adjust average sized avatars to be standing on ground", |
573 | 0.2f ), | 574 | 0.1f ), |
574 | new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", | 575 | new ParameterDefn<float>("AvatarHeightHighFudge", "A fudge factor to make tall avatars stand on the ground", |
575 | 0.2f ), | 576 | 0.1f ), |
576 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", | 577 | new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions", |
577 | 0.1f ), | 578 | 0.1f ), |
579 | new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped", | ||
580 | 0.1f ), | ||
578 | new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", | 581 | new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground", |
579 | 1.0f ), | 582 | 1.0f ), |
580 | new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", | 583 | new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.", |
@@ -683,21 +686,21 @@ public static class BSParam | |||
683 | 0f ), | 686 | 0f ), |
684 | 687 | ||
685 | new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", | 688 | new ParameterDefn<float>("BHullMaxVerticesPerHull", "Bullet impl: max number of vertices per created hull", |
686 | 100f ), | 689 | 200f ), |
687 | new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", | 690 | new ParameterDefn<float>("BHullMinClusters", "Bullet impl: minimum number of hulls to create per mesh", |
688 | 2f ), | 691 | 10f ), |
689 | new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", | 692 | new ParameterDefn<float>("BHullCompacityWeight", "Bullet impl: weight factor for how compact to make hulls", |
690 | 0.1f ), | 693 | 20f ), |
691 | new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", | 694 | new ParameterDefn<float>("BHullVolumeWeight", "Bullet impl: weight factor for volume in created hull", |
692 | 0f ), | 695 | 0.1f ), |
693 | new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", | 696 | new ParameterDefn<float>("BHullConcavity", "Bullet impl: weight factor for how convex a created hull can be", |
694 | 100f ), | 697 | 10f ), |
695 | new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", | 698 | new ParameterDefn<bool>("BHullAddExtraDistPoints", "Bullet impl: whether to add extra vertices for long distance vectors", |
696 | false ), | 699 | true ), |
697 | new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", | 700 | new ParameterDefn<bool>("BHullAddNeighboursDistPoints", "Bullet impl: whether to add extra vertices between neighbor hulls", |
698 | false ), | 701 | true ), |
699 | new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", | 702 | new ParameterDefn<bool>("BHullAddFacesPoints", "Bullet impl: whether to add extra vertices to break up hull faces", |
700 | false ), | 703 | true ), |
701 | new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", | 704 | new ParameterDefn<bool>("BHullShouldAdjustCollisionMargin", "Bullet impl: whether to shrink resulting hulls to account for collision margin", |
702 | false ), | 705 | false ), |
703 | 706 | ||
@@ -826,7 +829,7 @@ public static class BSParam | |||
826 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) | 829 | private static void ResetConstraintSolverTainted(BSScene pPhysScene, float v) |
827 | { | 830 | { |
828 | BSScene physScene = pPhysScene; | 831 | BSScene physScene = pPhysScene; |
829 | physScene.TaintedObject("BSParam.ResetConstraintSolver", delegate() | 832 | physScene.TaintedObject(BSScene.DetailLogZero, "BSParam.ResetConstraintSolver", delegate() |
830 | { | 833 | { |
831 | physScene.PE.ResetConstraintSolver(physScene.World); | 834 | physScene.PE.ResetConstraintSolver(physScene.World); |
832 | }); | 835 | }); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 9dc52d5..f89b376 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -121,7 +121,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
121 | public virtual void Destroy() | 121 | public virtual void Destroy() |
122 | { | 122 | { |
123 | PhysicalActors.Enable(false); | 123 | PhysicalActors.Enable(false); |
124 | PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() | 124 | PhysScene.TaintedObject(LocalID, "BSPhysObject.Destroy", delegate() |
125 | { | 125 | { |
126 | PhysicalActors.Dispose(); | 126 | PhysicalActors.Dispose(); |
127 | }); | 127 | }); |
@@ -300,8 +300,19 @@ public abstract class BSPhysObject : PhysicsActor | |||
300 | // Called in taint-time!! | 300 | // Called in taint-time!! |
301 | public void ActivateIfPhysical(bool forceIt) | 301 | public void ActivateIfPhysical(bool forceIt) |
302 | { | 302 | { |
303 | if (IsPhysical && PhysBody.HasPhysicalBody) | 303 | if (PhysBody.HasPhysicalBody) |
304 | PhysScene.PE.Activate(PhysBody, forceIt); | 304 | { |
305 | if (IsPhysical) | ||
306 | { | ||
307 | // Physical objects might need activating | ||
308 | PhysScene.PE.Activate(PhysBody, forceIt); | ||
309 | } | ||
310 | else | ||
311 | { | ||
312 | // Clear the collision cache since we've changed some properties. | ||
313 | PhysScene.PE.ClearCollisionProxyCache(PhysScene.World, PhysBody); | ||
314 | } | ||
315 | } | ||
305 | } | 316 | } |
306 | 317 | ||
307 | // 'actors' act on the physical object to change or constrain its motion. These can range from | 318 | // 'actors' act on the physical object to change or constrain its motion. These can range from |
@@ -509,7 +520,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
