diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 67 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 147 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 20 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 133 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 26 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 12 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 10 |
8 files changed, 276 insertions, 143 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index b88ec3c..2a52e01 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -218,6 +218,18 @@ public class BSCharacter : BSPhysObject | |||
218 | }); | 218 | }); |
219 | } | 219 | } |
220 | } | 220 | } |
221 | public override OMV.Vector3 ForcePosition { | ||
222 | get { | ||
223 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | ||
224 | return _position; | ||
225 | } | ||
226 | set { | ||
227 | _position = value; | ||
228 | PositionSanityCheck(); | ||
229 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | ||
230 | } | ||
231 | } | ||
232 | |||
221 | 233 | ||
222 | // Check that the current position is sane and, if not, modify the position to make it so. | 234 | // Check that the current position is sane and, if not, modify the position to make it so. |
223 | // Check for being below terrain and being out of bounds. | 235 | // Check for being below terrain and being out of bounds. |
@@ -234,6 +246,15 @@ public class BSCharacter : BSPhysObject | |||
234 | _position.Z = terrainHeight + 2.0f; | 246 | _position.Z = terrainHeight + 2.0f; |
235 | ret = true; | 247 | ret = true; |
236 | } | 248 | } |
249 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
250 | { | ||
251 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | ||
252 | if (Position.Z < waterHeight) | ||
253 | { | ||
254 | _position.Z = waterHeight; | ||
255 | ret = true; | ||
256 | } | ||
257 | } | ||
237 | 258 | ||
238 | // TODO: check for out of bounds | 259 | // TODO: check for out of bounds |
239 | return ret; | 260 | return ret; |
@@ -242,18 +263,22 @@ public class BSCharacter : BSPhysObject | |||
242 | // A version of the sanity check that also makes sure a new position value is | 263 | // A version of the sanity check that also makes sure a new position value is |
243 | // pushed back to the physics engine. This routine would be used by anyone | 264 | // pushed back to the physics engine. This routine would be used by anyone |
244 | // who is not already pushing the value. | 265 | // who is not already pushing the value. |
245 | private bool PositionSanityCheck2() | 266 | private bool PositionSanityCheck2(bool atTaintTime) |
246 | { | 267 | { |
247 | bool ret = false; | 268 | bool ret = false; |
248 | if (PositionSanityCheck()) | 269 | if (PositionSanityCheck()) |
249 | { | 270 | { |
250 | // The new position value must be pushed into the physics engine but we can't | 271 | // The new position value must be pushed into the physics engine but we can't |
251 | // just assign to "Position" because of potential call loops. | 272 | // just assign to "Position" because of potential call loops. |
252 | PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", delegate() | 273 | BSScene.TaintCallback sanityOperation = delegate() |
253 | { | 274 | { |
254 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 275 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
255 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | 276 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); |
256 | }); | 277 | }; |
278 | if (atTaintTime) | ||
279 | sanityOperation(); | ||
280 | else | ||
281 | PhysicsScene.TaintedObject("BSCharacter.PositionSanityCheck", sanityOperation); | ||
257 | ret = true; | 282 | ret = true; |
258 | } | 283 | } |
259 | return ret; | 284 | return ret; |
@@ -333,6 +358,20 @@ public class BSCharacter : BSPhysObject | |||
333 | }); | 358 | }); |
334 | } | 359 | } |
335 | } | 360 | } |
361 | // Go directly to Bullet to get/set the value. | ||
362 | public override OMV.Quaternion ForceOrientation | ||
363 | { | ||
364 | get | ||
365 | { | ||
366 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | ||
367 | return _orientation; | ||
368 | } | ||
369 | set | ||
370 | { | ||
371 | _orientation = value; | ||
372 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | ||
373 | } | ||
374 | } | ||
336 | public override int PhysicsActorType { | 375 | public override int PhysicsActorType { |
337 | get { return _physicsActorType; } | 376 | get { return _physicsActorType; } |
338 | set { _physicsActorType = value; | 377 | set { _physicsActorType = value; |
@@ -378,7 +417,16 @@ public class BSCharacter : BSPhysObject | |||
378 | set { _collidingObj = value; } | 417 | set { _collidingObj = value; } |
379 | } | 418 | } |
380 | public override bool FloatOnWater { | 419 | public override bool FloatOnWater { |
381 | set { _floatOnWater = value; } | 420 | set { |
421 | _floatOnWater = value; | ||
422 | PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() | ||
423 | { | ||
424 | if (_floatOnWater) | ||
425 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
426 | else | ||
427 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
428 | }); | ||
429 | } | ||
382 | } | 430 | } |
383 | public override OMV.Vector3 RotationalVelocity { | 431 | public override OMV.Vector3 RotationalVelocity { |
384 | get { return _rotationalVelocity; } | 432 | get { return _rotationalVelocity; } |
@@ -493,15 +541,14 @@ public class BSCharacter : BSPhysObject | |||
493 | _velocity = entprop.Velocity; | 541 | _velocity = entprop.Velocity; |
494 | _acceleration = entprop.Acceleration; | 542 | _acceleration = entprop.Acceleration; |
495 | _rotationalVelocity = entprop.RotationalVelocity; | 543 | _rotationalVelocity = entprop.RotationalVelocity; |
544 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | ||
545 | PositionSanityCheck2(true); | ||
546 | |||
496 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 547 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
497 | // base.RequestPhysicsterseUpdate(); | 548 | // base.RequestPhysicsterseUpdate(); |
498 | 549 | ||
499 | // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. | 550 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
500 | PositionSanityCheck2(); | 551 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
501 | |||
502 | float heightHere = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); // only for debug | ||
503 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5},terrain={6}", | ||
504 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity, heightHere); | ||
505 | } | 552 | } |
506 | } | 553 | } |
507 | } | 554 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 65b38d6..4ba2f62 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -92,7 +92,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
92 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate | 92 | private float m_angularMotorDecayTimescale = 0; // motor angular velocity decay rate |
93 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate | 93 | private Vector3 m_angularFrictionTimescale = Vector3.Zero; // body angular velocity decay rate |
94 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body | 94 | private Vector3 m_lastAngularVelocity = Vector3.Zero; // what was last applied to body |
