diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 21 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | 16 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 225 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 61 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 250 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 230 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 60 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 45 |
9 files changed, 446 insertions, 464 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index fa22c78..526dbad 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -131,8 +131,6 @@ public class BSCharacter : BSPhysObject | |||
131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); | 131 | BulletSimAPI.SetObjectBuoyancy(Scene.WorldID, LocalID, _buoyancy); |
132 | 132 | ||
133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); | 133 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(Scene.World.Ptr, LocalID)); |
134 | // avatars get all collisions no matter what (makes walking on ground and such work) | ||
135 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
136 | }); | 134 | }); |
137 | 135 | ||
138 | return; | 136 | return; |
@@ -480,11 +478,10 @@ public class BSCharacter : BSPhysObject | |||
480 | // Stop collision events | 478 | // Stop collision events |
481 | public override void UnSubscribeEvents() { | 479 | public override void UnSubscribeEvents() { |
482 | _subscribedEventsMs = 0; | 480 | _subscribedEventsMs = 0; |
483 | // Avatars get all their collision events | 481 | Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() |
484 | // Scene.TaintedObject("BSCharacter.UnSubscribeEvents", delegate() | 482 | { |
485 | // { | 483 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
486 | // BulletSimAPI.RemoveFromCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 484 | }); |
487 | // }); | ||
488 | } | 485 | } |
489 | // Return 'true' if someone has subscribed to events | 486 | // Return 'true' if someone has subscribed to events |
490 | public override bool SubscribedEvents() { | 487 | public override bool SubscribedEvents() { |
@@ -532,20 +529,20 @@ public class BSCharacter : BSPhysObject | |||
532 | // The collision, if it should be reported to the character, is placed in a collection | 529 | // The collision, if it should be reported to the character, is placed in a collection |
533 | // that will later be sent to the simulator when SendCollisions() is called. | 530 | // that will later be sent to the simulator when SendCollisions() is called. |
534 | CollisionEventUpdate collisionCollection = null; | 531 | CollisionEventUpdate collisionCollection = null; |
535 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) | 532 | public override bool Collide(uint collidingWith, BSPhysObject collidee, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth) |
536 | { | 533 | { |
537 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 534 | bool ret = false; |
538 | 535 | ||
539 | // The following makes IsColliding() and IsCollidingGround() work | 536 | // The following makes IsColliding() and IsCollidingGround() work |
540 | _collidingStep = Scene.SimulationStep; | 537 | _collidingStep = Scene.SimulationStep; |
541 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 538 | if (collidingWith <= Scene.TerrainManager.HighestTerrainID) |
542 | { | 539 | { |
543 | _collidingGroundStep = Scene.SimulationStep; | 540 | _collidingGroundStep = Scene.SimulationStep; |
544 | } | 541 | } |
545 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); | 542 | // DetailLog("{0},BSCharacter.Collison,call,with={1}", LocalID, collidingWith); |
546 | 543 | ||
547 | // throttle collisions to the rate specified in the subscription | 544 | // throttle collisions to the rate specified in the subscription |
548 | if (_subscribedEventsMs != 0) { | 545 | if (SubscribedEvents()) { |
549 | int nowTime = Scene.SimulationNowTime; | 546 | int nowTime = Scene.SimulationNowTime; |
550 | if (nowTime >= _nextCollisionOkTime) { | 547 | if (nowTime >= _nextCollisionOkTime) { |
551 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | 548 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
@@ -553,8 +550,10 @@ public class BSCharacter : BSPhysObject | |||
553 | if (collisionCollection == null) | 550 | if (collisionCollection == null) |
554 | collisionCollection = new CollisionEventUpdate(); | 551 | collisionCollection = new CollisionEventUpdate(); |
555 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 552 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
553 | ret = true; | ||
556 | } | 554 | } |
557 | } | 555 | } |
556 | return ret; | ||
558 | } | 557 | } |
559 | 558 | ||
560 | public override void SendCollisions() | 559 | public override void SendCollisions() |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 2e15ced..1376a29 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -74,6 +74,17 @@ public abstract class BSConstraint : IDisposable | |||
74 | return ret; | 74 | return ret; |
75 | } | 75 | } |
76 | 76 | ||
77 | public virtual bool SetSolverIterations(float cnt) | ||
78 | { | ||
79 | bool ret = false; | ||
80 | if (m_enabled) | ||
81 | { | ||
82 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt); | ||
83 | ret = true; | ||
84 | } | ||
85 | return ret; | ||
86 | } | ||
87 | |||
77 | public virtual bool CalculateTransforms() | 88 | public virtual bool CalculateTransforms() |
78 | { | 89 | { |
79 | bool ret = false; | 90 | bool ret = false; |
@@ -96,12 +107,9 @@ public abstract class BSConstraint : IDisposable | |||
96 | ret = CalculateTransforms(); | 107 | ret = CalculateTransforms(); |
97 | if (ret) | 108 | if (ret) |
98 | { | 109 | { |
99 | // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", | ||
100 | // BSScene.DetailLogZero, Body1.ID, Body2.ID); | ||
101 | |||
102 | // Setting an object's mass to zero (making it static like when it's selected) | 110 | // Setting an object's mass to zero (making it static like when it's selected) |
103 | // automatically disables the constraints. | 111 | // automatically disables the constraints. |
104 | // If enabled, be sure to set the constraint itself to enabled. | 112 | // If the link is enabled, be sure to set the constraint itself to enabled. |
105 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); | 113 | BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); |
106 | } | 114 | } |
107 | else | 115 | else |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 8169e99..61006f0 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -80,7 +80,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
80 | // Linear properties | 80 | // Linear properties |
81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time | 81 | private Vector3 m_linearMotorDirection = Vector3.Zero; // velocity requested by LSL, decayed by time |
82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL | 82 | private Vector3 m_linearMotorDirectionLASTSET = Vector3.Zero; // velocity requested by LSL |
83 | private Vector3 m_dir = Vector3.Zero; // velocity applied to body | 83 | private Vector3 m_newVelocity = Vector3.Zero; // velocity computed to be applied to body |
84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; | 84 | private Vector3 m_linearFrictionTimescale = Vector3.Zero; |
85 | private float m_linearMotorDecayTimescale = 0; | 85 | private float m_linearMotorDecayTimescale = 0; |
86 | private float m_linearMotorTimescale = 0; | 86 | private float m_linearMotorTimescale = 0; |
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
131 | m_type = Vehicle.TYPE_NONE; | 131 | m_type = Vehicle.TYPE_NONE; |
132 | } | 132 | } |
133 | 133 | ||
134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue) |
135 | { | 135 | { |
136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
137 | switch (pParam) | 137 | switch (pParam) |
@@ -230,7 +230,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
230 | } | 230 | } |
231 | }//end ProcessFloatVehicleParam | 231 | }//end ProcessFloatVehicleParam |
232 | 232 | ||
233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue) |
234 | { | 234 | { |
235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
236 | switch (pParam) | 236 | switch (pParam) |
@@ -299,7 +299,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
299 | } | 299 | } |
300 | }//end ProcessVehicleFlags | 300 | }//end ProcessVehicleFlags |
301 | 301 | ||
302 | internal void ProcessTypeChange(Vehicle pType, float stepSize) | 302 | internal void ProcessTypeChange(Vehicle pType) |
303 | { | 303 | { |
304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); |
305 | // Set Defaults For Type | 305 | // Set Defaults For Type |
@@ -478,29 +478,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | MoveAngular(pTimestep); | 478 | MoveAngular(pTimestep); |
479 | LimitRotation(pTimestep); | 479 | LimitRotation(pTimestep); |
480 | 480 | ||
481 | // remember the position so next step we can limit absolute movement effects | ||
482 | m_lastPositionVector = m_prim.Position; | ||
483 | |||
481 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 484 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
482 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 485 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
483 | }// end Step | 486 | }// end Step |
484 | 487 | ||
485 | private void MoveLinear(float pTimestep) | 488 | private void MoveLinear(float pTimestep) |
486 | { | 489 | { |
487 | // requested m_linearMotorDirection is significant | 490 | // m_linearMotorDirection is the direction we are moving relative to the vehicle coordinates |
488 | // if (!m_linearMotorDirection.ApproxEquals(Vector3.Zero, 0.01f)) | 491 | // m_lastLinearVelocityVector is the speed we are moving in that direction |
489 | if (m_linearMotorDirection.LengthSquared() > 0.0001f) | 492 | if (m_linearMotorDirection.LengthSquared() > 0.001f) |
490 | { | 493 | { |
491 | Vector3 origDir = m_linearMotorDirection; | 494 | Vector3 origDir = m_linearMotorDirection; |
492 | Vector3 origVel = m_lastLinearVelocityVector; | 495 | Vector3 origVel = m_lastLinearVelocityVector; |
493 | 496 | ||
494 | // add drive to body | 497 | // add drive to body |
495 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale/pTimestep); | 498 | // Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale / pTimestep); |
496 | Vector3 addAmount = m_linearMotorDirection/(m_linearMotorTimescale); | 499 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/(m_linearMotorTimescale / pTimestep); |
497 | // lastLinearVelocityVector is the current body velocity vector? | 500 | // lastLinearVelocityVector is the current body velocity vector |
498 | // RA: Not sure what the *10 is for. A correction for pTimestep? | 501 | // RA: Not sure what the *10 is for. A correction for pTimestep? |
499 | // m_lastLinearVelocityVector += (addAmount*10); | 502 | // m_lastLinearVelocityVector += (addAmount*10); |
500 | m_lastLinearVelocityVector += addAmount; | 503 | m_lastLinearVelocityVector += addAmount; |
501 | 504 | ||
502 | // This will work temporarily, but we really need to compare speed on an axis | ||
503 | // KF: Limit body velocity to applied velocity? | ||
504 | // Limit the velocity vector to less than the last set linear motor direction | 505 | // Limit the velocity vector to less than the last set linear motor direction |
505 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) | 506 | if (Math.Abs(m_lastLinearVelocityVector.X) > Math.Abs(m_linearMotorDirectionLASTSET.X)) |
506 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; | 507 | m_lastLinearVelocityVector.X = m_linearMotorDirectionLASTSET.X; |
@@ -509,95 +510,58 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
509 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) | 510 | if (Math.Abs(m_lastLinearVelocityVector.Z) > Math.Abs(m_linearMotorDirectionLASTSET.Z)) |
510 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; | 511 | m_lastLinearVelocityVector.Z = m_linearMotorDirectionLASTSET.Z; |
511 | 512 | ||
513 | /* | ||
512 | // decay applied velocity | 514 | // decay applied velocity |
513 | Vector3 decayfraction = ((Vector3.One/(m_linearMotorDecayTimescale/pTimestep))); | 515 | Vector3 decayfraction = Vector3.One/(m_linearMotorDecayTimescale / pTimestep); |
516 | // (RA: do not know where the 0.5f comes from) | ||
514 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; | 517 | m_linearMotorDirection -= m_linearMotorDirection * decayfraction * 0.5f; |
515 | |||
516 | /* | ||
517 | Vector3 addAmount = (m_linearMotorDirection - m_lastLinearVelocityVector)/m_linearMotorTimescale; | ||
518 | m_lastLinearVelocityVector += addAmount; | ||
519 | |||
520 | float decayfraction = (1.0f - 1.0f / m_linearMotorDecayTimescale); | ||
521 | m_linearMotorDirection *= decayfraction; | ||
522 | |||
523 | */ | 518 | */ |
519 | float keepfraction = 1.0f - (1.0f / (m_linearMotorDecayTimescale / pTimestep)); | ||
520 | m_linearMotorDirection *= keepfraction; | ||
524 | 521 | ||
525 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 522 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},notDecay={4},dir={5},vel={6}", |
