diff options
Diffstat (limited to '')
6 files changed, 41 insertions, 20 deletions
diff --git a/OpenSim/Framework/Animation.cs b/OpenSim/Framework/Animation.cs index 8bdf8f4..3425505 100644 --- a/OpenSim/Framework/Animation.cs +++ b/OpenSim/Framework/Animation.cs | |||
@@ -125,11 +125,10 @@ namespace OpenSim.Framework | |||
125 | Animation other = obj as Animation; | 125 | Animation other = obj as Animation; |
126 | if (other != null) | 126 | if (other != null) |
127 | { | 127 | { |
128 | return (other.AnimID == this.AnimID | 128 | return (other.AnimID.Equals(this.AnimID) |
129 | && other.SequenceNum == this.SequenceNum | 129 | && other.SequenceNum == this.SequenceNum |
130 | && other.ObjectID == this.ObjectID); | 130 | && other.ObjectID.Equals(this.ObjectID) ); |
131 | } | 131 | } |
132 | |||
133 | return base.Equals(obj); | 132 | return base.Equals(obj); |
134 | } | 133 | } |
135 | 134 | ||
diff --git a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs index 5dee64d..b7400ea 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs | |||
@@ -312,18 +312,22 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
312 | buff.Append("dflt="); | 312 | buff.Append("dflt="); |
313 | buff.Append(DefaultAnimation.ToString()); | 313 | buff.Append(DefaultAnimation.ToString()); |
314 | buff.Append(",iDflt="); | 314 | buff.Append(",iDflt="); |
315 | if (DefaultAnimation == ImplicitDefaultAnimation) | 315 | if (DefaultAnimation.Equals(ImplicitDefaultAnimation)) |
316 | buff.Append("same"); | 316 | buff.Append("same"); |
317 | else | 317 | else |
318 | buff.Append(ImplicitDefaultAnimation.ToString()); | 318 | buff.Append(ImplicitDefaultAnimation.ToString()); |
319 | if (m_animations.Count > 0) | 319 | if (m_animations.Count > 0) |
320 | { | 320 | { |
321 | buff.Append(",anims="); | 321 | buff.Append(",anims="); |
322 | bool firstTime = true; | ||
322 | foreach (OpenSim.Framework.Animation anim in m_animations) | 323 | foreach (OpenSim.Framework.Animation anim in m_animations) |
323 | { | 324 | { |
325 | if (!firstTime) | ||
326 | buff.Append(","); | ||
324 | buff.Append("<"); | 327 | buff.Append("<"); |
325 | buff.Append(anim.ToString()); | 328 | buff.Append(anim.ToString()); |
326 | buff.Append(">,"); | 329 | buff.Append(">"); |
330 | firstTime = false; | ||
327 | } | 331 | } |
328 | } | 332 | } |
329 | return buff.ToString(); | 333 | return buff.ToString(); |
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index a701a79..3b5a5bd 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -94,6 +94,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
94 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) | 94 | if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID)) |
95 | { | 95 | { |
96 | SendAnimPack(); | 96 | SendAnimPack(); |
97 | m_scenePresence.TriggerScenePresenceUpdated(); | ||
97 | } | 98 | } |
98 | } | 99 | } |
99 | 100 | ||
@@ -135,6 +136,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
135 | if (m_animations.Remove(animID, allowNoDefault)) | 136 | if (m_animations.Remove(animID, allowNoDefault)) |
136 | { | 137 | { |
137 | SendAnimPack(); | 138 | SendAnimPack(); |
139 | m_scenePresence.TriggerScenePresenceUpdated(); | ||
138 | } | 140 | } |
139 | } | 141 | } |
140 | 142 | ||
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index bab14dd..774546c 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -77,7 +77,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
77 | // m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name); | 77 | // m_log.DebugFormat("[SCENE PRESENCE]: Destructor called on {0}", Name); |
78 | // } | 78 | // } |
79 | 79 | ||
80 | private void TriggerScenePresenceUpdated() | 80 | public void TriggerScenePresenceUpdated() |
81 | { | 81 | { |
82 | if (m_scene != null) | 82 | if (m_scene != null) |
83 | m_scene.EventManager.TriggerScenePresenceUpdated(this); | 83 | m_scene.EventManager.TriggerScenePresenceUpdated(this); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 202a4ce..006a9c1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -168,10 +168,10 @@ public abstract class BSShape | |||
168 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) | 168 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) |
169 | { | 169 | { |
170 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; | 170 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; |
171 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", | 171 | physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. prim={1}, texture={2}", |
172 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 172 | LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); |