95 | // private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body | 95 | private Vector3 m_lastVertAttractor = Vector3.Zero; // what VA was last applied to body |
96 | 96 | ||
97 | //Deflection properties | 97 | //Deflection properties |
98 | // private float m_angularDeflectionEfficiency = 0; | 98 | // private float m_angularDeflectionEfficiency = 0; |
@@ -138,74 +138,55 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
138 | switch (pParam) | 138 | switch (pParam) |
139 | { | 139 | { |
140 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 140 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
141 | if (pValue < 0.01f) pValue = 0.01f; | 141 | // m_angularDeflectionEfficiency = Math.Max(pValue, 0.01f); |
142 | // m_angularDeflectionEfficiency = pValue; | ||
143 | break; | 142 | break; |
144 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: | 143 | case Vehicle.ANGULAR_DEFLECTION_TIMESCALE: |
145 | if (pValue < 0.01f) pValue = 0.01f; | 144 | // m_angularDeflectionTimescale = Math.Max(pValue, 0.01f); |
146 | // m_angularDeflectionTimescale = pValue; | ||
147 | break; | 145 | break; |
148 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: | 146 | case Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE: |
149 | if (pValue < 0.01f) pValue = 0.01f; | 147 | m_angularMotorDecayTimescale = Math.Max(pValue, 0.01f); |
150 | m_angularMotorDecayTimescale = pValue; | ||
151 | break; | 148 | break; |
152 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: | 149 | case Vehicle.ANGULAR_MOTOR_TIMESCALE: |
153 | if (pValue < 0.01f) pValue = 0.01f; | 150 | m_angularMotorTimescale = Math.Max(pValue, 0.01f); |
154 | m_angularMotorTimescale = pValue; | ||
155 | break; | 151 | break; |
156 | case Vehicle.BANKING_EFFICIENCY: | 152 | case Vehicle.BANKING_EFFICIENCY: |
157 | if (pValue < 0.01f) pValue = 0.01f; | 153 | // m_bankingEfficiency = Math.Max(pValue, 0.01f); |
158 | // m_bankingEfficiency = pValue; | ||
159 | break; | 154 | break; |
160 | case Vehicle.BANKING_MIX: | 155 | case Vehicle.BANKING_MIX: |
161 | if (pValue < 0.01f) pValue = 0.01f; | 156 | // m_bankingMix = Math.Max(pValue, 0.01f); |
162 | // m_bankingMix = pValue; | ||
163 | break; | 157 | break; |
164 | case Vehicle.BANKING_TIMESCALE: | 158 | case Vehicle.BANKING_TIMESCALE: |
165 | if (pValue < 0.01f) pValue = 0.01f; | 159 | // m_bankingTimescale = Math.Max(pValue, 0.01f); |
166 | // m_bankingTimescale = pValue; | ||
167 | break; | 160 | break; |
168 | case Vehicle.BUOYANCY: | 161 | case Vehicle.BUOYANCY: |
169 | if (pValue < -1f) pValue = -1f; | 162 | m_VehicleBuoyancy = Math.Max(-1f, Math.Min(pValue, 1f)); |
170 | if (pValue > 1f) pValue = 1f; | ||
171 | m_VehicleBuoyancy = pValue; | ||
172 | break; | 163 | break; |
173 | // case Vehicle.HOVER_EFFICIENCY: | 164 | // case Vehicle.HOVER_EFFICIENCY: |
174 | // if (pValue < 0f) pValue = 0f; | 165 | // m_VhoverEfficiency = Math.Max(0f, Math.Min(pValue, 1f)); |
175 | // if (pValue > 1f) pValue = 1f; | ||
176 | // m_VhoverEfficiency = pValue; | ||
177 | // break; | 166 | // break; |
178 | case Vehicle.HOVER_HEIGHT: | 167 | case Vehicle.HOVER_HEIGHT: |
179 | m_VhoverHeight = pValue; | 168 | m_VhoverHeight = pValue; |
180 | break; | 169 | break; |
181 | case Vehicle.HOVER_TIMESCALE: | 170 | case Vehicle.HOVER_TIMESCALE: |
182 | if (pValue < 0.01f) pValue = 0.01f; | 171 | m_VhoverTimescale = Math.Max(pValue, 0.01f); |
183 | m_VhoverTimescale = pValue; | ||
184 | break; | 172 | break; |
185 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: | 173 | case Vehicle.LINEAR_DEFLECTION_EFFICIENCY: |
186 | if (pValue < 0.01f) pValue = 0.01f; | 174 | // m_linearDeflectionEfficiency = Math.Max(pValue, 0.01f); |
187 | // m_linearDeflectionEfficiency = pValue; | ||
188 | break; | 175 | break; |
189 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: | 176 | case Vehicle.LINEAR_DEFLECTION_TIMESCALE: |
190 | if (pValue < 0.01f) pValue = 0.01f; | 177 | // m_linearDeflectionTimescale = Math.Max(pValue, 0.01f); |
191 | // m_linearDeflectionTimescale = pValue; | ||
192 | break; | 178 | break; |
193 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: | 179 | case Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE: |
194 | if (pValue < 0.01f) pValue = 0.01f; | 180 | m_linearMotorDecayTimescale = Math.Max(pValue, 0.01f); |
195 | m_linearMotorDecayTimescale = pValue; | ||
196 | break; | 181 | break; |
197 | case Vehicle.LINEAR_MOTOR_TIMESCALE: | 182 | case Vehicle.LINEAR_MOTOR_TIMESCALE: |
198 | if (pValue < 0.01f) pValue = 0.01f; | 183 | m_linearMotorTimescale = Math.Max(pValue, 0.01f); |
199 | m_linearMotorTimescale = pValue; | ||
200 | break; | 184 | break; |
201 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: | 185 | case Vehicle.VERTICAL_ATTRACTION_EFFICIENCY: |
202 | if (pValue < 0.1f) pValue = 0.1f; // Less goes unstable | 186 | m_verticalAttractionEfficiency = Math.Max(0.1f, Math.Min(pValue, 1f)); |
203 | if (pValue > 1.0f) pValue = 1.0f; | ||
204 | m_verticalAttractionEfficiency = pValue; | ||
205 | break; | 187 | break; |
206 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: | 188 | case Vehicle.VERTICAL_ATTRACTION_TIMESCALE: |
207 | if (pValue < 0.01f) pValue = 0.01f; | 189 | m_verticalAttractionTimescale = Math.Max(pValue, 0.01f); |
208 | m_verticalAttractionTimescale = pValue; | ||
209 | break; | 190 | break; |
210 | 191 | ||
211 | // These are vector properties but the engine lets you use a single float value to | 192 | // These are vector properties but the engine lets you use a single float value to |
@@ -371,8 +352,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
371 | // m_bankingMix = 1; | 352 | // m_bankingMix = 1; |
372 | // m_bankingTimescale = 1; | 353 | // m_bankingTimescale = 1; |
373 | // m_referenceFrame = Quaternion.Identity; | 354 | // m_referenceFrame = Quaternion.Identity; |
374 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | 355 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
375 | VehicleFlag.LIMIT_MOTOR_UP); | 356 | | VehicleFlag.LIMIT_ROLL_ONLY |
357 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
376 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | 358 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
377 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | 359 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); |
378 | break; | 360 | break; |
@@ -399,12 +381,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
399 | // m_bankingMix = 0.8f; | 381 | // m_bankingMix = 0.8f; |
400 | // m_bankingTimescale = 1; | 382 | // m_bankingTimescale = 1; |
401 | // m_referenceFrame = Quaternion.Identity; | 383 | // m_referenceFrame = Quaternion.Identity; |
402 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | 384 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY |
403 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 385 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
404 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | 386 | | VehicleFlag.LIMIT_ROLL_ONLY |
405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | 387 | | VehicleFlag.HOVER_UP_ONLY); |
406 | VehicleFlag.LIMIT_MOTOR_UP); | 388 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP |
407 | m_flags |= (VehicleFlag.HOVER_WATER_ONLY); | 389 | | VehicleFlag.LIMIT_MOTOR_UP |
390 | | VehicleFlag.HOVER_WATER_ONLY); | ||
408 | break; | 391 | break; |
409 | case Vehicle.TYPE_AIRPLANE: | 392 | case Vehicle.TYPE_AIRPLANE: |
