From 6d825d7ea22f5accd1324a4ef8800eddb8dc86da Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Fri, 8 Feb 2013 15:46:42 -0800
Subject: Broaden the internal OSD type checks to parse JSON that has non
string values.
---
.../Scripting/JsonStore/JsonStore.cs | 31 ++++++++++++++++++++--
1 file changed, 29 insertions(+), 2 deletions(-)
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
index 088d0cd..5c89717 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
@@ -145,7 +145,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
if (result == null)
return false;
- if (useJson || result.Type == OSDType.String)
+ if (useJson || OSDBaseType(result.Type))
return true;
return false;
@@ -531,7 +531,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
return true;
}
- if (result.Type == OSDType.String)
+ if (OSDBaseType(result.Type))
{
value = result.AsString();
return true;
@@ -562,6 +562,33 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
///
///
// -----------------------------------------------------------------
+ protected static bool OSDBaseType(OSDType type)
+ {
+ // Should be the list of base types for which AsString() returns
+ // something useful
+ if (type == OSDType.Boolean)
+ return true;
+ if (type == OSDType.Integer)
+ return true;
+ if (type == OSDType.Real)
+ return true;
+ if (type == OSDType.String)
+ return true;
+ if (type == OSDType.UUID)
+ return true;
+ if (type == OSDType.Date)
+ return true;
+ if (type == OSDType.URI)
+ return true;
+
+ return false;
+ }
+
+ // -----------------------------------------------------------------
+ ///
+ ///
+ ///
+ // -----------------------------------------------------------------
protected static int ComputeSizeOf(OSD value)
{
string sval;
--
cgit v1.1
From 2fd184e350874d3751a30e368d5f7ee0f41d4b85 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 7 Feb 2013 21:54:48 -0800
Subject: BulletSim: reclass BSPrim into layers so linkset and physical world
displacement is implemented as overlay classes rather than if statements
scattered about.
---
.../Physics/BulletSPlugin/BSPrimDisplaced.cs | 118 ++++++++++++++
.../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 179 +++++++++++++++++++++
2 files changed, 297 insertions(+)
create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
new file mode 100755
index 0000000..6401308
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs
@@ -0,0 +1,118 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The quotations from http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial
+ * are Copyright (c) 2009 Linden Research, Inc and are used under their license
+ * of Creative Commons Attribution-Share Alike 3.0
+ * (http://creativecommons.org/licenses/by-sa/3.0/).
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using System.Runtime.InteropServices;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.Physics.Manager;
+
+using OMV = OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public class BSPrimDisplaced : BSPrim
+{
+ // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
+ // Because Bullet needs the zero coordinate to be the center of mass of the linkset,
+ // sometimes it is necessary to displace the position the physics engine thinks
+ // the position is. PositionDisplacement must be added and removed from the
+ // position as the simulator position is stored and fetched from the physics
+ // engine. Similar to OrientationDisplacement.
+ public virtual OMV.Vector3 PositionDisplacement { get; set; }
+ public virtual OMV.Quaternion OrientationDisplacement { get; set; }
+ public virtual OMV.Vector3 CenterOfMassLocation { get; set; }
+ public virtual OMV.Vector3 GeometricCenterLocation { get; set; }
+
+ public BSPrimDisplaced(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
+ OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
+ : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
+ {
+ CenterOfMassLocation = RawPosition;
+ GeometricCenterLocation = RawPosition;
+ }
+
+ public override Vector3 ForcePosition
+ {
+ get
+ {
+ return base.ForcePosition;
+ }
+ set
+ {
+ base.ForcePosition = value;
+ CenterOfMassLocation = RawPosition;
+ GeometricCenterLocation = RawPosition;
+ }
+ }
+
+ public override Quaternion ForceOrientation
+ {
+ get
+ {
+ return base.ForceOrientation;
+ }
+ set
+ {
+ base.ForceOrientation = value;
+ }
+ }
+
+ // Is this used?
+ public override OMV.Vector3 CenterOfMass
+ {
+ get { return CenterOfMassLocation; }
+ }
+
+ // Is this used?
+ public override OMV.Vector3 GeometricCenter
+ {
+ get { return GeometricCenterLocation; }
+ }
+
+
+ public override void UpdateProperties(EntityProperties entprop)
+ {
+ // Undo any center-of-mass displacement that might have been done.
+ if (PositionDisplacement != OMV.Vector3.Zero)
+ {
+ // Correct for any rotation around the center-of-mass
+ // TODO!!!
+ entprop.Position -= PositionDisplacement;
+ }
+
+ base.UpdateProperties(entprop);
+ }
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
new file mode 100755
index 0000000..fd66d1c
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -0,0 +1,179 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+using OpenSim.Framework;
+
+using OMV = OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public class BSPrimLinkable : BSPrimDisplaced
+{
+ public BSLinkset Linkset { get; set; }
+ public BSLinksetInfo LinksetInfo { get; set; }
+
+ public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
+ OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
+ : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
+ {
+ Linkset = BSLinkset.Factory(PhysicsScene, this);
+
+ PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
+ {
+ Linkset.Refresh(this);
+ });
+ }
+
+ public override void Destroy()
+ {
+ Linkset = Linkset.RemoveMeFromLinkset(this);
+ base.Destroy();
+ }
+
+ public override BSPhysicsShapeType PreferredPhysicalShape
+ { get { return Linkset.PreferredPhysicalShape(this); } }
+
+ public override void link(Manager.PhysicsActor obj)
+ {
+ BSPrimLinkable parent = obj as BSPrimLinkable;
+ if (parent != null)
+ {
+ BSPhysObject parentBefore = Linkset.LinksetRoot;
+ int childrenBefore = Linkset.NumberOfChildren;
+
+ Linkset = parent.Linkset.AddMeToLinkset(this);
+
+ DetailLog("{0},BSPrimLinkset.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
+ LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
+ }
+ return;
+ }
+
+ public override void delink()
+ {
+ // TODO: decide if this parent checking needs to happen at taint time
+ // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
+
+ BSPhysObject parentBefore = Linkset.LinksetRoot;
+ int childrenBefore = Linkset.NumberOfChildren;
+
+ Linkset = Linkset.RemoveMeFromLinkset(this);
+
+ DetailLog("{0},BSPrimLinkset.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
+ LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
+ return;
+ base.delink();
+ }
+
+ // When simulator changes position, this might be moving a child of the linkset.
+ public override OMV.Vector3 Position
+ {
+ get { return base.Position; }
+ set
+ {
+ base.Position = value;
+ PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate()
+ {
+ Linkset.UpdateProperties(UpdatedProperties.Position, this);
+ });
+ }
+ }
+
+ // When simulator changes orientation, this might be moving a child of the linkset.
+ public override OMV.Quaternion Orientation
+ {
+ get { return base.Orientation; }
+ set
+ {
+ base.Orientation = value;
+ PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate()
+ {
+ Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
+ });
+ }
+ }
+
+ public override float TotalMass
+ {
+ get { return Linkset.LinksetMass; }
+ }
+
+ public override void UpdatePhysicalParameters()
+ {
+ base.UpdatePhysicalParameters();
+ // Recompute any linkset parameters.
+ // When going from non-physical to physical, this re-enables the constraints that
+ // had been automatically disabled when the mass was set to zero.
+ // For compound based linksets, this enables and disables interactions of the children.
+ Linkset.Refresh(this);
+ }
+
+ protected override void MakeDynamic(bool makeStatic)
+ {
+ base.MakeDynamic(makeStatic);
+ if (makeStatic)
+ Linkset.MakeStatic(this);
+ else
+ Linkset.MakeDynamic(this);
+ }
+
+ // Body is being taken apart. Remove physical dependencies and schedule a rebuild.
+ protected override void RemoveBodyDependencies()
+ {
+ Linkset.RemoveBodyDependencies(this);
+ base.RemoveBodyDependencies();
+ }
+
+ public override void UpdateProperties(EntityProperties entprop)
+ {
+ if (Linkset.IsRoot(this))
+ {
+ // Properties are only updated for the roots of a linkset.
+ // TODO: this will have to change when linksets are articulated.
+ base.UpdateProperties(entprop);
+ }
+ Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
+
+ }
+
+ public override bool Collide(uint collidingWith, BSPhysObject collidee,
+ OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
+ {
+ // prims in the same linkset cannot collide with each other
+ BSPrimLinkable convCollidee = collidee as BSPrimLinkable;
+ if (convCollidee != null && (this.Linkset.LinksetID == convCollidee.Linkset.LinksetID))
+ {
+ return false;
+ }
+ return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
+ }
+}
+}
--
cgit v1.1
From 1b203601f43662541526369f540dd04f5b485be6 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 7 Feb 2013 21:57:31 -0800
Subject: BulletSim: include the linkage to the layered prim implementation.