509 | // make sure first collision happens | 520 | // make sure first collision happens |
510 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); | 521 | NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); |
511 | 522 | ||
512 | PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 523 | PhysScene.TaintedObject(LocalID, TypeName+".SubscribeEvents", delegate() |
513 | { | 524 | { |
514 | if (PhysBody.HasPhysicalBody) | 525 | if (PhysBody.HasPhysicalBody) |
515 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 526 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
@@ -524,7 +535,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
524 | public override void UnSubscribeEvents() { | 535 | public override void UnSubscribeEvents() { |
525 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); | 536 | // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); |
526 | SubscribedEventsMs = 0; | 537 | SubscribedEventsMs = 0; |
527 | PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 538 | PhysScene.TaintedObject(LocalID, TypeName+".UnSubscribeEvents", delegate() |
528 | { | 539 | { |
529 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | 540 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
530 | if (PhysBody.HasPhysicalBody) | 541 | if (PhysBody.HasPhysicalBody) |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index d5b999d..15b7090 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -41,7 +41,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
41 | [Serializable] | 41 | [Serializable] |
42 | public class BSPrim : BSPhysObject | 42 | public class BSPrim : BSPhysObject |
43 | { | 43 | { |
44 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 44 | protected static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
45 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 45 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
46 | 46 | ||
47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. | 47 | // _size is what the user passed. Scale is what we pass to the physics engine with the mesh. |
@@ -102,7 +102,7 @@ public class BSPrim : BSPhysObject | |||
102 | 102 | ||
103 | // DetailLog("{0},BSPrim.constructor,call", LocalID); | 103 | // DetailLog("{0},BSPrim.constructor,call", LocalID); |
104 | // do the actual object creation at taint time | 104 | // do the actual object creation at taint time |
105 | PhysScene.TaintedObject("BSPrim.create", delegate() | 105 | PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate() |
106 | { | 106 | { |
107 | // Make sure the object is being created with some sanity. | 107 | // Make sure the object is being created with some sanity. |
108 | ExtremeSanityCheck(true /* inTaintTime */); | 108 | ExtremeSanityCheck(true /* inTaintTime */); |
@@ -126,7 +126,7 @@ public class BSPrim : BSPhysObject | |||
126 | // Undo any vehicle properties | 126 | // Undo any vehicle properties |
127 | this.VehicleType = (int)Vehicle.TYPE_NONE; | 127 | this.VehicleType = (int)Vehicle.TYPE_NONE; |
128 | 128 | ||
129 | PhysScene.TaintedObject("BSPrim.Destroy", delegate() | 129 | PhysScene.TaintedObject(LocalID, "BSPrim.Destroy", delegate() |
130 | { | 130 | { |
131 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 131 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
132 | // If there are physical body and shape, release my use of same. | 132 | // If there are physical body and shape, release my use of same. |
@@ -161,7 +161,7 @@ public class BSPrim : BSPhysObject | |||
161 | } | 161 | } |
162 | public override bool ForceBodyShapeRebuild(bool inTaintTime) | 162 | public override bool ForceBodyShapeRebuild(bool inTaintTime) |
163 | { | 163 | { |
164 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() | 164 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ForceBodyShapeRebuild", delegate() |
165 | { | 165 | { |
166 | _mass = CalculateMass(); // changing the shape changes the mass | 166 | _mass = CalculateMass(); // changing the shape changes the mass |
167 | CreateGeomAndObject(true); | 167 | CreateGeomAndObject(true); |
@@ -178,7 +178,7 @@ public class BSPrim : BSPhysObject | |||
178 | if (value != _isSelected) | 178 | if (value != _isSelected) |
179 | { | 179 | { |
180 | _isSelected = value; | 180 | _isSelected = value; |
181 | PhysScene.TaintedObject("BSPrim.setSelected", delegate() | 181 | PhysScene.TaintedObject(LocalID, "BSPrim.setSelected", delegate() |
182 | { | 182 | { |
183 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); | 183 | DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); |
184 | SetObjectDynamic(false); | 184 | SetObjectDynamic(false); |
@@ -224,7 +224,7 @@ public class BSPrim : BSPhysObject | |||
224 | _rotationalVelocity = OMV.Vector3.Zero; | 224 | _rotationalVelocity = OMV.Vector3.Zero; |
225 | 225 | ||
226 | // Zero some other properties in the physics engine | 226 | // Zero some other properties in the physics engine |
227 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 227 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() |
228 | { | 228 | { |
229 | if (PhysBody.HasPhysicalBody) | 229 | if (PhysBody.HasPhysicalBody) |
230 | PhysScene.PE.ClearAllForces(PhysBody); | 230 | PhysScene.PE.ClearAllForces(PhysBody); |
@@ -234,7 +234,7 @@ public class BSPrim : BSPhysObject | |||