410 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 393 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
@@ -429,9 +412,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
429 | // m_bankingMix = 0.7f; | 412 | // m_bankingMix = 0.7f; |
430 | // m_bankingTimescale = 2; | 413 | // m_bankingTimescale = 2; |
431 | // m_referenceFrame = Quaternion.Identity; | 414 | // m_referenceFrame = Quaternion.Identity; |
432 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 415 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
433 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 416 | | VehicleFlag.HOVER_TERRAIN_ONLY |
434 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 417 | | VehicleFlag.HOVER_GLOBAL_HEIGHT |
418 | | VehicleFlag.HOVER_UP_ONLY | ||
419 | | VehicleFlag.NO_DEFLECTION_UP | ||
420 | | VehicleFlag.LIMIT_MOTOR_UP); | ||
435 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 421 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
436 | break; | 422 | break; |
437 | case Vehicle.TYPE_BALLOON: | 423 | case Vehicle.TYPE_BALLOON: |
@@ -457,11 +443,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
457 | // m_bankingMix = 0.7f; | 443 | // m_bankingMix = 0.7f; |
458 | // m_bankingTimescale = 5; | 444 | // m_bankingTimescale = 5; |
459 | // m_referenceFrame = Quaternion.Identity; | 445 | // m_referenceFrame = Quaternion.Identity; |
460 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 446 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY |
461 | VehicleFlag.HOVER_UP_ONLY); | 447 | | VehicleFlag.HOVER_TERRAIN_ONLY |
462 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 448 | | VehicleFlag.HOVER_UP_ONLY |
463 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 449 | | VehicleFlag.NO_DEFLECTION_UP |
464 | m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 450 | | VehicleFlag.LIMIT_MOTOR_UP); |
451 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY | ||
452 | | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
465 | break; | 453 | break; |
466 | } | 454 | } |
467 | }//end SetDefaultsForType | 455 | }//end SetDefaultsForType |
@@ -470,7 +458,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
470 | // Do any updating needed for a vehicle | 458 | // Do any updating needed for a vehicle |
471 | public void Refresh() | 459 | public void Refresh() |
472 | { | 460 | { |
473 | if (Type == Vehicle.TYPE_NONE) return; | 461 | if (!IsActive) |
462 | return; | ||
474 | 463 | ||
475 | // Set the prim's inertia to zero. The vehicle code handles that and this | 464 | // Set the prim's inertia to zero. The vehicle code handles that and this |
476 | // removes the torque action introduced by Bullet. | 465 | // removes the torque action introduced by Bullet. |
@@ -489,7 +478,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
489 | LimitRotation(pTimestep); | 478 | LimitRotation(pTimestep); |
490 | 479 | ||
491 | // remember the position so next step we can limit absolute movement effects | 480 | // remember the position so next step we can limit absolute movement effects |
492 | m_lastPositionVector = Prim.Position; | 481 | m_lastPositionVector = Prim.ForcePosition; |
493 | 482 | ||
494 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 483 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
495 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); | 484 | Prim.LocalID, Prim.Position, Prim.Force, Prim.Velocity, Prim.RotationalVelocity); |
@@ -543,7 +532,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
543 | } | 532 | } |
544 | 533 | ||
545 | // convert requested object velocity to object relative vector | 534 | // convert requested object velocity to object relative vector |
546 | Quaternion rotq = Prim.Orientation; | 535 | Quaternion rotq = Prim.ForceOrientation; |
547 | m_newVelocity = m_lastLinearVelocityVector * rotq; | 536 | m_newVelocity = m_lastLinearVelocityVector * rotq; |
548 | 537 | ||
549 | // Add the various forces into m_dir which will be our new direction vector (velocity) | 538 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
@@ -560,19 +549,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
560 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 549 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
561 | */ | 550 | */ |
562 | 551 | ||
563 | Vector3 pos = Prim.Position; | 552 | Vector3 pos = Prim.ForcePosition; |
564 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); | 553 | // Vector3 accel = new Vector3(-(m_dir.X - m_lastLinearVelocityVector.X / 0.1f), -(m_dir.Y - m_lastLinearVelocityVector.Y / 0.1f), m_dir.Z - m_lastLinearVelocityVector.Z / 0.1f); |
565 | 554 | ||
566 | // If below the terrain, move us above the ground a little. | 555 | // If below the terrain, move us above the ground a little. |
567 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); | 556 | float terrainHeight = Prim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
568 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | 557 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. |
569 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | 558 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. |
570 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | 559 | // Vector3 rotatedSize = m_prim.Size * m_prim.ForceOrientation; |
571 | // if (rotatedSize.Z < terrainHeight) | 560 | // if (rotatedSize.Z < terrainHeight) |
572 | if (pos.Z < terrainHeight) | 561 | if (pos.Z < terrainHeight) |
573 | { | 562 | { |
574 | pos.Z = terrainHeight + 2; | 563 | pos.Z = terrainHeight + 2; |
575 | Prim.Position = pos; | 564 | Prim.ForcePosition = pos; |
576 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); | 565 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", Prim.LocalID, terrainHeight, pos); |
577 | } | 566 | } |
578 | 567 | ||
@@ -602,7 +591,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
602 | { | 591 | { |
603 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 592 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
604 | { | 593 | { |
605 | Prim.Position = pos; | 594 | Prim.ForcePosition = pos; |
606 | } | 595 | } |
607 | } | 596 | } |
608 | else | 597 | else |
@@ -654,12 +643,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
654 | } | 643 | } |
655 | if (changed) | 644 | if (changed) |
656 | { | 645 | { |
657 | Prim.Position = pos; | 646 | Prim.ForcePosition = pos; |
658 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 647 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
659 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); | 648 | Prim.LocalID, m_BlockingEndPoint, posChange, pos); |
660 | } | 649 | } |
661 | } | 650 | } |
662 | 651 | ||
652 | // Limit absolute vertical change | ||
663 | float Zchange = Math.Abs(posChange.Z); | 653 | float Zchange = Math.Abs(posChange.Z); |
664 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 654 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
665 | { | 655 | { |
@@ -678,6 +668,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
678 | grav.Z = (float)(grav.Z * 1.037125); | 668 | grav.Z = (float)(grav.Z * 1.037125); |
679 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav); | 669 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", Prim.LocalID, grav); |
680 | } | 670 | } |
671 | |||
672 | // If not changing some axis, reduce out velocity | ||