526 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 523 | m_prim.LocalID, origDir, origVel, addAmount, keepfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
527 | } | 524 | } |
528 | else | 525 | else |
529 | { | 526 | { |
530 | // if what remains of applied is small, zero it. | 527 | // if what remains of direction is very small, zero it. |
531 | // if (m_lastLinearVelocityVector.ApproxEquals(Vector3.Zero, 0.01f)) | ||
532 | // m_lastLinearVelocityVector = Vector3.Zero; | ||
533 | m_linearMotorDirection = Vector3.Zero; | 528 | m_linearMotorDirection = Vector3.Zero; |
534 | m_lastLinearVelocityVector = Vector3.Zero; | 529 | m_lastLinearVelocityVector = Vector3.Zero; |
530 | VDetailLog("{0},MoveLinear,zeroed", m_prim.LocalID); | ||
535 | } | 531 | } |
536 | 532 | ||
537 | // convert requested object velocity to object relative vector | 533 | // convert requested object velocity to object relative vector |
538 | Quaternion rotq = m_prim.Orientation; | 534 | Quaternion rotq = m_prim.Orientation; |
539 | m_dir = m_lastLinearVelocityVector * rotq; | 535 | m_newVelocity = m_lastLinearVelocityVector * rotq; |
540 | 536 | ||
541 | // Add the various forces into m_dir which will be our new direction vector (velocity) | 537 | // Add the various forces into m_dir which will be our new direction vector (velocity) |
542 | 538 | ||
543 | // add Gravity and Buoyancy | 539 | // add Gravity and Buoyancy |
544 | // KF: So far I have found no good method to combine a script-requested | ||
545 | // .Z velocity and gravity. Therefore only 0g will used script-requested | ||
546 | // .Z velocity. >0g (m_VehicleBuoyancy < 1) will used modified gravity only. | ||
547 | Vector3 grav = Vector3.Zero; | ||
548 | // There is some gravity, make a gravity force vector that is applied after object velocity. | 540 | // There is some gravity, make a gravity force vector that is applied after object velocity. |
549 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; | 541 | // m_VehicleBuoyancy: -1=2g; 0=1g; 1=0g; |
550 | grav.Z = m_prim.Scene.DefaultGravity.Z * m_prim.Mass * (1f - m_VehicleBuoyancy); | 542 | Vector3 grav = m_prim.Scene.DefaultGravity * (m_prim.Mass * (1f - m_VehicleBuoyancy)); |
543 | |||
544 | /* | ||
545 | * RA: Not sure why one would do this | ||
551 | // Preserve the current Z velocity | 546 | // Preserve the current Z velocity |
552 | Vector3 vel_now = m_prim.Velocity; | 547 | Vector3 vel_now = m_prim.Velocity; |
553 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity | 548 | m_dir.Z = vel_now.Z; // Preserve the accumulated falling velocity |
549 | */ | ||
554 | 550 | ||
555 | Vector3 pos = m_prim.Position; | 551 | Vector3 pos = m_prim.Position; |
556 | Vector3 posChange = pos; | ||
557 | // 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); | 552 | // 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); |
558 | double Zchange = Math.Abs(posChange.Z); | ||
559 | if (m_BlockingEndPoint != Vector3.Zero) | ||
560 | { | ||
561 | bool changed = false; | ||
562 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
563 | { | ||
564 | pos.X -= posChange.X + 1; | ||
565 | changed = true; | ||
566 | } | ||
567 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
568 | { | ||
569 | pos.Y -= posChange.Y + 1; | ||
570 | changed = true; | ||
571 | } | ||
572 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
573 | { | ||
574 | pos.Z -= posChange.Z + 1; | ||
575 | changed = true; | ||
576 | } | ||
577 | if (pos.X <= 0) | ||
578 | { | ||
579 | pos.X += posChange.X + 1; | ||
580 | changed = true; | ||
581 | } | ||
582 | if (pos.Y <= 0) | ||
583 | { | ||
584 | pos.Y += posChange.Y + 1; | ||
585 | changed = true; | ||
586 | } | ||
587 | if (changed) | ||
588 | { | ||
589 | m_prim.Position = pos; | ||
590 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
591 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
592 | } | ||
593 | } | ||
594 | 553 | ||
595 | // If below the terrain, move us above the ground a little. | 554 | // If below the terrain, move us above the ground a little. |
596 | if (pos.Z < m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos)) | 555 | float terrainHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); |
556 | // Taking the rotated size doesn't work here because m_prim.Size is the size of the root prim and not the linkset. | ||
557 | // Need to add a m_prim.LinkSet.Size similar to m_prim.LinkSet.Mass. | ||
558 | // Vector3 rotatedSize = m_prim.Size * m_prim.Orientation; | ||
559 | // if (rotatedSize.Z < terrainHeight) | ||
560 | if (pos.Z < terrainHeight) | ||
597 | { | 561 | { |
598 | pos.Z = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos) + 2; | 562 | pos.Z = terrainHeight + 2; |
599 | m_prim.Position = pos; | 563 | m_prim.Position = pos; |
600 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 564 | VDetailLog("{0},MoveLinear,terrainHeight,terrainHeight={1},pos={2}", m_prim.LocalID, terrainHeight, pos); |
601 | } | 565 | } |
602 | 566 | ||
603 | // Check if hovering | 567 | // Check if hovering |
@@ -606,11 +570,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
606 | // We should hover, get the target height | 570 | // We should hover, get the target height |
607 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 571 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
608 | { | 572 | { |
609 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 573 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevelAtXYZ(pos) + m_VhoverHeight; |
610 | } | 574 | } |
611 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 575 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
612 | { | 576 | { |
613 | m_VhoverTargetHeight = m_prim.Scene.TerrainManager.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 577 | m_VhoverTargetHeight = terrainHeight + m_VhoverHeight; |
614 | } | 578 | } |
615 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 579 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
616 | { | 580 | { |
@@ -635,82 +599,92 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
635 | // Replace Vertical speed with correction figure if significant | 599 | // Replace Vertical speed with correction figure if significant |
636 | if (Math.Abs(herr0) > 0.01f) | 600 | if (Math.Abs(herr0) > 0.01f) |
637 | { | 601 | { |
638 | m_dir.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); | 602 | m_newVelocity.Z = -((herr0 * pTimestep * 50.0f) / m_VhoverTimescale); |
639 | //KF: m_VhoverEfficiency is not yet implemented | 603 | //KF: m_VhoverEfficiency is not yet implemented |
640 | } | 604 | } |
641 | else | 605 | else |
642 | { | 606 | { |
643 | m_dir.Z = 0f; | 607 | m_newVelocity.Z = 0f; |
644 | } | 608 | } |
645 | } | 609 | } |
646 | 610 | ||
647 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 611 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_newVelocity, m_VhoverHeight, m_VhoverTargetHeight); |
612 | } | ||
648 | 613 | ||
649 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 614 | Vector3 posChange = pos - m_lastPositionVector; |
650 | // m_VhoverTimescale = 0f; // time to acheive height | 615 | if (m_BlockingEndPoint != Vector3.Zero) |
651 | // pTimestep is time since last frame,in secs | 616 | { |
617 | bool changed = false; | ||
618 | if (pos.X >= (m_BlockingEndPoint.X - (float)1)) | ||
619 | { | ||
620 | pos.X -= posChange.X + 1; | ||
621 | changed = true; | ||
622 | } | ||
623 | if (pos.Y >= (m_BlockingEndPoint.Y - (float)1)) | ||
624 | { | ||
625 | pos.Y -= posChange.Y + 1; | ||
626 | changed = true; | ||
627 | } | ||
628 | if (pos.Z >= (m_BlockingEndPoint.Z - (float)1)) | ||
629 | { | ||
630 | pos.Z -= posChange.Z + 1; | ||
631 | changed = true; | ||
632 | } | ||
633 | if (pos.X <= 0) | ||
634 | { | ||
635 | pos.X += posChange.X + 1; | ||
636 | changed = true; | ||
637 | } | ||
638 | if (pos.Y <= 0) | ||
639 | { | ||
640 | pos.Y += posChange.Y + 1; | ||
641 | changed = true; | ||
642 | } | ||
643 | if (changed) | ||
644 | { | ||
645 | m_prim.Position = pos; | ||
646 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | ||
647 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | ||
648 | } | ||
652 | } | 649 | } |
653 | 650 | ||
651 | float Zchange = Math.Abs(posChange.Z); | ||
654 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) | 652 | if ((m_flags & (VehicleFlag.LIMIT_MOTOR_UP)) != 0) |
655 | { | 653 | { |
656 | //Start Experimental Values | ||
657 | if (Zchange > .3) | 654 | if (Zchange > .3) |
658 | { | ||
659 | grav.Z = (float)(grav.Z * 3); | 655 | grav.Z = (float)(grav.Z * 3); |
660 | } | ||
661 | if (Zchange > .15) | 656 | if (Zchange > .15) |
662 | { | ||
663 | grav.Z = (float)(grav.Z * 2); | 657 | grav.Z = (float)(grav.Z * 2); |
664 | } | ||
665 | if (Zchange > .75) | 658 | if (Zchange > .75) |
666 | { | ||
667 | grav.Z = (float)(grav.Z * 1.5); | 659 | grav.Z = (float)(grav.Z * 1.5); |
668 | } | ||
669 | if (Zchange > .05) | 660 | if (Zchange > .05) |
670 | { | ||
671 | grav.Z = (float)(grav.Z * 1.25); | 661 | grav.Z = (float)(grav.Z * 1.25); |
672 | } | ||
673 | if (Zchange > .025) | 662 | if (Zchange > .025) |
674 | { | ||
675 | grav.Z = (float)(grav.Z * 1.125); | 663 | grav.Z = (float)(grav.Z * 1.125); |
676 | } | 664 | float postemp = (pos.Z - terrainHeight); |
677 | float terraintemp = m_prim.Scene.TerrainManager.GetTerrainHeightAtXYZ(pos); | ||
678 | float postemp = (pos.Z - terraintemp); | ||
679 | if (postemp > 2.5f) | 665 | if (postemp > 2.5f) |
680 | { | ||
681 | grav.Z = (float)(grav.Z * 1.037125); | 666 | grav.Z = (float)(grav.Z * 1.037125); |
682 | } | ||
683 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 667 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
684 | //End Experimental Values | ||
685 | } | 668 | } |
686 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 669 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
687 | { | 670 | m_newVelocity.X = 0; |
688 | m_dir.X = 0; | ||
689 | } | ||
690 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) | 671 | if ((m_flags & (VehicleFlag.NO_Y)) != 0) |
691 | { | 672 | m_newVelocity.Y = 0; |
692 | m_dir.Y = 0; | ||
693 | } | ||
694 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) | 673 | if ((m_flags & (VehicleFlag.NO_Z)) != 0) |
695 | { | 674 | m_newVelocity.Z = 0; |
696 | m_dir.Z = 0; | ||
697 | } | ||
698 | |||
699 | m_lastPositionVector = m_prim.Position; | ||
700 | 675 | ||
701 | // Apply velocity | 676 | // Apply velocity |
702 | m_prim.Velocity = m_dir; | 677 | m_prim.Velocity = m_newVelocity; |
703 | // apply gravity force | 678 | // apply gravity force |
704 | // Why is this set here? The physics engine already does gravity. | 679 | // Why is this set here? The physics engine already does gravity. |
705 | // m_prim.AddForce(grav, false); | 680 | // m_prim.AddForce(grav, false); |
706 | // m_prim.Force = grav; | ||
707 | 681 | ||
708 | // Apply friction | 682 | // Apply friction |
709 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 683 | Vector3 keepFraction = Vector3.One - (Vector3.One / (m_linearFrictionTimescale / pTimestep)); |
710 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 684 | m_lastLinearVelocityVector *= keepFraction; |
711 | 685 | ||
712 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 686 | VDetailLog("{0},MoveLinear,done,lmDir={1},lmVel={2},newVel={3},grav={4},1Mdecay={5}", |
713 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 687 | m_prim.LocalID, m_linearMotorDirection, m_lastLinearVelocityVector, m_newVelocity, grav, keepFraction); |
714 | 688 | ||
715 | } // end MoveLinear() | 689 | } // end MoveLinear() |
716 | 690 | ||
@@ -735,17 +709,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
735 | // There are m_angularMotorApply steps. | 709 | // There are m_angularMotorApply steps. |
736 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 710 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
737 | // ramp up to new value | 711 | // ramp up to new value |
738 | // current velocity += error / (time to get there / step interval) | 712 | // current velocity += error / ( time to get there / step interval) |
739 | // requested speed - last motor speed | 713 | // requested speed - last motor speed |
740 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 714 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
741 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 715 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
742 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 716 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
743 | 717 | ||
744 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 718 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},angTScale={2},timeStep={3},origvel={4},dir={5},vel={6}", |
745 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 719 | m_prim.LocalID, m_angularMotorApply, m_angularMotorTimescale, pTimestep, origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
746 | 720 | ||
747 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 721 | // This is done so that if script request rate is less than phys frame rate the expected |
748 | // velocity may still be acheived. | 722 | // velocity may still be acheived. |