Separate layers for physical (vs simulator) location displacement and
linksets.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 48 +++--
.../Physics/BulletSPlugin/BSLinksetCompound.cs | 32 ++--
.../Physics/BulletSPlugin/BSLinksetConstraints.cs | 30 ++--
.../Region/Physics/BulletSPlugin/BSPhysObject.cs | 21 ---
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 195 ++++++---------------
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 4 +-
8 files changed, 109 insertions(+), 225 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index d694a6a..0afc437 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -901,7 +901,7 @@ public sealed class BSCharacter : BSPhysObject
CurrentEntityProperties = entprop;
// Tell the linkset about value changes
- Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
+ // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
// Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
// base.RequestPhysicsterseUpdate();
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index b51e9fd..41d353a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -597,7 +597,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
if (IsActive)
{
// Remember the mass so we don't have to fetch it every step
- m_vehicleMass = Prim.Linkset.LinksetMass;
+ m_vehicleMass = Prim.TotalMass;
// Friction affects are handled by this vehicle code
PhysicsScene.PE.SetFriction(Prim.PhysBody, BSParam.VehicleFriction);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 1e3e5d8..8e69db3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -52,7 +52,7 @@ public abstract class BSLinkset
Manual = 2 // linkset tied together manually (code moves all the pieces)
}
// Create the correct type of linkset for this child
- public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
+ public static BSLinkset Factory(BSScene physScene, BSPrimLinkable parent)
{
BSLinkset ret = null;
@@ -74,7 +74,7 @@ public abstract class BSLinkset
return ret;
}
- public BSPhysObject LinksetRoot { get; protected set; }
+ public BSPrimLinkable LinksetRoot { get; protected set; }
public BSScene PhysicsScene { get; private set; }
@@ -82,7 +82,7 @@ public abstract class BSLinkset
public int LinksetID { get; private set; }
// The children under the root in this linkset.
- protected HashSet m_children;
+ protected HashSet m_children;
// We lock the diddling of linkset classes to prevent any badness.
// This locks the modification of the instances of this class. Changes
@@ -91,7 +91,7 @@ public abstract class BSLinkset
// Some linksets have a preferred physical shape.
// Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
- public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+ public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
{
return BSPhysicsShapeType.SHAPE_UNKNOWN;
}
@@ -111,7 +111,7 @@ public abstract class BSLinkset
get { return ComputeLinksetGeometricCenter(); }
}
- protected BSLinkset(BSScene scene, BSPhysObject parent)
+ protected BSLinkset(BSScene scene, BSPrimLinkable parent)
{
// A simple linkset of one (no children)
LinksetID = m_nextLinksetID++;
@@ -120,7 +120,7 @@ public abstract class BSLinkset
m_nextLinksetID = 1;
PhysicsScene = scene;
LinksetRoot = parent;
- m_children = new HashSet();
+ m_children = new HashSet();
LinksetMass = parent.RawMass;
Rebuilding = false;
}
@@ -129,7 +129,7 @@ public abstract class BSLinkset
// Parent changing should not happen so do some sanity checking.
// We return the parent's linkset so the child can track its membership.
// Called at runtime.
- public BSLinkset AddMeToLinkset(BSPhysObject child)
+ public BSLinkset AddMeToLinkset(BSPrimLinkable child)
{
lock (m_linksetActivityLock)
{
@@ -145,14 +145,13 @@ public abstract class BSLinkset
// Returns a new linkset for the child which is a linkset of one (just the
// orphened child).
// Called at runtime.
- public BSLinkset RemoveMeFromLinkset(BSPhysObject child)
+ public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child)
{
lock (m_linksetActivityLock)
{
if (IsRoot(child))
{
// Cannot remove the root from a linkset.
- child.PositionDisplacement = OMV.Vector3.Zero;
return this;
}
RemoveChildFromLinkset(child);
@@ -160,12 +159,11 @@ public abstract class BSLinkset
}
// The child is down to a linkset of just itself
- child.PositionDisplacement = OMV.Vector3.Zero;
return BSLinkset.Factory(PhysicsScene, child);
}
// Return 'true' if the passed object is the root object of this linkset
- public bool IsRoot(BSPhysObject requestor)
+ public bool IsRoot(BSPrimLinkable requestor)
{
return (requestor.LocalID == LinksetRoot.LocalID);
}
@@ -176,14 +174,14 @@ public abstract class BSLinkset
public bool HasAnyChildren { get { return (m_children.Count > 0); } }
// Return 'true' if this child is in this linkset
- public bool HasChild(BSPhysObject child)
+ public bool HasChild(BSPrimLinkable child)
{
bool ret = false;
lock (m_linksetActivityLock)
{
ret = m_children.Contains(child);
/* Safer version but the above should work
- foreach (BSPhysObject bp in m_children)
+ foreach (BSPrimLinkable bp in m_children)
{
if (child.LocalID == bp.LocalID)
{
@@ -198,14 +196,14 @@ public abstract class BSLinkset
// Perform an action on each member of the linkset including root prim.
// Depends on the action on whether this should be done at taint time.
- public delegate bool ForEachMemberAction(BSPhysObject obj);
+ public delegate bool ForEachMemberAction(BSPrimLinkable obj);
public virtual bool ForEachMember(ForEachMemberAction action)
{
bool ret = false;
lock (m_linksetActivityLock)
{
action(LinksetRoot);
- foreach (BSPhysObject po in m_children)
+ foreach (BSPrimLinkable po in m_children)
{
if (action(po))
break;
@@ -216,16 +214,16 @@ public abstract class BSLinkset
// I am the root of a linkset and a new child is being added
// Called while LinkActivity is locked.
- protected abstract void AddChildToLinkset(BSPhysObject child);
+ protected abstract void AddChildToLinkset(BSPrimLinkable child);
// I am the root of a linkset and one of my children is being removed.
// Safe to call even if the child is not really in my linkset.
- protected abstract void RemoveChildFromLinkset(BSPhysObject child);
+ protected abstract void RemoveChildFromLinkset(BSPrimLinkable child);
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
// May be called at runtime or taint-time.
- public virtual void Refresh(BSPhysObject requestor)
+ public virtual void Refresh(BSPrimLinkable requestor)
{
LinksetMass = ComputeLinksetMass();
}
@@ -240,26 +238,26 @@ public abstract class BSLinkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
- public abstract bool MakeDynamic(BSPhysObject child);
+ public abstract bool MakeDynamic(BSPrimLinkable child);
// The object is going static (non-physical). Do any setup necessary
// for a static linkset.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
- public abstract bool MakeStatic(BSPhysObject child);
+ public abstract bool MakeStatic(BSPrimLinkable child);
// Called when a parameter update comes from the physics engine for any object
// of the linkset is received.
// Passed flag is update came from physics engine (true) or the user (false).
// Called at taint-time!!
- public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject physObject);
+ public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable physObject);
// Routine used when rebuilding the body of the root of the linkset
// Destroy all the constraints have have been made to root.
// This is called when the root body is changing.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
- public abstract bool RemoveBodyDependencies(BSPrim child);
+ public abstract bool RemoveBodyDependencies(BSPrimLinkable child);
// ================================================================
protected virtual float ComputeLinksetMass()
@@ -269,7 +267,7 @@ public abstract class BSLinkset
{
lock (m_linksetActivityLock)
{
- foreach (BSPhysObject bp in m_children)
+ foreach (BSPrimLinkable bp in m_children)
{
mass += bp.RawMass;
}
@@ -286,7 +284,7 @@ public abstract class BSLinkset
com = LinksetRoot.Position * LinksetRoot.RawMass;
float totalMass = LinksetRoot.RawMass;
- foreach (BSPhysObject bp in m_children)
+ foreach (BSPrimLinkable bp in m_children)
{
com += bp.Position * bp.RawMass;
totalMass += bp.RawMass;
@@ -305,7 +303,7 @@ public abstract class BSLinkset
{
com = LinksetRoot.Position;
- foreach (BSPhysObject bp in m_children)
+ foreach (BSPrimLinkable bp in m_children)
{
com += bp.Position;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 0c4db40..36bae9b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -52,7 +52,7 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo
OffsetRot = r;
}
// 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
- public BSLinksetCompoundInfo(int indx, BSPhysObject root, BSPhysObject child, OMV.Vector3 centerDisplacement)
+ public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
{
// Each child position and rotation is given relative to the center-of-mass.
OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
@@ -93,12 +93,12 @@ public sealed class BSLinksetCompound : BSLinkset
{
private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]";
- public BSLinksetCompound(BSScene scene, BSPhysObject parent) : base(scene, parent)
+ public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
{
}
// For compound implimented linksets, if there are children, use compound shape for the root.
- public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+ public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
{
// Returning 'unknown' means we don't have a preference.
BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
@@ -112,7 +112,7 @@ public sealed class BSLinksetCompound : BSLinkset
// When physical properties are changed the linkset needs to recalculate
// its internal properties.
- public override void Refresh(BSPhysObject requestor)
+ public override void Refresh(BSPrimLinkable requestor)
{
base.Refresh(requestor);
@@ -121,7 +121,7 @@ public sealed class BSLinksetCompound : BSLinkset
}
// Schedule a refresh to happen after all the other taint processing.
- private void ScheduleRebuild(BSPhysObject requestor)
+ private void ScheduleRebuild(BSPrimLinkable requestor)
{
DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
@@ -143,7 +143,7 @@ public sealed class BSLinksetCompound : BSLinkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
- public override bool MakeDynamic(BSPhysObject child)
+ public override bool MakeDynamic(BSPrimLinkable child)
{
bool ret = false;
DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
@@ -173,7 +173,7 @@ public sealed class BSLinksetCompound : BSLinkset
// This doesn't normally happen -- OpenSim removes the objects from the physical
// world if it is a static linkset.
// Called at taint-time!
- public override bool MakeStatic(BSPhysObject child)
+ public override bool MakeStatic(BSPrimLinkable child)
{
bool ret = false;
DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
@@ -197,7 +197,7 @@ public sealed class BSLinksetCompound : BSLinkset
// 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then.
// Called at taint-time.
