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-rw-r--r--OpenSim/Framework/Animation.cs5
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/AnimationSet.cs8
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapes.cs40
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt4
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 @@
1CURRENT PROBLEMS TO FIX AND/OR LOOK AT 1CURRENT PROBLEMS TO FIX AND/OR LOOK AT
2================================================= 2=================================================
3Vehicle buoyancy. Computed correctly? Possibly creating very large effective mass.
4 Interaction of llSetBuoyancy and vehicle buoyancy. Should be additive?
5 Negative buoyancy computed correctly
6Computation of mesh mass. How done? How should it be done?
3Script changing rotation of child prim while vehicle moving (eg turning wheel) causes 7Script 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.
5Enable vehicle border crossings (at least as poorly as ODE) 9Enable vehicle border crossings (at least as poorly as ODE)