723 | m_angularMotorApply--; | ||
749 | } | 724 | } |
750 | else | 725 | else |
751 | { | 726 | { |
@@ -760,7 +735,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
760 | Vector3 vertattr = Vector3.Zero; | 735 | Vector3 vertattr = Vector3.Zero; |
761 | if (m_verticalAttractionTimescale < 300) | 736 | if (m_verticalAttractionTimescale < 300) |
762 | { | 737 | { |
763 | float VAservo = 0.2f / (m_verticalAttractionTimescale * pTimestep); | 738 | float VAservo = 0.2f / (m_verticalAttractionTimescale / pTimestep); |
764 | // get present body rotation | 739 | // get present body rotation |
765 | Quaternion rotq = m_prim.Orientation; | 740 | Quaternion rotq = m_prim.Orientation; |
766 | // make a vector pointing up | 741 | // make a vector pointing up |
@@ -863,16 +838,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
863 | m_rot.Y = 0; | 838 | m_rot.Y = 0; |
864 | changed = true; | 839 | changed = true; |
865 | } | 840 | } |
866 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != 0) | ||
867 | { | ||
868 | m_rot.X = 0; | ||
869 | m_rot.Y = 0; | ||
870 | changed = true; | ||
871 | } | ||
872 | if (changed) | 841 | if (changed) |
842 | { | ||
873 | m_prim.Orientation = m_rot; | 843 | m_prim.Orientation = m_rot; |
844 | VDetailLog("{0},LimitRotation,done,orig={1},new={2}", m_prim.LocalID, rotq, m_rot); | ||
845 | } | ||
874 | 846 | ||
875 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | ||
876 | } | 847 | } |
877 | 848 | ||
878 | // Invoke the detailed logger and output something if it's enabled. | 849 | // Invoke the detailed logger and output something if it's enabled. |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 5f6601d..7e784eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -202,11 +202,33 @@ public class BSLinkset | |||
202 | return com; | 202 | return com; |
203 | } | 203 | } |
204 | 204 | ||
205 | // The object is going dynamic (physical). Do any setup necessary | ||
206 | // for a dynamic linkset. | ||
207 | // Only the state of the passed object can be modified. The rest of the linkset | ||
208 | // has not yet been fully constructed. | ||
209 | // Return 'true' if any properties updated on the passed object. | ||
210 | // Called at taint-time! | ||
211 | public bool MakeDynamic(BSPhysObject child) | ||
212 | { | ||
213 | bool ret = false; | ||
214 | return ret; | ||
215 | } | ||
216 | |||
217 | // The object is going static (non-physical). Do any setup necessary | ||
218 | // for a static linkset. | ||
219 | // Return 'true' if any properties updated on the passed object. | ||
220 | // Called at taint-time! | ||
221 | public bool MakeStatic(BSPhysObject child) | ||
222 | { | ||
223 | // What is done for each object in BSPrim is what we want. | ||
224 | return false; | ||
225 | } | ||
226 | |||
205 | // When physical properties are changed the linkset needs to recalculate | 227 | // When physical properties are changed the linkset needs to recalculate |
206 | // its internal properties. | 228 | // its internal properties. |
207 | public void Refresh(BSPhysObject requestor) | 229 | public void Refresh(BSPhysObject requestor) |
208 | { | 230 | { |
209 | // If there are no children, there aren't any constraints to recompute | 231 | // If there are no children, there can't be any constraints to recompute |
210 | if (!HasAnyChildren) | 232 | if (!HasAnyChildren) |
211 | return; | 233 | return; |
212 | 234 | ||
@@ -225,11 +247,12 @@ public class BSLinkset | |||
225 | // from a linkset to make sure the constraints know about the new mass and | 247 | // from a linkset to make sure the constraints know about the new mass and |
226 | // geometry. | 248 | // geometry. |
227 | // Must only be called at taint time!! | 249 | // Must only be called at taint time!! |
228 | private bool RecomputeLinksetConstraintVariables() | 250 | private void RecomputeLinksetConstraintVariables() |
229 | { | 251 | { |
230 | float linksetMass = LinksetMass; | 252 | float linksetMass = LinksetMass; |
231 | lock (m_linksetActivityLock) | 253 | lock (m_linksetActivityLock) |
232 | { | 254 | { |
255 | bool somethingMissing = false; | ||
233 | foreach (BSPhysObject child in m_children) | 256 | foreach (BSPhysObject child in m_children) |
234 | { | 257 | { |
235 | BSConstraint constrain; | 258 | BSConstraint constrain; |
@@ -241,16 +264,36 @@ public class BSLinkset | |||
241 | } | 264 | } |
242 | else | 265 | else |
243 | { | 266 | { |
244 | // Non-fatal error that can happen when children are being added to the linkset but | 267 | // Non-fatal error that happens when children are being added to the linkset but |
245 | // their constraints have not been created yet. | 268 | // their constraints have not been created yet. |
246 | // Caused by the fact that m_children is built at run time but building constraints | 269 | // Caused by the fact that m_children is built at run time but building constraints |
247 | // happens at taint time. | 270 | // happens at taint time. |
248 | // m_physicsScene.Logger.ErrorFormat("{0} RecomputeLinksetConstraintVariables: constraint not found for root={1}, child={2}", | 271 | somethingMissing = true; |
249 | // LogHeader, m_linksetRoot.Body.ID, child.Body.ID); | 272 | break; |
250 | } | 273 | } |
251 | } | 274 | } |
275 | |||
276 | // If the whole linkset is not here, doesn't make sense to recompute linkset wide values | ||
277 | if (!somethingMissing) | ||
278 | { | ||
279 | // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass | ||
280 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
281 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | ||
282 | foreach (BSPhysObject child in m_children) | ||
283 | { | ||
284 | BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | ||
285 | } | ||
286 | /* | ||
287 | // The root prim takes on the weight of the whole linkset | ||
288 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); | ||
289 | BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); | ||
290 | OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); | ||
291 | BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); | ||
292 | BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); | ||
293 | */ | ||
294 | } | ||
252 | } | 295 | } |
253 | return false; | 296 | return; |
254 | } | 297 | } |
255 | 298 | ||
256 | // I am the root of a linkset and a new child is being added | 299 | // I am the root of a linkset and a new child is being added |
@@ -296,9 +339,9 @@ public class BSLinkset | |||
296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | 339 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
297 | 340 | ||
298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 341 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
342 | RecomputeLinksetConstraintVariables(); | ||
299 | }); | 343 | }); |
300 | 344 | ||
301 | RecomputeLinksetConstraintVariables(); | ||
302 | } | 345 | } |
303 | else | 346 | else |
304 | { | 347 | { |
@@ -377,6 +420,10 @@ public class BSLinkset | |||
377 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, | 420 | PhysicsScene.Params.linkConstraintTransMotorMaxVel, |
378 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); | 421 | PhysicsScene.Params.linkConstraintTransMotorMaxForce); |
379 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); | 422 | constrain.SetCFMAndERP(PhysicsScene.Params.linkConstraintCFM, PhysicsScene.Params.linkConstraintERP); |
423 | if (PhysicsScene.Params.linkConstraintSolverIterations != 0f) | ||
424 | { | ||
425 | constrain.SetSolverIterations(PhysicsScene.Params.linkConstraintSolverIterations); | ||
426 | } | ||
380 | 427 | ||
381 | RecomputeLinksetConstraintVariables(); | 428 | RecomputeLinksetConstraintVariables(); |
382 | } | 429 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index e411fcb..3fe71e1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -41,7 +41,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
41 | { | 41 | { |
42 | public abstract BSLinkset Linkset { get; set; } | 42 | public abstract BSLinkset Linkset { get; set; } |
43 | 43 | ||
44 | public abstract void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, | 44 | public abstract bool Collide(uint collidingWith, BSPhysObject collidee, |
45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); | 45 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth); |
46 | public abstract void SendCollisions(); | 46 | public abstract void SendCollisions(); |
47 | 47 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 6d0af63..26a581f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -136,11 +136,11 @@ public sealed class BSPrim : BSPhysObject | |||
136 | Linkset = new BSLinkset(Scene, this); // a linkset of one | 136 | Linkset = new BSLinkset(Scene, this); // a linkset of one |
137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness | 137 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
138 | _mass = CalculateMass(); | 138 | _mass = CalculateMass(); |
139 | // do the actual object creation at taint time | ||
140 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 139 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
140 | // do the actual object creation at taint time | ||
141 | _scene.TaintedObject("BSPrim.create", delegate() | 141 | _scene.TaintedObject("BSPrim.create", delegate() |
142 | { | 142 | { |
143 | RecreateGeomAndObject(); | 143 | CreateGeomAndObject(true); |
144 | 144 | ||
145 | // Get the pointer to the physical body for this object. | 145 | // Get the pointer to the physical body for this object. |
146 | // At the moment, we're still letting BulletSim manage the creation and destruction | 146 | // At the moment, we're still letting BulletSim manage the creation and destruction |
@@ -186,9 +186,10 @@ public sealed class BSPrim : BSPhysObject | |||
186 | _scene.TaintedObject("BSPrim.setSize", delegate() | 186 | _scene.TaintedObject("BSPrim.setSize", delegate() |
187 | { | 187 | { |
188 | _mass = CalculateMass(); // changing size changes the mass | 188 | _mass = CalculateMass(); // changing size changes the mass |
189 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 189 | // Since _size changed, the mesh needs to be rebuilt. If rebuilt, all the correct |
190 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 190 | // scale and margins are set. |
191 | RecreateGeomAndObject(); | 191 | CreateGeomAndObject(true); |
192 | DetailLog("{0}: BSPrim.setSize: size={1}, scale={2}, mass={3}, physical={4}", LocalID, _size, _scale, _mass, IsPhysical); | ||
192 | }); | 193 | }); |
193 | } | 194 | } |
194 | } | 195 | } |
@@ -198,7 +199,7 @@ public sealed class BSPrim : BSPhysObject | |||
198 | _scene.TaintedObject("BSPrim.setShape", delegate() | 199 | _scene.TaintedObject("BSPrim.setShape", delegate() |
199 | { | 200 | { |
200 | _mass = CalculateMass(); // changing the shape changes the mass | 201 | _mass = CalculateMass(); // changing the shape changes the mass |
201 | RecreateGeomAndObject(); | 202 | CreateGeomAndObject(false); |
202 | }); | 203 | }); |
203 | } | 204 | } |
204 | } | 205 | } |
@@ -279,7 +280,7 @@ public sealed class BSPrim : BSPhysObject | |||
279 | get { | 280 | get { |
280 | if (!Linkset.IsRoot(this)) | 281 | if (!Linkset.IsRoot(this)) |
281 | // child prims move around based on their parent. Need to get the latest location | 282 | // child prims move around based on their parent. Need to get the latest location |
282 | _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 283 | _position = BulletSimAPI.GetPosition2(BSBody.Ptr); |
283 | 284 | ||
284 | // don't do the GetObjectPosition for root elements because this function is called a zillion times | 285 | // don't do the GetObjectPosition for root elements because this function is called a zillion times |
285 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 286 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
@@ -291,7 +292,7 @@ public sealed class BSPrim : BSPhysObject | |||
291 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 292 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
292 | { | 293 | { |
293 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 294 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
294 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 295 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
295 | }); | 296 | }); |
296 | } | 297 | } |
297 | } | 298 | } |
@@ -302,7 +303,8 @@ public sealed class BSPrim : BSPhysObject | |||
302 | { | 303 | { |
303 | get | 304 | get |
304 | { | 305 | { |
305 | return Linkset.LinksetMass; | 306 | // return Linkset.LinksetMass; |
307 | return _mass; | ||
306 | } | 308 | } |
307 | } | 309 | } |
308 | 310 | ||
@@ -328,7 +330,6 @@ public sealed class BSPrim : BSPhysObject | |||
328 | _scene.TaintedObject("BSPrim.setForce", delegate() | 330 | _scene.TaintedObject("BSPrim.setForce", delegate() |
329 | { | 331 | { |
330 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 332 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
331 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | ||
332 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); | 333 | BulletSimAPI.SetObjectForce2(BSBody.Ptr, _force); |
333 | }); | 334 | }); |
334 | } | 335 | } |