- public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject updated)
+ public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated)
{
// The user moving a child around requires the rebuilding of the linkset compound shape
// One problem is this happens when a border is crossed -- the simulator implementation
@@ -222,7 +222,7 @@ public sealed class BSLinksetCompound : BSLinkset
if (lsi != null)
{
// Since the child moved or rotationed, it needs a new relative position within the linkset
- BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, LinksetRoot.PositionDisplacement);
+ BSLinksetCompoundInfo newLsi = new BSLinksetCompoundInfo(lsi.Index, LinksetRoot, updated, OMV.Vector3.Zero);
updated.LinksetInfo = newLsi;
// Find the physical instance of the child
@@ -291,7 +291,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Since we don't keep in world relationships, do nothing unless it's a child changing.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
- public override bool RemoveBodyDependencies(BSPrim child)
+ public override bool RemoveBodyDependencies(BSPrimLinkable child)
{
bool ret = false;
@@ -316,7 +316,7 @@ public sealed class BSLinksetCompound : BSLinkset
// When the linkset is built, the child shape is added to the compound shape relative to the
// root shape. The linkset then moves around but this does not move the actual child
// prim. The child prim's location must be recomputed based on the location of the root shape.
- private void RecomputeChildWorldPosition(BSPhysObject child, bool inTaintTime)
+ private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime)
{
// For the moment (20130201), disable this computation (converting the child physical addr back to
// a region address) until we have a good handle on center-of-mass offsets and what the physics
@@ -361,7 +361,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Add a new child to the linkset.
// Called while LinkActivity is locked.
- protected override void AddChildToLinkset(BSPhysObject child)
+ protected override void AddChildToLinkset(BSPrimLinkable child)
{
if (!HasChild(child))
{
@@ -377,7 +377,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Remove the specified child from the linkset.
// Safe to call even if the child is not really in the linkset.
- protected override void RemoveChildFromLinkset(BSPhysObject child)
+ protected override void RemoveChildFromLinkset(BSPrimLinkable child)
{
if (m_children.Remove(child))
{
@@ -429,7 +429,7 @@ public sealed class BSLinksetCompound : BSLinkset
if (disableCOM) // DEBUG DEBUG
{ // DEBUG DEBUG
centerOfMass = LinksetRoot.RawPosition; // DEBUG DEBUG
- LinksetRoot.PositionDisplacement = OMV.Vector3.Zero;
+ // LinksetRoot.PositionDisplacement = OMV.Vector3.Zero;
} // DEBUG DEBUG
else
{
@@ -438,7 +438,7 @@ public sealed class BSLinksetCompound : BSLinkset
centerDisplacement = LinksetRoot.RawPosition - centerOfMass;
// Since we're displacing the center of the shape, we need to move the body in the world
- LinksetRoot.PositionDisplacement = centerDisplacement;
+ // LinksetRoot.PositionDisplacement = centerDisplacement;
// This causes the root prim position to be set properly based on the new PositionDisplacement
LinksetRoot.ForcePosition = LinksetRoot.RawPosition;
@@ -453,7 +453,7 @@ public sealed class BSLinksetCompound : BSLinkset
// Add a shape for each of the other children in the linkset
int memberIndex = 1;
- ForEachMember(delegate(BSPhysObject cPrim)
+ ForEachMember(delegate(BSPrimLinkable cPrim)
{
if (!IsRoot(cPrim))
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
index 3011465..cc814d1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs
@@ -36,7 +36,7 @@ public sealed class BSLinksetConstraints : BSLinkset
{
// private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
- public BSLinksetConstraints(BSScene scene, BSPhysObject parent) : base(scene, parent)
+ public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent) : base(scene, parent)
{
}
@@ -44,7 +44,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// its internal properties.
// This is queued in the 'post taint' queue so the
// refresh will happen once after all the other taints are applied.
- public override void Refresh(BSPhysObject requestor)
+ public override void Refresh(BSPrimLinkable requestor)
{
base.Refresh(requestor);
@@ -65,7 +65,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// has not yet been fully constructed.
// Return 'true' if any properties updated on the passed object.
// Called at taint-time!
- public override bool MakeDynamic(BSPhysObject child)
+ public override bool MakeDynamic(BSPrimLinkable child)
{
// What is done for each object in BSPrim is what we want.
return false;
@@ -76,14 +76,14 @@ public sealed class BSLinksetConstraints : BSLinkset
// This doesn't normally happen -- OpenSim removes the objects from the physical
// world if it is a static linkset.
// Called at taint-time!
- public override bool MakeStatic(BSPhysObject child)
+ public override bool MakeStatic(BSPrimLinkable child)
{
// What is done for each object in BSPrim is what we want.
return false;
}
// Called at taint-time!!
- public override void UpdateProperties(UpdatedProperties whichUpdated, BSPhysObject pObj)
+ public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
{
// Nothing to do for constraints on property updates
}
@@ -93,7 +93,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// up to rebuild the constraints before the next simulation step.
// Returns 'true' of something was actually removed and would need restoring
// Called at taint-time!!
- public override bool RemoveBodyDependencies(BSPrim child)
+ public override bool RemoveBodyDependencies(BSPrimLinkable child)
{
bool ret = false;
@@ -114,7 +114,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// Add a new child to the linkset.
// Called while LinkActivity is locked.
- protected override void AddChildToLinkset(BSPhysObject child)
+ protected override void AddChildToLinkset(BSPrimLinkable child)
{
if (!HasChild(child))
{
@@ -130,12 +130,12 @@ public sealed class BSLinksetConstraints : BSLinkset
// Remove the specified child from the linkset.
// Safe to call even if the child is not really in my linkset.
- protected override void RemoveChildFromLinkset(BSPhysObject child)
+ protected override void RemoveChildFromLinkset(BSPrimLinkable child)
{
if (m_children.Remove(child))
{
- BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
- BSPhysObject childx = child;
+ BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
+ BSPrimLinkable childx = child;
DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
childx.LocalID,
@@ -159,13 +159,13 @@ public sealed class BSLinksetConstraints : BSLinkset
// Create a constraint between me (root of linkset) and the passed prim (the child).
// Called at taint time!
- private void PhysicallyLinkAChildToRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
+ private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
{
// Don't build the constraint when asked. Put it off until just before the simulation step.
Refresh(rootPrim);
}
- private BSConstraint BuildConstraint(BSPhysObject rootPrim, BSPhysObject childPrim)
+ private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
{
// Zero motion for children so they don't interpolate
childPrim.ZeroMotion(true);
@@ -239,7 +239,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// The root and child bodies are passed in because we need to remove the constraint between
// the bodies that were present at unlink time.
// Called at taint time!
- private bool PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BSPhysObject childPrim)
+ private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
{
bool ret = false;
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
@@ -261,7 +261,7 @@ public sealed class BSLinksetConstraints : BSLinkset
// Remove linkage between myself and any possible children I might have.
// Returns 'true' of any constraints were destroyed.
// Called at taint time!
- private bool PhysicallyUnlinkAllChildrenFromRoot(BSPhysObject rootPrim)
+ private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
{
DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);
@@ -281,7 +281,7 @@ public sealed class BSLinksetConstraints : BSLinkset
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
- foreach (BSPhysObject child in m_children)
+ foreach (BSPrimLinkable child in m_children)
{
// A child in the linkset physically shows the mass of the whole linkset.
// This allows Bullet to apply enough force on the child to move the whole linkset.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 0d8bb03..e1d269a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -86,10 +86,6 @@ public abstract class BSPhysObject : PhysicsActor
PhysBody = new BulletBody(localID);
PhysShape = new BulletShape();
- // A linkset of just me
- Linkset = BSLinkset.Factory(PhysicsScene, this);
- PositionDisplacement = OMV.Vector3.Zero;
-
LastAssetBuildFailed = false;
// Default material type. Also sets Friction, Restitution and Density.
@@ -117,8 +113,6 @@ public abstract class BSPhysObject : PhysicsActor
public string PhysObjectName { get; protected set; }
public string TypeName { get; protected set; }
- public BSLinkset Linkset { get; set; }
- public BSLinksetInfo LinksetInfo { get; set; }
// Return the object mass without calculating it or having side effects
public abstract float RawMass { get; }
@@ -188,15 +182,6 @@ public abstract class BSPhysObject : PhysicsActor
public abstract OMV.Vector3 RawPosition { get; set; }
public abstract OMV.Vector3 ForcePosition { get; set; }
- // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is.
- // Because Bullet needs the zero coordinate to be the center of mass of the linkset,
- // sometimes it is necessary to displace the position the physics engine thinks
- // the position is. PositionDisplacement must be added and removed from the
- // position as the simulator position is stored and fetched from the physics
- // engine. Similar to OrientationDisplacement.
