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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs4
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs20
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs47
3 files changed, 57 insertions, 14 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index e6933f9..235cefc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -961,13 +961,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin
961 // ================================================================== 961 // ==================================================================
962 // Clamp high or low velocities 962 // Clamp high or low velocities
963 float newVelocityLengthSq = VehicleVelocity.LengthSquared(); 963 float newVelocityLengthSq = VehicleVelocity.LengthSquared();
964 if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySq) 964 if (newVelocityLengthSq > BSParam.VehicleMaxLinearVelocitySquared)
965 { 965 {
966 Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG 966 Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG
967 VehicleVelocity /= VehicleVelocity.Length(); 967 VehicleVelocity /= VehicleVelocity.Length();
968 VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; 968 VehicleVelocity *= BSParam.VehicleMaxLinearVelocity;
969 VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", 969 VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}",
970 Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySq, VehicleVelocity); 970 Prim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity);
971 } 971 }
972 else if (newVelocityLengthSq < 0.001f) 972 else if (newVelocityLengthSq < 0.001f)
973 VehicleVelocity = Vector3.Zero; 973 VehicleVelocity = Vector3.Zero;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index dc57b67..fa58109 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -47,12 +47,16 @@ public static class BSParam
47 public static float SculptLOD { get; private set; } 47 public static float SculptLOD { get; private set; }
48 48
49 public static int CrossingFailuresBeforeOutOfBounds { get; private set; } 49 public static int CrossingFailuresBeforeOutOfBounds { get; private set; }
50 public static float UpdateVelocityChangeThreshold { get; private set; }
50 51
51 public static float MinimumObjectMass { get; private set; } 52 public static float MinimumObjectMass { get; private set; }
52 public static float MaximumObjectMass { get; private set; } 53 public static float MaximumObjectMass { get; private set; }
53 public static float MaxLinearVelocity { get; private set; } 54 public static float MaxLinearVelocity { get; private set; }
55 public static float MaxLinearVelocitySquared { get; private set; }
54 public static float MaxAngularVelocity { get; private set; } 56 public static float MaxAngularVelocity { get; private set; }
57 public static float MaxAngularVelocitySquared { get; private set; }
55 public static float MaxAddForceMagnitude { get; private set; } 58 public static float MaxAddForceMagnitude { get; private set; }
59 public static float MaxAddForceMagnitudeSquared { get; private set; }
56 public static float DensityScaleFactor { get; private set; } 60 public static float DensityScaleFactor { get; private set; }
57 61
58 public static float LinearDamping { get; private set; } 62 public static float LinearDamping { get; private set; }
@@ -109,7 +113,7 @@ public static class BSParam
109 113
110 // Vehicle parameters 114 // Vehicle parameters
111 public static float VehicleMaxLinearVelocity { get; private set; } 115 public static float VehicleMaxLinearVelocity { get; private set; }
112 public static float VehicleMaxLinearVelocitySq { get; private set; } 116 public static float VehicleMaxLinearVelocitySquared { get; private set; }
113 public static float VehicleMaxAngularVelocity { get; private set; } 117 public static float VehicleMaxAngularVelocity { get; private set; }
114 public static float VehicleMaxAngularVelocitySq { get; private set; } 118 public static float VehicleMaxAngularVelocitySq { get; private set; }
115 public static float VehicleAngularDamping { get; private set; } 119 public static float VehicleAngularDamping { get; private set; }
@@ -265,7 +269,7 @@ public static class BSParam
265 // The single letter parameters for the delegates are: 269 // The single letter parameters for the delegates are:
266 // s = BSScene 270 // s = BSScene
267 // o = BSPhysObject 271 // o = BSPhysObject
268 // v = value (float) 272 // v = value (appropriate type)
269 private static ParameterDefnBase[] ParameterDefinitions = 273 private static ParameterDefnBase[] ParameterDefinitions =
270 { 274 {