@@ -345,7 +346,7 @@ public sealed class BSPrim : BSPhysObject | |||
345 | { | 346 | { |
346 | // Done at taint time so we're sure the physics engine is not using the variables | 347 | // Done at taint time so we're sure the physics engine is not using the variables |
347 | // Vehicle code changes the parameters for this vehicle type. | 348 | // Vehicle code changes the parameters for this vehicle type. |
348 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); | 349 | _vehicle.ProcessTypeChange(type); |
349 | // Tell the scene about the vehicle so it will get processing each frame. | 350 | // Tell the scene about the vehicle so it will get processing each frame. |
350 | _scene.VehicleInSceneTypeChanged(this, type); | 351 | _scene.VehicleInSceneTypeChanged(this, type); |
351 | }); | 352 | }); |
@@ -355,14 +356,14 @@ public sealed class BSPrim : BSPhysObject | |||
355 | { | 356 | { |
356 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() | 357 | _scene.TaintedObject("BSPrim.VehicleFloatParam", delegate() |
357 | { | 358 | { |
358 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 359 | _vehicle.ProcessFloatVehicleParam((Vehicle)param, value); |
359 | }); | 360 | }); |
360 | } | 361 | } |
361 | public override void VehicleVectorParam(int param, OMV.Vector3 value) | 362 | public override void VehicleVectorParam(int param, OMV.Vector3 value) |
362 | { | 363 | { |
363 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() | 364 | _scene.TaintedObject("BSPrim.VehicleVectorParam", delegate() |
364 | { | 365 | { |
365 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value, _scene.LastSimulatedTimestep); | 366 | _vehicle.ProcessVectorVehicleParam((Vehicle)param, value); |
366 | }); | 367 | }); |
367 | } | 368 | } |
368 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) | 369 | public override void VehicleRotationParam(int param, OMV.Quaternion rotation) |
@@ -406,7 +407,7 @@ public sealed class BSPrim : BSPhysObject | |||
406 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 407 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
407 | { | 408 | { |
408 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 409 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
409 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 410 | BulletSimAPI.SetLinearVelocity2(BSBody.Ptr, _velocity); |
410 | }); | 411 | }); |
411 | } | 412 | } |
412 | } | 413 | } |
@@ -430,7 +431,7 @@ public sealed class BSPrim : BSPhysObject | |||
430 | if (!Linkset.IsRoot(this)) | 431 | if (!Linkset.IsRoot(this)) |
431 | { | 432 | { |
432 | // Children move around because tied to parent. Get a fresh value. | 433 | // Children move around because tied to parent. Get a fresh value. |
433 | _orientation = BulletSimAPI.GetObjectOrientation(_scene.WorldID, LocalID); | 434 | _orientation = BulletSimAPI.GetOrientation2(BSBody.Ptr); |
434 | } | 435 | } |
435 | return _orientation; | 436 | return _orientation; |
436 | } | 437 | } |
@@ -441,7 +442,7 @@ public sealed class BSPrim : BSPhysObject | |||
441 | { | 442 | { |
442 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 443 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
443 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 444 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
444 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 445 | BulletSimAPI.SetTranslation2(BSBody.Ptr, _position, _orientation); |
445 | }); | 446 | }); |
446 | } | 447 | } |
447 | } | 448 | } |
@@ -483,31 +484,37 @@ public sealed class BSPrim : BSPhysObject | |||
483 | { | 484 | { |
484 | // If it's becoming dynamic, it will need hullness | 485 | // If it's becoming dynamic, it will need hullness |
485 | VerifyCorrectPhysicalShape(); | 486 | VerifyCorrectPhysicalShape(); |
487 | UpdatePhysicalParameters(); | ||
488 | } | ||
486 | 489 | ||
490 | private void UpdatePhysicalParameters() | ||
491 | { | ||
492 | /* | ||
487 | // Bullet wants static objects to have a mass of zero | 493 | // Bullet wants static objects to have a mass of zero |
488 | float mass = IsStatic ? 0f : _mass; | 494 | float mass = IsStatic ? 0f : _mass; |
489 | 495 | ||
490 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); | 496 | BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), mass); |
491 | /* | 497 | */ |
492 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); | 498 | BulletSimAPI.RemoveObjectFromWorld2(Scene.World.Ptr, BSBody.Ptr); |
493 | 499 | ||
494 | // Set up the object physicalness (static or dynamic) | 500 | // Set up the object physicalness (does gravity and collisions move this object) |
495 | MakeDynamic(); | 501 | MakeDynamic(IsStatic); |
496 | 502 | ||
497 | // Make solid or not and arrange for collisions, etc | 503 | // Make solid or not (do things bounce off or pass through this object) |
498 | MakeSolid(); | 504 | MakeSolid(IsSolid); |
499 | 505 | ||
500 | m_currentCollisionFlags = BulletSimAPI.GetCollisionFlags2(BSBody.Ptr); | 506 | // Arrange for collisions events if the simulator wants them |
507 | EnableCollisions(SubscribedEvents()); | ||
501 | 508 | ||
502 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); | 509 | BulletSimAPI.AddObjectToWorld2(Scene.World.Ptr, BSBody.Ptr); |
503 | */ | ||
504 | 510 | ||
505 | // Recompute any linkset parameters. | 511 | // Recompute any linkset parameters. |
506 | // When going from non-physical to physical, this re-enables the constraints that | 512 | // When going from non-physical to physical, this re-enables the constraints that |
507 | // had been automatically disabled when the mass was set to zero. | 513 | // had been automatically disabled when the mass was set to zero. |
508 | Linkset.Refresh(this); | 514 | Linkset.Refresh(this); |
509 | 515 | ||
510 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, m_currentCollisionFlags); | 516 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,static={1},solid={2},mass={3}, cf={4}", |
517 | LocalID, IsStatic, IsSolid, _mass, m_currentCollisionFlags); | ||
511 | } | 518 | } |
512 | 519 | ||
513 | // "Making dynamic" means changing to and from static. | 520 | // "Making dynamic" means changing to and from static. |
@@ -515,39 +522,84 @@ public sealed class BSPrim : BSPhysObject | |||
515 | // When dynamic, the object can fall and be pushed by others. | 522 | // When dynamic, the object can fall and be pushed by others. |
516 | // This is independent of its 'solidness' which controls what passes through | 523 | // This is independent of its 'solidness' which controls what passes through |
517 | // this object and what interacts with it. | 524 | // this object and what interacts with it. |
518 | private void MakeDynamic() | 525 | private void MakeDynamic(bool makeStatic) |
519 | { | 526 | { |
520 | if (IsStatic) | 527 | if (makeStatic) |
521 | { | 528 | { |
522 | // Become a Bullet 'static' object type | 529 | // Become a Bullet 'static' object type |
523 | BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 530 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
524 | // Stop all movement | 531 | // Stop all movement |
525 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); | 532 | BulletSimAPI.ClearAllForces2(BSBody.Ptr); |
533 | // Center of mass is at the center of the object | ||
534 | BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.BSBody.Ptr, _position, _orientation); | ||
526 | // Mass is zero which disables a bunch of physics stuff in Bullet | 535 | // Mass is zero which disables a bunch of physics stuff in Bullet |
527 | BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); | 536 | BulletSimAPI.SetMassProps2(BSBody.Ptr, 0f, OMV.Vector3.Zero); |
528 | // There is no inertia in a static object | 537 | // There is no inertia in a static object |
529 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 538 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
539 | // There can be special things needed for implementing linksets | ||
540 | Linkset.MakeStatic(this); | ||
530 | // The activation state is 'sleeping' so Bullet will not try to act on it | 541 | // The activation state is 'sleeping' so Bullet will not try to act on it |
531 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); | 542 | BulletSimAPI.ForceActivationState2(BSBody.Ptr, ActivationState.ISLAND_SLEEPING); |
532 | } | 543 | } |
533 | else | 544 | else |
534 | { | 545 | { |
535 | // Not a Bullet static object | 546 | // Not a Bullet static object |
536 | BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); | 547 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_STATIC_OBJECT); |
548 | |||
549 | // Set various physical properties so internal things will get computed correctly as they are set | ||
550 | BulletSimAPI.SetFriction2(BSBody.Ptr, Scene.Params.defaultFriction); | ||
551 | BulletSimAPI.SetRestitution2(BSBody.Ptr, Scene.Params.defaultRestitution); | ||
552 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | ||
553 | BulletSimAPI.SetInterpolationLinearVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
554 | BulletSimAPI.SetInterpolationAngularVelocity2(BSBody.Ptr, OMV.Vector3.Zero); | ||
555 | BulletSimAPI.SetInterpolationVelocity2(BSBody.Ptr, OMV.Vector3.Zero, OMV.Vector3.Zero); | ||
556 | |||
537 | // A dynamic object has mass | 557 | // A dynamic object has mass |
538 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, OMV.Vector3.Zero); | ||
539 | // The shape is interesting and has mass and a center of gravity | ||
540 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); | 558 | IntPtr collisionShapePtr = BulletSimAPI.GetCollisionShape2(BSBody.Ptr); |
541 | BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, _mass, OMV.Vector3.Zero); | 559 | OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(collisionShapePtr, Linkset.LinksetMass); |
560 | BulletSimAPI.SetMassProps2(BSBody.Ptr, _mass, inertia); | ||
542 | // Inertia is based on our new mass | 561 | // Inertia is based on our new mass |
543 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); | 562 | BulletSimAPI.UpdateInertiaTensor2(BSBody.Ptr); |
563 | |||
564 | // Various values for simulation limits | ||
565 | BulletSimAPI.SetDamping2(BSBody.Ptr, Scene.Params.linearDamping, Scene.Params.angularDamping); | ||
566 | BulletSimAPI.SetDeactivationTime2(BSBody.Ptr, Scene.Params.deactivationTime); | ||
567 | BulletSimAPI.SetSleepingThresholds2(BSBody.Ptr, Scene.Params.linearSleepingThreshold, Scene.Params.angularSleepingThreshold); | ||
568 | BulletSimAPI.SetContactProcessingThreshold2(BSBody.Ptr, Scene.Params.contactProcessingThreshold); | ||
569 | |||
570 | // There can be special things needed for implementing linksets | ||
571 | Linkset.MakeDynamic(this); | ||
572 | |||
544 | // Force activation of the object so Bullet will act on it. | 573 | // Force activation of the object so Bullet will act on it. |
545 | BulletSimAPI.Activate2(BSBody.Ptr, true); | 574 | BulletSimAPI.Activate2(BSBody.Ptr, true); |
546 | } | 575 | } |
547 | } | 576 | } |
548 | 577 | ||
549 | private void MakeSolid() | 578 | // "Making solid" means that other object will not pass through this object. |
579 | private void MakeSolid(bool makeSolid) | ||
550 | { | 580 | { |
581 | if (makeSolid) | ||
582 | { | ||
583 | // Easy in Bullet -- just remove the object flag that controls collision response | ||
584 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
585 | } | ||
586 | else | ||
587 | { | ||
588 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | ||
589 | } | ||
590 | } | ||
591 | |||
592 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | ||
593 | private void EnableCollisions(bool wantsCollisionEvents) | ||
594 | { | ||
595 | if (wantsCollisionEvents) | ||
596 | { | ||
597 | m_currentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
598 | } | ||
599 | else | ||
600 | { | ||
601 | m_currentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(BSBody.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
602 | } | ||
551 | } | 603 | } |
552 | 604 | ||
553 | // prims don't fly | 605 | // prims don't fly |
@@ -607,7 +659,7 @@ public sealed class BSPrim : BSPhysObject | |||
607 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 659 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
608 | { | 660 | { |
609 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 661 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
610 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 662 | BulletSimAPI.SetAngularVelocity2(BSBody.Ptr, _rotationalVelocity); |
611 | }); | 663 | }); |
612 | } | 664 | } |
613 | } | 665 | } |
@@ -624,7 +676,10 @@ public sealed class BSPrim : BSPhysObject | |||
624 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 676 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
625 | { | 677 | { |
626 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 678 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
627 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 679 | // Buoyancy is faked by changing the gravity applied to the object |
680 | float grav = Scene.Params.gravity * (1f - _buoyancy); | ||
681 | BulletSimAPI.SetGravity2(BSBody.Ptr, new OMV.Vector3(0f, 0f, grav)); | ||