681 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 673 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
682 | m_newVelocity.X = 0; | 674 | m_newVelocity.X = 0; |
683 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 675 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
@@ -720,19 +712,19 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
720 | // a newly set velocity, this routine steps the value from the previous | 712 | // a newly set velocity, this routine steps the value from the previous |
721 | // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection). | 713 | // value (m_angularMotorVelocity) to the requested value (m_angularMotorDirection). |
722 | // There are m_angularMotorApply steps. | 714 | // There are m_angularMotorApply steps. |
723 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 715 | Vector3 origVel = m_angularMotorVelocity; |
716 | Vector3 origDir = m_angularMotorDirection; | ||
717 | |||
724 | // ramp up to new value | 718 | // ramp up to new value |
725 | // current velocity += error / ( time to get there / step interval) | 719 | // new velocity += error / ( time to get there / step interval) |
726 | // requested speed - last motor speed | 720 | // requested speed - last motor speed |
727 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 721 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
728 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 722 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
729 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 723 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
730 | 724 | ||
731 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", | 725 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},origDir={5},vel={6}", |
732 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 726 | Prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origVel, origDir, m_angularMotorVelocity); |
733 | 727 | ||
734 | // This is done so that if script request rate is less than phys frame rate the expected | ||
735 | // velocity may still be acheived. | ||
736 | m_angularMotorApply--; | 728 | m_angularMotorApply--; |
737 | } | 729 | } |
738 | else | 730 | else |
@@ -746,25 +738,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
746 | 738 | ||
747 | // Vertical attractor section | 739 | // Vertical attractor section |
748 | Vector3 vertattr = Vector3.Zero; | 740 | Vector3 vertattr = Vector3.Zero; |
749 | if (m_verticalAttractionTimescale < 300) | 741 | Vector3 deflection = Vector3.Zero; |
742 | Vector3 banking = Vector3.Zero; | ||
743 | |||
744 | if (m_verticalAttractionTimescale < 300 && m_lastAngularVelocity != Vector3.Zero) | ||
750 | { | 745 | { |
751 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); | 746 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); |
747 | VAservo *= (m_verticalAttractionEfficiency * m_verticalAttractionEfficiency); | ||
748 | |||
752 | // get present body rotation | 749 | // get present body rotation |
753 | Quaternion rotq = Prim.Orientation; | 750 | Quaternion rotq = Prim.ForceOrientation; |
754 | // make a vector pointing up | 751 | // vector pointing up |
755 | Vector3 verterr = Vector3.Zero; | 752 | Vector3 verterr = Vector3.Zero; |
756 | verterr.Z = 1.0f; | 753 | verterr.Z = 1.0f; |
754 | |||
757 | // rotate it to Body Angle | 755 | // rotate it to Body Angle |
758 | verterr = verterr * rotq; | 756 | verterr = verterr * rotq; |
759 | // verterr.X and .Y are the World error ammounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. | 757 | // verterr.X and .Y are the World error amounts. They are 0 when there is no error (Vehicle Body is 'vertical'), and .Z will be 1. |
760 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go | 758 | // As the body leans to its side |.X| will increase to 1 and .Z fall to 0. As body inverts |.X| will fall and .Z will go |
761 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. | 759 | // negative. Similar for tilt and |.Y|. .X and .Y must be modulated to prevent a stable inverted body. |
760 | |||
761 | // Error is 0 (no error) to +/- 2 (max error) | ||
762 | if (verterr.Z < 0.0f) | 762 | if (verterr.Z < 0.0f) |
763 | { | 763 | { |
764 | verterr.X = 2.0f - verterr.X; | 764 | verterr.X = 2.0f - verterr.X; |
765 | verterr.Y = 2.0f - verterr.Y; | 765 | verterr.Y = 2.0f - verterr.Y; |
766 | } | 766 | } |
767 | // Error is 0 (no error) to +/- 2 (max error) | ||
768 | // scale it by VAservo | 767 | // scale it by VAservo |
769 | verterr = verterr * VAservo; | 768 | verterr = verterr * VAservo; |
770 | 769 | ||
@@ -784,7 +783,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
784 | 783 | ||
785 | } // else vertical attractor is off | 784 | } // else vertical attractor is off |
786 | 785 | ||
787 | // m_lastVertAttractor = vertattr; | 786 | m_lastVertAttractor = vertattr; |
788 | 787 | ||
789 | // Bank section tba | 788 | // Bank section tba |
790 | 789 | ||
@@ -818,7 +817,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
818 | 817 | ||
819 | internal void LimitRotation(float timestep) | 818 | internal void LimitRotation(float timestep) |
820 | { | 819 | { |
821 | Quaternion rotq = Prim.Orientation; | 820 | Quaternion rotq = Prim.ForceOrientation; |
822 | Quaternion m_rot = rotq; | 821 | Quaternion m_rot = rotq; |
823 | bool changed = false; | 822 | bool changed = false; |
824 | if (m_RollreferenceFrame != Quaternion.Identity) | 823 | if (m_RollreferenceFrame != Quaternion.Identity) |
@@ -853,7 +852,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
853 | } | 852 | } |
854 | if (changed) | 853 | if (changed) |
855 | { | 854 | { |
856 | Prim.Orientation = m_rot; | 855 | Prim.ForceOrientation = m_rot; |
857 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); | 856 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", Prim.LocalID, rotq, m_rot); |
858 | } | 857 | } |
859 | 858 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 4f225ae..3e82642 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -34,7 +34,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
34 | { | 34 | { |
35 | public class BSLinkset | 35 | public class BSLinkset |
36 | { | 36 | { |
37 | private static string LogHeader = "[BULLETSIM LINKSET]"; | 37 | // private static string LogHeader = "[BULLETSIM LINKSET]"; |
38 | 38 | ||
39 | public BSPhysObject LinksetRoot { get; protected set; } | 39 | public BSPhysObject LinksetRoot { get; protected set; } |
40 | 40 | ||
@@ -331,21 +331,21 @@ public class BSLinkset | |||
331 | m_children.Add(child); | 331 | m_children.Add(child); |
332 | 332 | ||
333 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | 333 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now |
334 | BulletBody rootBodyx = LinksetRoot.BSBody; | ||
335 | BSPhysObject childx = child; | 334 | BSPhysObject childx = child; |
336 | BulletBody childBodyx = child.BSBody; | ||
337 | 335 | ||
338 | DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 336 | DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
339 | rootx.LocalID, | 337 | rootx.LocalID, |
340 | rootx.LocalID, rootBodyx.ptr.ToString("X"), | 338 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), |
341 | childx.LocalID, childBodyx.ptr.ToString("X")); | 339 | childx.LocalID, childx.BSBody.ptr.ToString("X")); |
342 | 340 | ||