173 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", | 173 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,prim={1},tex={2}", |
174 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 174 | prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); |
175 | } | 175 | } |
176 | else | 176 | else |
177 | { | 177 | { |
@@ -238,17 +238,17 @@ public abstract class BSShape | |||
238 | { | 238 | { |
239 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) | 239 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedAssetFetch) |
240 | { | 240 | { |
241 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", | 241 | physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. prim={1}, texture={2}", |
242 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 242 | LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); |
243 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", | 243 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,prim={1},tex={2}", |
244 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 244 | prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); |
245 | } | 245 | } |
246 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) | 246 | if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.FailedMeshing) |
247 | { | 247 | { |
248 | physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. obj={1}, texture={2}", | 248 | physicsScene.Logger.WarnFormat("{0} Mesh asset would not mesh. prim={1}, texture={2}", |
249 | LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 249 | LogHeader, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); |
250 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,objNam={1},tex={2}", | 250 | physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailedMeshing,prim={1},tex={2}", |
251 | prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); | 251 | prim.LocalID, UsefulPrimInfo(physicsScene, prim), prim.BaseShape.SculptTexture); |
252 | } | 252 | } |
253 | } | 253 | } |
254 | } | 254 | } |
@@ -260,6 +260,19 @@ public abstract class BSShape | |||
260 | return fillShape.physShapeInfo; | 260 | return fillShape.physShapeInfo; |
261 | } | 261 | } |
262 | 262 | ||
263 | public static String UsefulPrimInfo(BSScene pScene, BSPhysObject prim) | ||
264 | { | ||
265 | StringBuilder buff = new StringBuilder(prim.PhysObjectName); | ||
266 | buff.Append("/pos="); | ||
267 | buff.Append(prim.RawPosition.ToString()); | ||
268 | if (pScene != null) | ||
269 | { | ||
270 | buff.Append("/rgn="); | ||
271 | buff.Append(pScene.Name); | ||
272 | } | ||
273 | return buff.ToString(); | ||
274 | } | ||
275 | |||
263 | #endregion // Common shape routines | 276 | #endregion // Common shape routines |
264 | } | 277 | } |
265 | 278 | ||
@@ -528,8 +541,7 @@ public class BSShapeMesh : BSShape | |||
528 | { | 541 | { |
529 | // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. | 542 | // Force the asset condition to 'failed' so we won't try to keep fetching and processing this mesh. |
530 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; | 543 | prim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedMeshing; |
531 | physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", | 544 | physicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim={1}", LogHeader, UsefulPrimInfo(physicsScene, prim) ); |
532 | LogHeader, prim.PhysObjectName, prim.RawPosition, physicsScene.Name); | ||
533 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); | 545 | physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,allDegenerate,key={1}", prim.LocalID, newMeshKey); |
534 | } | 546 | } |
535 | } | 547 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1e01526..4357ef1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -1,5 +1,9 @@ | |||
1 | CURRENT PROBLEMS TO FIX AND/OR LOOK AT | 1 | CURRENT PROBLEMS TO FIX AND/OR LOOK AT |
2 | ================================================= | 2 | ================================================= |
3 | Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass. | ||
4 | Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive? | ||
5 | Negative buoyancy computed correctly | ||
6 | Computation of mesh mass. How done? How should it be done? | ||
3 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes | 7 | Script changing rotation of child prim while vehicle moving (eg turning wheel) causes |
4 | the wheel to appear to jump back. Looks like sending position from previous update. | 8 | the wheel to appear to jump back. Looks like sending position from previous update. |
5 | Enable vehicle border crossings (at least as poorly as ODE) | 9 | Enable vehicle border crossings (at least as poorly as ODE) |