682 | // BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | ||
628 | }); | 683 | }); |
629 | } | 684 | } |
630 | } | 685 | } |
@@ -686,8 +741,8 @@ public sealed class BSPrim : BSPhysObject | |||
686 | } | 741 | } |
687 | m_accumulatedForces.Clear(); | 742 | m_accumulatedForces.Clear(); |
688 | } | 743 | } |
689 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 744 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, fSum); |
690 | // For unknown reason, "ApplyCentralForce" is really additive. | 745 | // For unknown reasons, "ApplyCentralForce" adds this force to the total force on the object. |
691 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); | 746 | BulletSimAPI.ApplyCentralForce2(BSBody.Ptr, fSum); |
692 | }); | 747 | }); |
693 | } | 748 | } |
@@ -1023,36 +1078,44 @@ public sealed class BSPrim : BSPhysObject | |||
1023 | }// end CalculateMass | 1078 | }// end CalculateMass |
1024 | #endregion Mass Calculation | 1079 | #endregion Mass Calculation |
1025 | 1080 | ||
1026 | // Create the geometry information in Bullet for later use | 1081 | // Create the geometry information in Bullet for later use. |
1027 | // The objects needs a hull if it's physical otherwise a mesh is enough | 1082 | // The objects needs a hull if it's physical otherwise a mesh is enough. |
1028 | // No locking here because this is done when we know physics is not simulating | 1083 | // No locking here because this is done when we know physics is not simulating. |
1029 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used | 1084 | // if 'forceRebuild' is true, the geometry is rebuilt. Otherwise a previously built version is used. |
1030 | // Returns 'true' if the geometry was rebuilt | 1085 | // Returns 'true' if the geometry was rebuilt. |
1086 | // Called at taint-time! | ||
1031 | private bool CreateGeom(bool forceRebuild) | 1087 | private bool CreateGeom(bool forceRebuild) |
1032 | { | 1088 | { |
1033 | // the mesher thought this was too simple to mesh. Use a native Bullet collision shape. | ||
1034 | bool ret = false; | 1089 | bool ret = false; |
1035 | if (!_scene.NeedsMeshing(_pbs)) | 1090 | bool haveShape = false; |
1091 | |||
1092 | // If the prim attributes are simple, this could be a simple Bullet native shape | ||
1093 | if ((_pbs.SculptEntry && !Scene.ShouldMeshSculptedPrim) | ||
1094 | || (_pbs.ProfileBegin == 0 && _pbs.ProfileEnd == 0 | ||
1095 | && _pbs.ProfileHollow == 0 | ||
1096 | && _pbs.PathTwist == 0 && _pbs.PathTwistBegin == 0 | ||
1097 | && _pbs.PathBegin == 0 && _pbs.PathEnd == 0 | ||
1098 | && _pbs.PathTaperX == 0 && _pbs.PathTaperY == 0 | ||
1099 | && _pbs.PathScaleX == 100 && _pbs.PathScaleY == 100 | ||
1100 | && _pbs.PathShearX == 0 && _pbs.PathShearY == 0) ) | ||
1036 | { | 1101 | { |
1037 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) | 1102 | if (_pbs.ProfileShape == ProfileShape.HalfCircle && _pbs.PathCurve == (byte)Extrusion.Curve1) |
1038 | { | 1103 | { |
1039 | // if (_size.X == _size.Y && _size.Y == _size.Z && _size.X == _size.Z) | 1104 | haveShape = true; |
1040 | // { | 1105 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
1041 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 1106 | { |
1042 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 1107 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
1043 | { | 1108 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
1044 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 1109 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
1045 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 1110 | _scale = _size; |
1046 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 1111 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
1047 | _scale = _size; | 1112 | ret = true; |
1048 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1113 | } |
1049 | ret = true; | ||
1050 | } | ||
1051 | // } | ||
1052 | } | 1114 | } |
1053 | else | 1115 | else |
1054 | { | 1116 | { |
1055 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1117 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1118 | haveShape = true; | ||
1056 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1119 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1057 | { | 1120 | { |
1058 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1121 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
@@ -1063,16 +1126,16 @@ public sealed class BSPrim : BSPhysObject | |||
1063 | } | 1126 | } |
1064 | } | 1127 | } |
1065 | } | 1128 | } |
1066 | else | 1129 | // If a simple shape isn't happening, create a mesh and possibly a hull |
1130 | if (!haveShape) | ||
1067 | { | 1131 | { |
1068 | if (IsPhysical) | 1132 | if (IsPhysical) |
1069 | { | 1133 | { |
1070 | if (forceRebuild || _hullKey == 0) | 1134 | if (forceRebuild || _hullKey == 0) |
1071 | { | 1135 | { |
1072 | // physical objects require a hull for interaction. | 1136 | // physical objects require a hull for interaction. |
1073 | // This will create the mesh if it doesn't already exist | 1137 | // This also creates the mesh if it doesn't already exist |
1074 | CreateGeomHull(); | 1138 | ret = CreateGeomHull(); |
1075 | ret = true; | ||
1076 | } | 1139 | } |
1077 | } | 1140 | } |
1078 | else | 1141 | else |
@@ -1080,8 +1143,7 @@ public sealed class BSPrim : BSPhysObject | |||
1080 | if (forceRebuild || _meshKey == 0) | 1143 | if (forceRebuild || _meshKey == 0) |
1081 | { | 1144 | { |
1082 | // Static (non-physical) objects only need a mesh for bumping into | 1145 | // Static (non-physical) objects only need a mesh for bumping into |
1083 | CreateGeomMesh(); | 1146 | ret = CreateGeomMesh(); |
1084 | ret = true; | ||
1085 | } | 1147 | } |
1086 | } | 1148 | } |
1087 | } | 1149 | } |
@@ -1089,7 +1151,9 @@ public sealed class BSPrim : BSPhysObject | |||
1089 | } | 1151 | } |
1090 | 1152 | ||
1091 | // No locking here because this is done when we know physics is not simulating | 1153 | // No locking here because this is done when we know physics is not simulating |
1092 | private void CreateGeomMesh() | 1154 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1155 | // Called at taint-time! | ||
1156 | private bool CreateGeomMesh() | ||
1093 | { | 1157 | { |
1094 | // level of detail based on size and type of the object | 1158 | // level of detail based on size and type of the object |
1095 | float lod = _scene.MeshLOD; | 1159 | float lod = _scene.MeshLOD; |
@@ -1103,7 +1167,7 @@ public sealed class BSPrim : BSPhysObject | |||
1103 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1167 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1104 | 1168 | ||
1105 | // if this new shape is the same as last time, don't recreate the mesh | 1169 | // if this new shape is the same as last time, don't recreate the mesh |
1106 | if (_meshKey == newMeshKey) return; | 1170 | if (_meshKey == newMeshKey) return false; |
1107 | 1171 | ||
1108 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1172 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1109 | // Since we're recreating new, get rid of any previously generated shape | 1173 | // Since we're recreating new, get rid of any previously generated shape |
@@ -1140,19 +1204,19 @@ public sealed class BSPrim : BSPhysObject | |||
1140 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1204 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1141 | // meshes are already scaled by the meshmerizer | 1205 | // meshes are already scaled by the meshmerizer |
1142 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1206 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1143 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1207 | return true; |
1144 | return; | ||
1145 | } | 1208 | } |
1146 | 1209 | ||
1147 | // No locking here because this is done when we know physics is not simulating | 1210 | // No locking here because this is done when we know physics is not simulating |
1148 | private void CreateGeomHull() | 1211 | // Returns 'true' of a mesh was actually rebuild (we could also have one of these specs). |
1212 | private bool CreateGeomHull() | ||
1149 | { | 1213 | { |
1150 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1214 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; |
1151 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1215 | ulong newHullKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1152 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); | 1216 | // m_log.DebugFormat("{0}: CreateGeomHull: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _hullKey, newHullKey); |
1153 | 1217 | ||
1154 | // if the hull hasn't changed, don't rebuild it | 1218 | // if the hull hasn't changed, don't rebuild it |
1155 | if (newHullKey == _hullKey) return; | 1219 | if (newHullKey == _hullKey) return false; |
1156 | 1220 | ||
1157 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1221 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1158 | 1222 | ||
@@ -1255,7 +1319,7 @@ public sealed class BSPrim : BSPhysObject | |||
1255 | // meshes are already scaled by the meshmerizer | 1319 | // meshes are already scaled by the meshmerizer |
1256 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1320 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1257 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1321 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1258 | return; | 1322 | return true; |
1259 | } | 1323 | } |
1260 | 1324 | ||
1261 | // Callback from convex hull creater with a newly created hull. | 1325 | // Callback from convex hull creater with a newly created hull. |
@@ -1268,20 +1332,12 @@ public sealed class BSPrim : BSPhysObject | |||
1268 | 1332 | ||
1269 | private void VerifyCorrectPhysicalShape() | 1333 | private void VerifyCorrectPhysicalShape() |
1270 | { | 1334 | { |
1271 | if (IsStatic) | 1335 | if (!IsStatic) |
1272 | { | ||
1273 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1274 | if (_hullKey != 0) | ||
1275 | { | ||
1276 | RecreateGeomAndObject(); | ||
1277 | } | ||
1278 | } | ||
1279 | else | ||
1280 | { | 1336 | { |
1281 | // if not static, it will need a hull to efficiently collide with things | 1337 | // if not static, it will need a hull to efficiently collide with things |
1282 | if (_hullKey == 0) | 1338 | if (_hullKey == 0) |
1283 | { | 1339 | { |
1284 | RecreateGeomAndObject(); | 1340 | CreateGeomAndObject(false); |
1285 | } | 1341 | } |
1286 | 1342 | ||
1287 | } | 1343 | } |
@@ -1300,8 +1356,9 @@ public sealed class BSPrim : BSPhysObject | |||
1300 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); | 1356 | // m_log.DebugFormat("{0}: CreateObject: lID={1}, shape={2}", LogHeader, _localID, shape.Type); |
1301 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); | 1357 | bool ret = BulletSimAPI.CreateObject(_scene.WorldID, shape); |
1302 | 1358 | ||
1303 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest. | 1359 | // the CreateObject() may have recreated the rigid body. Make sure we have the latest address. |
1304 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 1360 | BSBody = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
1361 | BSShape = new BulletShape(BulletSimAPI.GetCollisionShape2(BSBody.Ptr)); | ||
1305 | 1362 | ||
1306 | return ret; | 1363 | return ret; |
1307 | } | 1364 | } |
@@ -1325,15 +1382,20 @@ public sealed class BSPrim : BSPhysObject | |||
1325 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; | 1382 | shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue; |
1326 | } | 1383 | } |
1327 | 1384 | ||
1328 | |||
1329 | // Rebuild the geometry and object. | 1385 | // Rebuild the geometry and object. |
1330 | // This is called when the shape changes so we need to recreate the mesh/hull. | 1386 | // This is called when the shape changes so we need to recreate the mesh/hull. |
1331 | // No locking here because this is done when the physics engine is not simulating | 1387 | // No locking here because this is done when the physics engine is not simulating |
1332 | private void RecreateGeomAndObject() | 1388 | private void CreateGeomAndObject(bool forceRebuild) |
1333 | { | 1389 | { |
1334 | // m_log.DebugFormat("{0}: RecreateGeomAndObject. lID={1}", LogHeader, _localID); | 1390 | // m_log.DebugFormat("{0}: CreateGeomAndObject. lID={1}, force={2}", LogHeader, _localID, forceRebuild); |
1335 | if (CreateGeom(true)) | 1391 | // Create the geometry that will make up the object |
1392 | if (CreateGeom(forceRebuild)) | ||
1393 | { | ||
1394 | // Create the object and place it into the world | ||
1336 | CreateObject(); | 1395 | CreateObject(); |
1396 | // Make sure the properties are set on the new object | ||
1397 | UpdatePhysicalParameters(); | ||
1398 | } | ||
1337 | return; | 1399 | return; |
1338 | } | 1400 | } |
1339 | 1401 | ||
@@ -1414,12 +1476,14 @@ public sealed class BSPrim : BSPhysObject | |||
1414 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1476 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1415 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1477 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1416 | 1478 | ||
1479 | // BulletSimAPI.DumpRigidBody2(Scene.World.Ptr, BSBody.Ptr); | ||
1480 | |||
1417 | base.RequestPhysicsterseUpdate(); | 1481 | base.RequestPhysicsterseUpdate(); |