343 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() | 341 | PhysicsScene.TaintedObject("AddChildToLinkset", delegate() |
344 | { | 342 | { |
345 | DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); | 343 | DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID); |
346 | // build the physical binding between me and the child | 344 | // build the physical binding between me and the child |
347 | m_taintChildren.Add(childx); | 345 | m_taintChildren.Add(childx); |
348 | PhysicallyLinkAChildToRoot(rootx, rootBodyx, childx, childBodyx); | 346 | |
347 | // Since this is taint-time, the body and shape could have changed for the child | ||
348 | PhysicallyLinkAChildToRoot(rootx, rootx.BSBody, childx, childx.BSBody); | ||
349 | }); | 349 | }); |
350 | } | 350 | } |
351 | return; | 351 | return; |
@@ -369,21 +369,19 @@ public class BSLinkset | |||
369 | if (m_children.Remove(child)) | 369 | if (m_children.Remove(child)) |
370 | { | 370 | { |
371 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now | 371 | BSPhysObject rootx = LinksetRoot; // capture the root and body as of now |
372 | BulletBody rootBodyx = LinksetRoot.BSBody; | ||
373 | BSPhysObject childx = child; | 372 | BSPhysObject childx = child; |
374 | BulletBody childBodyx = child.BSBody; | ||
375 | 373 | ||
376 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 374 | DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
377 | childx.LocalID, | 375 | childx.LocalID, |
378 | rootx.LocalID, rootBodyx.ptr.ToString("X"), | 376 | rootx.LocalID, rootx.BSBody.ptr.ToString("X"), |
379 | childx.LocalID, childBodyx.ptr.ToString("X")); | 377 | childx.LocalID, childx.BSBody.ptr.ToString("X")); |
380 | 378 | ||
381 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 379 | PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
382 | { | 380 | { |
383 | if (m_taintChildren.Contains(childx)) | 381 | if (m_taintChildren.Contains(childx)) |
384 | m_taintChildren.Remove(childx); | 382 | m_taintChildren.Remove(childx); |
385 | 383 | ||
386 | PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx); | 384 | PhysicallyUnlinkAChildFromRoot(rootx, rootx.BSBody, childx, childx.BSBody); |
387 | RecomputeLinksetConstraintVariables(); | 385 | RecomputeLinksetConstraintVariables(); |
388 | }); | 386 | }); |
389 | 387 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index d9b738b..1ac8c59 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -81,6 +81,10 @@ public abstract class BSPhysObject : PhysicsActor | |||
81 | // Tell the object to clean up. | 81 | // Tell the object to clean up. |
82 | public abstract void Destroy(); | 82 | public abstract void Destroy(); |
83 | 83 | ||
84 | public abstract OMV.Vector3 ForcePosition { get; set; } | ||
85 | |||
86 | public abstract OMV.Quaternion ForceOrientation { get; set; } | ||
87 | |||
84 | #region Collisions | 88 | #region Collisions |
85 | 89 | ||
86 | // Requested number of milliseconds between collision events. Zero means disabled. | 90 | // Requested number of milliseconds between collision events. Zero means disabled. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index a0e627e..f7b68ba 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -46,19 +46,13 @@ public sealed class BSPrim : BSPhysObject | |||
46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 46 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
47 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 47 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
48 | 48 | ||
49 | private IMesh _mesh; | ||
50 | private PrimitiveBaseShape _pbs; | 49 | private PrimitiveBaseShape _pbs; |
51 | private ShapeData.PhysicsShapeType _shapeType; | ||
52 | private ulong _meshKey; | ||
53 | private ulong _hullKey; | ||
54 | private List<ConvexResult> _hulls; | ||
55 | 50 | ||
56 | // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. | 51 | // _size is what the user passed. _scale is what we pass to the physics engine with the mesh. |
57 | // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. | 52 | // Often _scale is unity because the meshmerizer will apply _size when creating the mesh. |
58 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user | 53 | private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user |
59 | private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer | 54 | private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer |
60 | 55 | ||
61 | private bool _stopped; | ||
62 | private bool _grabbed; | 56 | private bool _grabbed; |
63 | private bool _isSelected; | 57 | private bool _isSelected; |
64 | private bool _isVolumeDetect; | 58 | private bool _isVolumeDetect; |
@@ -109,8 +103,6 @@ public sealed class BSPrim : BSPhysObject | |||
109 | _buoyancy = 1f; | 103 | _buoyancy = 1f; |
110 | _velocity = OMV.Vector3.Zero; | 104 | _velocity = OMV.Vector3.Zero; |
111 | _rotationalVelocity = OMV.Vector3.Zero; | 105 | _rotationalVelocity = OMV.Vector3.Zero; |
112 | _hullKey = 0; | ||
113 | _meshKey = 0; | ||
114 | _pbs = pbs; | 106 | _pbs = pbs; |
115 | _isPhysical = pisPhysical; | 107 | _isPhysical = pisPhysical; |
116 | _isVolumeDetect = false; | 108 | _isVolumeDetect = false; |
@@ -160,8 +152,9 @@ public sealed class BSPrim : BSPhysObject | |||
160 | }); | 152 | }); |
161 | } | 153 | } |
162 | 154 | ||
155 | // No one uses this property. | ||
163 | public override bool Stopped { | 156 | public override bool Stopped { |
164 | get { return _stopped; } | 157 | get { return false; } |
165 | } | 158 | } |
166 | public override OMV.Vector3 Size { | 159 | public override OMV.Vector3 Size { |
167 | get { return _size; } | 160 | get { return _size; } |
@@ -274,6 +267,7 @@ public sealed class BSPrim : BSPhysObject | |||
274 | set { | 267 | set { |
275 | _position = value; | 268 | _position = value; |
276 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 269 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
270 | PositionSanityCheck(); | ||
277 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() | 271 | PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() |
278 | { | 272 | { |
279 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 273 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
@@ -281,6 +275,74 @@ public sealed class BSPrim : BSPhysObject | |||
281 | }); | 275 | }); |
282 | } | 276 | } |
283 | } | 277 | } |
278 | public override OMV.Vector3 ForcePosition { | ||
279 | get { | ||
280 | _position = BulletSimAPI.GetPosition2(BSBody.ptr); | ||
281 | return _position; | ||
282 | } | ||
283 | set { | ||
284 | _position = value; | ||
285 | PositionSanityCheck(); | ||
286 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | ||
287 | } | ||
288 | } | ||
289 | |||
290 | // Check that the current position is sane and, if not, modify the position to make it so. | ||
291 | // Check for being below terrain and being out of bounds. | ||
292 | // Returns 'true' of the position was made sane by some action. | ||
293 | private bool PositionSanityCheck() | ||
294 | { | ||
295 | bool ret = false; | ||
296 | |||
297 | // If totally below the ground, move the prim up | ||
298 | // TODO: figure out the right solution for this... only for dynamic objects? | ||
299 | /* | ||
300 | float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position); | ||
301 | if (Position.Z < terrainHeight) | ||
302 | { | ||
303 | DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight); | ||