271 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties", 275 new ParameterDefn<bool>("MeshSculptedPrim", "Whether to create meshes for sculpties",
@@ -289,6 +293,10 @@ public static class BSParam
289 5, 293 5,
290 (s) => { return CrossingFailuresBeforeOutOfBounds; }, 294 (s) => { return CrossingFailuresBeforeOutOfBounds; },
291 (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ), 295 (s,v) => { CrossingFailuresBeforeOutOfBounds = v; } ),
296 new ParameterDefn<float>("UpdateVelocityChangeThreshold", "Change in updated velocity required before reporting change to simulator",
297 0.1f,
298 (s) => { return UpdateVelocityChangeThreshold; },
299 (s,v) => { UpdateVelocityChangeThreshold = v; } ),
292 300
293 new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", 301 new ParameterDefn<float>("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)",
294 32f, 302 32f,
@@ -343,16 +351,16 @@ public static class BSParam
343 new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object", 351 new ParameterDefn<float>("MaxLinearVelocity", "Maximum velocity magnitude that can be assigned to an object",
344 1000.0f, 352 1000.0f,
345 (s) => { return MaxLinearVelocity; }, 353 (s) => { return MaxLinearVelocity; },
346 (s,v) => { MaxLinearVelocity = v; } ), 354 (s,v) => { MaxLinearVelocity = v; MaxLinearVelocitySquared = v * v; } ),
347 new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object", 355 new ParameterDefn<float>("MaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to an object",
348 1000.0f, 356 1000.0f,
349 (s) => { return MaxAngularVelocity; }, 357 (s) => { return MaxAngularVelocity; },
350 (s,v) => { MaxAngularVelocity = v; } ), 358 (s,v) => { MaxAngularVelocity = v; MaxAngularVelocitySquared = v * v; } ),
351 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject 359 // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject
352 new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", 360 new ParameterDefn<float>("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)",
353 20000.0f, 361 20000.0f,
354 (s) => { return MaxAddForceMagnitude; }, 362 (s) => { return MaxAddForceMagnitude; },
355 (s,v) => { MaxAddForceMagnitude = v; } ), 363 (s,v) => { MaxAddForceMagnitude = v; MaxAddForceMagnitudeSquared = v * v; } ),
356 // Density is passed around as 100kg/m3. This scales that to 1kg/m3. 364 // Density is passed around as 100kg/m3. This scales that to 1kg/m3.
357 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)", 365 new ParameterDefn<float>("DensityScaleFactor", "Conversion for simulator/viewer density (100kg/m3) to physical density (1kg/m3)",
358 0.01f, 366 0.01f,
@@ -505,7 +513,7 @@ public static class BSParam
505 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle", 513 new ParameterDefn<float>("VehicleMaxLinearVelocity", "Maximum velocity magnitude that can be assigned to a vehicle",
506 1000.0f, 514 1000.0f,
507 (s) => { return (float)VehicleMaxLinearVelocity; }, 515 (s) => { return (float)VehicleMaxLinearVelocity; },
508 (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySq = v * v; } ), 516 (s,v) => { VehicleMaxLinearVelocity = v; VehicleMaxLinearVelocitySquared = v * v; } ),
509 new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle", 517 new ParameterDefn<float>("VehicleMaxAngularVelocity", "Maximum rotational velocity magnitude that can be assigned to a vehicle",
510 12.0f, 518 12.0f,
511 (s) => { return (float)VehicleMaxAngularVelocity; }, 519 (s) => { return (float)VehicleMaxAngularVelocity; },
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 8f660c4..a465613 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -108,6 +108,9 @@ public class BSPrim : BSPhysObject
108 // do the actual object creation at taint time 108 // do the actual object creation at taint time
109 PhysicsScene.TaintedObject("BSPrim.create", delegate() 109 PhysicsScene.TaintedObject("BSPrim.create", delegate()
110 { 110 {
111 // Make sure the object is being created with some sanity.
112 ExtremeSanityCheck(true /* inTaintTime */);
113
111 CreateGeomAndObject(true); 114 CreateGeomAndObject(true);
112 115
113 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); 116 CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody);
@@ -450,6 +453,38 @@ public class BSPrim : BSPhysObject
450 return ret; 453 return ret;
451 } 454 }
452 455
456 // Occasionally things will fly off and really get lost.
457 // Find the wanderers and bring them back.
458 // Return 'true' if some parameter need some sanity.
459 private bool ExtremeSanityCheck(bool inTaintTime)
460 {
461 bool ret = false;
462
463 uint wayOutThere = Constants.RegionSize * Constants.RegionSize;
464 // There have been instances of objects getting thrown way out of bounds and crashing
465 // the border crossing code.