1418 | } | 1482 | } |
1419 | /* | 1483 | /* |
1420 | else | 1484 | else |
1421 | { | 1485 | { |
1422 | // For debugging, we also report the movement of children | 1486 | // For debugging, we can also report the movement of children |
1423 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 1487 | DetailLog("{0},BSPrim.UpdateProperties,child,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1424 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 1488 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
1425 | entprop.Acceleration, entprop.RotationalVelocity); | 1489 | entprop.Acceleration, entprop.RotationalVelocity); |
@@ -1430,15 +1494,15 @@ public sealed class BSPrim : BSPhysObject | |||
1430 | // I've collided with something | 1494 | // I've collided with something |
1431 | // Called at taint time from within the Step() function | 1495 | // Called at taint time from within the Step() function |
1432 | CollisionEventUpdate collisionCollection; | 1496 | CollisionEventUpdate collisionCollection; |
1433 | public override void Collide(uint collidingWith, BSPhysObject collidee, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1497 | public override bool Collide(uint collidingWith, BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1434 | { | 1498 | { |
1435 | // m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith); | 1499 | bool ret = false; |
1436 | 1500 | ||
1437 | // The following lines make IsColliding() and IsCollidingGround() work | 1501 | // The following lines make IsColliding() and IsCollidingGround() work |
1438 | _collidingStep = _scene.SimulationStep; | 1502 | _collidingStep = Scene.SimulationStep; |
1439 | if (collidingWith == BSScene.TERRAIN_ID || collidingWith == BSScene.GROUNDPLANE_ID) | 1503 | if (collidingWith <= Scene.TerrainManager.HighestTerrainID) |
1440 | { | 1504 | { |
1441 | _collidingGroundStep = _scene.SimulationStep; | 1505 | _collidingGroundStep = Scene.SimulationStep; |
1442 | } | 1506 | } |
1443 | 1507 | ||
1444 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1508 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
@@ -1446,21 +1510,23 @@ public sealed class BSPrim : BSPhysObject | |||
1446 | // prims in the same linkset cannot collide with each other | 1510 | // prims in the same linkset cannot collide with each other |
1447 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | 1511 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) |
1448 | { | 1512 | { |
1449 | return; | 1513 | return ret; |
1450 | } | 1514 | } |
1451 | 1515 | ||
1452 | // if someone has subscribed for collision events.... | 1516 | // if someone has subscribed for collision events.... |
1453 | if (SubscribedEvents()) { | 1517 | if (SubscribedEvents()) { |
1454 | // throttle the collisions to the number of milliseconds specified in the subscription | 1518 | // throttle the collisions to the number of milliseconds specified in the subscription |
1455 | int nowTime = _scene.SimulationNowTime; | 1519 | int nowTime = Scene.SimulationNowTime; |
1456 | if (nowTime >= _nextCollisionOkTime) { | 1520 | if (nowTime >= _nextCollisionOkTime) { |
1457 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; | 1521 | _nextCollisionOkTime = nowTime + _subscribedEventsMs; |
1458 | 1522 | ||
1459 | if (collisionCollection == null) | 1523 | if (collisionCollection == null) |
1460 | collisionCollection = new CollisionEventUpdate(); | 1524 | collisionCollection = new CollisionEventUpdate(); |
1461 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 1525 | collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
1526 | ret = true; | ||
1462 | } | 1527 | } |
1463 | } | 1528 | } |
1529 | return ret; | ||
1464 | } | 1530 | } |
1465 | 1531 | ||
1466 | // The scene is telling us it's time to pass our collected collisions into the simulator | 1532 | // The scene is telling us it's time to pass our collected collisions into the simulator |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 4a468af..52997dd 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -56,7 +56,6 @@ using OpenMetaverse; | |||
56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect | 56 | // Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect |
57 | // Implement LockAngularMotion | 57 | // Implement LockAngularMotion |
58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) | 58 | // Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation) |
59 | // Does NeedsMeshing() really need to exclude all the different shapes? | ||
60 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. | 59 | // Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet. |
61 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? | 60 | // Add PID movement operations. What does ScenePresence.MoveToTarget do? |
62 | // Check terrain size. 128 or 127? | 61 | // Check terrain size. 128 or 127? |
@@ -79,7 +78,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
79 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); | 78 | private HashSet<BSPhysObject> m_objectsWithCollisions = new HashSet<BSPhysObject>(); |
80 | // Following is a kludge and can be removed when avatar animation updating is | 79 | // Following is a kludge and can be removed when avatar animation updating is |
81 | // moved to a better place. | 80 | // moved to a better place. |
82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 81 | private HashSet<BSPhysObject> m_avatarsWithCollisions = new HashSet<BSPhysObject>(); |
83 | 82 | ||
84 | // List of all the objects that have vehicle properties and should be called | 83 | // List of all the objects that have vehicle properties and should be called |
85 | // to update each physics step. | 84 | // to update each physics step. |
@@ -111,11 +110,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
111 | private long m_simulationStep = 0; | 110 | private long m_simulationStep = 0; |
112 | public long SimulationStep { get { return m_simulationStep; } } | 111 | public long SimulationStep { get { return m_simulationStep; } } |
113 | 112 | ||
114 | // The length of the last timestep we were asked to simulate. | ||
115 | // This is used by the vehicle code. Since the vehicle code is called | ||
116 | // once per simulation step, its constants need to be scaled by this. | ||
117 | public float LastSimulatedTimestep { get; private set; } | ||
118 | |||
119 | // A value of the time now so all the collision and update routines do not have to get their own | 113 | // A value of the time now so all the collision and update routines do not have to get their own |
120 | // Set to 'now' just before all the prims and actors are called for collisions and updates | 114 | // Set to 'now' just before all the prims and actors are called for collisions and updates |
121 | public int SimulationNowTime { get; private set; } | 115 | public int SimulationNowTime { get; private set; } |
@@ -132,8 +126,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
132 | private EntityProperties[] m_updateArray; | 126 | private EntityProperties[] m_updateArray; |
133 | private GCHandle m_updateArrayPinnedHandle; | 127 | private GCHandle m_updateArrayPinnedHandle; |
134 | 128 | ||
135 | private bool _meshSculptedPrim = true; // cause scuplted prims to get meshed | 129 | public bool ShouldMeshSculptedPrim { get; private set; } // cause scuplted prims to get meshed |
136 | private bool _forceSimplePrimMeshing = false; // if a cube or sphere, let Bullet do internal shapes | 130 | public bool ShouldForceSimplePrimMeshing { get; private set; } // if a cube or sphere, let Bullet do internal shapes |
137 | 131 | ||
138 | public float PID_D { get; private set; } // derivative | 132 | public float PID_D { get; private set; } // derivative |
139 | public float PID_P { get; private set; } // proportional | 133 | public float PID_P { get; private set; } // proportional |
@@ -153,6 +147,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
153 | { | 147 | { |
154 | get { return new Vector3(0f, 0f, Params.gravity); } | 148 | get { return new Vector3(0f, 0f, Params.gravity); } |
155 | } | 149 | } |
150 | // Just the Z value of the gravity | ||
151 | public float DefaultGravityZ | ||
152 | { | ||
153 | get { return Params.gravity; } | ||
154 | } | ||
156 | 155 | ||
157 | public float MaximumObjectMass { get; private set; } | 156 | public float MaximumObjectMass { get; private set; } |
158 | 157 | ||
@@ -171,8 +170,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
171 | callback = c; | 170 | callback = c; |
172 | } | 171 | } |
173 | } | 172 | } |
173 | private Object _taintLock = new Object(); // lock for using the next object | ||
174 | private List<TaintCallbackEntry> _taintedObjects; | 174 | private List<TaintCallbackEntry> _taintedObjects; |
175 | private Object _taintLock = new Object(); | ||
176 | 175 | ||
177 | // A pointer to an instance if this structure is passed to the C++ code | 176 | // A pointer to an instance if this structure is passed to the C++ code |
178 | // Used to pass basic configuration values to the unmanaged code. | 177 | // Used to pass basic configuration values to the unmanaged code. |
@@ -465,12 +464,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
465 | int collidersCount = 0; | 464 | int collidersCount = 0; |
466 | IntPtr collidersPtr; | 465 | IntPtr collidersPtr; |
467 | 466 | ||
468 | LastSimulatedTimestep = timeStep; | ||
469 | |||
470 | // prevent simulation until we've been initialized | 467 | // prevent simulation until we've been initialized |
471 | if (!m_initialized) return 10.0f; | 468 | if (!m_initialized) return 5.0f; |
472 | |||
473 | int simulateStartTime = Util.EnvironmentTickCount(); | ||
474 | 469 | ||
475 | // update the prim states while we know the physics engine is not busy | 470 | // update the prim states while we know the physics engine is not busy |
476 | int numTaints = _taintedObjects.Count; | 471 | int numTaints = _taintedObjects.Count; |
@@ -478,6 +473,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
478 | 473 | ||
479 | // Some of the prims operate with special vehicle properties | 474 | // Some of the prims operate with special vehicle properties |
480 | ProcessVehicles(timeStep); | 475 | ProcessVehicles(timeStep); |
476 | numTaints += _taintedObjects.Count; | ||
481 | ProcessTaints(); // the vehicles might have added taints | 477 | ProcessTaints(); // the vehicles might have added taints |
482 | 478 | ||
483 | // step the physical world one interval | 479 | // step the physical world one interval |
@@ -506,6 +502,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
506 | // Get a value for 'now' so all the collision and update routines don't have to get their own | 502 | // Get a value for 'now' so all the collision and update routines don't have to get their own |
507 | SimulationNowTime = Util.EnvironmentTickCount(); | 503 | SimulationNowTime = Util.EnvironmentTickCount(); |
508 | 504 | ||
505 | // This is a kludge to get avatar movement updates. | ||
506 | // ODE sends collisions for avatars even if there are have been no collisions. This updates | ||
507 | // avatar animations and stuff. | ||
508 | // If you fix avatar animation updates, remove this overhead and let normal collision processing happen. | ||
509 | m_objectsWithCollisions = new HashSet<BSPhysObject>(m_avatarsWithCollisions); | ||
510 | |||
509 | // If there were collisions, process them by sending the event to the prim. | 511 | // If there were collisions, process them by sending the event to the prim. |
510 | // Collisions must be processed before updates. | 512 | // Collisions must be processed before updates. |
511 | if (collidersCount > 0) | 513 | if (collidersCount > 0) |
@@ -527,13 +529,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
527 | bsp.SendCollisions(); | 529 | bsp.SendCollisions(); |
528 | m_objectsWithCollisions.Clear(); | 530 | m_objectsWithCollisions.Clear(); |
529 | 531 | ||
530 | // This is a kludge to get avatar movement updated. | ||
531 | // ODE sends collisions even if there are none and this is used to update | ||
532 | // avatar animations and stuff. | ||
533 | foreach (BSPhysObject bpo in m_avatarsWithCollisions) | ||
534 | bpo.SendCollisions(); | ||
535 | // m_avatarsWithCollisions.Clear(); | ||
536 | |||
537 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine | 532 | // If any of the objects had updated properties, tell the object it has been changed by the physics engine |
538 | if (updatedEntityCount > 0) | 533 | if (updatedEntityCount > 0) |
539 | { | 534 | { |
@@ -544,7 +539,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
544 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) | 539 | if (PhysObjects.TryGetValue(entprop.ID, out pobj)) |
545 | { | 540 | { |
546 | pobj.UpdateProperties(entprop); | 541 | pobj.UpdateProperties(entprop); |
547 | continue; | ||
548 | } | 542 | } |
549 | } | 543 | } |
550 | } | 544 | } |
@@ -558,18 +552,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
558 | } | 552 | } |
559 | } | 553 | } |
560 | 554 | ||
561 | // this is a waste since the outside routine also calcuates the physics simulation | 555 | // The physics engine returns the number of milliseconds it simulated this call. |