304 | _position.Z = terrainHeight + 2.0f; | ||
305 | ret = true; | ||
306 | } | ||
307 | */ | ||
308 | if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) | ||
309 | { | ||
310 | float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); | ||
311 | if (Position.Z < waterHeight) | ||
312 | { | ||
313 | _position.Z = waterHeight; | ||
314 | ret = true; | ||
315 | } | ||
316 | } | ||
317 | |||
318 | // TODO: check for out of bounds | ||
319 | return ret; | ||
320 | } | ||
321 | |||
322 | // A version of the sanity check that also makes sure a new position value is | ||
323 | // pushed back to the physics engine. This routine would be used by anyone | ||
324 | // who is not already pushing the value. | ||
325 | private bool PositionSanityCheck2(bool atTaintTime) | ||
326 | { | ||
327 | bool ret = false; | ||
328 | if (PositionSanityCheck()) | ||
329 | { | ||
330 | // The new position value must be pushed into the physics engine but we can't | ||
331 | // just assign to "Position" because of potential call loops. | ||
332 | BSScene.TaintCallback sanityOperation = delegate() | ||
333 | { | ||
334 | DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | ||
335 | BulletSimAPI.SetObjectTranslation(PhysicsScene.WorldID, LocalID, _position, _orientation); | ||
336 | }; | ||
337 | if (atTaintTime) | ||
338 | sanityOperation(); | ||
339 | else | ||
340 | PhysicsScene.TaintedObject("BSPrim.PositionSanityCheck", sanityOperation); | ||
341 | |||
342 | ret = true; | ||
343 | } | ||
344 | return ret; | ||
345 | } | ||
284 | 346 | ||
285 | // Return the effective mass of the object. | 347 | // Return the effective mass of the object. |
286 | // If there are multiple items in the linkset, add them together for the root | 348 | // If there are multiple items in the linkset, add them together for the root |
@@ -326,14 +388,15 @@ public sealed class BSPrim : BSPhysObject | |||
326 | } | 388 | } |
327 | set { | 389 | set { |
328 | Vehicle type = (Vehicle)value; | 390 | Vehicle type = (Vehicle)value; |
329 | BSPrim vehiclePrim = this; | 391 | |
392 | // Tell the scene about the vehicle so it will get processing each frame. | ||
393 | PhysicsScene.VehicleInSceneTypeChanged(this, type); | ||
394 | |||
330 | PhysicsScene.TaintedObject("setVehicleType", delegate() | 395 | PhysicsScene.TaintedObject("setVehicleType", delegate() |
331 | { | 396 | { |
332 | // Done at taint time so we're sure the physics engine is not using the variables | 397 | // Done at taint time so we're sure the physics engine is not using the variables |
333 | // Vehicle code changes the parameters for this vehicle type. | 398 | // Vehicle code changes the parameters for this vehicle type. |
334 | _vehicle.ProcessTypeChange(type); | 399 | this._vehicle.ProcessTypeChange(type); |
335 | // Tell the scene about the vehicle so it will get processing each frame. | ||
336 | PhysicsScene.VehicleInSceneTypeChanged(this, type); | ||
337 | }); | 400 | }); |
338 | } | 401 | } |
339 | } | 402 | } |
@@ -371,7 +434,9 @@ public sealed class BSPrim : BSPhysObject | |||
371 | public override void StepVehicle(float timeStep) | 434 | public override void StepVehicle(float timeStep) |
372 | { | 435 | { |
373 | if (IsPhysical) | 436 | if (IsPhysical) |
437 | { | ||
374 | _vehicle.Step(timeStep); | 438 | _vehicle.Step(timeStep); |
439 | } | ||
375 | } | 440 | } |
376 | 441 | ||
377 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more | 442 | // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more |
@@ -435,6 +500,20 @@ public sealed class BSPrim : BSPhysObject | |||
435 | }); | 500 | }); |
436 | } | 501 | } |
437 | } | 502 | } |
503 | // Go directly to Bullet to get/set the value. | ||
504 | public override OMV.Quaternion ForceOrientation | ||
505 | { | ||
506 | get | ||
507 | { | ||
508 | _orientation = BulletSimAPI.GetOrientation2(BSBody.ptr); | ||
509 | return _orientation; | ||
510 | } | ||
511 | set | ||
512 | { | ||
513 | _orientation = value; | ||
514 | BulletSimAPI.SetTranslation2(BSBody.ptr, _position, _orientation); | ||
515 | } | ||
516 | } | ||
438 | public override int PhysicsActorType { | 517 | public override int PhysicsActorType { |
439 | get { return _physicsActorType; } | 518 | get { return _physicsActorType; } |
440 | set { _physicsActorType = value; } | 519 | set { _physicsActorType = value; } |
@@ -488,11 +567,10 @@ public sealed class BSPrim : BSPhysObject | |||
488 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | 567 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
489 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); | 568 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, BSBody.ptr); |
490 | 569 | ||
491 | |||
492 | // Set up the object physicalness (does gravity and collisions move this object) | 570 | // Set up the object physicalness (does gravity and collisions move this object) |
493 | MakeDynamic(IsStatic); | 571 | MakeDynamic(IsStatic); |
494 | 572 | ||
495 | // Do any vehicle stuff | 573 | // Update vehicle specific parameters |
496 | _vehicle.Refresh(); | 574 | _vehicle.Refresh(); |
497 | 575 | ||
498 | // Arrange for collision events if the simulator wants them | 576 | // Arrange for collision events if the simulator wants them |
@@ -563,7 +641,6 @@ public sealed class BSPrim : BSPhysObject | |||
563 | // A dynamic object has mass | 641 | // A dynamic object has mass |
564 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); | 642 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.ptr); |
565 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); | 643 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Mass); |
566 | // OMV.Vector3 inertia = OMV.Vector3.Zero; | ||
567 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); | 644 | BulletSimAPI.SetMassProps2(BSBody.ptr, _mass, inertia); |
568 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); | 645 | BulletSimAPI.UpdateInertiaTensor2(BSBody.ptr); |
569 | 646 | ||
@@ -573,7 +650,7 @@ public sealed class BSPrim : BSPhysObject | |||
573 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 650 | BulletSimAPI.SetSleepingThresholds2(BSBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
574 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); | 651 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.ptr, PhysicsScene.Params.contactProcessingThreshold); |
575 | 652 | ||
576 | // There can be special things needed for implementing linksets. | 653 | // There might be special things needed for implementing linksets. |
577 | Linkset.MakeDynamic(this); | 654 | Linkset.MakeDynamic(this); |
578 | 655 | ||
579 | // Force activation of the object so Bullet will act on it. | 656 | // Force activation of the object so Bullet will act on it. |
@@ -663,7 +740,16 @@ public sealed class BSPrim : BSPhysObject | |||
663 | } | 740 | } |
664 | } | 741 | } |
665 | public override bool FloatOnWater { | 742 | public override bool FloatOnWater { |
666 | set { _floatOnWater = value; } | 743 | set { |
744 | _floatOnWater = value; | ||
745 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | ||
746 | { | ||
747 | if (_floatOnWater) | ||
748 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
749 | else | ||
750 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | ||
751 | }); | ||
752 | } | ||
667 | } | 753 | } |
668 | public override OMV.Vector3 RotationalVelocity { | 754 | public override OMV.Vector3 RotationalVelocity { |
