diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 31 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 9 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 60 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 66 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 21 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 228 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 29 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 110 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 78 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 58 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | 15 | ||||
-rw-r--r-- | OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 16 |
14 files changed, 395 insertions, 342 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 0e5ddfd..d2d6aba 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -103,8 +103,26 @@ namespace OpenSim.Region.Framework.Scenes | |||
103 | /// </summary> | 103 | /// </summary> |
104 | public bool CollidablePrims { get; private set; } | 104 | public bool CollidablePrims { get; private set; } |
105 | 105 | ||
106 | /// <summary> | ||
107 | /// Minimum value of the size of a non-physical prim in each axis | ||
108 | /// </summary> | ||
109 | public float m_minNonphys = 0.01f; | ||
110 | |||
111 | /// <summary> | ||
112 | /// Maximum value of the size of a non-physical prim in each axis | ||
113 | /// </summary> | ||
106 | public float m_maxNonphys = 256; | 114 | public float m_maxNonphys = 256; |
115 | |||
116 | /// <summary> | ||
117 | /// Minimum value of the size of a physical prim in each axis | ||
118 | /// </summary> | ||
119 | public float m_minPhys = 0.01f; | ||
120 | |||
121 | /// <summary> | ||
122 | /// Maximum value of the size of a physical prim in each axis | ||
123 | /// </summary> | ||
107 | public float m_maxPhys = 10; | 124 | public float m_maxPhys = 10; |
125 | |||
108 | public bool m_clampPrimSize; | 126 | public bool m_clampPrimSize; |
109 | public bool m_trustBinaries; | 127 | public bool m_trustBinaries; |
110 | public bool m_allowScriptCrossings; | 128 | public bool m_allowScriptCrossings; |
@@ -721,14 +739,25 @@ namespace OpenSim.Region.Framework.Scenes | |||
721 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); | 739 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", PhysicalPrims); |
722 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); | 740 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", CollidablePrims); |
723 | 741 | ||
742 | m_minNonphys = startupConfig.GetFloat("NonphysicalPrimMin", m_minNonphys); | ||
743 | if (RegionInfo.NonphysPrimMin > 0) | ||
744 | { | ||
745 | m_minNonphys = RegionInfo.NonphysPrimMin; | ||
746 | } | ||
747 | |||
724 | m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); | 748 | m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); |
725 | if (RegionInfo.NonphysPrimMax > 0) | 749 | if (RegionInfo.NonphysPrimMax > 0) |
726 | { | 750 | { |
727 | m_maxNonphys = RegionInfo.NonphysPrimMax; | 751 | m_maxNonphys = RegionInfo.NonphysPrimMax; |
728 | } | 752 | } |
729 | 753 | ||
730 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); | 754 | m_minPhys = startupConfig.GetFloat("PhysicalPrimMin", m_minPhys); |
755 | if (RegionInfo.PhysPrimMin > 0) | ||
756 | { | ||
757 | m_minPhys = RegionInfo.PhysPrimMin; | ||
758 | } | ||
731 | 759 | ||
760 | m_maxPhys = startupConfig.GetFloat("PhysicalPrimMax", m_maxPhys); | ||
732 | if (RegionInfo.PhysPrimMax > 0) | 761 | if (RegionInfo.PhysPrimMax > 0) |
733 | { | 762 | { |
734 | m_maxPhys = RegionInfo.PhysPrimMax; | 763 | m_maxPhys = RegionInfo.PhysPrimMax; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 13842ad..b6339fb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -375,12 +375,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
375 | { | 375 | { |
376 | Vector3 scale = part.Shape.Scale; | 376 | Vector3 scale = part.Shape.Scale; |
377 | 377 | ||
378 | if (scale.X > m_parentScene.m_maxNonphys) | 378 | scale.X = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.X)); |
379 | scale.X = m_parentScene.m_maxNonphys; | 379 | scale.Y = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Y)); |
380 | if (scale.Y > m_parentScene.m_maxNonphys) | 380 | scale.Z = Math.Max(m_parentScene.m_minNonphys, Math.Min(m_parentScene.m_maxNonphys, scale.Z)); |
381 | scale.Y = m_parentScene.m_maxNonphys; | ||
382 | if (scale.Z > m_parentScene.m_maxNonphys) | ||
383 | scale.Z = m_parentScene.m_maxNonphys; | ||
384 | 381 | ||
385 | part.Shape.Scale = scale; | 382 | part.Shape.Scale = scale; |
386 | } | 383 | } |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 5f90035..f6c725b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -2674,17 +2674,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2674 | 2674 | ||
2675 | RootPart.StoreUndoState(true); | 2675 | RootPart.StoreUndoState(true); |
2676 | 2676 | ||
2677 | scale.X = Math.Min(scale.X, Scene.m_maxNonphys); | 2677 | scale.X = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.X)); |
2678 | scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); | 2678 | scale.Y = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Y)); |
2679 | scale.Z = Math.Min(scale.Z, Scene.m_maxNonphys); | 2679 | scale.Z = Math.Max(Scene.m_minNonphys, Math.Min(Scene.m_maxNonphys, scale.Z)); |
2680 | 2680 | ||
2681 | PhysicsActor pa = m_rootPart.PhysActor; | 2681 | PhysicsActor pa = m_rootPart.PhysActor; |
2682 | 2682 | ||
2683 | if (pa != null && pa.IsPhysical) | 2683 | if (pa != null && pa.IsPhysical) |
2684 | { | 2684 | { |
2685 | scale.X = Math.Min(scale.X, Scene.m_maxPhys); | 2685 | scale.X = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.X)); |
2686 | scale.Y = Math.Min(scale.Y, Scene.m_maxPhys); | 2686 | scale.Y = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Y)); |
2687 | scale.Z = Math.Min(scale.Z, Scene.m_maxPhys); | 2687 | scale.Z = Math.Max(Scene.m_minPhys, Math.Min(Scene.m_maxPhys, scale.Z)); |
2688 | } | 2688 | } |
2689 | 2689 | ||
2690 | float x = (scale.X / RootPart.Scale.X); | 2690 | float x = (scale.X / RootPart.Scale.X); |
@@ -2716,6 +2716,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2716 | y *= a; | 2716 | y *= a; |
2717 | z *= a; | 2717 | z *= a; |
2718 | } | 2718 | } |
2719 | else if (oldSize.X * x < m_scene.m_minPhys) | ||
2720 | { | ||
2721 | f = m_scene.m_minPhys / oldSize.X; | ||
2722 | a = f / x; | ||
2723 | x *= a; | ||
2724 | y *= a; | ||
2725 | z *= a; | ||
2726 | } | ||
2719 | 2727 | ||
2720 | if (oldSize.Y * y > m_scene.m_maxPhys) | 2728 | if (oldSize.Y * y > m_scene.m_maxPhys) |
2721 | { | 2729 | { |
@@ -2725,6 +2733,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2725 | y *= a; | 2733 | y *= a; |
2726 | z *= a; | 2734 | z *= a; |
2727 | } | 2735 | } |
2736 | else if (oldSize.Y * y < m_scene.m_minPhys) | ||
2737 | { | ||
2738 | f = m_scene.m_minPhys / oldSize.Y; | ||
2739 | a = f / y; | ||
2740 | x *= a; | ||
2741 | y *= a; | ||
2742 | z *= a; | ||
2743 | } | ||
2728 | 2744 | ||
2729 | if (oldSize.Z * z > m_scene.m_maxPhys) | 2745 | if (oldSize.Z * z > m_scene.m_maxPhys) |
2730 | { | 2746 | { |
@@ -2734,6 +2750,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2734 | y *= a; | 2750 | y *= a; |
2735 | z *= a; | 2751 | z *= a; |
2736 | } | 2752 | } |
2753 | else if (oldSize.Z * z < m_scene.m_minPhys) | ||
2754 | { | ||
2755 | f = m_scene.m_minPhys / oldSize.Z; | ||
2756 | a = f / z; | ||
2757 | x *= a; | ||
2758 | y *= a; | ||
2759 | z *= a; | ||
2760 | } | ||
2737 | } | 2761 | } |
2738 | else | 2762 | else |
2739 | { | 2763 | { |
@@ -2745,6 +2769,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2745 | y *= a; | 2769 | y *= a; |
2746 | z *= a; | 2770 | z *= a; |
2747 | } | 2771 | } |
2772 | else if (oldSize.X * x < m_scene.m_minNonphys) | ||
2773 | { | ||
2774 | f = m_scene.m_minNonphys / oldSize.X; | ||
2775 | a = f / x; | ||
2776 | x *= a; | ||
2777 | y *= a; | ||
2778 | z *= a; | ||
2779 | } | ||
2748 | 2780 | ||
2749 | if (oldSize.Y * y > m_scene.m_maxNonphys) | 2781 | if (oldSize.Y * y > m_scene.m_maxNonphys) |
2750 | { | 2782 | { |
@@ -2754,6 +2786,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2754 | y *= a; | 2786 | y *= a; |
2755 | z *= a; | 2787 | z *= a; |
2756 | } | 2788 | } |
2789 | else if (oldSize.Y * y < m_scene.m_minNonphys) | ||
2790 | { | ||
2791 | f = m_scene.m_minNonphys / oldSize.Y; | ||
2792 | a = f / y; | ||
2793 | x *= a; | ||
2794 | y *= a; | ||
2795 | z *= a; | ||
2796 | } | ||
2757 | 2797 | ||
2758 | if (oldSize.Z * z > m_scene.m_maxNonphys) | 2798 | if (oldSize.Z * z > m_scene.m_maxNonphys) |
2759 | { | 2799 | { |
@@ -2763,6 +2803,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
2763 | y *= a; | 2803 | y *= a; |
2764 | z *= a; | 2804 | z *= a; |
2765 | } | 2805 | } |
2806 | else if (oldSize.Z * z < m_scene.m_minNonphys) | ||
2807 | { | ||
2808 | f = m_scene.m_minNonphys / oldSize.Z; | ||
2809 | a = f / z; | ||
2810 | x *= a; | ||
2811 | y *= a; | ||
2812 | z *= a; | ||
2813 | } | ||
2766 | } | 2814 | } |
2767 | 2815 | ||
2768 | // obPart.IgnoreUndoUpdate = false; | 2816 | // obPart.IgnoreUndoUpdate = false; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4c87639..53b4f7e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -733,7 +733,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
733 | } | 733 | } |
734 | catch (Exception e) | 734 | catch (Exception e) |
735 | { | 735 | { |
736 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 736 | m_log.ErrorFormat("[SCENEOBJECTPART]: GROUP POSITION. {0}", e); |
737 | } | 737 | } |
738 | } | 738 | } |
739 | 739 | ||
@@ -2368,17 +2368,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2368 | /// <param name="scale"></param> | 2368 | /// <param name="scale"></param> |
2369 | public void Resize(Vector3 scale) | 2369 | public void Resize(Vector3 scale) |
2370 | { | 2370 | { |
2371 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxNonphys); | 2371 | scale.X = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.X)); |
2372 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxNonphys); | 2372 | scale.Y = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Y)); |
2373 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxNonphys); | 2373 | scale.Z = Math.Max(ParentGroup.Scene.m_minNonphys, Math.Min(ParentGroup.Scene.m_maxNonphys, scale.Z)); |
2374 | 2374 | ||
2375 | PhysicsActor pa = PhysActor; | 2375 | PhysicsActor pa = PhysActor; |
2376 | |||
2377 | if (pa != null && pa.IsPhysical) | 2376 | if (pa != null && pa.IsPhysical) |
2378 | { | 2377 | { |
2379 | scale.X = Math.Min(scale.X, ParentGroup.Scene.m_maxPhys); | 2378 | scale.X = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.X)); |
2380 | scale.Y = Math.Min(scale.Y, ParentGroup.Scene.m_maxPhys); | 2379 | scale.Y = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Y)); |
2381 | scale.Z = Math.Min(scale.Z, ParentGroup.Scene.m_maxPhys); | 2380 | scale.Z = Math.Max(ParentGroup.Scene.m_minPhys, Math.Min(ParentGroup.Scene.m_maxPhys, scale.Z)); |
2382 | } | 2381 | } |
2383 | 2382 | ||
2384 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); | 2383 | // m_log.DebugFormat("[SCENE OBJECT PART]: Resizing {0} {1} to {2}", Name, LocalId, scale); |
@@ -4237,6 +4236,57 @@ namespace OpenSim.Region.Framework.Scenes | |||
4237 | ScheduleFullUpdate(); | 4236 | ScheduleFullUpdate(); |
4238 | } | 4237 | } |
4239 | 4238 | ||
4239 | public void UpdateSlice(float begin, float end) | ||
4240 | { | ||
4241 | if (end < begin) | ||
4242 | { | ||
4243 | float temp = begin; | ||
4244 | begin = end; | ||
4245 | end = temp; | ||
4246 | } | ||
4247 | end = Math.Min(1f, Math.Max(0f, end)); | ||
4248 | begin = Math.Min(Math.Min(1f, Math.Max(0f, begin)), end - 0.02f); | ||
4249 | if (begin < 0.02f && end < 0.02f) | ||
4250 | { | ||
4251 | begin = 0f; | ||
4252 | end = 0.02f; | ||
4253 | } | ||
4254 | |||
4255 | ushort uBegin = (ushort)(50000.0 * begin); | ||
4256 | ushort uEnd = (ushort)(50000.0 * (1f - end)); | ||
4257 | bool updatePossiblyNeeded = false; | ||
4258 | PrimType primType = GetPrimType(); | ||
4259 | if (primType == PrimType.SPHERE || primType == PrimType.TORUS || primType == PrimType.TUBE || primType == PrimType.RING) | ||
4260 | { | ||
4261 | if (m_shape.ProfileBegin != uBegin || m_shape.ProfileEnd != uEnd) | ||
4262 | { | ||
4263 | m_shape.ProfileBegin = uBegin; | ||
4264 | m_shape.ProfileEnd = uEnd; | ||