562 | // period. TODO: There should be a way of computing physics frames from simulator computation. | 556 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
563 | // long simulateTotalTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | 557 | // Since Bullet normally does 5 or 6 substeps, this will normally sum to about 60 FPS. |
564 | // return (timeStep * (float)simulateTotalTime); | 558 | return numSubSteps * m_fixedTimeStep; |
565 | |||
566 | // TODO: FIX THIS: fps calculation possibly wrong. | ||
567 | // This calculation says 1/timeStep is the ideal frame rate. Any time added to | ||
568 | // that by the physics simulation gives a slower frame rate. | ||
569 | long totalSimulationTime = Util.EnvironmentTickCountSubtract(simulateStartTime); | ||
570 | if (totalSimulationTime >= timeStep) | ||
571 | return 0; | ||
572 | return 1f / (timeStep + totalSimulationTime); | ||
573 | } | 559 | } |
574 | 560 | ||
575 | // Something has collided | 561 | // Something has collided |
@@ -580,28 +566,25 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
580 | return; // don't send collisions to the terrain | 566 | return; // don't send collisions to the terrain |
581 | } | 567 | } |
582 | 568 | ||
583 | BSPhysObject collider = PhysObjects[localID]; | 569 | BSPhysObject collider; |
584 | // TODO: as of this code, terrain was not in the physical object list. | 570 | if (!PhysObjects.TryGetValue(localID, out collider)) |
585 | // When BSTerrain is created and it will be in the list, we can remove | ||
586 | // the possibility that it's not there and just fetch the collidee. | ||
587 | BSPhysObject collidee = null; | ||
588 | |||
589 | ActorTypes type = ActorTypes.Prim; | ||
590 | if (collidingWith <= TerrainManager.HighestTerrainID) | ||
591 | { | ||
592 | type = ActorTypes.Ground; | ||
593 | } | ||
594 | else | ||
595 | { | 571 | { |
596 | collidee = PhysObjects[collidingWith]; | 572 | // If the object that is colliding cannot be found, just ignore the collision. |
597 | if (collidee is BSCharacter) | 573 | return; |
598 | type = ActorTypes.Agent; | ||
599 | } | 574 | } |
600 | 575 | ||
576 | // The terrain is not in the physical object list so 'collidee' | ||
577 | // can be null when Collide() is called. | ||
578 | BSPhysObject collidee = null; | ||
579 | PhysObjects.TryGetValue(collidingWith, out collidee); | ||
580 | |||
601 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | 581 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); |
602 | 582 | ||
603 | collider.Collide(collidingWith, collidee, type, collidePoint, collideNormal, penetration); | 583 | if (collider.Collide(collidingWith, collidee, collidePoint, collideNormal, penetration)) |
604 | m_objectsWithCollisions.Add(collider); | 584 | { |
585 | // If a collision was posted, remember to send it to the simulator | ||
586 | m_objectsWithCollisions.Add(collider); | ||
587 | } | ||
605 | 588 | ||
606 | return; | 589 | return; |
607 | } | 590 | } |
@@ -619,9 +602,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
619 | public override void SetWaterLevel(float baseheight) | 602 | public override void SetWaterLevel(float baseheight) |
620 | { | 603 | { |
621 | m_waterLevel = baseheight; | 604 | m_waterLevel = baseheight; |
622 | // TODO: pass to physics engine so things will float? | ||
623 | } | 605 | } |
624 | public float GetWaterLevel() | 606 | // Someday.... |
607 | public float GetWaterLevelAtXYZ(Vector3 loc) | ||
625 | { | 608 | { |
626 | return m_waterLevel; | 609 | return m_waterLevel; |
627 | } | 610 | } |
@@ -659,121 +642,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
659 | 642 | ||
660 | public override bool IsThreaded { get { return false; } } | 643 | public override bool IsThreaded { get { return false; } } |
661 | 644 | ||
662 | /// <summary> | ||
663 | /// Routine to figure out if we need to mesh this prim with our mesher | ||
664 | /// </summary> | ||
665 | /// <param name="pbs"></param> | ||
666 | /// <returns>true if the prim needs meshing</returns> | ||
667 | public bool NeedsMeshing(PrimitiveBaseShape pbs) | ||
668 | { | ||
669 | // most of this is redundant now as the mesher will return null if it cant mesh a prim | ||
670 | // but we still need to check for sculptie meshing being enabled so this is the most | ||
671 | // convenient place to do it for now... | ||
672 | |||
673 | // int iPropertiesNotSupportedDefault = 0; | ||
674 | |||
675 | if (pbs.SculptEntry && !_meshSculptedPrim) | ||
676 | { | ||
677 | // Render sculpties as boxes | ||
678 | return false; | ||
679 | } | ||
680 | |||
681 | // if it's a standard box or sphere with no cuts, hollows, twist or top shear, return false since Bullet | ||
682 | // can use an internal representation for the prim | ||
683 | if (!_forceSimplePrimMeshing) | ||
684 | { | ||
685 | if ((pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) | ||
686 | || (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 | ||
687 | && pbs.Scale.X == pbs.Scale.Y && pbs.Scale.Y == pbs.Scale.Z)) | ||
688 | { | ||
689 | |||
690 | if (pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 | ||
691 | && pbs.ProfileHollow == 0 | ||
692 | && pbs.PathTwist == 0 && pbs.PathTwistBegin == 0 | ||
693 | && pbs.PathBegin == 0 && pbs.PathEnd == 0 | ||
694 | && pbs.PathTaperX == 0 && pbs.PathTaperY == 0 | ||
695 | && pbs.PathScaleX == 100 && pbs.PathScaleY == 100 | ||
696 | && pbs.PathShearX == 0 && pbs.PathShearY == 0) | ||
697 | { | ||
698 | return false; | ||
699 | } | ||
700 | } | ||
701 | } | ||
702 | |||
703 | /* TODO: verify that the mesher will now do all these shapes | ||
704 | if (pbs.ProfileHollow != 0) | ||
705 | iPropertiesNotSupportedDefault++; | ||
706 | |||
707 | if ((pbs.PathBegin != 0) || pbs.PathEnd != 0) | ||
708 | iPropertiesNotSupportedDefault++; | ||
709 | |||
710 | if ((pbs.PathTwistBegin != 0) || (pbs.PathTwist != 0)) | ||
711 | iPropertiesNotSupportedDefault++; | ||
712 | |||
713 | if ((pbs.ProfileBegin != 0) || pbs.ProfileEnd != 0) | ||
714 | iPropertiesNotSupportedDefault++; | ||
715 | |||
716 | if ((pbs.PathScaleX != 100) || (pbs.PathScaleY != 100)) | ||
717 | iPropertiesNotSupportedDefault++; | ||
718 | |||
719 | if ((pbs.PathShearX != 0) || (pbs.PathShearY != 0)) | ||
720 | iPropertiesNotSupportedDefault++; | ||
721 | |||
722 | if (pbs.ProfileShape == ProfileShape.Circle && pbs.PathCurve == (byte)Extrusion.Straight) | ||
723 | iPropertiesNotSupportedDefault++; | ||
724 | |||
725 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1 && (pbs.Scale.X != pbs.Scale.Y || pbs.Scale.Y != pbs.Scale.Z || pbs.Scale.Z != pbs.Scale.X)) | ||
726 | iPropertiesNotSupportedDefault++; | ||
727 | |||
728 | if (pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte) Extrusion.Curve1) | ||
729 | iPropertiesNotSupportedDefault++; | ||
730 | |||
731 | // test for torus | ||
732 | if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Square) | ||
733 | { | ||
734 | if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
735 | { | ||
736 | iPropertiesNotSupportedDefault++; | ||
737 | } | ||
738 | } | ||
739 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) | ||
740 | { | ||
741 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
742 | { | ||
743 | iPropertiesNotSupportedDefault++; | ||
744 | } | ||
745 | // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits | ||
746 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
747 | { | ||
748 | iPropertiesNotSupportedDefault++; | ||
749 | } | ||
750 | } | ||
751 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.HalfCircle) | ||
752 | { | ||
753 | if (pbs.PathCurve == (byte)Extrusion.Curve1 || pbs.PathCurve == (byte)Extrusion.Curve2) | ||
754 | { | ||
755 | iPropertiesNotSupportedDefault++; | ||
756 | } | ||
757 | } | ||
758 | else if ((pbs.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) | ||
759 | { | ||
760 | if (pbs.PathCurve == (byte)Extrusion.Straight) | ||
761 | { | ||
762 | iPropertiesNotSupportedDefault++; | ||
763 | } | ||
764 | else if (pbs.PathCurve == (byte)Extrusion.Curve1) | ||
765 | { | ||
766 | iPropertiesNotSupportedDefault++; | ||
767 | } | ||
768 | } | ||
769 | if (iPropertiesNotSupportedDefault == 0) | ||
770 | { | ||
771 | return false; | ||
772 | } | ||
773 | */ | ||
774 | return true; | ||
775 | } | ||
776 | |||
777 | // Calls to the PhysicsActors can't directly call into the physics engine | 645 | // Calls to the PhysicsActors can't directly call into the physics engine |
778 | // because it might be busy. We delay changes to a known time. | 646 | // because it might be busy. We delay changes to a known time. |
779 | // We rely on C#'s closure to save and restore the context for the delegate. | 647 | // We rely on C#'s closure to save and restore the context for the delegate. |
@@ -782,7 +650,10 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
782 | if (!m_initialized) return; | 650 | if (!m_initialized) return; |
783 | 651 | ||
784 | lock (_taintLock) | 652 | lock (_taintLock) |
653 | { | ||
785 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); | 654 | _taintedObjects.Add(new TaintCallbackEntry(ident, callback)); |
655 | } | ||
656 | |||
786 | return; | 657 | return; |
787 | } | 658 | } |
788 | 659 | ||
@@ -919,14 +790,14 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
919 | { | 790 | { |
920 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", | 791 | new ParameterDefn("MeshSculptedPrim", "Whether to create meshes for sculpties", |
921 | ConfigurationParameters.numericTrue, | 792 | ConfigurationParameters.numericTrue, |
922 | (s,cf,p,v) => { s._meshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 793 | (s,cf,p,v) => { s.ShouldMeshSculptedPrim = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
923 | (s) => { return s.NumericBool(s._meshSculptedPrim); }, | 794 | (s) => { return s.NumericBool(s.ShouldMeshSculptedPrim); }, |
924 | (s,p,l,v) => { s._meshSculptedPrim = s.BoolNumeric(v); } ), | 795 | (s,p,l,v) => { s.ShouldMeshSculptedPrim = s.BoolNumeric(v); } ), |
925 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", | 796 | new ParameterDefn("ForceSimplePrimMeshing", "If true, only use primitive meshes for objects", |
926 | ConfigurationParameters.numericFalse, | 797 | ConfigurationParameters.numericFalse, |
927 | (s,cf,p,v) => { s._forceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 798 | (s,cf,p,v) => { s.ShouldForceSimplePrimMeshing = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
928 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 799 | (s) => { return s.NumericBool(s.ShouldForceSimplePrimMeshing); }, |
929 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 800 | (s,p,l,v) => { s.ShouldForceSimplePrimMeshing = s.BoolNumeric(v); } ), |
930 | 801 | ||
931 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 802 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
932 | 8f, | 803 | 8f, |
@@ -1162,8 +1033,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1162 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, | 1033 | (s,cf,p,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = cf.GetFloat(p, v); }, |
1163 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, | 1034 | (s) => { return s.m_params[0].linkConstraintTransMotorMaxForce; }, |
1164 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), | 1035 | (s,p,l,v) => { s.m_params[0].linkConstraintTransMotorMaxForce = v; } ), |
1165 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=none, 1=all. Default=0", | 1036 | new ParameterDefn("LinkConstraintCFM", "Amount constraint can be violated. 0=no violation, 1=infinite. Default=0.1", |
1166 | 0.0f, | 1037 | 0.1f, |
1167 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, | 1038 | (s,cf,p,v) => { s.m_params[0].linkConstraintCFM = cf.GetFloat(p, v); }, |
1168 | (s) => { return s.m_params[0].linkConstraintCFM; }, | 1039 | (s) => { return s.m_params[0].linkConstraintCFM; }, |
1169 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), | 1040 | (s,p,l,v) => { s.m_params[0].linkConstraintCFM = v; } ), |
@@ -1172,6 +1043,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1172 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, | 1043 | (s,cf,p,v) => { s.m_params[0].linkConstraintERP = cf.GetFloat(p, v); }, |
1173 | (s) => { return s.m_params[0].linkConstraintERP; }, | 1044 | (s) => { return s.m_params[0].linkConstraintERP; }, |
1174 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), | 1045 | (s,p,l,v) => { s.m_params[0].linkConstraintERP = v; } ), |
1046 | new ParameterDefn("LinkConstraintSolverIterations", "Number of solver iterations when computing constraint. (0 = Bullet default)", | ||
1047 | 40, | ||
1048 | (s,cf,p,v) => { s.m_params[0].linkConstraintSolverIterations = cf.GetFloat(p, v); }, | ||
1049 | (s) => { return s.m_params[0].linkConstraintSolverIterations; }, | ||
1050 | (s,p,l,v) => { s.m_params[0].linkConstraintSolverIterations = v; } ), | ||
1175 | 1051 | ||
1176 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", | 1052 | new ParameterDefn("DetailedStats", "Frames between outputting detailed phys stats. (0 is off)", |