- public virtual OMV.Vector3 PositionDisplacement { get; set; }
- public virtual OMV.Quaternion OrientationDisplacement { get; set; }
-
public abstract OMV.Quaternion RawOrientation { get; set; }
public abstract OMV.Quaternion ForceOrientation { get; set; }
@@ -302,12 +287,6 @@ public abstract class BSPhysObject : PhysicsActor
CollidingObjectStep = PhysicsScene.SimulationStep;
}
- // prims in the same linkset cannot collide with each other
- if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID))
- {
- return ret;
- }
-
CollisionAccumulation++;
// For movement tests, remember if we are colliding with an object that is moving.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 85c2627..cf7aa0f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -39,7 +39,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
[Serializable]
-public sealed class BSPrim : BSPhysObject
+public class BSPrim : BSPhysObject
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private static readonly string LogHeader = "[BULLETS PRIM]";
@@ -102,9 +102,6 @@ public sealed class BSPrim : BSPhysObject
_mass = CalculateMass();
- // Cause linkset variables to be initialized (like mass)
- Linkset.Refresh(this);
-
DetailLog("{0},BSPrim.constructor,call", LocalID);
// do the actual object creation at taint time
PhysicsScene.TaintedObject("BSPrim.create", delegate()
@@ -121,15 +118,6 @@ public sealed class BSPrim : BSPhysObject
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
base.Destroy();
- // Undo any links between me and any other object
- BSPhysObject parentBefore = Linkset.LinksetRoot; // DEBUG DEBUG
- int childrenBefore = Linkset.NumberOfChildren; // DEBUG DEBUG
-
- Linkset = Linkset.RemoveMeFromLinkset(this);
-
- DetailLog("{0},BSPrim.Destroy,call,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}",
- LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
-
// Undo any vehicle properties
this.VehicleType = (int)Vehicle.TYPE_NONE;
@@ -166,9 +154,9 @@ public sealed class BSPrim : BSPhysObject
ForceBodyShapeRebuild(false);
}
}
- // Whatever the linkset wants is what I want.
+ // 'unknown' says to choose the best type
public override BSPhysicsShapeType PreferredPhysicalShape
- { get { return Linkset.PreferredPhysicalShape(this); } }
+ { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } }
public override bool ForceBodyShapeRebuild(bool inTaintTime)
{
@@ -213,33 +201,10 @@ public sealed class BSPrim : BSPhysObject
// link me to the specified parent
public override void link(PhysicsActor obj) {
- BSPrim parent = obj as BSPrim;
- if (parent != null)
- {
- BSPhysObject parentBefore = Linkset.LinksetRoot;
- int childrenBefore = Linkset.NumberOfChildren;
-
- Linkset = parent.Linkset.AddMeToLinkset(this);
-
- DetailLog("{0},BSPrim.link,call,parentBefore={1}, childrenBefore=={2}, parentAfter={3}, childrenAfter={4}",
- LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
- }
- return;
}
// delink me from my linkset
public override void delink() {
- // TODO: decide if this parent checking needs to happen at taint time
- // Race condition here: if link() and delink() in same simulation tick, the delink will not happen
-
- BSPhysObject parentBefore = Linkset.LinksetRoot;
- int childrenBefore = Linkset.NumberOfChildren;
-
- Linkset = Linkset.RemoveMeFromLinkset(this);
-
- DetailLog("{0},BSPrim.delink,parentBefore={1},childrenBefore={2},parentAfter={3},childrenAfter={4}, ",
- LocalID, parentBefore.LocalID, childrenBefore, Linkset.LinksetRoot.LocalID, Linkset.NumberOfChildren);
- return;
}
// Set motion values to zero.
@@ -287,15 +252,8 @@ public sealed class BSPrim : BSPhysObject
}
public override OMV.Vector3 Position {
get {
- /* NOTE: this refetch is not necessary. The simulator knows about linkset children
- * and does not fetch this position info for children. Thus this is commented out.
- // child prims move around based on their parent. Need to get the latest location
- if (!Linkset.IsRoot(this))
- _position = Linkset.PositionGet(this);
- */
-
// don't do the GetObjectPosition for root elements because this function is called a zillion times.
- // _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody) - PositionDisplacement;
+ // _position = ForcePosition;
return _position;
}
set {
@@ -313,24 +271,20 @@ public sealed class BSPrim : BSPhysObject
{
DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
ForcePosition = _position;
-
- // A linkset might need to know if a component information changed.
- Linkset.UpdateProperties(UpdatedProperties.Position, this);
-
});
}
}
public override OMV.Vector3 ForcePosition {
get {
- _position = PhysicsScene.PE.GetPosition(PhysBody) - PositionDisplacement;
+ _position = PhysicsScene.PE.GetPosition(PhysBody);
return _position;
}
set {
_position = value;
if (PhysBody.HasPhysicalBody)
{
- PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
+ PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
ActivateIfPhysical(false);
}
}
@@ -398,12 +352,13 @@ public sealed class BSPrim : BSPhysObject
// If the simulator cares about the mass of the linkset, it will sum it itself.
public override float Mass
{
- get
- {
- return _mass;
- }
+ get { return _mass; }
+ }
+ // TotalMass returns the mass of the large object the prim may be in (overridden by linkset code)
+ public virtual float TotalMass
+ {
+ get { return _mass; }
}
-
// used when we only want this prim's mass and not the linkset thing
public override float RawMass {
get { return _mass; }
@@ -467,13 +422,13 @@ public sealed class BSPrim : BSPhysObject
// Is this used?
public override OMV.Vector3 CenterOfMass
{
- get { return Linkset.CenterOfMass; }
+ get { return RawPosition; }
}
// Is this used?
public override OMV.Vector3 GeometricCenter
{
- get { return Linkset.GeometricCenter; }
+ get { return RawPosition; }
}
public override OMV.Vector3 Force {
@@ -721,14 +676,6 @@ public sealed class BSPrim : BSPhysObject
}
public override OMV.Quaternion Orientation {
get {
- /* NOTE: this refetch is not necessary. The simulator knows about linkset children
- * and does not fetch this position info for children. Thus this is commented out.
- // Children move around because tied to parent. Get a fresh value.
- if (!Linkset.IsRoot(this))
- {
- _orientation = Linkset.OrientationGet(this);
- }
- */
return _orientation;
}
set {
@@ -739,10 +686,6 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate()
{
ForceOrientation = _orientation;
-
- // A linkset might need to know if a component information changed.
- Linkset.UpdateProperties(UpdatedProperties.Orientation, this);
-
});
}
}
@@ -758,7 +701,7 @@ public sealed class BSPrim : BSPhysObject
{
_orientation = value;
if (PhysBody.HasPhysicalBody)
- PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
+ PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
}
}
public override int PhysicsActorType {
@@ -814,7 +757,7 @@ public sealed class BSPrim : BSPhysObject
// isSolid: other objects bounce off of this object
// isVolumeDetect: other objects pass through but can generate collisions
// collisionEvents: whether this object returns collision events
- public void UpdatePhysicalParameters()
+ public virtual void UpdatePhysicalParameters()
{
if (!PhysBody.HasPhysicalBody)
{
@@ -844,12 +787,6 @@ public sealed class BSPrim : BSPhysObject
// Rebuild its shape
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody);
- // Recompute any linkset parameters.
- // When going from non-physical to physical, this re-enables the constraints that
- // had been automatically disabled when the mass was set to zero.
- // For compound based linksets, this enables and disables interactions of the children.
- Linkset.Refresh(this);
-
DetailLog("{0},BSPrim.UpdatePhysicalParameters,taintExit,static={1},solid={2},mass={3},collide={4},cf={5:X},cType={6},body={7},shape={8}",
LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape);
}
@@ -859,7 +796,7 @@ public sealed class BSPrim : BSPhysObject
// When dynamic, the object can fall and be pushed by others.
// This is independent of its 'solidness' which controls what passes through
// this object and what interacts with it.
- private void MakeDynamic(bool makeStatic)
+ protected virtual void MakeDynamic(bool makeStatic)
{
if (makeStatic)
{
@@ -889,9 +826,6 @@ public sealed class BSPrim : BSPhysObject
// This collides like a static object
PhysBody.collisionType = CollisionType.Static;
-
- // There can be special things needed for implementing linksets
- Linkset.MakeStatic(this);
}
else
{
@@ -908,10 +842,7 @@ public sealed class BSPrim : BSPhysObject
// PhysicsScene.PE.ClearAllForces(BSBody);
// For good measure, make sure the transform is set through to the motion state
- PhysicsScene.PE.SetTranslation(PhysBody, _position + PositionDisplacement, _orientation);
-
- // Center of mass is at the center of the object
- // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation);
+ ForcePosition = _position;
// A dynamic object has mass
UpdatePhysicalMassProperties(RawMass, false);
@@ -935,9 +866,6 @@ public sealed class BSPrim : BSPhysObject
// Force activation of the object so Bullet will act on it.
// Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects.
PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG);
-
- // There might be special things needed for implementing linksets.
- Linkset.MakeDynamic(this);
}
}
@@ -1643,16 +1571,6 @@ public sealed class BSPrim : BSPhysObject
returnMass = Density * volume;
- /* Comment out code that computes the mass of the linkset. That is done in the Linkset class.
- if (IsRootOfLinkset)
- {
- foreach (BSPrim prim in _childrenPrims)
- {
- returnMass += prim.CalculateMass();
- }
- }
- */
-
returnMass = Util.Clamp(returnMass, BSParam.MinimumObjectMass, BSParam.MaximumObjectMass);
return returnMass;
@@ -1672,8 +1590,7 @@ public sealed class BSPrim : BSPhysObject
// Called if the current prim body is about to be destroyed.
// Remove all the physical dependencies on the old body.
// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
- Linkset.RemoveBodyDependencies(this);
- VehicleController.RemoveBodyDependencies(this);
+ RemoveBodyDependencies();
});
// Make sure the properties are set on the new object
@@ -1681,57 +1598,50 @@ public sealed class BSPrim : BSPhysObject
return;
}
+ protected virtual void RemoveBodyDependencies()
+ {
+ VehicleController.RemoveBodyDependencies(this);
+ }
+
// The physics engine says that properties have updated. Update same and inform
// the world that things have changed.
public override void UpdateProperties(EntityProperties entprop)
{
- // Updates only for individual prims and for the root object of a linkset.