234 | { | 234 | { |
235 | _rotationalVelocity = OMV.Vector3.Zero; | 235 | _rotationalVelocity = OMV.Vector3.Zero; |
236 | // Zero some other properties in the physics engine | 236 | // Zero some other properties in the physics engine |
237 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 237 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ZeroMotion", delegate() |
238 | { | 238 | { |
239 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | 239 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); |
240 | if (PhysBody.HasPhysicalBody) | 240 | if (PhysBody.HasPhysicalBody) |
@@ -262,7 +262,7 @@ public class BSPrim : BSPhysObject | |||
262 | }); | 262 | }); |
263 | 263 | ||
264 | // Update parameters so the new actor's Refresh() action is called at the right time. | 264 | // Update parameters so the new actor's Refresh() action is called at the right time. |
265 | PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() | 265 | PhysScene.TaintedObject(LocalID, "BSPrim.LockAngularMotion", delegate() |
266 | { | 266 | { |
267 | UpdatePhysicalParameters(); | 267 | UpdatePhysicalParameters(); |
268 | }); | 268 | }); |
@@ -287,7 +287,7 @@ public class BSPrim : BSPhysObject | |||
287 | RawPosition = value; | 287 | RawPosition = value; |
288 | PositionSanityCheck(false); | 288 | PositionSanityCheck(false); |
289 | 289 | ||
290 | PhysScene.TaintedObject("BSPrim.setPosition", delegate() | 290 | PhysScene.TaintedObject(LocalID, "BSPrim.setPosition", delegate() |
291 | { | 291 | { |
292 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); | 292 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, RawPosition, RawOrientation); |
293 | ForcePosition = RawPosition; | 293 | ForcePosition = RawPosition; |
@@ -531,7 +531,7 @@ public class BSPrim : BSPhysObject | |||
531 | set { | 531 | set { |
532 | Vehicle type = (Vehicle)value; | 532 | Vehicle type = (Vehicle)value; |
533 | 533 | ||
534 | PhysScene.TaintedObject("setVehicleType", delegate() | 534 | PhysScene.TaintedObject(LocalID, "setVehicleType", delegate() |
535 | { | 535 | { |
536 | // Some vehicle scripts change vehicle type on the fly as an easy way to | 536 | // Some vehicle scripts change vehicle type on the fly as an easy way to |
537 | // change all the parameters. Like a plane changing to CAR when on the | 537 | // change all the parameters. Like a plane changing to CAR when on the |
@@ -561,7 +561,7 @@ public class BSPrim : BSPhysObject | |||
561 | } | 561 | } |
562 | public override void VehicleFloatParam(int param, float value) | 562 | public override void VehicleFloatParam(int param, float value) |
563 | { | 563 | { |
564 | PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 564 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFloatParam", delegate() |
565 | { | 565 | { |
566 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 566 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
567 | if (vehicleActor != null) | 567 | if (vehicleActor != null) |
@@ -573,7 +573,7 @@ public class BSPrim : BSPhysObject | |||
573 | } | 573 | } |
574 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 574 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
575 | { | 575 | { |
576 | PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 576 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleVectorParam", delegate() |
577 | { | 577 | { |
578 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 578 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
579 | if (vehicleActor != null) | 579 | if (vehicleActor != null) |
@@ -585,7 +585,7 @@ public class BSPrim : BSPhysObject | |||
585 | } | 585 | } |
586 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 586 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
587 | { | 587 | { |
588 | PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() | 588 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleRotationParam", delegate() |
589 | { | 589 | { |
590 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 590 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
591 | if (vehicleActor != null) | 591 | if (vehicleActor != null) |
@@ -597,7 +597,7 @@ public class BSPrim : BSPhysObject | |||
597 | } | 597 | } |
598 | public override void VehicleFlags(int param, bool remove) | 598 | public override void VehicleFlags(int param, bool remove) |
599 | { | 599 | { |
600 | PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() | 600 | PhysScene.TaintedObject(LocalID, "BSPrim.VehicleFlags", delegate() |
601 | { | 601 | { |
602 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); | 602 | BSDynamics vehicleActor = GetVehicleActor(true /* createIfNone */); |
603 | if (vehicleActor != null) | 603 | if (vehicleActor != null) |
@@ -613,7 +613,7 @@ public class BSPrim : BSPhysObject | |||
613 | if (_isVolumeDetect != newValue) | 613 | if (_isVolumeDetect != newValue) |
614 | { | 614 | { |
615 | _isVolumeDetect = newValue; | 615 | _isVolumeDetect = newValue; |
616 | PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() | 616 | PhysScene.TaintedObject(LocalID, "BSPrim.SetVolumeDetect", delegate() |
617 | { | 617 | { |
618 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); | 618 | // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); |
619 | SetObjectDynamic(true); | 619 | SetObjectDynamic(true); |