4265 | updatePossiblyNeeded = true; | ||
4266 | } | ||
4267 | } | ||
4268 | else if (m_shape.PathBegin != uBegin || m_shape.PathEnd != uEnd) | ||
4269 | { | ||
4270 | m_shape.PathBegin = uBegin; | ||
4271 | m_shape.PathEnd = uEnd; | ||
4272 | updatePossiblyNeeded = true; | ||
4273 | } | ||
4274 | |||
4275 | if (updatePossiblyNeeded && ParentGroup != null) | ||
4276 | { | ||
4277 | ParentGroup.HasGroupChanged = true; | ||
4278 | } | ||
4279 | if (updatePossiblyNeeded && PhysActor != null) | ||
4280 | { | ||
4281 | PhysActor.Shape = m_shape; | ||
4282 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | ||
4283 | } | ||
4284 | if (updatePossiblyNeeded) | ||
4285 | { | ||
4286 | ScheduleFullUpdate(); | ||
4287 | } | ||
4288 | } | ||
4289 | |||
4240 | /// <summary> | 4290 | /// <summary> |
4241 | /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics | 4291 | /// If the part is a sculpt/mesh, retrieve the mesh data and reinsert it into the shape so that the physics |
4242 | /// engine can use it. | 4292 | /// engine can use it. |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 548dfd3..65d526f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1385,17 +1385,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
1385 | bool DCFlagKeyPressed = false; | 1385 | bool DCFlagKeyPressed = false; |
1386 | Vector3 agent_control_v3 = Vector3.Zero; | 1386 | Vector3 agent_control_v3 = Vector3.Zero; |
1387 | 1387 | ||
1388 | bool oldflying = Flying; | 1388 | bool newFlying = actor.Flying; |
1389 | 1389 | ||
1390 | if (ForceFly) | 1390 | if (ForceFly) |
1391 | actor.Flying = true; | 1391 | newFlying = true; |
1392 | else if (FlyDisabled) | 1392 | else if (FlyDisabled) |
1393 | actor.Flying = false; | 1393 | newFlying = false; |
1394 | else | 1394 | else |
1395 | actor.Flying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); | 1395 | newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); |
1396 | 1396 | ||
1397 | if (actor.Flying != oldflying) | 1397 | if (actor.Flying != newFlying) |
1398 | { | ||
1399 | // Note: ScenePresence.Flying is actually fetched from the physical actor | ||
1400 | // so setting PhysActor.Flying here also sets the ScenePresence's value. | ||
1401 | actor.Flying = newFlying; | ||
1398 | update_movementflag = true; | 1402 | update_movementflag = true; |
1403 | } | ||
1399 | 1404 | ||
1400 | if (ParentID == 0) | 1405 | if (ParentID == 0) |
1401 | { | 1406 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e2f7af9..1b23a36 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -124,10 +124,14 @@ public class BSCharacter : PhysicsActor | |||
124 | // do actual create at taint time | 124 | // do actual create at taint time |
125 | _scene.TaintedObject("BSCharacter.create", delegate() | 125 | _scene.TaintedObject("BSCharacter.create", delegate() |
126 | { | 126 | { |
127 | DetailLog("{0},BSCharacter.create", _localID); | ||
127 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); | 128 | BulletSimAPI.CreateObject(parent_scene.WorldID, shapeData); |
128 | 129 | ||
130 | // Set the buoyancy for flying. This will be refactored when all the settings happen in C# | ||
131 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _buoyancy); | ||
132 | |||
129 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); | 133 | m_body = new BulletBody(LocalID, BulletSimAPI.GetBodyHandle2(_scene.World.Ptr, LocalID)); |
130 | // avatars get all collisions no matter what | 134 | // avatars get all collisions no matter what (makes walking on ground and such work) |
131 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 135 | BulletSimAPI.AddToCollisionFlags2(Body.Ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
132 | }); | 136 | }); |
133 | 137 | ||
@@ -137,7 +141,7 @@ public class BSCharacter : PhysicsActor | |||
137 | // called when this character is being destroyed and the resources should be released | 141 | // called when this character is being destroyed and the resources should be released |
138 | public void Destroy() | 142 | public void Destroy() |
139 | { | 143 | { |
140 | // DetailLog("{0},BSCharacter.Destroy", LocalID); | 144 | DetailLog("{0},BSCharacter.Destroy", LocalID); |
141 | _scene.TaintedObject("BSCharacter.destroy", delegate() | 145 | _scene.TaintedObject("BSCharacter.destroy", delegate() |
142 | { | 146 | { |
143 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); | 147 | BulletSimAPI.DestroyObject(_scene.WorldID, _localID); |
@@ -319,14 +323,13 @@ public class BSCharacter : PhysicsActor | |||
319 | public override bool Flying { | 323 | public override bool Flying { |
320 | get { return _flying; } | 324 | get { return _flying; } |
321 | set { | 325 | set { |
322 | if (_flying != value) | 326 | _flying = value; |
323 | { | 327 | // simulate flying by changing the effect of gravity |
324 | _flying = value; | 328 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); |
325 | // simulate flying by changing the effect of gravity | ||
326 | this.Buoyancy = ComputeBuoyancyFromFlying(_flying); | ||
327 | } | ||
328 | } | 329 | } |
329 | } | 330 | } |
331 | // Flying is implimented by changing the avatar's buoyancy. | ||
332 | // Would this be done better with a vehicle type? | ||
330 | private float ComputeBuoyancyFromFlying(bool ifFlying) { | 333 | private float ComputeBuoyancyFromFlying(bool ifFlying) { |
331 | return ifFlying ? 1f : 0f; | 334 | return ifFlying ? 1f : 0f; |
332 | } | 335 | } |
@@ -488,11 +491,9 @@ public class BSCharacter : PhysicsActor | |||
488 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. | 491 | // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop. |
489 | // base.RequestPhysicsterseUpdate(); | 492 | // base.RequestPhysicsterseUpdate(); |
490 | 493 | ||
491 | /* | ||
492 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | 494 | DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
493 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, | 495 | LocalID, entprop.Position, entprop.Rotation, entprop.Velocity, |
494 | entprop.Acceleration, entprop.RotationalVelocity); | 496 | entprop.Acceleration, entprop.RotationalVelocity); |
495 | */ | ||
496 | } | 497 | } |
497 | 498 | ||
498 | // Called by the scene when a collision with this object is reported | 499 | // Called by the scene when a collision with this object is reported |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 5a9f135..d7213fc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -57,6 +57,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
57 | private int frcount = 0; // Used to limit dynamics debug output to | 57 | private int frcount = 0; // Used to limit dynamics debug output to |
58 | // every 100th frame | 58 | // every 100th frame |
59 | 59 | ||
60 | private BSScene m_physicsScene; | ||
60 | private BSPrim m_prim; // the prim this dynamic controller belongs to | 61 | private BSPrim m_prim; // the prim this dynamic controller belongs to |
61 | 62 | ||
62 | // Vehicle properties | 63 | // Vehicle properties |
@@ -74,7 +75,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
74 | // HOVER_UP_ONLY | 75 | // HOVER_UP_ONLY |
75 | // LIMIT_MOTOR_UP | 76 | // LIMIT_MOTOR_UP |
76 | // LIMIT_ROLL_ONLY | 77 | // LIMIT_ROLL_ONLY |
77 | private VehicleFlag m_Hoverflags = (VehicleFlag)0; | ||
78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; | 78 | private Vector3 m_BlockingEndPoint = Vector3.Zero; |
79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; | 79 | private Quaternion m_RollreferenceFrame = Quaternion.Identity; |
80 | // Linear properties | 80 | // Linear properties |
@@ -124,15 +124,16 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
124 | private float m_verticalAttractionEfficiency = 1.0f; // damped | 124 | private float m_verticalAttractionEfficiency = 1.0f; // damped |
125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. | 125 | private float m_verticalAttractionTimescale = 500f; // Timescale > 300 means no vert attractor. |
126 | 126 | ||
127 | public BSDynamics(BSPrim myPrim) | 127 | public BSDynamics(BSScene myScene, BSPrim myPrim) |
128 | { | 128 | { |
129 | m_physicsScene = myScene; | ||
129 | m_prim = myPrim; | 130 | m_prim = myPrim; |
130 | m_type = Vehicle.TYPE_NONE; | 131 | m_type = Vehicle.TYPE_NONE; |
131 | } | 132 | } |
132 | 133 | ||
133 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) | 134 | internal void ProcessFloatVehicleParam(Vehicle pParam, float pValue, float timestep) |
134 | { | 135 | { |
135 | DetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 136 | VDetailLog("{0},ProcessFloatVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
136 | switch (pParam) | 137 | switch (pParam) |
137 | { | 138 | { |
138 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: | 139 | case Vehicle.ANGULAR_DEFLECTION_EFFICIENCY: |
@@ -231,7 +232,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
231 | 232 | ||
232 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) | 233 | internal void ProcessVectorVehicleParam(Vehicle pParam, Vector3 pValue, float timestep) |
233 | { | 234 | { |
234 | DetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 235 | VDetailLog("{0},ProcessVectorVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
235 | switch (pParam) | 236 | switch (pParam) |
236 | { | 237 | { |
237 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: | 238 | case Vehicle.ANGULAR_FRICTION_TIMESCALE: |
@@ -266,7 +267,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
266 | 267 | ||
267 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) | 268 | internal void ProcessRotationVehicleParam(Vehicle pParam, Quaternion pValue) |
268 | { | 269 | { |
269 | DetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); | 270 | VDetailLog("{0},ProcessRotationalVehicleParam,param={1},val={2}", m_prim.LocalID, pParam, pValue); |
270 | switch (pParam) | 271 | switch (pParam) |
271 | { | 272 | { |
272 | case Vehicle.REFERENCE_FRAME: | 273 | case Vehicle.REFERENCE_FRAME: |
@@ -280,164 +281,27 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
280 | 281 | ||
281 | internal void ProcessVehicleFlags(int pParam, bool remove) | 282 | internal void ProcessVehicleFlags(int pParam, bool remove) |
282 | { | 283 | { |
283 | DetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); | 284 | VDetailLog("{0},ProcessVehicleFlags,param={1},remove={2}", m_prim.LocalID, pParam, remove); |
285 | VehicleFlag parm = (VehicleFlag)pParam; | ||
284 | if (remove) | 286 | if (remove) |
285 | { | 287 | { |
286 | if (pParam == -1) | 288 | if (pParam == -1) |
287 | { | 289 | { |
288 | m_flags = (VehicleFlag)0; | 290 | m_flags = (VehicleFlag)0; |
289 | m_Hoverflags = (VehicleFlag)0; | ||
290 | return; | ||
291 | } | 291 | } |
292 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | 292 | else |
293 | { | ||
294 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != (VehicleFlag)0) | ||
295 | m_Hoverflags &= ~(VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
296 | } | ||
297 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
298 | { | ||
299 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != (VehicleFlag)0) | ||
300 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY); | ||
301 | } | ||
302 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
303 | { | ||
304 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != (VehicleFlag)0) | ||
305 | m_Hoverflags &= ~(VehicleFlag.HOVER_UP_ONLY); | ||
306 | } | ||
307 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
308 | { | ||
309 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != (VehicleFlag)0) | ||
310 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY); | ||
311 | } | ||
312 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
313 | { | ||
314 | if ((m_flags & VehicleFlag.LIMIT_MOTOR_UP) != (VehicleFlag)0) | ||
315 | m_flags &= ~(VehicleFlag.LIMIT_MOTOR_UP); | ||
316 | } | ||
317 | if ((pParam & (int)VehicleFlag.LIMIT_ROLL_ONLY) == (int)VehicleFlag.LIMIT_ROLL_ONLY) | ||
318 | { | ||
319 | if ((m_flags & VehicleFlag.LIMIT_ROLL_ONLY) != (VehicleFlag)0) | ||
320 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | ||
321 | } | ||
322 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
323 | { | ||
324 | if ((m_flags & VehicleFlag.MOUSELOOK_BANK) != (VehicleFlag)0) | ||
325 | m_flags &= ~(VehicleFlag.MOUSELOOK_BANK); | ||
326 | } | ||
327 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