- if (Linkset.IsRoot(this))
+ // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
+ // TODO: handle physics introduced by Bullet with computed vehicle physics.
+ if (VehicleController.IsActive)
{
- // A temporary kludge to suppress the rotational effects introduced on vehicles by Bullet
- // TODO: handle physics introduced by Bullet with computed vehicle physics.
- if (VehicleController.IsActive)
- {
- entprop.RotationalVelocity = OMV.Vector3.Zero;
- }
-
- // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
+ entprop.RotationalVelocity = OMV.Vector3.Zero;
+ }
- // Undo any center-of-mass displacement that might have been done.
- if (PositionDisplacement != OMV.Vector3.Zero)
- {
- // Correct for any rotation around the center-of-mass
- // TODO!!!
- entprop.Position -= PositionDisplacement;
- }
+ // DetailLog("{0},BSPrim.UpdateProperties,entry,entprop={1}", LocalID, entprop); // DEBUG DEBUG
- // Assign directly to the local variables so the normal set actions do not happen
- _position = entprop.Position;
- _orientation = entprop.Rotation;
- _velocity = entprop.Velocity;
- _acceleration = entprop.Acceleration;
- _rotationalVelocity = entprop.RotationalVelocity;
+ // Assign directly to the local variables so the normal set actions do not happen
+ _position = entprop.Position;
+ _orientation = entprop.Rotation;
+ _velocity = entprop.Velocity;
+ _acceleration = entprop.Acceleration;
+ _rotationalVelocity = entprop.RotationalVelocity;
- // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
+ // DetailLog("{0},BSPrim.UpdateProperties,afterAssign,entprop={1}", LocalID, entprop); // DEBUG DEBUG
- // The sanity check can change the velocity and/or position.
- if (PositionSanityCheck(true /* inTaintTime */ ))
- {
- entprop.Position = _position;
- entprop.Velocity = _velocity;
- entprop.RotationalVelocity = _rotationalVelocity;
- entprop.Acceleration = _acceleration;
- }
+ // The sanity check can change the velocity and/or position.
+ if (PositionSanityCheck(true /* inTaintTime */ ))
+ {
+ entprop.Position = _position;
+ entprop.Velocity = _velocity;
+ entprop.RotationalVelocity = _rotationalVelocity;
+ entprop.Acceleration = _acceleration;
+ }
- OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
- DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction);
+ OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation; // DEBUG DEBUG DEBUG
+ DetailLog("{0},BSPrim.UpdateProperties,call,entProp={1},dir={2}", LocalID, entprop, direction);
- // remember the current and last set values
- LastEntityProperties = CurrentEntityProperties;
- CurrentEntityProperties = entprop;
+ // remember the current and last set values
+ LastEntityProperties = CurrentEntityProperties;
+ CurrentEntityProperties = entprop;
- base.RequestPhysicsterseUpdate();
- }
+ base.RequestPhysicsterseUpdate();
/*
else
{
@@ -1741,9 +1651,6 @@ public sealed class BSPrim : BSPhysObject
entprop.Acceleration, entprop.RotationalVelocity);
}
*/
-
- // The linkset implimentation might want to know about this.
- Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
}
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index f8a0c1e..e506d22 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -434,7 +434,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
{
if (!m_initialized) return;
- BSPrim bsprim = prim as BSPrim;
+ BSPhysObject bsprim = prim as BSPhysObject;
if (bsprim != null)
{
DetailLog("{0},RemovePrim,call", bsprim.LocalID);
@@ -465,7 +465,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
DetailLog("{0},AddPrimShape,call", localID);
- BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical);
+ BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (PhysObjects) PhysObjects.Add(localID, prim);
return prim;
}
--
cgit v1.1
From d92eb803734956c1e0b260eb7740910e1fa3b891 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Thu, 7 Feb 2013 21:57:46 -0800
Subject: BulletSim: add initial instance of the ExtendedPhysics region module
which adds new LSL commands for extended physics functions. Uses the
modInvoke system. Disabled by default.
---
.../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 163 +++++++++++++++++++++
1 file changed, 163 insertions(+)
create mode 100755 OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
new file mode 100755
index 0000000..aaa349f
--- /dev/null
+++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
@@ -0,0 +1,163 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Reflection;
+using System.Text;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Region.CoreModules;
+
+using Mono.Addins;
+using Nini.Config;
+using log4net;
+using OpenMetaverse;
+
+namespace OpenSim.Region.OptionalModules.Scripting
+{
+[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule")]
+public class ExtendedPhysics : INonSharedRegionModule
+{
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+ private static string LogHeader = "[EXTENDED PHYSICS]";
+
+ private IConfig Configuration { get; set; }
+ private bool Enabled { get; set; }
+ private Scene BaseScene { get; set; }
+ private IScriptModuleComms Comms { get; set; }
+
+ #region INonSharedRegionModule
+
+ public string Name { get { return this.GetType().Name; } }
+
+ public void Initialise(IConfigSource config)
+ {
+ BaseScene = null;
+ Enabled = false;
+ Configuration = null;
+ Comms = null;
+
+ try
+ {
+ if ((Configuration = config.Configs["ExtendedPhysics"]) != null)
+ {
+ Enabled = Configuration.GetBoolean("Enabled", Enabled);
+ }
+ }
+ catch (Exception e)
+ {
+ m_log.ErrorFormat("{0} Initialization error: {0}", LogHeader, e);
+ }
+
+ m_log.ErrorFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
+ }
+
+ public void Close()
+ {
+ if (BaseScene != null)
+ {
+ BaseScene.EventManager.OnSceneObjectPartUpdated -= EventManager_OnSceneObjectPartUpdated;
+ BaseScene = null;
+ }
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ if (BaseScene != null && BaseScene == scene)
+ {
+ Close();
+ }
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ if (!Enabled) return;
+
+ BaseScene = scene;
+
+ Comms = BaseScene.RequestModuleInterface();
+ if (Comms == null)
+ {
+ m_log.WarnFormat("{0} ScriptModuleComms interface not defined", LogHeader);
+ Enabled = false;
+
+ return;
+ }
+
+ // Register as LSL functions all the [ScriptInvocation] marked methods.
+ Comms.RegisterScriptInvocations(this);
+
+ // When an object is modified, we might need to update its extended physics parameters
+ BaseScene.EventManager.OnSceneObjectPartUpdated += EventManager_OnSceneObjectPartUpdated;
+ }
+
+ public Type ReplaceableInterface { get { return null; } }
+
+ #endregion // INonSharedRegionModule
+
+ // Event generated when some property of a prim changes.
+ private void EventManager_OnSceneObjectPartUpdated(SceneObjectPart sop, bool isFullUpdate)
+ {
+ }
+
+ [ScriptConstant]
+ public static int PHYS_CENTER_OF_MASS = 1 << 0;
+
+ [ScriptConstant]
+ public static int PHYS_LINKSET_TYPE_CONSTRAINT = 1;
+ [ScriptConstant]
+ public static int PHYS_LINKSET_TYPE_COMPOUND = 2;
+ [ScriptConstant]
+ public static int PHYS_LINKSET_TYPE_MANUAL = 3;
+
+ [ScriptInvocation]
+ public string physGetEngineType(UUID hostID, UUID scriptID)
+ {
+ string ret = string.Empty;
+
+ if (BaseScene.PhysicsScene != null)
+ {
+ ret = BaseScene.PhysicsScene.EngineType;
+ }
+
+ return ret;
+ }
+
+ [ScriptInvocation]
+ public void physSetLinksetType(UUID hostID, UUID scriptID, int linksetType)
+ {
+ }
+}
+}
--
cgit v1.1
From 1b55a9d81e66972312fdc801d17da697466f9ed4 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Fri, 8 Feb 2013 15:25:57 -0800
Subject: BulletSim: fix avatar bobbing or jiggling while stationary flying.
Various comments and debugging message mods.
---
.../Scripting/ExtendedPhysics/ExtendedPhysics.cs | 10 +++++++-
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 29 ++++++++++++----------
OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 4 +++
.../Region/Physics/BulletSPlugin/BSPhysObject.cs | 6 ++---
.../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 +-
6 files changed, 34 insertions(+), 19 deletions(-)
diff --git a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
index aaa349f..6009dc5 100755
--- a/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/ExtendedPhysics/ExtendedPhysics.cs
@@ -77,13 +77,14 @@ public class ExtendedPhysics : INonSharedRegionModule
m_log.ErrorFormat("{0} Initialization error: {0}", LogHeader, e);
}
- m_log.ErrorFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
+ m_log.InfoFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
}
public void Close()
{
if (BaseScene != null)
{
+ BaseScene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
BaseScene.EventManager.OnSceneObjectPartUpdated -= EventManager_OnSceneObjectPartUpdated;
BaseScene = null;
}
@@ -120,13 +121,20 @@ public class ExtendedPhysics : INonSharedRegionModule
Comms.RegisterScriptInvocations(this);
// When an object is modified, we might need to update its extended physics parameters
+ BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
BaseScene.EventManager.OnSceneObjectPartUpdated += EventManager_OnSceneObjectPartUpdated;
+
}
public Type ReplaceableInterface { get { return null; } }
#endregion // INonSharedRegionModule
+ private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
+ {
+ throw new NotImplementedException();
+ }
+
// Event generated when some property of a prim changes.
private void EventManager_OnSceneObjectPartUpdated(SceneObjectPart sop, bool isFullUpdate)
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 0afc437..6a995a2 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -140,7 +140,7 @@ public sealed class BSCharacter : BSPhysObject
ZeroMotion(true);
ForcePosition = _position;
- // Set the velocity and compute the proper friction
+ // Set the velocity
_velocityMotor.Reset();
_velocityMotor.SetTarget(_velocity);
_velocityMotor.SetCurrent(_velocity);
@@ -214,25 +214,28 @@ public sealed class BSCharacter : BSPhysObject
_velocityMotor.Step(timeStep);
// If we're not supposed to be moving, make sure things are zero.