@@ -628,7 +628,7 @@ public class BSPrim : BSPhysObject | |||
628 | public override void SetMaterial(int material) | 628 | public override void SetMaterial(int material) |
629 | { | 629 | { |
630 | base.SetMaterial(material); | 630 | base.SetMaterial(material); |
631 | PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() | 631 | PhysScene.TaintedObject(LocalID, "BSPrim.SetMaterial", delegate() |
632 | { | 632 | { |
633 | UpdatePhysicalParameters(); | 633 | UpdatePhysicalParameters(); |
634 | }); | 634 | }); |
@@ -641,7 +641,7 @@ public class BSPrim : BSPhysObject | |||
641 | if (base.Friction != value) | 641 | if (base.Friction != value) |
642 | { | 642 | { |
643 | base.Friction = value; | 643 | base.Friction = value; |
644 | PhysScene.TaintedObject("BSPrim.setFriction", delegate() | 644 | PhysScene.TaintedObject(LocalID, "BSPrim.setFriction", delegate() |
645 | { | 645 | { |
646 | UpdatePhysicalParameters(); | 646 | UpdatePhysicalParameters(); |
647 | }); | 647 | }); |
@@ -656,7 +656,7 @@ public class BSPrim : BSPhysObject | |||
656 | if (base.Restitution != value) | 656 | if (base.Restitution != value) |
657 | { | 657 | { |
658 | base.Restitution = value; | 658 | base.Restitution = value; |
659 | PhysScene.TaintedObject("BSPrim.setRestitution", delegate() | 659 | PhysScene.TaintedObject(LocalID, "BSPrim.setRestitution", delegate() |
660 | { | 660 | { |
661 | UpdatePhysicalParameters(); | 661 | UpdatePhysicalParameters(); |
662 | }); | 662 | }); |
@@ -673,7 +673,7 @@ public class BSPrim : BSPhysObject | |||
673 | if (base.Density != value) | 673 | if (base.Density != value) |
674 | { | 674 | { |
675 | base.Density = value; | 675 | base.Density = value; |
676 | PhysScene.TaintedObject("BSPrim.setDensity", delegate() | 676 | PhysScene.TaintedObject(LocalID, "BSPrim.setDensity", delegate() |
677 | { | 677 | { |
678 | UpdatePhysicalParameters(); | 678 | UpdatePhysicalParameters(); |
679 | }); | 679 | }); |
@@ -688,7 +688,7 @@ public class BSPrim : BSPhysObject | |||
688 | if (base.GravModifier != value) | 688 | if (base.GravModifier != value) |
689 | { | 689 | { |
690 | base.GravModifier = value; | 690 | base.GravModifier = value; |
691 | PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() | 691 | PhysScene.TaintedObject(LocalID, "BSPrim.setGravityModifier", delegate() |
692 | { | 692 | { |
693 | UpdatePhysicalParameters(); | 693 | UpdatePhysicalParameters(); |
694 | }); | 694 | }); |
@@ -699,7 +699,7 @@ public class BSPrim : BSPhysObject | |||
699 | get { return RawVelocity; } | 699 | get { return RawVelocity; } |
700 | set { | 700 | set { |
701 | RawVelocity = value; | 701 | RawVelocity = value; |
702 | PhysScene.TaintedObject("BSPrim.setVelocity", delegate() | 702 | PhysScene.TaintedObject(LocalID, "BSPrim.setVelocity", delegate() |
703 | { | 703 | { |
704 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); | 704 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); |
705 | ForceVelocity = RawVelocity; | 705 | ForceVelocity = RawVelocity; |
@@ -745,7 +745,7 @@ public class BSPrim : BSPhysObject | |||
745 | return; | 745 | return; |
746 | RawOrientation = value; | 746 | RawOrientation = value; |
747 | 747 | ||
748 | PhysScene.TaintedObject("BSPrim.setOrientation", delegate() | 748 | PhysScene.TaintedObject(LocalID, "BSPrim.setOrientation", delegate() |
749 | { | 749 | { |
750 | ForceOrientation = RawOrientation; | 750 | ForceOrientation = RawOrientation; |
751 | }); | 751 | }); |
@@ -776,7 +776,7 @@ public class BSPrim : BSPhysObject | |||
776 | if (_isPhysical != value) | 776 | if (_isPhysical != value) |
777 | { | 777 | { |
778 | _isPhysical = value; | 778 | _isPhysical = value; |
779 | PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() | 779 | PhysScene.TaintedObject(LocalID, "BSPrim.setIsPhysical", delegate() |
780 | { | 780 | { |
781 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); | 781 | DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); |
782 | SetObjectDynamic(true); | 782 | SetObjectDynamic(true); |
@@ -1020,7 +1020,7 @@ public class BSPrim : BSPhysObject | |||
1020 | public override bool FloatOnWater { | 1020 | public override bool FloatOnWater { |
1021 | set { | 1021 | set { |
1022 | _floatOnWater = value; | 1022 | _floatOnWater = value; |
1023 | PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 1023 | PhysScene.TaintedObject(LocalID, "BSPrim.setFloatOnWater", delegate() |
1024 | { | 1024 | { |
1025 | if (_floatOnWater) | 1025 | if (_floatOnWater) |
1026 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); | 1026 | CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
@@ -1037,7 +1037,7 @@ public class BSPrim : BSPhysObject | |||
1037 | _rotationalVelocity = value; | 1037 | _rotationalVelocity = value; |
1038 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); | 1038 | Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); |
1039 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 1039 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
1040 | PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 1040 | PhysScene.TaintedObject(LocalID, "BSPrim.setRotationalVelocity", delegate() |
1041 | { | 1041 | { |
1042 | ForceRotationalVelocity = _rotationalVelocity; | 1042 | ForceRotationalVelocity = _rotationalVelocity; |
1043 | }); | 1043 | }); |