328 | { | ||
329 | if ((m_flags & VehicleFlag.MOUSELOOK_STEER) != (VehicleFlag)0) | ||
330 | m_flags &= ~(VehicleFlag.MOUSELOOK_STEER); | ||
331 | } | ||
332 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
333 | { | ||
334 | if ((m_flags & VehicleFlag.NO_DEFLECTION_UP) != (VehicleFlag)0) | ||
335 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP); | ||
336 | } | ||
337 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
338 | { | ||
339 | if ((m_flags & VehicleFlag.CAMERA_DECOUPLED) != (VehicleFlag)0) | ||
340 | m_flags &= ~(VehicleFlag.CAMERA_DECOUPLED); | ||
341 | } | ||
342 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
343 | { | ||
344 | if ((m_flags & VehicleFlag.NO_X) != (VehicleFlag)0) | ||
345 | m_flags &= ~(VehicleFlag.NO_X); | ||
346 | } | ||
347 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
348 | { | ||
349 | if ((m_flags & VehicleFlag.NO_Y) != (VehicleFlag)0) | ||
350 | m_flags &= ~(VehicleFlag.NO_Y); | ||
351 | } | ||
352 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
353 | { | ||
354 | if ((m_flags & VehicleFlag.NO_Z) != (VehicleFlag)0) | ||
355 | m_flags &= ~(VehicleFlag.NO_Z); | ||
356 | } | ||
357 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
358 | { | ||
359 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != (VehicleFlag)0) | ||
360 | m_Hoverflags &= ~(VehicleFlag.LOCK_HOVER_HEIGHT); | ||
361 | } | ||
362 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
363 | { | ||
364 | if ((m_flags & VehicleFlag.NO_DEFLECTION) != (VehicleFlag)0) | ||
365 | m_flags &= ~(VehicleFlag.NO_DEFLECTION); | ||
366 | } | ||
367 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
368 | { | 293 | { |
369 | if ((m_flags & VehicleFlag.LOCK_ROTATION) != (VehicleFlag)0) | 294 | m_flags &= ~parm; |
370 | m_flags &= ~(VehicleFlag.LOCK_ROTATION); | ||
371 | } | 295 | } |
372 | } | 296 | } |
373 | else | 297 | else { |
374 | { | 298 | m_flags |= parm; |
375 | if ((pParam & (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) == (int)VehicleFlag.HOVER_GLOBAL_HEIGHT) | ||
376 | { | ||
377 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT | m_flags); | ||
378 | } | ||
379 | if ((pParam & (int)VehicleFlag.HOVER_TERRAIN_ONLY) == (int)VehicleFlag.HOVER_TERRAIN_ONLY) | ||
380 | { | ||
381 | m_Hoverflags |= (VehicleFlag.HOVER_TERRAIN_ONLY | m_flags); | ||
382 | } | ||
383 | if ((pParam & (int)VehicleFlag.HOVER_UP_ONLY) == (int)VehicleFlag.HOVER_UP_ONLY) | ||
384 | { | ||
385 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY | m_flags); | ||
386 | } | ||
387 | if ((pParam & (int)VehicleFlag.HOVER_WATER_ONLY) == (int)VehicleFlag.HOVER_WATER_ONLY) | ||
388 | { | ||
389 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY | m_flags); | ||
390 | } | ||
391 | if ((pParam & (int)VehicleFlag.LIMIT_MOTOR_UP) == (int)VehicleFlag.LIMIT_MOTOR_UP) | ||
392 | { | ||
393 | m_flags |= (VehicleFlag.LIMIT_MOTOR_UP | m_flags); | ||
394 | } | ||
395 | if ((pParam & (int)VehicleFlag.MOUSELOOK_BANK) == (int)VehicleFlag.MOUSELOOK_BANK) | ||
396 | { | ||
397 | m_flags |= (VehicleFlag.MOUSELOOK_BANK | m_flags); | ||
398 | } | ||
399 | if ((pParam & (int)VehicleFlag.MOUSELOOK_STEER) == (int)VehicleFlag.MOUSELOOK_STEER) | ||
400 | { | ||
401 | m_flags |= (VehicleFlag.MOUSELOOK_STEER | m_flags); | ||
402 | } | ||
403 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION_UP) == (int)VehicleFlag.NO_DEFLECTION_UP) | ||
404 | { | ||
405 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | m_flags); | ||
406 | } | ||
407 | if ((pParam & (int)VehicleFlag.CAMERA_DECOUPLED) == (int)VehicleFlag.CAMERA_DECOUPLED) | ||
408 | { | ||
409 | m_flags |= (VehicleFlag.CAMERA_DECOUPLED | m_flags); | ||
410 | } | ||
411 | if ((pParam & (int)VehicleFlag.NO_X) == (int)VehicleFlag.NO_X) | ||
412 | { | ||
413 | m_flags |= (VehicleFlag.NO_X); | ||
414 | } | ||
415 | if ((pParam & (int)VehicleFlag.NO_Y) == (int)VehicleFlag.NO_Y) | ||
416 | { | ||
417 | m_flags |= (VehicleFlag.NO_Y); | ||
418 | } | ||
419 | if ((pParam & (int)VehicleFlag.NO_Z) == (int)VehicleFlag.NO_Z) | ||
420 | { | ||
421 | m_flags |= (VehicleFlag.NO_Z); | ||
422 | } | ||
423 | if ((pParam & (int)VehicleFlag.LOCK_HOVER_HEIGHT) == (int)VehicleFlag.LOCK_HOVER_HEIGHT) | ||
424 | { | ||
425 | m_Hoverflags |= (VehicleFlag.LOCK_HOVER_HEIGHT); | ||
426 | } | ||
427 | if ((pParam & (int)VehicleFlag.NO_DEFLECTION) == (int)VehicleFlag.NO_DEFLECTION) | ||
428 | { | ||
429 | m_flags |= (VehicleFlag.NO_DEFLECTION); | ||
430 | } | ||
431 | if ((pParam & (int)VehicleFlag.LOCK_ROTATION) == (int)VehicleFlag.LOCK_ROTATION) | ||
432 | { | ||
433 | m_flags |= (VehicleFlag.LOCK_ROTATION); | ||
434 | } | ||
435 | } | 299 | } |
436 | }//end ProcessVehicleFlags | 300 | }//end ProcessVehicleFlags |
437 | 301 | ||
438 | internal void ProcessTypeChange(Vehicle pType) | 302 | internal void ProcessTypeChange(Vehicle pType, float stepSize) |
439 | { | 303 | { |
440 | DetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); | 304 | VDetailLog("{0},ProcessTypeChange,type={1}", m_prim.LocalID, pType); |
441 | // Set Defaults For Type | 305 | // Set Defaults For Type |
442 | m_type = pType; | 306 | m_type = pType; |
443 | switch (pType) | 307 | switch (pType) |
@@ -478,10 +342,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
478 | // m_bankingMix = 1; | 342 | // m_bankingMix = 1; |
479 | // m_bankingTimescale = 10; | 343 | // m_bankingTimescale = 10; |
480 | // m_referenceFrame = Quaternion.Identity; | 344 | // m_referenceFrame = Quaternion.Identity; |
481 | m_Hoverflags &= | 345 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); |
346 | m_flags &= | ||
482 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 347 | ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
483 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 348 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
484 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | VehicleFlag.LIMIT_MOTOR_UP); | ||
485 | break; | 349 | break; |
486 | case Vehicle.TYPE_CAR: | 350 | case Vehicle.TYPE_CAR: |
487 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); | 351 | m_linearFrictionTimescale = new Vector3(100, 2, 1000); |
@@ -506,10 +370,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
506 | // m_bankingMix = 1; | 370 | // m_bankingMix = 1; |
507 | // m_bankingTimescale = 1; | 371 | // m_bankingTimescale = 1; |
508 | // m_referenceFrame = Quaternion.Identity; | 372 | // m_referenceFrame = Quaternion.Identity; |
509 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); | ||
510 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | | 373 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_ROLL_ONLY | |
511 | VehicleFlag.LIMIT_MOTOR_UP); | 374 | VehicleFlag.LIMIT_MOTOR_UP); |
512 | m_Hoverflags |= (VehicleFlag.HOVER_UP_ONLY); | 375 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT); |
376 | m_flags |= (VehicleFlag.HOVER_UP_ONLY); | ||
513 | break; | 377 | break; |
514 | case Vehicle.TYPE_BOAT: | 378 | case Vehicle.TYPE_BOAT: |
515 | m_linearFrictionTimescale = new Vector3(10, 3, 2); | 379 | m_linearFrictionTimescale = new Vector3(10, 3, 2); |
@@ -534,12 +398,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
534 | // m_bankingMix = 0.8f; | 398 | // m_bankingMix = 0.8f; |
535 | // m_bankingTimescale = 1; | 399 | // m_bankingTimescale = 1; |
536 | // m_referenceFrame = Quaternion.Identity; | 400 | // m_referenceFrame = Quaternion.Identity; |
537 | m_Hoverflags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | | 401 | m_flags &= ~(VehicleFlag.HOVER_TERRAIN_ONLY | |
538 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 402 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
539 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); | 403 | m_flags &= ~(VehicleFlag.LIMIT_ROLL_ONLY); |
540 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | | 404 | m_flags |= (VehicleFlag.NO_DEFLECTION_UP | |
541 | VehicleFlag.LIMIT_MOTOR_UP); | 405 | VehicleFlag.LIMIT_MOTOR_UP); |
542 | m_Hoverflags |= (VehicleFlag.HOVER_WATER_ONLY); | 406 | m_flags |= (VehicleFlag.HOVER_WATER_ONLY); |
543 | break; | 407 | break; |
544 | case Vehicle.TYPE_AIRPLANE: | 408 | case Vehicle.TYPE_AIRPLANE: |
545 | m_linearFrictionTimescale = new Vector3(200, 10, 5); | 409 | m_linearFrictionTimescale = new Vector3(200, 10, 5); |
@@ -564,7 +428,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
564 | // m_bankingMix = 0.7f; | 428 | // m_bankingMix = 0.7f; |
565 | // m_bankingTimescale = 2; | 429 | // m_bankingTimescale = 2; |
566 | // m_referenceFrame = Quaternion.Identity; | 430 | // m_referenceFrame = Quaternion.Identity; |
567 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 431 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
568 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); | 432 | VehicleFlag.HOVER_GLOBAL_HEIGHT | VehicleFlag.HOVER_UP_ONLY); |
569 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 433 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
570 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 434 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
@@ -592,11 +456,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
592 | // m_bankingMix = 0.7f; | 456 | // m_bankingMix = 0.7f; |
593 | // m_bankingTimescale = 5; | 457 | // m_bankingTimescale = 5; |
594 | // m_referenceFrame = Quaternion.Identity; | 458 | // m_referenceFrame = Quaternion.Identity; |
595 | m_Hoverflags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | | 459 | m_flags &= ~(VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | |
596 | VehicleFlag.HOVER_UP_ONLY); | 460 | VehicleFlag.HOVER_UP_ONLY); |
597 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); | 461 | m_flags &= ~(VehicleFlag.NO_DEFLECTION_UP | VehicleFlag.LIMIT_MOTOR_UP); |
598 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); | 462 | m_flags |= (VehicleFlag.LIMIT_ROLL_ONLY); |
599 | m_Hoverflags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); | 463 | m_flags |= (VehicleFlag.HOVER_GLOBAL_HEIGHT); |
600 | break; | 464 | break; |
601 | } | 465 | } |
602 | }//end SetDefaultsForType | 466 | }//end SetDefaultsForType |
@@ -613,7 +477,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
613 | MoveAngular(pTimestep); | 477 | MoveAngular(pTimestep); |
614 | LimitRotation(pTimestep); | 478 | LimitRotation(pTimestep); |
615 | 479 | ||
616 | DetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 480 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
617 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); | 481 | m_prim.LocalID, m_prim.Position, m_prim.Force, m_prim.Velocity, m_prim.RotationalVelocity); |
618 | }// end Step | 482 | }// end Step |
619 | 483 | ||
@@ -657,7 +521,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
657 | 521 | ||
658 | */ | 522 | */ |
659 | 523 | ||
660 | DetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", | 524 | VDetailLog("{0},MoveLinear,nonZero,origdir={1},origvel={2},add={3},decay={4},dir={5},vel={6}", |
661 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); | 525 | m_prim.LocalID, origDir, origVel, addAmount, decayfraction, m_linearMotorDirection, m_lastLinearVelocityVector); |
662 | } | 526 | } |
663 | else | 527 | else |
@@ -669,7 +533,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
669 | m_lastLinearVelocityVector = Vector3.Zero; | 533 | m_lastLinearVelocityVector = Vector3.Zero; |
670 | } | 534 | } |
671 | 535 | ||
672 | // convert requested object velocity to world-referenced vector | 536 | // convert requested object velocity to object relative vector |
673 | Quaternion rotq = m_prim.Orientation; | 537 | Quaternion rotq = m_prim.Orientation; |
674 | m_dir = m_lastLinearVelocityVector * rotq; | 538 | m_dir = m_lastLinearVelocityVector * rotq; |
675 | 539 | ||
@@ -722,7 +586,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
722 | if (changed) | 586 | if (changed) |
723 | { | 587 | { |
724 | m_prim.Position = pos; | 588 | m_prim.Position = pos; |
725 | DetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", | 589 | VDetailLog("{0},MoveLinear,blockingEndPoint,block={1},origPos={2},pos={3}", |
726 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); | 590 | m_prim.LocalID, m_BlockingEndPoint, posChange, pos); |
727 | } | 591 | } |
728 | } | 592 | } |
@@ -732,32 +596,32 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
732 | { | 596 | { |