- if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero && IsColliding)
+ if (_velocityMotor.ErrorIsZero() && _velocityMotor.TargetValue == OMV.Vector3.Zero)
{
// The avatar shouldn't be moving
_velocityMotor.Zero();
- // If we are colliding with a stationary object, presume we're standing and don't move around
- if (!ColliderIsMoving)
+ if (IsColliding)
{
- DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
- ZeroMotion(true /* inTaintTime */);
- }
+ // If we are colliding with a stationary object, presume we're standing and don't move around
+ if (!ColliderIsMoving)
+ {
+ DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", LocalID);
+ ZeroMotion(true /* inTaintTime */);
+ }
- // Standing has more friction on the ground
- if (_currentFriction != BSParam.AvatarStandingFriction)
- {
- _currentFriction = BSParam.AvatarStandingFriction;
- PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
+ // Standing has more friction on the ground
+ if (_currentFriction != BSParam.AvatarStandingFriction)
+ {
+ _currentFriction = BSParam.AvatarStandingFriction;
+ PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
+ }
}
- DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1}", LocalID, _velocityMotor.TargetValue);
+ DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
}
else
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 8e69db3..e35311f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -71,6 +71,10 @@ public abstract class BSLinkset
ret = new BSLinksetCompound(physScene, parent);
break;
}
+ if (ret == null)
+ {
+ physScene.Logger.ErrorFormat("[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name, parent.LocalID);
+ }
return ret;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index e1d269a..de69fa0 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -290,13 +290,13 @@ public abstract class BSPhysObject : PhysicsActor
CollisionAccumulation++;
// For movement tests, remember if we are colliding with an object that is moving.
- ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false;
+ ColliderIsMoving = collidee != null ? (collidee.RawVelocity != OMV.Vector3.Zero) : false;
// If someone has subscribed for collision events log the collision so it will be reported up
if (SubscribedEvents()) {
CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
- DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}",
- LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth);
+ DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5},colliderMoving={6}",
+ LocalID, TypeName, collidingWith, contactPoint, contactNormal, pentrationDepth, ColliderIsMoving);
ret = true;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
index fd66d1c..9898562 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -160,8 +160,8 @@ public class BSPrimLinkable : BSPrimDisplaced
// TODO: this will have to change when linksets are articulated.
base.UpdateProperties(entprop);
}
+ // The linkset might like to know about changing locations
Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
-
}
public override bool Collide(uint collidingWith, BSPhysObject collidee,
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index e506d22..05722b8 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -463,7 +463,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
if (!m_initialized) return null;
- DetailLog("{0},AddPrimShape,call", localID);
+ DetailLog("{0},BSScene.AddPrimShape,call", localID);
BSPhysObject prim = new BSPrimLinkable(localID, primName, this, position, size, rotation, pbs, isPhysical);
lock (PhysObjects) PhysObjects.Add(localID, prim);
--
cgit v1.1
From 222040f1ec0d85b06de8271fd7eabc7dd0a2f7d4 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Fri, 8 Feb 2013 15:36:10 -0800
Subject: BulletSim: Change BSCharacter to use new base Density and Friction
variables rather than own local varaibles.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 26 +++++++++-------------
OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +-
2 files changed, 12 insertions(+), 16 deletions(-)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 6a995a2..f781aea 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -45,7 +45,6 @@ public sealed class BSCharacter : BSPhysObject
private bool _selected;
private OMV.Vector3 _position;
private float _mass;
- private float _avatarDensity;
private float _avatarVolume;
private OMV.Vector3 _force;
private OMV.Vector3 _velocity;
@@ -63,9 +62,6 @@ public sealed class BSCharacter : BSPhysObject
private bool _kinematic;
private float _buoyancy;
- // The friction and velocity of the avatar is modified depending on whether walking or not.
- private float _currentFriction; // the friction currently being used (changed by setVelocity).
-
private BSVMotor _velocityMotor;
private OMV.Vector3 _PIDTarget;
@@ -86,8 +82,8 @@ public sealed class BSCharacter : BSPhysObject
_orientation = OMV.Quaternion.Identity;
_velocity = OMV.Vector3.Zero;
_buoyancy = ComputeBuoyancyFromFlying(isFlying);
- _currentFriction = BSParam.AvatarStandingFriction;
- _avatarDensity = BSParam.AvatarDensity;
+ Friction = BSParam.AvatarStandingFriction;
+ Density = BSParam.AvatarDensity;
// Old versions of ScenePresence passed only the height. If width and/or depth are zero,
// replace with the default values.
@@ -104,7 +100,7 @@ public sealed class BSCharacter : BSPhysObject
SetupMovementMotor();
DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}",
- LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
+ LocalID, _size, Scale, Density, _avatarVolume, RawMass);
// do actual creation in taint time
PhysicsScene.TaintedObject("BSCharacter.create", delegate()
@@ -229,10 +225,10 @@ public sealed class BSCharacter : BSPhysObject
}
// Standing has more friction on the ground
- if (_currentFriction != BSParam.AvatarStandingFriction)
+ if (Friction != BSParam.AvatarStandingFriction)
{
- _currentFriction = BSParam.AvatarStandingFriction;
- PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
+ Friction = BSParam.AvatarStandingFriction;
+ PhysicsScene.PE.SetFriction(PhysBody, Friction);
}
}
DetailLog("{0},BSCharacter.MoveMotor,taint,stopping,target={1},colliding={2}", LocalID, _velocityMotor.TargetValue, IsColliding);
@@ -241,11 +237,11 @@ public sealed class BSCharacter : BSPhysObject
{
OMV.Vector3 stepVelocity = _velocityMotor.CurrentValue;
- if (_currentFriction != BSParam.AvatarFriction)
+ if (Friction != BSParam.AvatarFriction)
{
// Probably starting up walking. Set friction to moving friction.
- _currentFriction = BSParam.AvatarFriction;
- PhysicsScene.PE.SetFriction(PhysBody, _currentFriction);
+ Friction = BSParam.AvatarFriction;
+ PhysicsScene.PE.SetFriction(PhysBody, Friction);
}
// If falling, we keep the world's downward vector no matter what the other axis specify.
@@ -345,7 +341,7 @@ public sealed class BSCharacter : BSPhysObject
Scale = ComputeAvatarScale(_size);
ComputeAvatarVolumeAndMass();
DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
- LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
+ LocalID, _size, Scale, Density, _avatarVolume, RawMass);
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
{
@@ -873,7 +869,7 @@ public sealed class BSCharacter : BSPhysObject
* Math.Min(Size.X, Size.Y) / 2
* Size.Y / 2f // plus the volume of the capsule end caps
);
- _mass = _avatarDensity * _avatarVolume;
+ _mass = Density * _avatarVolume;
}
// The physics engine says that properties have updated. Update same and inform
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 601c78c..6cb7434 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -424,7 +424,7 @@ public static class BSParam
(s) => { return AvatarFriction; },
(s,p,l,v) => { AvatarFriction = v; } ),
new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.",
- 10.0f,
+ 0.95f,
(s,cf,p,v) => { AvatarStandingFriction = cf.GetFloat(p, v); },
(s) => { return AvatarStandingFriction; },
(s,p,l,v) => { AvatarStandingFriction = v; } ),
--
cgit v1.1
From 4808b8ee380d32c1b63654f9c0170a5f07b46bd0 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Fri, 8 Feb 2013 16:27:44 -0800
Subject: BulletSim: add parameter to set global contact breaking threshold.
Update DLLs and SOs for setting same.