@@ -1068,7 +1068,7 @@ public class BSPrim : BSPhysObject | |||
1068 | get { return _buoyancy; } | 1068 | get { return _buoyancy; } |
1069 | set { | 1069 | set { |
1070 | _buoyancy = value; | 1070 | _buoyancy = value; |
1071 | PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() | 1071 | PhysScene.TaintedObject(LocalID, "BSPrim.setBuoyancy", delegate() |
1072 | { | 1072 | { |
1073 | ForceBuoyancy = _buoyancy; | 1073 | ForceBuoyancy = _buoyancy; |
1074 | }); | 1074 | }); |
@@ -1142,7 +1142,7 @@ public class BSPrim : BSPhysObject | |||
1142 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); | 1142 | // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); |
1143 | 1143 | ||
1144 | OMV.Vector3 addForce = force; | 1144 | OMV.Vector3 addForce = force; |
1145 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() | 1145 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddForce", delegate() |
1146 | { | 1146 | { |
1147 | // Bullet adds this central force to the total force for this tick. | 1147 | // Bullet adds this central force to the total force for this tick. |
1148 | // Deep down in Bullet: | 1148 | // Deep down in Bullet: |
@@ -1172,7 +1172,7 @@ public class BSPrim : BSPhysObject | |||
1172 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); | 1172 | OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); |
1173 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); | 1173 | // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); |
1174 | 1174 | ||
1175 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() | 1175 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddImpulse", delegate() |
1176 | { | 1176 | { |
1177 | // Bullet adds this impulse immediately to the velocity | 1177 | // Bullet adds this impulse immediately to the velocity |
1178 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); | 1178 | DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); |
@@ -1197,7 +1197,7 @@ public class BSPrim : BSPhysObject | |||
1197 | if (force.IsFinite()) | 1197 | if (force.IsFinite()) |
1198 | { | 1198 | { |
1199 | OMV.Vector3 angForce = force; | 1199 | OMV.Vector3 angForce = force; |
1200 | PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() | 1200 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.AddAngularForce", delegate() |
1201 | { | 1201 | { |
1202 | if (PhysBody.HasPhysicalBody) | 1202 | if (PhysBody.HasPhysicalBody) |
1203 | { | 1203 | { |
@@ -1221,7 +1221,7 @@ public class BSPrim : BSPhysObject | |||
1221 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) | 1221 | public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) |
1222 | { | 1222 | { |
1223 | OMV.Vector3 applyImpulse = impulse; | 1223 | OMV.Vector3 applyImpulse = impulse; |
1224 | PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() | 1224 | PhysScene.TaintedObject(inTaintTime, LocalID, "BSPrim.ApplyTorqueImpulse", delegate() |
1225 | { | 1225 | { |
1226 | if (PhysBody.HasPhysicalBody) | 1226 | if (PhysBody.HasPhysicalBody) |
1227 | { | 1227 | { |
@@ -1552,39 +1552,10 @@ public class BSPrim : BSPhysObject | |||
1552 | #region Extension | 1552 | #region Extension |
1553 | public override object Extension(string pFunct, params object[] pParams) | 1553 | public override object Extension(string pFunct, params object[] pParams) |
1554 | { | 1554 | { |
1555 | DetailLog("{0} BSPrim.Extension,op={1}", LocalID, pFunct); | ||
1555 | object ret = null; | 1556 | object ret = null; |
1556 | switch (pFunct) | 1557 | switch (pFunct) |
1557 | { | 1558 | { |
1558 | case BSScene.PhysFunctGetLinksetType: | ||
1559 | { | ||
1560 | BSPrimLinkable myHandle = this as BSPrimLinkable; | ||
1561 | if (myHandle != null) | ||
1562 | { | ||
1563 | ret = (object)myHandle.LinksetType; | ||
1564 | } | ||
1565 | m_log.DebugFormat("{0} Extension.physGetLinksetType, type={1}", LogHeader, ret); | ||
1566 | break; | ||
1567 | } | ||
1568 | case BSScene.PhysFunctSetLinksetType: | ||
1569 | { | ||
1570 | if (pParams.Length > 0) | ||
1571 | { | ||
1572 | BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[0]; | ||
1573 | BSPrimLinkable myHandle = this as BSPrimLinkable; | ||
1574 | if (myHandle != null && myHandle.Linkset.IsRoot(myHandle)) | ||
1575 | { | ||
1576 | PhysScene.TaintedObject("BSPrim.PhysFunctSetLinksetType", delegate() | ||
1577 | { | ||
1578 | // Cause the linkset type to change | ||
1579 | m_log.DebugFormat("{0} Extension.physSetLinksetType, oldType={1}, newType={2}", | ||
1580 | LogHeader, myHandle.Linkset.LinksetImpl, linksetType); | ||
1581 | myHandle.ConvertLinkset(linksetType); | ||
1582 | }); | ||
1583 | } | ||
1584 | ret = (object)(int)linksetType; | ||
1585 | } | ||
1586 | break; | ||
1587 | } | ||
1588 | default: | 1559 | default: |
1589 | ret = base.Extension(pFunct, pParams); | 1560 | ret = base.Extension(pFunct, pParams); |
1590 | break; | 1561 | break; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 7179a6d..126b146 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | |||
@@ -30,6 +30,7 @@ using System.Linq; | |||
30 | using System.Text; | 30 | using System.Text; |
31 | 31 | ||
32 | using OpenSim.Framework; | 32 | using OpenSim.Framework; |
33 | using OpenSim.Region.OptionalModules.Scripting; | ||
33 | 34 | ||
34 | using OMV = OpenMetaverse; | 35 | using OMV = OpenMetaverse; |
35 | 36 | ||