733 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; | 597 | pos.Z = m_prim.Scene.GetTerrainHeightAtXYZ(pos) + 2; |
734 | m_prim.Position = pos; | 598 | m_prim.Position = pos; |
735 | DetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); | 599 | VDetailLog("{0},MoveLinear,terrainHeight,pos={1}", m_prim.LocalID, pos); |
736 | } | 600 | } |
737 | 601 | ||
738 | // Check if hovering | 602 | // Check if hovering |
739 | if ((m_Hoverflags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) | 603 | if ((m_flags & (VehicleFlag.HOVER_WATER_ONLY | VehicleFlag.HOVER_TERRAIN_ONLY | VehicleFlag.HOVER_GLOBAL_HEIGHT)) != 0) |
740 | { | 604 | { |
741 | // We should hover, get the target height | 605 | // We should hover, get the target height |
742 | if ((m_Hoverflags & VehicleFlag.HOVER_WATER_ONLY) != 0) | 606 | if ((m_flags & VehicleFlag.HOVER_WATER_ONLY) != 0) |
743 | { | 607 | { |
744 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; | 608 | m_VhoverTargetHeight = m_prim.Scene.GetWaterLevel() + m_VhoverHeight; |
745 | } | 609 | } |
746 | if ((m_Hoverflags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) | 610 | if ((m_flags & VehicleFlag.HOVER_TERRAIN_ONLY) != 0) |
747 | { | 611 | { |
748 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; | 612 | m_VhoverTargetHeight = m_prim.Scene.GetTerrainHeightAtXY(pos.X, pos.Y) + m_VhoverHeight; |
749 | } | 613 | } |
750 | if ((m_Hoverflags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) | 614 | if ((m_flags & VehicleFlag.HOVER_GLOBAL_HEIGHT) != 0) |
751 | { | 615 | { |
752 | m_VhoverTargetHeight = m_VhoverHeight; | 616 | m_VhoverTargetHeight = m_VhoverHeight; |
753 | } | 617 | } |
754 | 618 | ||
755 | if ((m_Hoverflags & VehicleFlag.HOVER_UP_ONLY) != 0) | 619 | if ((m_flags & VehicleFlag.HOVER_UP_ONLY) != 0) |
756 | { | 620 | { |
757 | // If body is aready heigher, use its height as target height | 621 | // If body is aready heigher, use its height as target height |
758 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; | 622 | if (pos.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = pos.Z; |
759 | } | 623 | } |
760 | if ((m_Hoverflags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) | 624 | if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) |
761 | { | 625 | { |
762 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) | 626 | if ((pos.Z - m_VhoverTargetHeight) > .2 || (pos.Z - m_VhoverTargetHeight) < -.2) |
763 | { | 627 | { |
@@ -779,7 +643,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
779 | } | 643 | } |
780 | } | 644 | } |
781 | 645 | ||
782 | DetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); | 646 | VDetailLog("{0},MoveLinear,hover,pos={1},dir={2},height={3},target={4}", m_prim.LocalID, pos, m_dir, m_VhoverHeight, m_VhoverTargetHeight); |
783 | 647 | ||
784 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped | 648 | // m_VhoverEfficiency = 0f; // 0=boucy, 1=Crit.damped |
785 | // m_VhoverTimescale = 0f; // time to acheive height | 649 | // m_VhoverTimescale = 0f; // time to acheive height |
@@ -815,7 +679,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
815 | { | 679 | { |
816 | grav.Z = (float)(grav.Z * 1.037125); | 680 | grav.Z = (float)(grav.Z * 1.037125); |
817 | } | 681 | } |
818 | DetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); | 682 | VDetailLog("{0},MoveLinear,limitMotorUp,grav={1}", m_prim.LocalID, grav); |
819 | //End Experimental Values | 683 | //End Experimental Values |
820 | } | 684 | } |
821 | if ((m_flags & (VehicleFlag.NO_X)) != 0) | 685 | if ((m_flags & (VehicleFlag.NO_X)) != 0) |
@@ -844,7 +708,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
844 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); | 708 | Vector3 decayamount = Vector3.One / (m_linearFrictionTimescale / pTimestep); |
845 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; | 709 | m_lastLinearVelocityVector -= m_lastLinearVelocityVector * decayamount; |
846 | 710 | ||
847 | DetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", | 711 | VDetailLog("{0},MoveLinear,done,pos={1},vel={2},force={3},decay={4}", |
848 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); | 712 | m_prim.LocalID, m_lastPositionVector, m_dir, grav, decayamount); |
849 | 713 | ||
850 | } // end MoveLinear() | 714 | } // end MoveLinear() |
@@ -870,13 +734,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
870 | // There are m_angularMotorApply steps. | 734 | // There are m_angularMotorApply steps. |
871 | Vector3 origAngularVelocity = m_angularMotorVelocity; | 735 | Vector3 origAngularVelocity = m_angularMotorVelocity; |
872 | // ramp up to new value | 736 | // ramp up to new value |
873 | // current velocity += error / (time to get there / step interval) | 737 | // current velocity += error / (time to get there / step interval) |
874 | // requested speed - last motor speed | 738 | // requested speed - last motor speed |
875 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); | 739 | m_angularMotorVelocity.X += (m_angularMotorDirection.X - m_angularMotorVelocity.X) / (m_angularMotorTimescale / pTimestep); |
876 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); | 740 | m_angularMotorVelocity.Y += (m_angularMotorDirection.Y - m_angularMotorVelocity.Y) / (m_angularMotorTimescale / pTimestep); |
877 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); | 741 | m_angularMotorVelocity.Z += (m_angularMotorDirection.Z - m_angularMotorVelocity.Z) / (m_angularMotorTimescale / pTimestep); |
878 | 742 | ||
879 | DetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", | 743 | VDetailLog("{0},MoveAngular,angularMotorApply,apply={1},origvel={2},dir={3},vel={4}", |
880 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); | 744 | m_prim.LocalID,m_angularMotorApply,origAngularVelocity, m_angularMotorDirection, m_angularMotorVelocity); |
881 | 745 | ||
882 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected | 746 | m_angularMotorApply--; // This is done so that if script request rate is less than phys frame rate the expected |
@@ -887,6 +751,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
887 | // No motor recently applied, keep the body velocity | 751 | // No motor recently applied, keep the body velocity |
888 | // and decay the velocity | 752 | // and decay the velocity |
889 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); | 753 | m_angularMotorVelocity -= m_angularMotorVelocity / (m_angularMotorDecayTimescale / pTimestep); |
754 | if (m_angularMotorVelocity.LengthSquared() < 0.00001) | ||
755 | m_angularMotorVelocity = Vector3.Zero; | ||
890 | } // end motor section | 756 | } // end motor section |
891 | 757 | ||
892 | // Vertical attractor section | 758 | // Vertical attractor section |
@@ -924,7 +790,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
924 | vertattr.X += bounce * angularVelocity.X; | 790 | vertattr.X += bounce * angularVelocity.X; |
925 | vertattr.Y += bounce * angularVelocity.Y; | 791 | vertattr.Y += bounce * angularVelocity.Y; |
926 | 792 | ||
927 | DetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", | 793 | VDetailLog("{0},MoveAngular,verticalAttraction,verterr={1},bounce={2},vertattr={3}", |
928 | m_prim.LocalID, verterr, bounce, vertattr); | 794 | m_prim.LocalID, verterr, bounce, vertattr); |
929 | 795 | ||
930 | } // else vertical attractor is off | 796 | } // else vertical attractor is off |
@@ -942,13 +808,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
942 | { | 808 | { |
943 | m_lastAngularVelocity.X = 0; | 809 | m_lastAngularVelocity.X = 0; |
944 | m_lastAngularVelocity.Y = 0; | 810 | m_lastAngularVelocity.Y = 0; |
945 | DetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 811 | VDetailLog("{0},MoveAngular,noDeflectionUp,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
946 | } | 812 | } |
947 | 813 | ||
948 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) | 814 | if (m_lastAngularVelocity.ApproxEquals(Vector3.Zero, 0.01f)) |
949 | { | 815 | { |
950 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. | 816 | m_lastAngularVelocity = Vector3.Zero; // Reduce small value to zero. |
951 | DetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); | 817 | VDetailLog("{0},MoveAngular,zeroSmallValues,lastAngular={1}", m_prim.LocalID, m_lastAngularVelocity); |
952 | } | 818 | } |
953 | 819 | ||
954 | // apply friction | 820 | // apply friction |
@@ -958,7 +824,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
958 | // Apply to the body | 824 | // Apply to the body |
959 | m_prim.RotationalVelocity = m_lastAngularVelocity; | 825 | m_prim.RotationalVelocity = m_lastAngularVelocity; |
960 | 826 | ||
961 | DetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); | 827 | VDetailLog("{0},MoveAngular,done,decay={1},lastAngular={2}", m_prim.LocalID, decayamount, m_lastAngularVelocity); |
962 | } //end MoveAngular | 828 | } //end MoveAngular |
963 | 829 | ||
964 | internal void LimitRotation(float timestep) | 830 | internal void LimitRotation(float timestep) |
@@ -1005,11 +871,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
1005 | if (changed) | 871 | if (changed) |
1006 | m_prim.Orientation = m_rot; | 872 | m_prim.Orientation = m_rot; |
1007 | 873 | ||
1008 | DetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); | 874 | VDetailLog("{0},LimitRotation,done,changed={1},orig={2},new={3}", m_prim.LocalID, changed, rotq, m_rot); |
1009 | } | 875 | } |
1010 | 876 | ||
1011 | // Invoke the detailed logger and output something if it's enabled. | 877 | // Invoke the detailed logger and output something if it's enabled. |
1012 | private void DetailLog(string msg, params Object[] args) | 878 | private void VDetailLog(string msg, params Object[] args) |
1013 | { | 879 | { |
1014 | if (m_prim.Scene.VehicleLoggingEnabled) | 880 | if (m_prim.Scene.VehicleLoggingEnabled) |
1015 | m_prim.Scene.PhysicsLogging.Write(msg, args); | 881 | m_prim.Scene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 087b9bb..9e3f0db 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | |||
@@ -42,6 +42,9 @@ public class BSLinkset | |||
42 | private BSScene m_physicsScene; | 42 | private BSScene m_physicsScene; |
43 | public BSScene PhysicsScene { get { return m_physicsScene; } } | 43 | public BSScene PhysicsScene { get { return m_physicsScene; } } |
44 | 44 | ||
45 | static int m_nextLinksetID = 1; | ||
46 | public int LinksetID { get; private set; } | ||
47 | |||
45 | // The children under the root in this linkset | 48 | // The children under the root in this linkset |
46 | private List<BSPrim> m_children; | 49 | private List<BSPrim> m_children; |
47 | 50 | ||
@@ -74,6 +77,10 @@ public class BSLinkset | |||
74 | public BSLinkset(BSScene scene, BSPrim parent) | 77 | public BSLinkset(BSScene scene, BSPrim parent) |
75 | { | 78 | { |
76 | // A simple linkset of one (no children) | 79 | // A simple linkset of one (no children) |
80 | LinksetID = m_nextLinksetID++; | ||
81 | // We create LOTS of linksets. | ||
82 | if (m_nextLinksetID < 0) | ||
83 | m_nextLinksetID = 1; | ||
77 | m_physicsScene = scene; | 84 | m_physicsScene = scene; |
78 | m_linksetRoot = parent; | 85 | m_linksetRoot = parent; |
79 | m_children = new List<BSPrim>(); | 86 | m_children = new List<BSPrim>(); |
@@ -258,8 +265,7 @@ public class BSLinkset | |||
258 | BSPrim childx = child; | 265 | BSPrim childx = child; |
259 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() | 266 | m_physicsScene.TaintedObject("AddChildToLinkset", delegate() |
260 | { | 267 | { |
261 | // DebugLog("{0}: AddChildToLinkset: adding child {1} to {2}", LogHeader, child.LocalID, m_linksetRoot.LocalID); | 268 | DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
262 | // DetailLog("{0},AddChildToLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
263 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child | 269 | PhysicallyLinkAChildToRoot(rootx, childx); // build the physical binding between me and the child |
264 | }); | 270 | }); |
265 | } | 271 | } |
@@ -287,8 +293,7 @@ public class BSLinkset | |||
287 | BSPrim childx = child; | 293 | BSPrim childx = child; |
288 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() | 294 | m_physicsScene.TaintedObject("RemoveChildFromLinkset", delegate() |
289 | { | 295 | { |
290 | // DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID); | 296 | DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); |