---
.../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 1 +
OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 6 ++++++
bin/lib32/BulletSim.dll | Bin 546304 -> 546816 bytes
bin/lib32/libBulletSim.so | Bin 1695269 -> 1695699 bytes
bin/lib64/BulletSim.dll | Bin 694272 -> 694272 bytes
bin/lib64/libBulletSim.so | Bin 1841657 -> 1842163 bytes
6 files changed, 7 insertions(+)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
index 5e06c1e..7ab86d2 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs
@@ -183,6 +183,7 @@ public struct ConfigurationParameters
public float shouldEnableFrictionCaching;
public float numberOfSolverIterations;
public float useSingleSidedMeshes;
+ public float globalContactBreakingThreshold;
public float physicsLoggingFrames;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 6cb7434..3e0b4bc 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -87,6 +87,7 @@ public static class BSParam
public static float NumberOfSolverIterations;
public static bool UseSingleSidedMeshes { get { return UseSingleSidedMeshesF != ConfigurationParameters.numericFalse; } }
public static float UseSingleSidedMeshesF;
+ public static float GlobalContactBreakingThreshold;
// Avatar parameters
public static float AvatarFriction { get; private set; }
@@ -570,6 +571,11 @@ public static class BSParam
(s,cf,p,v) => { UseSingleSidedMeshesF = BSParam.NumericBool(cf.GetBoolean(p, BSParam.BoolNumeric(v))); },
(s) => { return UseSingleSidedMeshesF; },
(s,p,l,v) => { UseSingleSidedMeshesF = v; s.UnmanagedParams[0].useSingleSidedMeshes = v; } ),
+ new ParameterDefn("GlobalContactBreakingThreshold", "Amount of shape radius before breaking a collision contact (0 says Bullet default (0.2))",
+ 0f,
+ (s,cf,p,v) => { GlobalContactBreakingThreshold = cf.GetFloat(p, v); },
+ (s) => { return GlobalContactBreakingThreshold; },
+ (s,p,l,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
new ParameterDefn("LinksetImplementation", "Type of linkset implementation (0=Constraint, 1=Compound, 2=Manual)",
(float)BSLinkset.LinksetImplementation.Compound,
diff --git a/bin/lib32/BulletSim.dll b/bin/lib32/BulletSim.dll
index de4f95a..4dd2f38 100755
Binary files a/bin/lib32/BulletSim.dll and b/bin/lib32/BulletSim.dll differ
diff --git a/bin/lib32/libBulletSim.so b/bin/lib32/libBulletSim.so
index 674a08a..cb8742a 100755
Binary files a/bin/lib32/libBulletSim.so and b/bin/lib32/libBulletSim.so differ
diff --git a/bin/lib64/BulletSim.dll b/bin/lib64/BulletSim.dll
index 1c55b19..c9f5814 100755
Binary files a/bin/lib64/BulletSim.dll and b/bin/lib64/BulletSim.dll differ
diff --git a/bin/lib64/libBulletSim.so b/bin/lib64/libBulletSim.so
index e2fc8bd..19fc7bf 100755
Binary files a/bin/lib64/libBulletSim.so and b/bin/lib64/libBulletSim.so differ
--
cgit v1.1
From 85b81ff7f20334ebe50a5a33e41060fdcbd69d65 Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Thu, 7 Feb 2013 08:23:57 +0200
Subject: Added physics parameters support to MSSQL and SQLite (not tested)
---
OpenSim/Data/MSSQL/MSSQLSimulationData.cs | 21 ++++++++++++++++++---
OpenSim/Data/MSSQL/Resources/RegionStore.migrations | 12 ++++++++++++
OpenSim/Data/MySQL/MySQLSimulationData.cs | 19 ++++++++++---------
OpenSim/Data/MySQL/Resources/RegionStore.migrations | 2 +-
.../Data/SQLite/Resources/RegionStore.migrations | 12 ++++++++++++
OpenSim/Data/SQLite/SQLiteSimulationData.cs | 18 ++++++++++++++++++
6 files changed, 71 insertions(+), 13 deletions(-)
diff --git a/OpenSim/Data/MSSQL/MSSQLSimulationData.cs b/OpenSim/Data/MSSQL/MSSQLSimulationData.cs
index 276a190..476f57a 100644
--- a/OpenSim/Data/MSSQL/MSSQLSimulationData.cs
+++ b/OpenSim/Data/MSSQL/MSSQLSimulationData.cs
@@ -351,7 +351,8 @@ IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID)
ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice,
SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem,
ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume, PassTouches = @PassTouches,
- LinkNumber = @LinkNumber, MediaURL = @MediaURL, DynAttrs = @DynAttrs
+ LinkNumber = @LinkNumber, MediaURL = @MediaURL, DynAttrs = @DynAttrs,
+ PhysicsShapeType = @PhysicsShapeType, Density = @Density, GravityModifier = @GravityModifier, Friction = @Friction, Restitution = @Restitution
WHERE UUID = @UUID
END
ELSE
@@ -366,7 +367,8 @@ ELSE
PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX,
OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ,
ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA,
- ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, DynAttrs
+ ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber, MediaURL, DynAttrs,
+ PhysicsShapeType, Density, GravityModifier, Friction, Restitution
) VALUES (
@UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask,
@EveryoneMask, @BaseMask, @PositionX, @PositionY, @PositionZ, @GroupPositionX, @GroupPositionY, @GroupPositionZ, @VelocityX,
@@ -376,7 +378,8 @@ ELSE
@PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX,
@OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ,
@ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA,
- @ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @DynAttrs
+ @ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber, @MediaURL, @DynAttrs,
+ @PhysicsShapeType, @Density, @GravityModifier, @Friction, @Restitution
)
END";
@@ -1697,6 +1700,12 @@ VALUES
else
prim.DynAttrs = new DAMap();
+ prim.PhysicsShapeType = Convert.ToByte(primRow["PhysicsShapeType"]);
+ prim.Density = Convert.ToSingle(primRow["Density"]);
+ prim.GravityModifier = Convert.ToSingle(primRow["GravityModifier"]);
+ prim.Friction = Convert.ToSingle(primRow["Friction"]);
+ prim.Restitution = Convert.ToSingle(primRow["Restitution"]);
+
return prim;
}
@@ -2095,6 +2104,12 @@ VALUES
parameters.Add(_Database.CreateParameter("DynAttrs", prim.DynAttrs.ToXml()));
else
parameters.Add(_Database.CreateParameter("DynAttrs", null));
+
+ parameters.Add(_Database.CreateParameter("PhysicsShapeType", prim.PhysicsShapeType));
+ parameters.Add(_Database.CreateParameter("Density", (double)prim.Density));
+ parameters.Add(_Database.CreateParameter("GravityModifier", (double)prim.GravityModifier));
+ parameters.Add(_Database.CreateParameter("Friction", (double)prim.Friction));
+ parameters.Add(_Database.CreateParameter("Restitution", (double)prim.Restitution));
return parameters.ToArray();
}
diff --git a/OpenSim/Data/MSSQL/Resources/RegionStore.migrations b/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
index 92cc38a..b84c2a4 100644
--- a/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MSSQL/Resources/RegionStore.migrations
@@ -1156,3 +1156,15 @@ BEGIN TRANSACTION
ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
COMMIT
+
+:VERSION 39 #---------------- Extra physics params
+
+BEGIN TRANSACTION
+
+ALTER TABLE prims ADD COLUMN `PhysicsShapeType` tinyint(4) NOT NULL default '0';
+ALTER TABLE prims ADD COLUMN `Density` double NOT NULL default '1000';
+ALTER TABLE prims ADD COLUMN `GravityModifier` double NOT NULL default '1';
+ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
+ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
+
+COMMIT
diff --git a/OpenSim/Data/MySQL/MySQLSimulationData.cs b/OpenSim/Data/MySQL/MySQLSimulationData.cs
index 1b02b4f..9cc6f40 100644
--- a/OpenSim/Data/MySQL/MySQLSimulationData.cs
+++ b/OpenSim/Data/MySQL/MySQLSimulationData.cs
@@ -173,9 +173,9 @@ namespace OpenSim.Data.MySQL
"ParticleSystem, ClickAction, Material, " +
"CollisionSound, CollisionSoundVolume, " +
"PassTouches, " +
- "LinkNumber, MediaURL, " +
+ "LinkNumber, MediaURL, DynAttrs, " +
"PhysicsShapeType, Density, GravityModifier, " +
- "Friction, Restitution, DynAttrs " +
+ "Friction, Restitution " +
") values (" + "?UUID, " +
"?CreationDate, ?Name, ?Text, " +
"?Description, ?SitName, ?TouchName, " +
@@ -208,9 +208,9 @@ namespace OpenSim.Data.MySQL
"?ColorB, ?ColorA, ?ParticleSystem, " +
"?ClickAction, ?Material, ?CollisionSound, " +
"?CollisionSoundVolume, ?PassTouches, " +
- "?LinkNumber, ?MediaURL, " +
+ "?LinkNumber, ?MediaURL, ?DynAttrs, " +
"?PhysicsShapeType, ?Density, ?GravityModifier, " +
- "?Friction, ?Restitution, ?DynAttrs)";
+ "?Friction, ?Restitution)";
FillPrimCommand(cmd, prim, obj.UUID, regionUUID);
@@ -1659,16 +1659,17 @@ namespace OpenSim.Data.MySQL
cmd.Parameters.AddWithValue("LinkNumber", prim.LinkNum);
cmd.Parameters.AddWithValue("MediaURL", prim.MediaUrl);
- cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
- cmd.Parameters.AddWithValue("Density", (double)prim.Density);
- cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
- cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
- cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
if (prim.DynAttrs.Count > 0)
cmd.Parameters.AddWithValue("DynAttrs", prim.DynAttrs.ToXml());
else
cmd.Parameters.AddWithValue("DynAttrs", null);
+
+ cmd.Parameters.AddWithValue("PhysicsShapeType", prim.PhysicsShapeType);
+ cmd.Parameters.AddWithValue("Density", (double)prim.Density);
+ cmd.Parameters.AddWithValue("GravityModifier", (double)prim.GravityModifier);