@@ -41,6 +42,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
41 | // operations necessary for keeping the linkset created and, additionally, this | 42 | // operations necessary for keeping the linkset created and, additionally, this |
42 | // calls the linkset implementation for its creation and management. | 43 | // calls the linkset implementation for its creation and management. |
43 | 44 | ||
45 | private static readonly string LogHeader = "[BULLETS PRIMLINKABLE]"; | ||
46 | |||
44 | // This adds the overrides for link() and delink() so the prim is linkable. | 47 | // This adds the overrides for link() and delink() so the prim is linkable. |
45 | 48 | ||
46 | public BSLinkset Linkset { get; set; } | 49 | public BSLinkset Linkset { get; set; } |
@@ -58,15 +61,12 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
58 | 61 | ||
59 | Linkset = BSLinkset.Factory(PhysScene, this); | 62 | Linkset = BSLinkset.Factory(PhysScene, this); |
60 | 63 | ||
61 | PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() | 64 | Linkset.Refresh(this); |
62 | { | ||
63 | Linkset.Refresh(this); | ||
64 | }); | ||
65 | } | 65 | } |
66 | 66 | ||
67 | public override void Destroy() | 67 | public override void Destroy() |
68 | { | 68 | { |
69 | Linkset = Linkset.RemoveMeFromLinkset(this); | 69 | Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime */); |
70 | base.Destroy(); | 70 | base.Destroy(); |
71 | } | 71 | } |
72 | 72 | ||
@@ -80,7 +80,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
80 | 80 | ||
81 | Linkset = parent.Linkset.AddMeToLinkset(this); | 81 | Linkset = parent.Linkset.AddMeToLinkset(this); |
82 | 82 | ||
83 | DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", | 83 | DetailLog("{0},BSPrimLinkable.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}", |
84 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | 84 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
85 | } | 85 | } |
86 | return; | 86 | return; |
@@ -94,9 +94,9 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
94 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG | 94 | BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG |
95 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG | 95 | int childrenBefore = Linkset.NumberOfChildren; // DEBUG |
96 | 96 | ||
97 | Linkset = Linkset.RemoveMeFromLinkset(this); | 97 | Linkset = Linkset.RemoveMeFromLinkset(this, false /* inTaintTime*/); |
98 | 98 | ||
99 | DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", | 99 | DetailLog("{0},BSPrimLinkable.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ", |
100 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); | 100 | LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren); |
101 | return; | 101 | return; |
102 | } | 102 | } |
@@ -108,7 +108,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
108 | set | 108 | set |
109 | { | 109 | { |
110 | base.Position = value; | 110 | base.Position = value; |
111 | PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate() | 111 | PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setPosition", delegate() |
112 | { | 112 | { |
113 | Linkset.UpdateProperties(UpdatedProperties.Position, this); | 113 | Linkset.UpdateProperties(UpdatedProperties.Position, this); |
114 | }); | 114 | }); |
@@ -122,7 +122,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
122 | set | 122 | set |
123 | { | 123 | { |
124 | base.Orientation = value; | 124 | base.Orientation = value; |
125 | PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() | 125 | PhysScene.TaintedObject(LocalID, "BSPrimLinkable.setOrientation", delegate() |
126 | { | 126 | { |
127 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); | 127 | Linkset.UpdateProperties(UpdatedProperties.Orientation, this); |
128 | }); | 128 | }); |
@@ -180,7 +180,7 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
180 | // Do any filtering/modification needed for linksets. | 180 | // Do any filtering/modification needed for linksets. |
181 | public override void UpdateProperties(EntityProperties entprop) | 181 | public override void UpdateProperties(EntityProperties entprop) |
182 | { | 182 | { |
183 | if (Linkset.IsRoot(this)) | 183 | if (Linkset.IsRoot(this) || Linkset.ShouldReportPropertyUpdates(this)) |
184 | { | 184 | { |
185 | // Properties are only updated for the roots of a linkset. | 185 | // Properties are only updated for the roots of a linkset. |
186 | // TODO: this will have to change when linksets are articulated. | 186 | // TODO: this will have to change when linksets are articulated. |
@@ -240,6 +240,8 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
240 | bool ret = false; | 240 | bool ret = false; |
241 | if (LinksetType != newType) | 241 | if (LinksetType != newType) |
242 | { | 242 | { |
243 | DetailLog("{0},BSPrimLinkable.ConvertLinkset,oldT={1},newT={2}", LocalID, LinksetType, newType); | ||
244 | |||
243 | // Set the implementation type first so the call to BSLinkset.Factory gets the new type. | 245 | // Set the implementation type first so the call to BSLinkset.Factory gets the new type. |
244 | this.LinksetType = newType; | 246 | this.LinksetType = newType; |
245 | 247 | ||
@@ -263,7 +265,10 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