291 | // DetailLog("{0},RemoveChildFromLinkset,taint,child={1}", m_linksetRoot.LocalID, child.LocalID); | ||
292 | 297 | ||
293 | PhysicallyUnlinkAChildFromRoot(rootx, childx); | 298 | PhysicallyUnlinkAChildFromRoot(rootx, childx); |
294 | }); | 299 | }); |
@@ -319,7 +324,6 @@ public class BSLinkset | |||
319 | 324 | ||
320 | // create a constraint that allows no freedom of movement between the two objects | 325 | // create a constraint that allows no freedom of movement between the two objects |
321 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 326 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
322 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
323 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", | 327 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2},rLoc={3},cLoc={4},midLoc={5}", |
324 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); | 328 | rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID, rootPrim.Position, childPrim.Position, midPoint); |
325 | BS6DofConstraint constrain = new BS6DofConstraint( | 329 | BS6DofConstraint constrain = new BS6DofConstraint( |
@@ -328,10 +332,10 @@ public class BSLinkset | |||
328 | true, | 332 | true, |
329 | true | 333 | true |
330 | ); | 334 | ); |
331 | /* NOTE: attempt to build constraint with full frame computation, etc. | 335 | /* NOTE: below is an attempt to build constraint with full frame computation, etc. |
332 | * Using the midpoint is easier since it lets the Bullet code use the transforms | 336 | * Using the midpoint is easier since it lets the Bullet code use the transforms |
333 | * of the objects. | 337 | * of the objects. |
334 | * Code left here as an example. | 338 | * Code left as a warning to future programmers. |
335 | // ================================================================================== | 339 | // ================================================================================== |
336 | // relative position normalized to the root prim | 340 | // relative position normalized to the root prim |
337 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); | 341 | OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation); |
@@ -343,7 +347,6 @@ public class BSLinkset | |||
343 | 347 | ||
344 | // create a constraint that allows no freedom of movement between the two objects | 348 | // create a constraint that allows no freedom of movement between the two objects |
345 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 | 349 | // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 |
346 | // DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID); | ||
347 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 350 | DetailLog("{0},PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
348 | BS6DofConstraint constrain = new BS6DofConstraint( | 351 | BS6DofConstraint constrain = new BS6DofConstraint( |
349 | PhysicsScene.World, rootPrim.Body, childPrim.Body, | 352 | PhysicsScene.World, rootPrim.Body, childPrim.Body, |
@@ -382,8 +385,6 @@ public class BSLinkset | |||
382 | // Called at taint time! | 385 | // Called at taint time! |
383 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) | 386 | private void PhysicallyUnlinkAChildFromRoot(BSPrim rootPrim, BSPrim childPrim) |
384 | { | 387 | { |
385 | // DebugLog("{0}: PhysicallyUnlinkAChildFromRoot: RemoveConstraint between root prim {1} and child prim {2}", | ||
386 | // LogHeader, rootPrim.LocalID, childPrim.LocalID); | ||
387 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); | 388 | DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID); |
388 | 389 | ||
389 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 390 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
@@ -397,20 +398,12 @@ public class BSLinkset | |||
397 | // Called at taint time! | 398 | // Called at taint time! |
398 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) | 399 | private void PhysicallyUnlinkAllChildrenFromRoot(BSPrim rootPrim) |
399 | { | 400 | { |
400 | // DebugLog("{0}: PhysicallyUnlinkAllChildren:", LogHeader); | ||
401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); | 401 | DetailLog("{0},PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); |
402 | 402 | ||
403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); | 403 | m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.Body); |
404 | } | 404 | } |
405 | 405 | ||
406 | // Invoke the detailed logger and output something if it's enabled. | 406 | // Invoke the detailed logger and output something if it's enabled. |
407 | private void DebugLog(string msg, params Object[] args) | ||
408 | { | ||
409 | if (m_physicsScene.ShouldDebugLog) | ||
410 | m_physicsScene.Logger.DebugFormat(msg, args); | ||
411 | } | ||
412 | |||
413 | // Invoke the detailed logger and output something if it's enabled. | ||
414 | private void DetailLog(string msg, params Object[] args) | 407 | private void DetailLog(string msg, params Object[] args) |
415 | { | 408 | { |
416 | m_physicsScene.PhysicsLogging.Write(msg, args); | 409 | m_physicsScene.PhysicsLogging.Write(msg, args); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 9c20004..d3f1e9c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -42,8 +42,6 @@ public sealed class BSPrim : PhysicsActor | |||
42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 42 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
43 | private static readonly string LogHeader = "[BULLETS PRIM]"; | 43 | private static readonly string LogHeader = "[BULLETS PRIM]"; |
44 | 44 | ||
45 | private void DebugLog(string mm, params Object[] xx) { if (_scene.ShouldDebugLog) m_log.DebugFormat(mm, xx); } | ||
46 | |||
47 | private IMesh _mesh; | 45 | private IMesh _mesh; |
48 | private PrimitiveBaseShape _pbs; | 46 | private PrimitiveBaseShape _pbs; |
49 | private ShapeData.PhysicsShapeType _shapeType; | 47 | private ShapeData.PhysicsShapeType _shapeType; |
@@ -141,8 +139,8 @@ public sealed class BSPrim : PhysicsActor | |||
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 139 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 140 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 141 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 142 | _linkset = new BSLinkset(Scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 143 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
146 | _mass = CalculateMass(); | 144 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 145 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 146 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -193,7 +191,7 @@ public sealed class BSPrim : PhysicsActor | |||
193 | { | 191 | { |
194 | _mass = CalculateMass(); // changing size changes the mass | 192 | _mass = CalculateMass(); // changing size changes the mass |
195 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); | 193 | BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, (IsPhysical ? _mass : 0f), IsPhysical); |
196 | // DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); | 194 | DetailLog("{0}: BSPrim.setSize: size={1}, mass={2}, physical={3}", LocalID, _size, _mass, IsPhysical); |
197 | RecreateGeomAndObject(); | 195 | RecreateGeomAndObject(); |
198 | }); | 196 | }); |
199 | } | 197 | } |
@@ -232,7 +230,6 @@ public sealed class BSPrim : PhysicsActor | |||
232 | BSPrim parent = obj as BSPrim; | 230 | BSPrim parent = obj as BSPrim; |
233 | if (parent != null) | 231 | if (parent != null) |
234 | { | 232 | { |
235 | DebugLog("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, parent.LocalID); | ||
236 | BSPrim parentBefore = _linkset.LinksetRoot; | 233 | BSPrim parentBefore = _linkset.LinksetRoot; |
237 | int childrenBefore = _linkset.NumberOfChildren; | 234 | int childrenBefore = _linkset.NumberOfChildren; |
238 | 235 | ||
@@ -248,8 +245,6 @@ public sealed class BSPrim : PhysicsActor | |||
248 | public override void delink() { | 245 | public override void delink() { |
249 | // TODO: decide if this parent checking needs to happen at taint time | 246 | // TODO: decide if this parent checking needs to happen at taint time |
250 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen | 247 | // Race condition here: if link() and delink() in same simulation tick, the delink will not happen |
251 | DebugLog("{0}: delink {1}/{2}. Parent={3}", LogHeader, _avName, _localID, | ||
252 | _linkset.LinksetRoot._avName+"/"+_linkset.LinksetRoot.LocalID.ToString()); | ||
253 | 248 | ||
254 | BSPrim parentBefore = _linkset.LinksetRoot; | 249 | BSPrim parentBefore = _linkset.LinksetRoot; |
255 | int childrenBefore = _linkset.NumberOfChildren; | 250 | int childrenBefore = _linkset.NumberOfChildren; |
@@ -280,7 +275,7 @@ public sealed class BSPrim : PhysicsActor | |||
280 | 275 | ||
281 | public override void LockAngularMotion(OMV.Vector3 axis) | 276 | public override void LockAngularMotion(OMV.Vector3 axis) |
282 | { | 277 | { |
283 | // DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); | 278 | DetailLog("{0},BSPrim.LockAngularMotion,call,axis={1}", LocalID, axis); |
284 | return; | 279 | return; |
285 | } | 280 | } |
286 | 281 | ||
@@ -299,7 +294,7 @@ public sealed class BSPrim : PhysicsActor | |||
299 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? | 294 | // TODO: what does it mean to set the position of a child prim?? Rebuild the constraint? |
300 | _scene.TaintedObject("BSPrim.setPosition", delegate() | 295 | _scene.TaintedObject("BSPrim.setPosition", delegate() |
301 | { | 296 | { |
302 | // DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 297 | DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
303 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 298 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
304 | }); | 299 | }); |
305 | } | 300 | } |
@@ -336,7 +331,7 @@ public sealed class BSPrim : PhysicsActor | |||
336 | _force = value; | 331 | _force = value; |
337 | _scene.TaintedObject("BSPrim.setForce", delegate() | 332 | _scene.TaintedObject("BSPrim.setForce", delegate() |
338 | { | 333 | { |
339 | // DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); | 334 | DetailLog("{0},BSPrim.setForce,taint,force={1}", LocalID, _force); |
340 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); | 335 | // BulletSimAPI.SetObjectForce(_scene.WorldID, _localID, _force); |
341 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); | 336 | BulletSimAPI.SetObjectForce2(Body.Ptr, _force); |
342 | }); | 337 | }); |
@@ -354,7 +349,7 @@ public sealed class BSPrim : PhysicsActor | |||
354 | { | 349 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 350 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 351 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 352 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 353 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 354 | _scene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 355 | }); |
@@ -414,7 +409,7 @@ public sealed class BSPrim : PhysicsActor | |||
414 | _velocity = value; | 409 | _velocity = value; |
415 | _scene.TaintedObject("BSPrim.setVelocity", delegate() | 410 | _scene.TaintedObject("BSPrim.setVelocity", delegate() |
416 | { | 411 | { |
417 | // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); | 412 | DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, _velocity); |
418 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); | 413 | BulletSimAPI.SetObjectVelocity(_scene.WorldID, LocalID, _velocity); |
419 | }); | 414 | }); |
420 | } | 415 | } |
@@ -422,7 +417,7 @@ public sealed class BSPrim : PhysicsActor | |||
422 | public override OMV.Vector3 Torque { | 417 | public override OMV.Vector3 Torque { |
423 | get { return _torque; } | 418 | get { return _torque; } |
424 | set { _torque = value; | 419 | set { _torque = value; |
425 | // DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); | 420 | DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, _torque); |
426 | } | 421 | } |
427 | } | 422 | } |
428 | public override float CollisionScore { | 423 | public override float CollisionScore { |
@@ -449,7 +444,7 @@ public sealed class BSPrim : PhysicsActor | |||
449 | _scene.TaintedObject("BSPrim.setOrientation", delegate() | 444 | _scene.TaintedObject("BSPrim.setOrientation", delegate() |
450 | { | 445 | { |