1177 | 0f, | 1053 | 0f, |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 47d7199..d48462e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -154,27 +154,31 @@ public class BSTerrainManager | |||
154 | 154 | ||
155 | // The simulator wants to set a new heightmap for the terrain. | 155 | // The simulator wants to set a new heightmap for the terrain. |
156 | public void SetTerrain(float[] heightMap) { | 156 | public void SetTerrain(float[] heightMap) { |
157 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) | 157 | float[] localHeightMap = heightMap; |
158 | m_physicsScene.TaintedObject("TerrainManager.SetTerrain", delegate() | ||
158 | { | 159 | { |
159 | // If a child of a mega-region, we shouldn't have any terrain allocated for us | 160 | if (m_worldOffset != Vector3.Zero && m_parentScene != null) |
160 | ReleaseGroundPlaneAndTerrain(); | ||
161 | // If doing the mega-prim stuff and we are the child of the zero region, | ||
162 | // the terrain is added to our parent | ||
163 | if (m_parentScene is BSScene) | ||
164 | { | 161 | { |
165 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | 162 | // If a child of a mega-region, we shouldn't have any terrain allocated for us |
166 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | 163 | ReleaseGroundPlaneAndTerrain(); |
167 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | 164 | // If doing the mega-prim stuff and we are the child of the zero region, |
168 | heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | 165 | // the terrain is added to our parent |
166 | if (m_parentScene is BSScene) | ||
167 | { | ||
168 | DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}", | ||
169 | BSScene.DetailLogZero, m_worldOffset, m_worldMax); | ||
170 | ((BSScene)m_parentScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID, | ||
171 | localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); | ||
172 | } | ||
169 | } | 173 | } |
170 | } | 174 | else |
171 | else | 175 | { |
172 | { | 176 | // If not doing the mega-prim thing, just change the terrain |
173 | // If not doing the mega-prim thing, just change the terrain | 177 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); |
174 | DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero); | ||
175 | 178 | ||
176 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, heightMap, m_worldOffset, m_worldOffset+DefaultRegionSize, false); | 179 | UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true); |
177 | } | 180 | } |
181 | }); | ||
178 | } | 182 | } |
179 | 183 | ||
180 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain | 184 | // If called with no mapInfo for the terrain, this will create a new mapInfo and terrain |
@@ -319,6 +323,8 @@ public class BSTerrainManager | |||
319 | 323 | ||
320 | // Make sure the new shape is processed. | 324 | // Make sure the new shape is processed. |
321 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); | 325 | BulletSimAPI.Activate2(mapInfo.terrainBody.Ptr, true); |
326 | |||
327 | m_terrainModified = true; | ||
322 | }; | 328 | }; |
323 | 329 | ||
324 | // There is the option to do the changes now (we're already in 'taint time'), or | 330 | // There is the option to do the changes now (we're already in 'taint time'), or |
@@ -357,6 +363,8 @@ public class BSTerrainManager | |||
357 | m_heightMaps.Add(terrainRegionBase, mapInfo); | 363 | m_heightMaps.Add(terrainRegionBase, mapInfo); |
358 | // Build the terrain | 364 | // Build the terrain |
359 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); | 365 | UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true); |
366 | |||
367 | m_terrainModified = true; | ||
360 | }; | 368 | }; |
361 | 369 | ||
362 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. | 370 | // If already in taint-time, just call Bullet. Otherwise queue the operations for the safe time. |
@@ -383,7 +391,7 @@ public class BSTerrainManager | |||
383 | private float lastHeightTX = 999999f; | 391 | private float lastHeightTX = 999999f; |
384 | private float lastHeightTY = 999999f; | 392 | private float lastHeightTY = 999999f; |
385 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; | 393 | private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT; |
386 | public float GetTerrainHeightAtXY(float tX, float tY) | 394 | private float GetTerrainHeightAtXY(float tX, float tY) |
387 | { | 395 | { |
388 | // You'd be surprized at the number of times this routine is called | 396 | // You'd be surprized at the number of times this routine is called |
389 | // with the same parameters as last time. | 397 | // with the same parameters as last time. |
@@ -403,11 +411,18 @@ public class BSTerrainManager | |||
403 | { | 411 | { |
404 | float regionX = tX - offsetX; | 412 | float regionX = tX - offsetX; |
405 | float regionY = tY - offsetY; | 413 | float regionY = tY - offsetY; |
406 | if (regionX >= mapInfo.sizeX || regionX < 0f) regionX = 0; | ||
407 | if (regionY >= mapInfo.sizeY || regionY < 0f) regionY = 0; | ||
408 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; | 414 | int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX; |
409 | ret = mapInfo.heightMap[mapIndex]; | 415 | try |
410 | m_terrainModified = false; | 416 | { |
417 | ret = mapInfo.heightMap[mapIndex]; | ||
418 | } | ||
419 | catch | ||
420 | { | ||
421 | // Sometimes they give us wonky values of X and Y. Give a warning and return something. | ||
422 | m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}", | ||
423 | LogHeader, terrainBaseXY, regionX, regionY); | ||
424 | ret = HEIGHT_GETHEIGHT_RET; | ||
425 | } | ||
411 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", | 426 | // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}", |
412 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); | 427 | // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret); |
413 | } | 428 | } |
@@ -416,6 +431,7 @@ public class BSTerrainManager | |||
416 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", | 431 | m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", |
417 | LogHeader, m_physicsScene.RegionName, tX, tY); | 432 | LogHeader, m_physicsScene.RegionName, tX, tY); |
418 | } | 433 | } |
434 | m_terrainModified = false; | ||
419 | lastHeight = ret; | 435 | lastHeight = ret; |
420 | return ret; | 436 | return ret; |
421 | } | 437 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index e579cf2..9221cdb 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -213,6 +213,7 @@ public struct ConfigurationParameters | |||
213 | public float linkConstraintTransMotorMaxForce; | 213 | public float linkConstraintTransMotorMaxForce; |
214 | public float linkConstraintERP; | 214 | public float linkConstraintERP; |
215 | public float linkConstraintCFM; | 215 | public float linkConstraintCFM; |
216 | public float linkConstraintSolverIterations; | ||
216 | 217 | ||
217 | public const float numericTrue = 1f; | 218 | public const float numericTrue = 1f; |
218 | public const float numericFalse = 0f; | 219 | public const float numericFalse = 0f; |
@@ -395,23 +396,6 @@ public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey); | |||
395 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 396 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
396 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); | 397 | public static extern bool CreateObject(uint worldID, ShapeData shapeData); |
397 | 398 | ||
398 | /* Remove old functionality | ||
399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
400 | public static extern void CreateLinkset(uint worldID, int objectCount, ShapeData[] shapeDatas); | ||
401 | |||
402 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
403 | public static extern void AddConstraint(uint worldID, uint id1, uint id2, | ||
404 | Vector3 frame1, Quaternion frame1rot, | ||
405 | Vector3 frame2, Quaternion frame2rot, | ||
406 | Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular); | ||
407 | |||
408 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
409 | public static extern bool RemoveConstraintByID(uint worldID, uint id1); | ||
410 | |||
411 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
412 | public static extern bool RemoveConstraint(uint worldID, uint id1, uint id2); | ||
413 | */ | ||
414 | |||
415 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 399 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
416 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); | 400 | public static extern Vector3 GetObjectPosition(uint WorldID, uint id); |
417 | 401 | ||
@@ -539,15 +523,27 @@ public static extern IntPtr BuildNativeShape2(IntPtr world, | |||
539 | float shapeType, float collisionMargin, Vector3 scale); | 523 | float shapeType, float collisionMargin, Vector3 scale); |
540 | 524 | ||
541 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 525 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
542 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | 526 | public static extern bool IsNativeShape2(IntPtr shape); |
543 | 527 | ||
544 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 528 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
545 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); | 529 | public static extern IntPtr CreateCompoundShape2(IntPtr sim); |
530 | |||
531 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
532 | public static extern void AddChildToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); | ||
533 | |||
534 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
535 | public static extern void RemoveChildFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | ||
546 | 536 | ||
547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 537 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
548 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); | 538 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, IntPtr constructionInfo); |
549 | 539 | ||
550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 540 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
541 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | ||
542 | |||
543 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
544 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, Vector3 pos, Quaternion rot); | ||
545 | |||
546 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
551 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); | 547 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, Vector3 pos, Quaternion rot); |
552 | 548 | ||
553 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 549 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
@@ -562,9 +558,6 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | |||
562 | // ===================================================================================== | 558 | // ===================================================================================== |
563 | // Terrain creation and helper routines | 559 | // Terrain creation and helper routines |
564 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 560 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
565 | public static extern void DumpMapInfo(IntPtr sim, IntPtr manInfo); | ||
566 | |||
567 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
568 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, | 561 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, |
569 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | 562 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); |
570 | 563 | ||
@@ -1010,7 +1003,7 @@ public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); | |||
1010 | public static extern Vector3 GetLocalScaling2(IntPtr shape); | 1003 | public static extern Vector3 GetLocalScaling2(IntPtr shape); |
1011 | 1004 | ||
1012 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1005 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1013 | public static extern void CalculateLocalInertia2(IntPtr shape, float mass, Vector3 inertia); | 1006 | public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); |
1014 | 1007 | ||
1015 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1008 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1016 | public static extern int GetShapeType2(IntPtr shape); | 1009 | public static extern int GetShapeType2(IntPtr shape); |
@@ -1027,6 +1020,12 @@ public static extern void SetCollisionFilterMask(IntPtr shape, uint filter, uint | |||
1027 | // ===================================================================================== | 1020 | // ===================================================================================== |
1028 | // Debugging | 1021 | // Debugging |
1029 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 1022 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
1023 | public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); | ||
1024 | |||
1025 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1026 | public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); | ||
1027 | |||
1028 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1030 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | 1029 | public static extern void DumpPhysicsStatistics2(IntPtr sim); |
1031 | 1030 | ||
1032 | } | 1031 | } |