466 if ( _position.X < -Constants.RegionSize || _position.X > wayOutThere
467 || _position.Y < -Constants.RegionSize || _position.Y > wayOutThere
468 || _position.Z < -Constants.RegionSize || _position.Z > wayOutThere)
469 {
470 _position = new OMV.Vector3(10, 10, 50);
471 ZeroMotion(inTaintTime);
472 ret = true;
473 }
474 if (_velocity.LengthSquared() > BSParam.MaxLinearVelocity)
475 {
476 _velocity = Util.ClampV(_velocity, BSParam.MaxLinearVelocity);
477 ret = true;
478 }
479 if (_rotationalVelocity.LengthSquared() > BSParam.MaxAngularVelocitySquared)
480 {
481 _rotationalVelocity = Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity);
482 ret = true;
483 }
484
485 return ret;
486 }
487
453 // Return the effective mass of the object. 488 // Return the effective mass of the object.
454 // The definition of this call is to return the mass of the prim. 489 // The definition of this call is to return the mass of the prim.
455 // If the simulator cares about the mass of the linkset, it will sum it itself. 490 // If the simulator cares about the mass of the linkset, it will sum it itself.
@@ -585,12 +620,12 @@ public class BSPrim : BSPhysObject
585 if (VehicleController.Type == Vehicle.TYPE_NONE) 620 if (VehicleController.Type == Vehicle.TYPE_NONE)
586 { 621 {
587 UnRegisterPreStepAction("BSPrim.Vehicle", LocalID); 622 UnRegisterPreStepAction("BSPrim.Vehicle", LocalID);
588 PhysicsScene.AfterStep -= VehicleController.PostStep; 623 UnRegisterPostStepAction("BSPrim.Vehicle", LocalID);
589 } 624 }
590 else 625 else
591 { 626 {
592 RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step); 627 RegisterPreStepAction("BSPrim.Vehicle", LocalID, VehicleController.Step);
593 PhysicsScene.AfterStep += VehicleController.PostStep; 628 RegisterPostStepAction("BSPrim.Vehicle", LocalID, VehicleController.PostStep);
594 } 629 }
595 }); 630 });
596 } 631 }
@@ -732,7 +767,7 @@ public class BSPrim : BSPhysObject
732 set { 767 set {
733 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); 768 PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity");
734 769
735 _velocity = value; 770 _velocity = Util.ClampV(value, BSParam.MaxLinearVelocity);
736 if (PhysBody.HasPhysicalBody) 771 if (PhysBody.HasPhysicalBody)
737 { 772 {
738 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity); 773 DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, _velocity);
@@ -1098,7 +1133,7 @@ public class BSPrim : BSPhysObject
1098 return _rotationalVelocity; 1133 return _rotationalVelocity;
1099 } 1134 }
1100 set { 1135 set {
1101 _rotationalVelocity = value; 1136 _rotationalVelocity = Util.ClampV(value, BSParam.MaxAngularVelocity);
1102 if (PhysBody.HasPhysicalBody) 1137 if (PhysBody.HasPhysicalBody)
1103 { 1138 {
1104 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); 1139 DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity);
@@ -1230,6 +1265,7 @@ public class BSPrim : BSPhysObject
1230 1265
1231 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep) 1266 RegisterPreStepAction("BSPrim.Hover", LocalID, delegate(float timeStep)
1232 { 1267 {
1268 // Don't do hovering while the object is selected.
1233 if (!IsPhysicallyActive) 1269 if (!IsPhysicallyActive)
1234 return; 1270 return;
1235 1271
@@ -1737,10 +1773,9 @@ public class BSPrim : BSPhysObject
1737 // Assign directly to the local variables so the normal set actions do not happen 1773 // Assign directly to the local variables so the normal set actions do not happen
1738 _position = entprop.Position; 1774 _position = entprop.Position;
1739 _orientation = entprop.Rotation; 1775 _orientation = entprop.Rotation;
1740 // _velocity = entprop.Velocity;
1741 // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be 1776 // DEBUG DEBUG DEBUG -- smooth velocity changes a bit. The simulator seems to be
1742 // very sensitive to velocity changes. 1777 // very sensitive to velocity changes.
1743 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, 0.1f)) 1778 if (entprop.Velocity == OMV.Vector3.Zero || !entprop.Velocity.ApproxEquals(_velocity, BSParam.UpdateVelocityChangeThreshold))
1744 _velocity = entprop.Velocity; 1779 _velocity = entprop.Velocity;
1745 _acceleration = entprop.Acceleration; 1780 _acceleration = entprop.Acceleration;
1746 _rotationalVelocity = entprop.RotationalVelocity; 1781 _rotationalVelocity = entprop.RotationalVelocity;