451 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); | 446 | // _position = BulletSimAPI.GetObjectPosition(_scene.WorldID, _localID); |
452 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 447 | DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
453 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); | 448 | BulletSimAPI.SetObjectTranslation(_scene.WorldID, _localID, _position, _orientation); |
454 | }); | 449 | }); |
455 | } | 450 | } |
@@ -486,11 +481,8 @@ public sealed class BSPrim : PhysicsActor | |||
486 | // No locking here because only called when it is safe | 481 | // No locking here because only called when it is safe |
487 | private void SetObjectDynamic() | 482 | private void SetObjectDynamic() |
488 | { | 483 | { |
489 | // RA: remove this for the moment. | 484 | // If it's becoming dynamic, it will need hullness |
490 | // The problem is that dynamic objects are hulls so if we are becoming physical | 485 | VerifyCorrectPhysicalShape(); |
491 | // the shape has to be checked and possibly built. | ||
492 | // Maybe a VerifyCorrectPhysicalShape() routine? | ||
493 | // RecreateGeomAndObject(); | ||
494 | 486 | ||
495 | // Bullet wants static objects to have a mass of zero | 487 | // Bullet wants static objects to have a mass of zero |
496 | float mass = IsStatic ? 0f : _mass; | 488 | float mass = IsStatic ? 0f : _mass; |
@@ -501,13 +493,15 @@ public sealed class BSPrim : PhysicsActor | |||
501 | _linkset.Refresh(this); | 493 | _linkset.Refresh(this); |
502 | 494 | ||
503 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); | 495 | CollisionFlags cf = BulletSimAPI.GetCollisionFlags2(Body.Ptr); |
504 | // DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); | 496 | DetailLog("{0},BSPrim.SetObjectDynamic,taint,static={1},solid={2},mass={3}, cf={4}", LocalID, IsStatic, IsSolid, mass, cf); |
505 | } | 497 | } |
506 | 498 | ||
507 | // prims don't fly | 499 | // prims don't fly |
508 | public override bool Flying { | 500 | public override bool Flying { |
509 | get { return _flying; } | 501 | get { return _flying; } |
510 | set { _flying = value; } | 502 | set { |
503 | _flying = value; | ||
504 | } | ||
511 | } | 505 | } |
512 | public override bool SetAlwaysRun { | 506 | public override bool SetAlwaysRun { |
513 | get { return _setAlwaysRun; } | 507 | get { return _setAlwaysRun; } |
@@ -558,7 +552,7 @@ public sealed class BSPrim : PhysicsActor | |||
558 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); | 552 | // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); |
559 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() | 553 | _scene.TaintedObject("BSPrim.setRotationalVelocity", delegate() |
560 | { | 554 | { |
561 | // DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); | 555 | DetailLog("{0},BSPrim.SetRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); |
562 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); | 556 | BulletSimAPI.SetObjectAngularVelocity(_scene.WorldID, LocalID, _rotationalVelocity); |
563 | }); | 557 | }); |
564 | } | 558 | } |
@@ -575,7 +569,7 @@ public sealed class BSPrim : PhysicsActor | |||
575 | _buoyancy = value; | 569 | _buoyancy = value; |
576 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() | 570 | _scene.TaintedObject("BSPrim.setBuoyancy", delegate() |
577 | { | 571 | { |
578 | // DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 572 | DetailLog("{0},BSPrim.SetBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |
579 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); | 573 | BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, _localID, _buoyancy); |
580 | }); | 574 | }); |
581 | } | 575 | } |
@@ -638,17 +632,17 @@ public sealed class BSPrim : PhysicsActor | |||
638 | } | 632 | } |
639 | m_accumulatedForces.Clear(); | 633 | m_accumulatedForces.Clear(); |
640 | } | 634 | } |
641 | // DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); | 635 | DetailLog("{0},BSPrim.AddObjectForce,taint,force={1}", LocalID, _force); |
642 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); | 636 | BulletSimAPI.AddObjectForce2(Body.Ptr, fSum); |
643 | }); | 637 | }); |
644 | } | 638 | } |
645 | 639 | ||
646 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { | 640 | public override void AddAngularForce(OMV.Vector3 force, bool pushforce) { |
647 | // DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); | 641 | DetailLog("{0},BSPrim.AddAngularForce,call,angForce={1},push={2}", LocalID, force, pushforce); |
648 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); | 642 | // m_log.DebugFormat("{0}: AddAngularForce. f={1}, push={2}", LogHeader, force, pushforce); |
649 | } | 643 | } |
650 | public override void SetMomentum(OMV.Vector3 momentum) { | 644 | public override void SetMomentum(OMV.Vector3 momentum) { |
651 | // DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); | 645 | DetailLog("{0},BSPrim.SetMomentum,call,mom={1}", LocalID, momentum); |
652 | } | 646 | } |
653 | public override void SubscribeEvents(int ms) { | 647 | public override void SubscribeEvents(int ms) { |
654 | _subscribedEventsMs = ms; | 648 | _subscribedEventsMs = ms; |
@@ -992,7 +986,7 @@ public sealed class BSPrim : PhysicsActor | |||
992 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); | 986 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to sphere of size {1}", LogHeader, _size); |
993 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) | 987 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_SPHERE)) |
994 | { | 988 | { |
995 | // DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); | 989 | DetailLog("{0},BSPrim.CreateGeom,sphere (force={1}", LocalID, forceRebuild); |
996 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; | 990 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_SPHERE; |
997 | // Bullet native objects are scaled by the Bullet engine so pass the size in | 991 | // Bullet native objects are scaled by the Bullet engine so pass the size in |
998 | _scale = _size; | 992 | _scale = _size; |
@@ -1006,7 +1000,7 @@ public sealed class BSPrim : PhysicsActor | |||
1006 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); | 1000 | // m_log.DebugFormat("{0}: CreateGeom: Defaulting to box. lid={1}, type={2}, size={3}", LogHeader, LocalID, _shapeType, _size); |
1007 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) | 1001 | if (forceRebuild || (_shapeType != ShapeData.PhysicsShapeType.SHAPE_BOX)) |
1008 | { | 1002 | { |
1009 | // DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); | 1003 | DetailLog("{0},BSPrim.CreateGeom,box (force={1})", LocalID, forceRebuild); |
1010 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; | 1004 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_BOX; |
1011 | _scale = _size; | 1005 | _scale = _size; |
1012 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? | 1006 | // TODO: do we need to check for and destroy a mesh or hull that might have been left from before? |
@@ -1042,19 +1036,26 @@ public sealed class BSPrim : PhysicsActor | |||
1042 | // No locking here because this is done when we know physics is not simulating | 1036 | // No locking here because this is done when we know physics is not simulating |
1043 | private void CreateGeomMesh() | 1037 | private void CreateGeomMesh() |
1044 | { | 1038 | { |
1045 | float lod = _pbs.SculptEntry ? _scene.SculptLOD : _scene.MeshLOD; | 1039 | // level of detail based on size and type of the object |
1040 | float lod = _scene.MeshLOD; | ||
1041 | if (_pbs.SculptEntry) | ||
1042 | lod = _scene.SculptLOD; | ||
1043 | float maxAxis = Math.Max(_size.X, Math.Max(_size.Y, _size.Z)); | ||
1044 | if (maxAxis > _scene.MeshMegaPrimThreshold) | ||
1045 | lod = _scene.MeshMegaPrimLOD; | ||
1046 | |||
1046 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); | 1047 | ulong newMeshKey = (ulong)_pbs.GetMeshKey(_size, lod); |
1047 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); | 1048 | // m_log.DebugFormat("{0}: CreateGeomMesh: lID={1}, oldKey={2}, newKey={3}", LogHeader, _localID, _meshKey, newMeshKey); |
1048 | 1049 | ||
1049 | // if this new shape is the same as last time, don't recreate the mesh | 1050 | // if this new shape is the same as last time, don't recreate the mesh |
1050 | if (_meshKey == newMeshKey) return; | 1051 | if (_meshKey == newMeshKey) return; |
1051 | 1052 | ||
1052 | // DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); | 1053 | DetailLog("{0},BSPrim.CreateGeomMesh,create,key={1}", LocalID, newMeshKey); |
1053 | // Since we're recreating new, get rid of any previously generated shape | 1054 | // Since we're recreating new, get rid of any previously generated shape |
1054 | if (_meshKey != 0) | 1055 | if (_meshKey != 0) |
1055 | { | 1056 | { |
1056 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); | 1057 | // m_log.DebugFormat("{0}: CreateGeom: deleting old mesh. lID={1}, Key={2}", LogHeader, _localID, _meshKey); |
1057 | // DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); | 1058 | DetailLog("{0},BSPrim.CreateGeomMesh,deleteOld,key={1}", LocalID, _meshKey); |
1058 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); | 1059 | BulletSimAPI.DestroyMesh(_scene.WorldID, _meshKey); |
1059 | _mesh = null; | 1060 | _mesh = null; |
1060 | _meshKey = 0; | 1061 | _meshKey = 0; |
@@ -1084,7 +1085,7 @@ public sealed class BSPrim : PhysicsActor | |||
1084 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; | 1085 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_MESH; |
1085 | // meshes are already scaled by the meshmerizer | 1086 | // meshes are already scaled by the meshmerizer |
1086 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1087 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1087 | // DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); | 1088 | DetailLog("{0},BSPrim.CreateGeomMesh,done", LocalID); |
1088 | return; | 1089 | return; |
1089 | } | 1090 | } |
1090 | 1091 | ||
@@ -1098,13 +1099,13 @@ public sealed class BSPrim : PhysicsActor | |||
1098 | // if the hull hasn't changed, don't rebuild it | 1099 | // if the hull hasn't changed, don't rebuild it |
1099 | if (newHullKey == _hullKey) return; | 1100 | if (newHullKey == _hullKey) return; |
1100 | 1101 | ||
1101 | // DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); | 1102 | DetailLog("{0},BSPrim.CreateGeomHull,create,oldKey={1},newKey={2}", LocalID, _hullKey, newHullKey); |
1102 | 1103 | ||
1103 | // Since we're recreating new, get rid of any previously generated shape | 1104 | // Since we're recreating new, get rid of any previously generated shape |
1104 | if (_hullKey != 0) | 1105 | if (_hullKey != 0) |
1105 | { | 1106 | { |
1106 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); | 1107 | // m_log.DebugFormat("{0}: CreateGeom: deleting old hull. Key={1}", LogHeader, _hullKey); |
1107 | // DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); | 1108 | DetailLog("{0},BSPrim.CreateGeomHull,deleteOldHull,key={1}", LocalID, _hullKey); |
1108 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); | 1109 | BulletSimAPI.DestroyHull(_scene.WorldID, _hullKey); |
1109 | _hullKey = 0; | 1110 | _hullKey = 0; |
1110 | } | 1111 | } |
@@ -1198,7 +1199,7 @@ public sealed class BSPrim : PhysicsActor | |||
1198 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; | 1199 | _shapeType = ShapeData.PhysicsShapeType.SHAPE_HULL; |
1199 | // meshes are already scaled by the meshmerizer | 1200 | // meshes are already scaled by the meshmerizer |
1200 | _scale = new OMV.Vector3(1f, 1f, 1f); | 1201 | _scale = new OMV.Vector3(1f, 1f, 1f); |
1201 | // DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); | 1202 | DetailLog("{0},BSPrim.CreateGeomHull,done", LocalID); |
1202 | return; | 1203 | return; |
1203 | } | 1204 | } |
1204 | 1205 | ||
@@ -1210,6 +1211,27 @@ public sealed class BSPrim : PhysicsActor | |||
1210 | return; | 1211 | return; |
1211 | } | 1212 | } |
1212 | 1213 | ||
1214 | private void VerifyCorrectPhysicalShape() | ||
1215 | { | ||
1216 | if (IsStatic) | ||
1217 | { | ||
1218 | // if static, we don't need a hull so, if there is one, rebuild without it | ||
1219 | if (_hullKey != 0) | ||
1220 | { | ||
1221 | RecreateGeomAndObject(); | ||
1222 | } | ||
1223 | } | ||
1224 | else | ||
1225 | { | ||
1226 | // if not static, it will need a hull to efficiently collide with things | ||
1227 | if (_hullKey == 0) | ||
1228 | { | ||
1229 | RecreateGeomAndObject(); | ||