669 | get { | 755 | get { |
@@ -1082,15 +1168,15 @@ public sealed class BSPrim : BSPhysObject | |||
1082 | public void FillShapeInfo(out ShapeData shape) | 1168 | public void FillShapeInfo(out ShapeData shape) |
1083 | { | 1169 | { |
1084 | shape.ID = LocalID; | 1170 | shape.ID = LocalID; |
1085 | shape.Type = _shapeType; | 1171 | shape.Type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; |
1086 | shape.Position = _position; | 1172 | shape.Position = _position; |
1087 | shape.Rotation = _orientation; | 1173 | shape.Rotation = _orientation; |
1088 | shape.Velocity = _velocity; | 1174 | shape.Velocity = _velocity; |
1089 | shape.Scale = _scale; | 1175 | shape.Scale = _scale; |
1090 | shape.Mass = _isPhysical ? _mass : 0f; | 1176 | shape.Mass = _isPhysical ? _mass : 0f; |
1091 | shape.Buoyancy = _buoyancy; | 1177 | shape.Buoyancy = _buoyancy; |
1092 | shape.HullKey = _hullKey; | 1178 | shape.HullKey = 0; |
1093 | shape.MeshKey = _meshKey; | 1179 | shape.MeshKey = 0; |
1094 | shape.Friction = _friction; | 1180 | shape.Friction = _friction; |
1095 | shape.Restitution = _restitution; | 1181 | shape.Restitution = _restitution; |
1096 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; | 1182 | shape.Collidable = (!IsPhantom) ? ShapeData.numericTrue : ShapeData.numericFalse; |
@@ -1112,7 +1198,8 @@ public sealed class BSPrim : BSPhysObject | |||
1112 | 1198 | ||
1113 | // Create the correct physical representation for this type of object. | 1199 | // Create the correct physical representation for this type of object. |
1114 | // Updates BSBody and BSShape with the new information. | 1200 | // Updates BSBody and BSShape with the new information. |
1115 | PhysicsScene.Shapes.GetBodyAndShape(forceRebuild, PhysicsScene.World, this, shapeData, _pbs, | 1201 | // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. |
1202 | PhysicsScene.Shapes.GetBodyAndShape(false, PhysicsScene.World, this, shapeData, _pbs, | ||
1116 | null, delegate(BulletBody dBody) | 1203 | null, delegate(BulletBody dBody) |
1117 | { | 1204 | { |
1118 | // Called if the current prim body is about to be destroyed. | 1205 | // Called if the current prim body is about to be destroyed. |
@@ -1205,6 +1292,8 @@ public sealed class BSPrim : BSPhysObject | |||
1205 | _acceleration = entprop.Acceleration; | 1292 | _acceleration = entprop.Acceleration; |
1206 | _rotationalVelocity = entprop.RotationalVelocity; | 1293 | _rotationalVelocity = entprop.RotationalVelocity; |
1207 | 1294 | ||
1295 | PositionSanityCheck2(true); | ||
1296 | |||
1208 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1297 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1209 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1298 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1210 | 1299 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 0cf8c91..aaed7de 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -493,6 +493,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
493 | // step the physical world one interval | 493 | // step the physical world one interval |
494 | m_simulationStep++; | 494 | m_simulationStep++; |
495 | int numSubSteps = 0; | 495 | int numSubSteps = 0; |
496 | |||
497 | // Sometimes needed for debugging to find out what happened before the step | ||
498 | // PhysicsLogging.Flush(); | ||
499 | |||
496 | try | 500 | try |
497 | { | 501 | { |
498 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 502 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); |
@@ -536,7 +540,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
536 | } | 540 | } |
537 | 541 | ||
538 | // This is a kludge to get avatar movement updates. | 542 | // This is a kludge to get avatar movement updates. |
539 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | 543 | // the simulator expects collisions for avatars even if there are have been no collisions. This updates |
540 | // avatar animations and stuff. | 544 | // avatar animations and stuff. |
541 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | 545 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. |
542 | foreach (BSPhysObject bsp in m_avatars) | 546 | foreach (BSPhysObject bsp in m_avatars) |
@@ -556,7 +560,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
556 | } | 560 | } |
557 | 561 | ||
558 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | 562 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. |
559 | // This can't be done by SendCollisions because it is inside an iteration of ObjectWithCollisions. | 563 | // Not done above because it is inside an iteration of ObjectWithCollisions. |
560 | if (ObjectsWithNoMoreCollisions.Count > 0) | 564 | if (ObjectsWithNoMoreCollisions.Count > 0) |
561 | { | 565 | { |
562 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) | 566 | foreach (BSPhysObject po in ObjectsWithNoMoreCollisions) |
@@ -726,13 +730,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
726 | 730 | ||
727 | public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType) | 731 | public void VehicleInSceneTypeChanged(BSPrim vehic, Vehicle newType) |
728 | { | 732 | { |
729 | if (newType == Vehicle.TYPE_NONE) | 733 | RemoveVehiclePrim(vehic); |
730 | { | 734 | if (newType != Vehicle.TYPE_NONE) |
731 | RemoveVehiclePrim(vehic); | ||
732 | } | ||
733 | else | ||
734 | { | 735 | { |
735 | // make it so the scene will call us each tick to do vehicle things | 736 | // make it so the scene will call us each tick to do vehicle things |
736 | AddVehiclePrim(vehic); | 737 | AddVehiclePrim(vehic); |
737 | } | 738 | } |
738 | } | 739 | } |
@@ -764,7 +765,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
764 | } | 765 | } |
765 | 766 | ||
766 | // Some prims have extra vehicle actions | 767 | // Some prims have extra vehicle actions |
767 | // no locking because only called when physics engine is not busy | 768 | // Called at taint time! |
768 | private void ProcessVehicles(float timeStep) | 769 | private void ProcessVehicles(float timeStep) |
769 | { | 770 | { |
770 | foreach (BSPhysObject pobj in m_vehicles) | 771 | foreach (BSPhysObject pobj in m_vehicles) |
@@ -1008,12 +1009,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1008 | 1009 | ||
1009 | 1010 | ||
1010 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", | 1011 | new ParameterDefn("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default of 4096)", |
1011 | 0f, // zero to disable | 1012 | 0f, |
1012 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, | 1013 | (s,cf,p,v) => { s.m_params[0].maxPersistantManifoldPoolSize = cf.GetFloat(p, v); }, |
1013 | (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, | 1014 | (s) => { return s.m_params[0].maxPersistantManifoldPoolSize; }, |
1014 | (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), | 1015 | (s,p,l,v) => { s.m_params[0].maxPersistantManifoldPoolSize = v; } ), |
1015 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", | 1016 | new ParameterDefn("MaxCollisionAlgorithmPoolSize", "Number of collisions pooled (0 means default of 4096)", |
1016 | 0f, // zero to disable | 1017 | 0f, |
1017 | (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, | 1018 | (s,cf,p,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = cf.GetFloat(p, v); }, |
1018 | (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; }, | 1019 | (s) => { return s.m_params[0].maxCollisionAlgorithmPoolSize; }, |