263 | // Remove the children from the old linkset and add to the new (will be a new instance from the factory) | 265 | // Remove the children from the old linkset and add to the new (will be a new instance from the factory) |
264 | foreach (BSPrimLinkable child in children) | 266 | foreach (BSPrimLinkable child in children) |
265 | { | 267 | { |
266 | oldLinkset.RemoveMeFromLinkset(child); | 268 | oldLinkset.RemoveMeFromLinkset(child, true /*inTaintTime*/); |
269 | } | ||
270 | foreach (BSPrimLinkable child in children) | ||
271 | { | ||
267 | newLinkset.AddMeToLinkset(child); | 272 | newLinkset.AddMeToLinkset(child); |
268 | child.Linkset = newLinkset; | 273 | child.Linkset = newLinkset; |
269 | } | 274 | } |
@@ -274,5 +279,70 @@ public class BSPrimLinkable : BSPrimDisplaced | |||
274 | } | 279 | } |
275 | return ret; | 280 | return ret; |
276 | } | 281 | } |
282 | |||
283 | #region Extension | ||
284 | public override object Extension(string pFunct, params object[] pParams) | ||
285 | { | ||
286 | DetailLog("{0} BSPrimLinkable.Extension,op={1},nParam={2}", LocalID, pFunct, pParams.Length); | ||
287 | object ret = null; | ||
288 | switch (pFunct) | ||
289 | { | ||
290 | // physGetLinksetType(); | ||
291 | // pParams = [ BSPhysObject root, null ] | ||
292 | case ExtendedPhysics.PhysFunctGetLinksetType: | ||
293 | { | ||
294 | ret = (object)LinksetType; | ||
295 | DetailLog("{0},BSPrimLinkable.Extension.physGetLinksetType,type={1}", LocalID, ret); | ||
296 | break; | ||
297 | } | ||
298 | // physSetLinksetType(type); | ||
299 | // pParams = [ BSPhysObject root, null, integer type ] | ||
300 | case ExtendedPhysics.PhysFunctSetLinksetType: | ||
301 | { | ||
302 | if (pParams.Length > 2) | ||
303 | { | ||
304 | BSLinkset.LinksetImplementation linksetType = (BSLinkset.LinksetImplementation)pParams[2]; | ||
305 | if (Linkset.IsRoot(this)) | ||
306 | { | ||
307 | PhysScene.TaintedObject(LocalID, "BSPrim.PhysFunctSetLinksetType", delegate() | ||
308 | { | ||
309 | // Cause the linkset type to change | ||
310 | DetailLog("{0},BSPrimLinkable.Extension.physSetLinksetType, oldType={1},newType={2}", | ||
311 | LocalID, Linkset.LinksetImpl, linksetType); | ||
312 | ConvertLinkset(linksetType); | ||
313 | }); | ||
314 | } | ||
315 | ret = (object)(int)linksetType; | ||
316 | } | ||
317 | break; | ||
318 | } | ||
319 | // physChangeLinkType(linknum, typeCode); | ||
320 | // pParams = [ BSPhysObject root, BSPhysObject child, integer linkType ] | ||
321 | case ExtendedPhysics.PhysFunctChangeLinkType: | ||
322 | { | ||
323 | ret = Linkset.Extension(pFunct, pParams); | ||
324 | break; | ||
325 | } | ||
326 | // physGetLinkType(linknum); | ||
327 | // pParams = [ BSPhysObject root, BSPhysObject child ] | ||
328 | case ExtendedPhysics.PhysFunctGetLinkType: | ||
329 | { | ||
330 | ret = Linkset.Extension(pFunct, pParams); | ||
331 | break; | ||
332 | } | ||
333 | // physChangeLinkParams(linknum, [code, value, code, value, ...]); | ||
334 | // pParams = [ BSPhysObject root, BSPhysObject child, object[] [ string op, object opParam, string op, object opParam, ... ] ] | ||
335 | case ExtendedPhysics.PhysFunctChangeLinkParams: | ||
336 | { | ||
337 | ret = Linkset.Extension(pFunct, pParams); | ||
338 | break; | ||
339 | } | ||
340 | default: | ||
341 | ret = base.Extension(pFunct, pParams); | ||
342 | break; | ||
343 | } | ||
344 | return ret; | ||
345 | } | ||
346 | #endregion // Extension | ||
277 | } | 347 | } |
278 | } | 348 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index c92c9b9..b3dfa41 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -157,12 +157,20 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
157 | public delegate void TaintCallback(); | 157 | public delegate void TaintCallback(); |
158 | private struct TaintCallbackEntry | 158 | private struct TaintCallbackEntry |
159 | { | 159 | { |
160 | public String originator; | ||
160 | public String ident; | 161 | public String ident; |
161 | public TaintCallback callback; | 162 | public TaintCallback callback; |
162 | public TaintCallbackEntry(string i, TaintCallback c) | 163 | public TaintCallbackEntry(string pIdent, TaintCallback pCallBack) |
163 | { | 164 | { |
164 | ident = i; | 165 | originator = BSScene.DetailLogZero; |
165 | callback = c; | 166 | ident = pIdent; |
167 | callback = pCallBack; | ||
168 | } | ||
169 | public TaintCallbackEntry(string pOrigin, string pIdent, TaintCallback pCallBack) | ||
170 | { | ||
171 | originator = pOrigin; | ||
172 | ident = pIdent; | ||
173 | callback = pCallBack; | ||
166 | } | 174 | } |
167 | } | 175 | } |
168 | private Object _taintLock = new Object(); // lock for using the next object | 176 | private Object _taintLock = new Object(); // lock for using the next object |
@@ -867,18 +875,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
867 | public override bool IsThreaded { get { return false; } } | 875 | public override bool IsThreaded { get { return false; } } |
868 | 876 | ||
869 | #region Extensions | 877 | #region Extensions |
870 | // ============================================================= | ||
871 | // Per scene functions. See below. | ||
872 | |||
873 | // Per avatar functions. See BSCharacter. | ||
874 | |||
875 | // Per prim functions. See BSPrim. | ||
876 | public const string PhysFunctGetLinksetType = "BulletSim.GetLinksetType"; | ||
877 | public const string PhysFunctSetLinksetType = "BulletSim.SetLinksetType"; | ||