1230 | } | ||
1231 | |||
1232 | } | ||
1233 | } | ||
1234 | |||
1213 | // Create an object in Bullet if it has not already been created | 1235 | // Create an object in Bullet if it has not already been created |
1214 | // No locking here because this is done when the physics engine is not simulating | 1236 | // No locking here because this is done when the physics engine is not simulating |
1215 | // Returns 'true' if an object was actually created. | 1237 | // Returns 'true' if an object was actually created. |
@@ -1334,10 +1356,8 @@ public sealed class BSPrim : PhysicsActor | |||
1334 | _acceleration = entprop.Acceleration; | 1356 | _acceleration = entprop.Acceleration; |
1335 | _rotationalVelocity = entprop.RotationalVelocity; | 1357 | _rotationalVelocity = entprop.RotationalVelocity; |
1336 | 1358 | ||
1337 | // m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}", | 1359 | DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", |
1338 | // LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | 1360 | LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); |
1339 | // DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}", | ||
1340 | // LocalID, _position, _orientation, _velocity, _acceleration, _rotationalVelocity); | ||
1341 | 1361 | ||
1342 | base.RequestPhysicsterseUpdate(); | 1362 | base.RequestPhysicsterseUpdate(); |
1343 | } | 1363 | } |
@@ -1353,6 +1373,7 @@ public sealed class BSPrim : PhysicsActor | |||
1353 | } | 1373 | } |
1354 | 1374 | ||
1355 | // I've collided with something | 1375 | // I've collided with something |
1376 | // Called at taint time from within the Step() function | ||
1356 | CollisionEventUpdate collisionCollection; | 1377 | CollisionEventUpdate collisionCollection; |
1357 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 1378 | public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
1358 | { | 1379 | { |
@@ -1366,6 +1387,15 @@ public sealed class BSPrim : PhysicsActor | |||
1366 | } | 1387 | } |
1367 | 1388 | ||
1368 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); | 1389 | // DetailLog("{0},BSPrim.Collison,call,with={1}", LocalID, collidingWith); |
1390 | BSPrim collidingWithPrim; | ||
1391 | if (_scene.Prims.TryGetValue(collidingWith, out collidingWithPrim)) | ||
1392 | { | ||
1393 | // prims in the same linkset cannot collide with each other | ||
1394 | if (this.Linkset.LinksetID == collidingWithPrim.Linkset.LinksetID) | ||
1395 | { | ||
1396 | return; | ||
1397 | } | ||
1398 | } | ||
1369 | 1399 | ||
1370 | // if someone is subscribed to collision events.... | 1400 | // if someone is subscribed to collision events.... |
1371 | if (_subscribedEventsMs != 0) { | 1401 | if (_subscribedEventsMs != 0) { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index a31c578..56924aa 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -73,15 +73,22 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 73 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
74 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 74 | private static readonly string LogHeader = "[BULLETS SCENE]"; |
75 | 75 | ||
76 | public void DebugLog(string mm, params Object[] xx) { if (ShouldDebugLog) m_log.DebugFormat(mm, xx); } | 76 | // The name of the region we're working for. |
77 | public string RegionName { get; private set; } | ||
77 | 78 | ||
78 | public string BulletSimVersion = "?"; | 79 | public string BulletSimVersion = "?"; |
79 | 80 | ||
80 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); | 81 | private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>(); |
82 | public Dictionary<uint, BSCharacter> Characters { get { return m_avatars; } } | ||
83 | |||
81 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); | 84 | private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>(); |
85 | public Dictionary<uint, BSPrim> Prims { get { return m_prims; } } | ||
86 | |||
82 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); | 87 | private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>(); |
83 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); | 88 | private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>(); |
89 | |||
84 | private List<BSPrim> m_vehicles = new List<BSPrim>(); | 90 | private List<BSPrim> m_vehicles = new List<BSPrim>(); |
91 | |||
85 | private float[] m_heightMap; | 92 | private float[] m_heightMap; |
86 | private float m_waterLevel; | 93 | private float m_waterLevel; |
87 | private uint m_worldID; | 94 | private uint m_worldID; |
@@ -95,16 +102,11 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
95 | private int m_detailedStatsStep = 0; | 102 | private int m_detailedStatsStep = 0; |
96 | 103 | ||
97 | public IMesher mesher; | 104 | public IMesher mesher; |
98 | private float m_meshLOD; | 105 | // Level of Detail values kept as float because that's what the Meshmerizer wants |
99 | public float MeshLOD | 106 | public float MeshLOD { get; private set; } |
100 | { | 107 | public float MeshMegaPrimLOD { get; private set; } |
101 | get { return m_meshLOD; } | 108 | public float MeshMegaPrimThreshold { get; private set; } |
102 | } | 109 | public float SculptLOD { get; private set; } |
103 | private float m_sculptLOD; | ||
104 | public float SculptLOD | ||
105 | { | ||
106 | get { return m_sculptLOD; } | ||
107 | } | ||
108 | 110 | ||
109 | private BulletSim m_worldSim; | 111 | private BulletSim m_worldSim; |
110 | public BulletSim World | 112 | public BulletSim World |
@@ -179,8 +181,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
179 | ConfigurationParameters[] m_params; | 181 | ConfigurationParameters[] m_params; |
180 | GCHandle m_paramsHandle; | 182 | GCHandle m_paramsHandle; |
181 | 183 | ||
182 | public bool ShouldDebugLog { get; private set; } | 184 | // Handle to the callback used by the unmanaged code to call into the managed code. |
183 | 185 | // Used for debug logging. | |
186 | // Need to store the handle in a persistant variable so it won't be freed. | ||
184 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | 187 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; |
185 | 188 | ||
186 | // Sometimes you just have to log everything. | 189 | // Sometimes you just have to log everything. |
@@ -196,6 +199,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
196 | public BSScene(string identifier) | 199 | public BSScene(string identifier) |
197 | { | 200 | { |
198 | m_initialized = false; | 201 | m_initialized = false; |
202 | // we are passed the name of the region we're working for. | ||
203 | RegionName = identifier; | ||
199 | } | 204 | } |
200 | 205 | ||
201 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | 206 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
@@ -281,10 +286,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
281 | // Very detailed logging for physics debugging | 286 | // Very detailed logging for physics debugging |
282 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 287 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
283 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); | 288 | m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); |
284 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-"); | 289 | m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); |
285 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); | 290 | m_physicsLoggingFileMinutes = pConfig.GetInt("PhysicsLoggingFileMinutes", 5); |
286 | // Very detailed logging for vehicle debugging | 291 | // Very detailed logging for vehicle debugging |
287 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); | 292 | m_vehicleLoggingEnabled = pConfig.GetBoolean("VehicleLoggingEnabled", false); |
293 | |||
294 | // Do any replacements in the parameters | ||
295 | m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); | ||
288 | } | 296 | } |
289 | } | 297 | } |
290 | } | 298 | } |
@@ -362,7 +370,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
362 | BSPrim bsprim = prim as BSPrim; | 370 | BSPrim bsprim = prim as BSPrim; |
363 | if (bsprim != null) | 371 | if (bsprim != null) |
364 | { | 372 | { |
365 | // DetailLog("{0},RemovePrim,call", bsprim.LocalID); | 373 | DetailLog("{0},RemovePrim,call", bsprim.LocalID); |
366 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); | 374 | // m_log.DebugFormat("{0}: RemovePrim. id={1}/{2}", LogHeader, bsprim.Name, bsprim.LocalID); |
367 | try | 375 | try |
368 | { | 376 | { |
@@ -388,7 +396,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
388 | 396 | ||
389 | if (!m_initialized) return null; | 397 | if (!m_initialized) return null; |
390 | 398 | ||
391 | // DetailLog("{0},AddPrimShape,call", localID); | 399 | DetailLog("{0},AddPrimShape,call", localID); |
392 | 400 | ||
393 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); | 401 | BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); |
394 | lock (m_prims) m_prims.Add(localID, prim); | 402 | lock (m_prims) m_prims.Add(localID, prim); |
@@ -429,13 +437,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
429 | { | 437 | { |
430 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, | 438 | numSubSteps = BulletSimAPI.PhysicsStep(m_worldID, timeStep, m_maxSubSteps, m_fixedTimeStep, |
431 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | 439 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); |
432 | // DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 440 | DetailLog("{0},Simulate,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
433 | } | 441 | } |
434 | catch (Exception e) | 442 | catch (Exception e) |
435 | { | 443 | { |
436 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); | 444 | m_log.WarnFormat("{0},PhysicsStep Exception: substeps={1}, updates={2}, colliders={3}, e={4}", LogHeader, numSubSteps, updatedEntityCount, collidersCount, e); |
437 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); | 445 | // DetailLog("{0},PhysicsStepException,call, substeps={1}, updates={2}, colliders={3}", DetailLogZero, numSubSteps, updatedEntityCount, collidersCount); |
438 | // updatedEntityCount = 0; | 446 | updatedEntityCount = 0; |
439 | collidersCount = 0; | 447 | collidersCount = 0; |
440 | } | 448 | } |
441 | 449 | ||
@@ -534,6 +542,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
534 | else if (m_avatars.ContainsKey(collidingWith)) | 542 | else if (m_avatars.ContainsKey(collidingWith)) |
535 | type = ActorTypes.Agent; | 543 | type = ActorTypes.Agent; |
536 | 544 | ||
545 | // DetailLog("{0},BSScene.SendCollision,collide,id={1},with={2}", DetailLogZero, localID, collidingWith); | ||
546 | |||
537 | BSPrim prim; | 547 | BSPrim prim; |
538 | if (m_prims.TryGetValue(localID, out prim)) { | 548 | if (m_prims.TryGetValue(localID, out prim)) { |
539 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); | 549 | prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration); |
@@ -897,16 +907,26 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
897 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, | 907 | (s) => { return s.NumericBool(s._forceSimplePrimMeshing); }, |
898 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), | 908 | (s,p,l,v) => { s._forceSimplePrimMeshing = s.BoolNumeric(v); } ), |
899 | 909 | ||
900 | new ParameterDefn("MeshLOD", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", | 910 | new ParameterDefn("MeshLevelOfDetail", "Level of detail to render meshes (32, 16, 8 or 4. 32=most detailed)", |
901 | 8f, | 911 | 8f, |
902 | (s,cf,p,v) => { s.m_meshLOD = cf.GetInt(p, (int)v); }, | 912 | (s,cf,p,v) => { s.MeshLOD = (float)cf.GetInt(p, (int)v); }, |
903 | (s) => { return (float)s.m_meshLOD; }, | 913 | (s) => { return s.MeshLOD; }, |
904 | (s,p,l,v) => { s.m_meshLOD = (int)v; } ), | 914 | (s,p,l,v) => { s.MeshLOD = v; } ), |
905 | new ParameterDefn("SculptLOD", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | 915 | new ParameterDefn("MeshLevelOfDetailMegaPrim", "Level of detail to render meshes larger than threshold meters", |
916 | 16f, | ||
917 | (s,cf,p,v) => { s.MeshMegaPrimLOD = (float)cf.GetInt(p, (int)v); }, | ||
918 | (s) => { return s.MeshMegaPrimLOD; }, | ||
919 | (s,p,l,v) => { s.MeshMegaPrimLOD = v; } ), | ||
920 | new ParameterDefn("MeshLevelOfDetailMegaPrimThreshold", "Size (in meters) of a mesh before using MeshMegaPrimLOD", | ||
921 | 10f, | ||
922 | (s,cf,p,v) => { s.MeshMegaPrimThreshold = (float)cf.GetInt(p, (int)v); }, | ||