1019 | (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ), | 1020 | (s,p,l,v) => { s.m_params[0].maxCollisionAlgorithmPoolSize = v; } ), |
@@ -1028,7 +1029,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1028 | (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; }, | 1029 | (s) => { return s.m_params[0].shouldForceUpdateAllAabbs; }, |
1029 | (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ), | 1030 | (s,p,l,v) => { s.m_params[0].shouldForceUpdateAllAabbs = v; } ), |
1030 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", | 1031 | new ParameterDefn("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction", |
1031 | ConfigurationParameters.numericFalse, | 1032 | ConfigurationParameters.numericTrue, |
1032 | (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, | 1033 | (s,cf,p,v) => { s.m_params[0].shouldRandomizeSolverOrder = s.NumericBool(cf.GetBoolean(p, s.BoolNumeric(v))); }, |
1033 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, | 1034 | (s) => { return s.m_params[0].shouldRandomizeSolverOrder; }, |
1034 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), | 1035 | (s,p,l,v) => { s.m_params[0].shouldRandomizeSolverOrder = v; } ), |
@@ -1152,7 +1153,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1152 | { | 1153 | { |
1153 | if (SettableParameters.Length < ParameterDefinitions.Length) | 1154 | if (SettableParameters.Length < ParameterDefinitions.Length) |
1154 | { | 1155 | { |
1155 | |||
1156 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); | 1156 | List<PhysParameterEntry> entries = new List<PhysParameterEntry>(); |
1157 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) | 1157 | for (int ii = 0; ii < ParameterDefinitions.Length; ii++) |
1158 | { | 1158 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index dee6243..399a133 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -36,7 +36,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
36 | { | 36 | { |
37 | public class BSShapeCollection : IDisposable | 37 | public class BSShapeCollection : IDisposable |
38 | { | 38 | { |
39 | private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; | 39 | // private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; |
40 | 40 | ||
41 | protected BSScene PhysicsScene { get; set; } | 41 | protected BSScene PhysicsScene { get; set; } |
42 | 42 | ||
@@ -108,7 +108,8 @@ public class BSShapeCollection : IDisposable | |||
108 | // If we had to select a new shape geometry for the object, | 108 | // If we had to select a new shape geometry for the object, |
109 | // rebuild the body around it. | 109 | // rebuild the body around it. |
110 | // Updates prim.BSBody with information/pointers to requested body | 110 | // Updates prim.BSBody with information/pointers to requested body |
111 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, prim.BSShape, shapeData, bodyCallback); | 111 | bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, |
112 | prim.BSShape, shapeData, bodyCallback); | ||
112 | ret = newGeom || newBody; | 113 | ret = newGeom || newBody; |
113 | } | 114 | } |
114 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", | 115 | DetailLog("{0},BSShapeCollection.GetBodyAndShape,force={1},ret={2},body={3},shape={4}", |
@@ -140,7 +141,7 @@ public class BSShapeCollection : IDisposable | |||
140 | bodyDesc.lastReferenced = System.DateTime.Now; | 141 | bodyDesc.lastReferenced = System.DateTime.Now; |
141 | Bodies[body.ID] = bodyDesc; | 142 | Bodies[body.ID] = bodyDesc; |
142 | } | 143 | } |
143 | } | 144 | } |
144 | 145 | ||
145 | // Release the usage of a body. | 146 | // Release the usage of a body. |
146 | // Called when releasing use of a BSBody. BSShape is handled separately. | 147 | // Called when releasing use of a BSBody. BSShape is handled separately. |
@@ -167,7 +168,7 @@ public class BSShapeCollection : IDisposable | |||
167 | { | 168 | { |
168 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", | 169 | DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody. ptr={1}", |
169 | body.ID, body.ptr.ToString("X")); | 170 | body.ID, body.ptr.ToString("X")); |
170 | // If the caller needs to know, pass the event up. | 171 | // If the caller needs to know the old body is going away, pass the event up. |
171 | if (bodyCallback != null) bodyCallback(body); | 172 | if (bodyCallback != null) bodyCallback(body); |
172 | 173 | ||
173 | // Zero any reference to the shape so it is not freed when the body is deleted. | 174 | // Zero any reference to the shape so it is not freed when the body is deleted. |
@@ -448,7 +449,8 @@ public class BSShapeCollection : IDisposable | |||
448 | ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); | 449 | ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod); |
449 | 450 | ||
450 | // if this new shape is the same as last time, don't recreate the mesh | 451 | // if this new shape is the same as last time, don't recreate the mesh |
451 | if (prim.BSShape.shapeKey == newMeshKey) return false; | 452 | if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH) |
453 | return false; | ||
452 | 454 | ||
453 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", | 455 | DetailLog("{0},BSShapeCollection.CreateGeomMesh,create,oldKey={1},newKey={2}", |
454 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); | 456 | prim.LocalID, prim.BSShape.shapeKey.ToString("X"), newMeshKey.ToString("X")); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 1125d7e..a43880d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -71,7 +71,7 @@ public struct BulletBody | |||
71 | buff.Append(ID.ToString()); | 71 | buff.Append(ID.ToString()); |
72 | buff.Append(",p="); | 72 | buff.Append(",p="); |
73 | buff.Append(ptr.ToString("X")); | 73 | buff.Append(ptr.ToString("X")); |
74 | if (collisionFilter != 0 && collisionMask != 0) | 74 | if (collisionFilter != 0 || collisionMask != 0) |
75 | { | 75 | { |
76 | buff.Append(",f="); | 76 | buff.Append(",f="); |
77 | buff.Append(collisionFilter.ToString("X")); | 77 | buff.Append(collisionFilter.ToString("X")); |
@@ -344,10 +344,7 @@ public enum CollisionFlags : uint | |||
344 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | 344 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, |
345 | // Following used by BulletSim to control collisions | 345 | // Following used by BulletSim to control collisions |
346 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | 346 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, |
347 | // BS_VOLUME_DETECT_OBJECT = 1 << 11, | 347 | BS_FLOATS_ON_WATER = 1 << 11, |
348 | // BS_PHANTOM_OBJECT = 1 << 12, | ||
349 | // BS_PHYSICAL_OBJECT = 1 << 13, | ||
350 | // BS_TERRAIN_OBJECT = 1 << 14, | ||
351 | BS_NONE = 0, | 348 | BS_NONE = 0, |
352 | BS_ALL = 0xFFFFFFFF, | 349 | BS_ALL = 0xFFFFFFFF, |
353 | 350 | ||
@@ -356,9 +353,6 @@ public enum CollisionFlags : uint | |||
356 | BS_ACTIVE = CF_STATIC_OBJECT | 353 | BS_ACTIVE = CF_STATIC_OBJECT |
357 | | CF_KINEMATIC_OBJECT | 354 | | CF_KINEMATIC_OBJECT |
358 | | CF_NO_CONTACT_RESPONSE | 355 | | CF_NO_CONTACT_RESPONSE |
359 | // | BS_VOLUME_DETECT_OBJECT | ||
360 | // | BS_PHANTOM_OBJECT | ||
361 | // | BS_PHYSICAL_OBJECT, | ||
362 | }; | 356 | }; |
363 | 357 | ||
364 | // Values for collisions groups and masks | 358 | // Values for collisions groups and masks |