878 | // ============================================================= | ||
879 | |||
880 | public override object Extension(string pFunct, params object[] pParams) | 878 | public override object Extension(string pFunct, params object[] pParams) |
881 | { | 879 | { |
880 | DetailLog("{0} BSScene.Extension,op={1}", DetailLogZero, pFunct); | ||
882 | return base.Extension(pFunct, pParams); | 881 | return base.Extension(pFunct, pParams); |
883 | } | 882 | } |
884 | #endregion // Extensions | 883 | #endregion // Extensions |
@@ -897,26 +896,37 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
897 | // Calls to the PhysicsActors can't directly call into the physics engine | 896 | // Calls to the PhysicsActors can't directly call into the physics engine |
898 | // because it might be busy. We delay changes to a known time. | 897 | // because it might be busy. We delay changes to a known time. |
899 | // We rely on C#'s closure to save and restore the context for the delegate. | 898 | // We rely on C#'s closure to save and restore the context for the delegate. |
900 | public void TaintedObject(String ident, TaintCallback callback) | 899 | public void TaintedObject(string pOriginator, string pIdent, TaintCallback pCallback) |
901 | { | 900 | { |
902 | if (!m_initialized) return; | 901 | TaintedObject(false /*inTaintTime*/, pOriginator, pIdent, pCallback); |
903 | 902 | } | |
904 | lock (_taintLock) | 903 | public void TaintedObject(uint pOriginator, String pIdent, TaintCallback pCallback) |
905 | { | 904 | { |
906 | _taintOperations.Add(new TaintCallbackEntry(ident, callback)); | 905 | TaintedObject(false /*inTaintTime*/, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); |
907 | } | 906 | } |
908 | 907 | public void TaintedObject(bool inTaintTime, String pIdent, TaintCallback pCallback) | |
909 | return; | 908 | { |
909 | TaintedObject(inTaintTime, BSScene.DetailLogZero, pIdent, pCallback); | ||
910 | } | ||
911 | public void TaintedObject(bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback) | ||
912 | { | ||
913 | TaintedObject(inTaintTime, m_physicsLoggingEnabled ? pOriginator.ToString() : BSScene.DetailLogZero, pIdent, pCallback); | ||
910 | } | 914 | } |
911 | |||
912 | // Sometimes a potentially tainted operation can be used in and out of taint time. | 915 | // Sometimes a potentially tainted operation can be used in and out of taint time. |
913 | // This routine executes the command immediately if in taint-time otherwise it is queued. | 916 | // This routine executes the command immediately if in taint-time otherwise it is queued. |
914 | public void TaintedObject(bool inTaintTime, string ident, TaintCallback callback) | 917 | public void TaintedObject(bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback) |
915 | { | 918 | { |
919 | if (!m_initialized) return; | ||
920 | |||
916 | if (inTaintTime) | 921 | if (inTaintTime) |
917 | callback(); | 922 | pCallback(); |
918 | else | 923 | else |
919 | TaintedObject(ident, callback); | 924 | { |
925 | lock (_taintLock) | ||
926 | { | ||
927 | _taintOperations.Add(new TaintCallbackEntry(pOriginator, pIdent, pCallback)); | ||
928 | } | ||
929 | } | ||
920 | } | 930 | } |
921 | 931 | ||
922 | private void TriggerPreStepEvent(float timeStep) | 932 | private void TriggerPreStepEvent(float timeStep) |
@@ -960,7 +970,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
960 | { | 970 | { |
961 | try | 971 | try |
962 | { | 972 | { |
963 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", DetailLogZero, tcbe.ident); // DEBUG DEBUG DEBUG | 973 | DetailLog("{0},BSScene.ProcessTaints,doTaint,id={1}", tcbe.originator, tcbe.ident); // DEBUG DEBUG DEBUG |
964 | tcbe.callback(); | 974 | tcbe.callback(); |
965 | } | 975 | } |
966 | catch (Exception e) | 976 | catch (Exception e) |
@@ -977,10 +987,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
977 | // will replace any previous operation by the same object. | 987 | // will replace any previous operation by the same object. |
978 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) | 988 | public void PostTaintObject(String ident, uint ID, TaintCallback callback) |
979 | { | 989 | { |
980 | string uniqueIdent = ident + "-" + ID.ToString(); | 990 | string IDAsString = ID.ToString(); |
991 | string uniqueIdent = ident + "-" + IDAsString; | ||
981 | lock (_taintLock) | 992 | lock (_taintLock) |
982 | { | 993 | { |
983 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback); | 994 | _postTaintOperations[uniqueIdent] = new TaintCallbackEntry(IDAsString, uniqueIdent, callback); |
984 | } | 995 | } |
985 | 996 | ||
986 | return; | 997 | return; |
@@ -1090,7 +1101,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1090 | string xval = val; | 1101 | string xval = val; |
1091 | List<uint> xlIDs = lIDs; | 1102 | List<uint> xlIDs = lIDs; |
1092 | string xparm = parm; | 1103 | string xparm = parm; |
1093 | TaintedObject("BSScene.UpdateParameterSet", delegate() { | 1104 | TaintedObject(DetailLogZero, "BSScene.UpdateParameterSet", delegate() { |
1094 | BSParam.ParameterDefnBase thisParam; | 1105 | BSParam.ParameterDefnBase thisParam; |
1095 | if (BSParam.TryGetParameter(xparm, out thisParam)) | 1106 | if (BSParam.TryGetParameter(xparm, out thisParam)) |
1096 | { | 1107 | { |