923 | (s) => { return s.MeshMegaPrimThreshold; }, | ||
924 | (s,p,l,v) => { s.MeshMegaPrimThreshold = v; } ), | ||
925 | new ParameterDefn("SculptLevelOfDetail", "Level of detail to render sculpties (32, 16, 8 or 4. 32=most detailed)", | ||
906 | 32f, | 926 | 32f, |
907 | (s,cf,p,v) => { s.m_sculptLOD = cf.GetInt(p, (int)v); }, | 927 | (s,cf,p,v) => { s.SculptLOD = (float)cf.GetInt(p, (int)v); }, |
908 | (s) => { return (float)s.m_sculptLOD; }, | 928 | (s) => { return s.SculptLOD; }, |
909 | (s,p,l,v) => { s.m_sculptLOD = (int)v; } ), | 929 | (s,p,l,v) => { s.SculptLOD = v; } ), |
910 | 930 | ||
911 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", | 931 | new ParameterDefn("MaxSubStep", "In simulation step, maximum number of substeps", |
912 | 10f, | 932 | 10f, |
@@ -1137,12 +1157,6 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1137 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, | 1157 | (s,cf,p,v) => { s.m_detailedStatsStep = cf.GetInt(p, (int)v); }, |
1138 | (s) => { return (float)s.m_detailedStatsStep; }, | 1158 | (s) => { return (float)s.m_detailedStatsStep; }, |
1139 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), | 1159 | (s,p,l,v) => { s.m_detailedStatsStep = (int)v; } ), |
1140 | new ParameterDefn("ShouldDebugLog", "Enables detailed DEBUG log statements", | ||
1141 | ConfigurationParameters.numericFalse, | ||
1142 | (s,cf,p,v) => { s.ShouldDebugLog = cf.GetBoolean(p, s.BoolNumeric(v)); }, | ||
1143 | (s) => { return s.NumericBool(s.ShouldDebugLog); }, | ||
1144 | (s,p,l,v) => { s.ShouldDebugLog = s.BoolNumeric(v); } ), | ||
1145 | |||
1146 | }; | 1160 | }; |
1147 | 1161 | ||
1148 | // Convert a boolean to our numeric true and false values | 1162 | // Convert a boolean to our numeric true and false values |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 7e48659..fceae02 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -1343,31 +1343,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
1343 | if (part == null || part.ParentGroup.IsDeleted) | 1343 | if (part == null || part.ParentGroup.IsDeleted) |
1344 | return; | 1344 | return; |
1345 | 1345 | ||
1346 | if (scale.x < 0.01) | 1346 | // First we need to check whether or not we need to clamp the size of a physics-enabled prim |
1347 | scale.x = 0.01; | ||
1348 | if (scale.y < 0.01) | ||
1349 | scale.y = 0.01; | ||
1350 | if (scale.z < 0.01) | ||
1351 | scale.z = 0.01; | ||
1352 | |||
1353 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; | 1347 | PhysicsActor pa = part.ParentGroup.RootPart.PhysActor; |
1354 | |||
1355 | if (pa != null && pa.IsPhysical) | 1348 | if (pa != null && pa.IsPhysical) |
1356 | { | 1349 | { |
1357 | if (scale.x > World.m_maxPhys) | 1350 | scale.x = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.x)); |
1358 | scale.x = World.m_maxPhys; | 1351 | scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y)); |
1359 | if (scale.y > World.m_maxPhys) | 1352 | scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z)); |
1360 | scale.y = World.m_maxPhys; | ||
1361 | if (scale.z > World.m_maxPhys) | ||
1362 | scale.z = World.m_maxPhys; | ||
1363 | } | 1353 | } |
1364 | 1354 | ||
1365 | if (scale.x > World.m_maxNonphys) | 1355 | // Next we clamp the scale to the non-physical min/max |
1366 | scale.x = World.m_maxNonphys; | 1356 | scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x)); |
1367 | if (scale.y > World.m_maxNonphys) | 1357 | scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y)); |
1368 | scale.y = World.m_maxNonphys; | 1358 | scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z)); |
1369 | if (scale.z > World.m_maxNonphys) | ||
1370 | scale.z = World.m_maxNonphys; | ||
1371 | 1359 | ||
1372 | Vector3 tmp = part.Scale; | 1360 | Vector3 tmp = part.Scale; |
1373 | tmp.X = (float)scale.x; | 1361 | tmp.X = (float)scale.x; |
@@ -4031,9 +4019,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4031 | public void llSetText(string text, LSL_Vector color, double alpha) | 4019 | public void llSetText(string text, LSL_Vector color, double alpha) |
4032 | { | 4020 | { |
4033 | m_host.AddScriptLPS(1); | 4021 | m_host.AddScriptLPS(1); |
4034 | Vector3 av3 = new Vector3(Util.Clip((float)color.x, 0.0f, 1.0f), | 4022 | Vector3 av3 = Util.Clip(new Vector3((float)color.x, (float)color.y, |
4035 | Util.Clip((float)color.y, 0.0f, 1.0f), | 4023 | (float)color.z), 0.0f, 1.0f); |
4036 | Util.Clip((float)color.z, 0.0f, 1.0f)); | ||
4037 | m_host.SetText(text.Length > 254 ? text.Remove(254) : text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); | 4024 | m_host.SetText(text.Length > 254 ? text.Remove(254) : text, av3, Util.Clip((float)alpha, 0.0f, 1.0f)); |
4038 | //m_host.ParentGroup.HasGroupChanged = true; | 4025 | //m_host.ParentGroup.HasGroupChanged = true; |
4039 | //m_host.ParentGroup.ScheduleGroupForFullUpdate(); | 4026 | //m_host.ParentGroup.ScheduleGroupForFullUpdate(); |
@@ -7647,9 +7634,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7647 | string primText = rules.GetLSLStringItem(idx++); | 7634 | string primText = rules.GetLSLStringItem(idx++); |
7648 | LSL_Vector primTextColor = rules.GetVector3Item(idx++); | 7635 | LSL_Vector primTextColor = rules.GetVector3Item(idx++); |
7649 | LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); | 7636 | LSL_Float primTextAlpha = rules.GetLSLFloatItem(idx++); |
7650 | Vector3 av3 = new Vector3(Util.Clip((float)primTextColor.x, 0.0f, 1.0f), | 7637 | Vector3 av3 = Util.Clip(new Vector3((float)primTextColor.x, |
7651 | Util.Clip((float)primTextColor.y, 0.0f, 1.0f), | 7638 | (float)primTextColor.y, |
7652 | Util.Clip((float)primTextColor.z, 0.0f, 1.0f)); | 7639 | (float)primTextColor.z), 0.0f, 1.0f); |
7653 | part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); | 7640 | part.SetText(primText, av3, Util.Clip((float)primTextAlpha, 0.0f, 1.0f)); |
7654 | 7641 | ||
7655 | break; | 7642 | break; |
@@ -7679,6 +7666,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7679 | LSL_Float gain = rules.GetLSLFloatItem(idx++); | 7666 | LSL_Float gain = rules.GetLSLFloatItem(idx++); |
7680 | TargetOmega(part, axis, (double)spinrate, (double)gain); | 7667 | TargetOmega(part, axis, (double)spinrate, (double)gain); |
7681 | break; | 7668 | break; |
7669 | case (int)ScriptBaseClass.PRIM_SLICE: | ||
7670 | if (remain < 1) | ||
7671 | return null; | ||
7672 | LSL_Vector slice = rules.GetVector3Item(idx++); | ||
7673 | part.UpdateSlice((float)slice.x, (float)slice.y); | ||
7674 | break; | ||
7682 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: | 7675 | case (int)ScriptBaseClass.PRIM_LINK_TARGET: |
7683 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. | 7676 | if (remain < 3) // setting to 3 on the basis that parsing any usage of PRIM_LINK_TARGET that has nothing following it is pointless. |
7684 | return null; | 7677 | return null; |
@@ -7687,6 +7680,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
7687 | } | 7680 | } |
7688 | } | 7681 | } |
7689 | } | 7682 | } |
7683 | catch (InvalidCastException e) | ||
7684 | { | ||
7685 | ShoutError(e.Message); | ||
7686 | } | ||
7690 | finally | 7687 | finally |
7691 | { | 7688 | { |
7692 | if (positionChanged) | 7689 | if (positionChanged) |
@@ -8349,6 +8346,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
8349 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: | 8346 | case (int)ScriptBaseClass.PRIM_POS_LOCAL: |
8350 | res.Add(new LSL_Vector(GetPartLocalPos(part))); | 8347 | res.Add(new LSL_Vector(GetPartLocalPos(part))); |
8351 | break; | 8348 | break; |
8349 | case (int)ScriptBaseClass.PRIM_SLICE: | ||
8350 | PrimType prim_type = part.GetPrimType(); | ||
8351 | bool useProfileBeginEnd = (prim_type == PrimType.SPHERE || prim_type == PrimType.TORUS || prim_type == PrimType.TUBE || prim_type == PrimType.RING); | ||
8352 | res.Add(new LSL_Vector( | ||
8353 | (useProfileBeginEnd ? part.Shape.ProfileBegin : part.Shape.PathBegin) / 50000.0, | ||
8354 | 1 - (useProfileBeginEnd ? part.Shape.ProfileEnd : part.Shape.PathEnd) / 50000.0, | ||
8355 | 0 | ||
8356 | )); | ||
8357 | break; | ||
8352 | } | 8358 | } |
8353 | } | 8359 | } |
8354 | return res; | 8360 | return res; |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs index e1c054d..cad8518 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | |||
@@ -328,6 +328,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase | |||
328 | public const int PRIM_OMEGA = 32; | 328 | public const int PRIM_OMEGA = 32; |
329 | public const int PRIM_POS_LOCAL = 33; | 329 | public const int PRIM_POS_LOCAL = 33; |
330 | public const int PRIM_LINK_TARGET = 34; | 330 | public const int PRIM_LINK_TARGET = 34; |
331 | public const int PRIM_SLICE = 35; | ||
331 | public const int PRIM_TEXGEN_DEFAULT = 0; | 332 | public const int PRIM_TEXGEN_DEFAULT = 0; |
332 | public const int PRIM_TEXGEN_PLANAR = 1; | 333 | public const int PRIM_TEXGEN_PLANAR = 1; |
333 | 334 | ||
diff --git a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs index d848b2a..562433d 100644 --- a/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs +++ b/OpenSim/Region/ScriptEngine/Shared/LSL_Types.cs | |||
@@ -560,12 +560,23 @@ namespace OpenSim.Region.ScriptEngine.Shared | |||
560 | else if (m_data[itemIndex] is LSL_Types.LSLString) | 560 | else if (m_data[itemIndex] is LSL_Types.LSLString) |
561 | return new LSLInteger(m_data[itemIndex].ToString()); | 561 | return new LSLInteger(m_data[itemIndex].ToString()); |
562 | else | 562 | else |
563 | throw new InvalidCastException(); | 563 | throw new InvalidCastException(string.Format( |
564 | "{0} expected but {1} given", | ||
565 | typeof(LSL_Types.LSLInteger).Name, | ||
566 | m_data[itemIndex] != null ? | ||
567 | m_data[itemIndex].GetType().Name : "null")); | ||
564 | } | 568 | } |
565 | 569 | ||
566 | public LSL_Types.Vector3 GetVector3Item(int itemIndex) | 570 | public LSL_Types.Vector3 GetVector3Item(int itemIndex) |
567 | { | 571 | { |
568 | return (LSL_Types.Vector3)m_data[itemIndex]; | 572 | if(m_data[itemIndex] is LSL_Types.Vector3) |
573 | return (LSL_Types.Vector3)m_data[itemIndex]; | ||
574 | else | ||
575 | throw new InvalidCastException(string.Format( | ||
576 | "{0} expected but {1} given", | ||
577 | typeof(LSL_Types.Vector3).Name, | ||
578 | m_data[itemIndex] != null ? | ||
579 | m_data[itemIndex].GetType().Name : "null")); | ||
569 | } | 580 | } |
570 | 581 | ||
571 | public LSL_Types.Quaternion GetQuaternionItem(int itemIndex) | 582 | public LSL_Types.Quaternion GetQuaternionItem(int itemIndex) |
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 2dba029..1571fb4 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | |||
@@ -982,10 +982,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
982 | return false; | 982 | return false; |
983 | } | 983 | } |
984 | 984 | ||
985 | UUID assetID = item.AssetID; | 985 | m_log.DebugFormat( |
986 | "[XEngine] Loading script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", | ||
987 | part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, | ||
988 | part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); | ||
986 | 989 | ||
987 | //m_log.DebugFormat("[XEngine] Compiling script {0} ({1} on object {2})", | 990 | UUID assetID = item.AssetID; |
988 | // item.Name, itemID.ToString(), part.ParentGroup.RootPart.Name); | ||
989 | 991 | ||
990 | ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); | 992 | ScenePresence presence = m_Scene.GetScenePresence(item.OwnerID); |
991 | 993 | ||
@@ -1164,10 +1166,10 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1164 | stateSource, m_MaxScriptQueue); | 1166 | stateSource, m_MaxScriptQueue); |
1165 | 1167 | ||
1166 | // if (DebugLevel >= 1) | 1168 | // if (DebugLevel >= 1) |
1167 | m_log.DebugFormat( | 1169 | // m_log.DebugFormat( |
1168 | "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", | 1170 | // "[XEngine] Loaded script {0}.{1}, item UUID {2}, prim UUID {3} @ {4}.{5}", |
1169 | part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, | 1171 | // part.ParentGroup.RootPart.Name, item.Name, itemID, part.UUID, |
1170 | part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); | 1172 | // part.ParentGroup.RootPart.AbsolutePosition, part.ParentGroup.Scene.RegionInfo.RegionName); |
1171 | 1173 | ||
1172 | if (presence != null) | 1174 | if (presence != null) |
1173 | { | 1175 | { |