+ cmd.Parameters.AddWithValue("Friction", (double)prim.Friction);
+ cmd.Parameters.AddWithValue("Restitution", (double)prim.Restitution);
}
///
diff --git a/OpenSim/Data/MySQL/Resources/RegionStore.migrations b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
index 48cd60b..513c784 100644
--- a/OpenSim/Data/MySQL/Resources/RegionStore.migrations
+++ b/OpenSim/Data/MySQL/Resources/RegionStore.migrations
@@ -911,7 +911,7 @@ ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
COMMIT;
-:VERSION 47 #---------------- Extra prim params
+:VERSION 47 #---------------- Extra physics params
BEGIN;
diff --git a/OpenSim/Data/SQLite/Resources/RegionStore.migrations b/OpenSim/Data/SQLite/Resources/RegionStore.migrations
index e583dc2..c6f4b48 100644
--- a/OpenSim/Data/SQLite/Resources/RegionStore.migrations
+++ b/OpenSim/Data/SQLite/Resources/RegionStore.migrations
@@ -580,3 +580,15 @@ COMMIT;
BEGIN;
ALTER TABLE prims ADD COLUMN DynAttrs TEXT;
COMMIT;
+
+:VERSION 28
+
+BEGIN;
+
+ALTER TABLE prims ADD COLUMN `PhysicsShapeType` tinyint(4) NOT NULL default '0';
+ALTER TABLE prims ADD COLUMN `Density` double NOT NULL default '1000';
+ALTER TABLE prims ADD COLUMN `GravityModifier` double NOT NULL default '1';
+ALTER TABLE prims ADD COLUMN `Friction` double NOT NULL default '0.6';
+ALTER TABLE prims ADD COLUMN `Restitution` double NOT NULL default '0.5';
+
+COMMIT;
diff --git a/OpenSim/Data/SQLite/SQLiteSimulationData.cs b/OpenSim/Data/SQLite/SQLiteSimulationData.cs
index 91fc704..d4734a6 100644
--- a/OpenSim/Data/SQLite/SQLiteSimulationData.cs
+++ b/OpenSim/Data/SQLite/SQLiteSimulationData.cs
@@ -1235,6 +1235,12 @@ namespace OpenSim.Data.SQLite
createCol(prims, "DynAttrs", typeof(String));
+ createCol(prims, "PhysicsShapeType", typeof(Byte));
+ createCol(prims, "Density", typeof(Double));
+ createCol(prims, "GravityModifier", typeof(Double));
+ createCol(prims, "Friction", typeof(Double));
+ createCol(prims, "Restitution", typeof(Double));
+
// Add in contraints
prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] };
@@ -1724,6 +1730,12 @@ namespace OpenSim.Data.SQLite
prim.DynAttrs = new DAMap();
}
+ prim.PhysicsShapeType = Convert.ToByte(row["PhysicsShapeType"]);
+ prim.Density = Convert.ToSingle(row["Density"]);
+ prim.GravityModifier = Convert.ToSingle(row["GravityModifier"]);
+ prim.Friction = Convert.ToSingle(row["Friction"]);
+ prim.Restitution = Convert.ToSingle(row["Restitution"]);
+
return prim;
}
@@ -2150,6 +2162,12 @@ namespace OpenSim.Data.SQLite
row["DynAttrs"] = prim.DynAttrs.ToXml();
else
row["DynAttrs"] = null;
+
+ row["PhysicsShapeType"] = prim.PhysicsShapeType;
+ row["Density"] = (double)prim.Density;
+ row["GravityModifier"] = (double)prim.GravityModifier;
+ row["Friction"] = (double)prim.Friction;
+ row["Restitution"] = (double)prim.Restitution;
}
///
--
cgit v1.1
From a8bc08ebe6523a2e66bb2e1d1d226d3159eba30c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Sat, 9 Feb 2013 01:10:53 +0000
Subject: Change TestDestroyStore() and TestJsonRemoveValue() to reflect the
fact that the return values have changed.
---
.../Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs | 7 ++-----
1 file changed, 2 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs
index ca88d1a..af97ac7 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/Tests/JsonStoreScriptModuleTests.cs
@@ -144,8 +144,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
int dsrv = (int)InvokeOp("JsonDestroyStore", fakeStoreId);
- // XXX: Current returns 'true' even though no such store existed. Need to ask if this is best behaviour.
- Assert.That(dsrv, Is.EqualTo(1));
+ Assert.That(dsrv, Is.EqualTo(0));
}
[Test]
@@ -211,9 +210,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore.Tests
// Test remove of non-existing value
int fakeValueRemove = (int)InvokeOp("JsonRemoveValue", storeId, "Hello");
-
- // XXX: Is this the best response to removing a value that isn't there?
- Assert.That(fakeValueRemove, Is.EqualTo(1));
+ Assert.That(fakeValueRemove, Is.EqualTo(0));
// Test get from non-existing store
UUID fakeStoreId = TestHelpers.ParseTail(0x500);
--
cgit v1.1
From ae701eccd29847d086f07727a8378e13fcec9733 Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Mon, 21 Jan 2013 14:21:52 +0200
Subject: Fixed check for 0 results in GetUserAccounts()
---
.../Services/Connectors/UserAccounts/UserAccountServicesConnector.cs | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs b/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
index 6d5ce28..97d9458 100644
--- a/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
+++ b/OpenSim/Services/Connectors/UserAccounts/UserAccountServicesConnector.cs
@@ -162,7 +162,7 @@ namespace OpenSim.Services.Connectors
if (replyData != null)
{
- if (replyData.ContainsKey("result") && replyData.ContainsKey("result").ToString() == "null")
+ if (replyData.ContainsKey("result") && replyData["result"].ToString() == "null")
{
return accounts;
}
--
cgit v1.1
From 745ef4015369f61b5d4bfc97d08fe1b16b3bb7e6 Mon Sep 17 00:00:00 2001
From: Oren Hurvitz
Date: Sun, 3 Feb 2013 09:43:17 +0200
Subject: Fixed ReadSculptData(): the check whether there are enough bytes to
read was incorrect
---
OpenSim/Framework/PrimitiveBaseShape.cs | 11 ++++++-----
1 file changed, 6 insertions(+), 5 deletions(-)
diff --git a/OpenSim/Framework/PrimitiveBaseShape.cs b/OpenSim/Framework/PrimitiveBaseShape.cs
index 4c36819..c1e1a4f 100644
--- a/OpenSim/Framework/PrimitiveBaseShape.cs
+++ b/OpenSim/Framework/PrimitiveBaseShape.cs
@@ -622,6 +622,8 @@ namespace OpenSim.Framework
}
}
+ // This is only used at runtime. For sculpties this holds the texture data, and for meshes
+ // the mesh data.
public byte[] SculptData
{
get
@@ -1147,14 +1149,13 @@ namespace OpenSim.Framework
public void ReadSculptData(byte[] data, int pos)
{
- byte[] SculptTextureUUID = new byte[16];
- UUID SculptUUID = UUID.Zero;
- byte SculptTypel = data[16+pos];
+ UUID SculptUUID;
+ byte SculptTypel;
- if (data.Length+pos >= 17)
+ if (data.Length-pos >= 17)
{
_sculptEntry = true;
- SculptTextureUUID = new byte[16];
+ byte[] SculptTextureUUID = new byte[16];
SculptTypel = data[16 + pos];
Array.Copy(data, pos, SculptTextureUUID,0, 16);
SculptUUID = new UUID(SculptTextureUUID, 0);
--
cgit v1.1
From 7bb82c8f2ed987410342c1367dde24b695593eec Mon Sep 17 00:00:00 2001
From: Mic Bowman
Date: Fri, 8 Feb 2013 22:43:15 -0800
Subject: Make JsonStore path parsing more robust. Should fix the invalid path
problem.
---
.../Scripting/JsonStore/JsonStore.cs | 68 +++++++++++++++-------
.../Scripting/JsonStore/JsonStoreScriptModule.cs | 12 +++-
2 files changed, 59 insertions(+), 21 deletions(-)
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
index 5c89717..3d715cc 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStore.cs
@@ -81,7 +81,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
protected static Regex m_ParsePassFour = new Regex("\\.+");
// expression used to validate the full path, this is canonical representation
- protected static Regex m_ValidatePath = new Regex("^\\.(({[^}]+}|\\[[0-9]+\\]|\\[\\+\\])\\.)+$");
+ protected static Regex m_ValidatePath = new Regex("^\\.(({[^}]+}|\\[[0-9]+\\]|\\[\\+\\])\\.)*$");
// expression used to match path components
protected static Regex m_PathComponent = new Regex("\\.({[^}]+}|\\[[0-9]+\\]|\\[\\+\\]+)");
@@ -107,9 +107,17 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
///
///
// -----------------------------------------------------------------
- public static string CanonicalPathExpression(string path)
+ public static bool CanonicalPathExpression(string ipath, out string opath)
{
- return PathExpressionToKey(ParsePathExpression(path));
+ Stack path;
+ if (! ParsePathExpression(ipath,out path))
+ {
+ opath = "";
+ return false;
+ }
+
+ opath = PathExpressionToKey(path);
+ return true;
}
// -----------------------------------------------------------------
@@ -139,7 +147,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
// -----------------------------------------------------------------
public bool TestPath(string expr, bool useJson)
{
- Stack path = ParsePathExpression(expr);
+ Stack path;
+ if (! ParsePathExpression(expr,out path))
+ return false;
+
OSD result = ProcessPathExpression(ValueStore,path);
if (result == null)
@@ -158,7 +169,13 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
// -----------------------------------------------------------------
public bool GetValue(string expr, out string value, bool useJson)
{
- Stack path = ParsePathExpression(expr);
+ Stack path;
+ if (! ParsePathExpression(expr,out path))
+ {
+ value = "";
+ return false;
+ }
+
OSD result = ProcessPathExpression(ValueStore,path);
return ConvertOutputValue(result,out value,useJson);
}
@@ -192,7 +209,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
// -----------------------------------------------------------------
public bool TakeValue(string expr, bool useJson, TakeValueCallback cback)
{
- Stack path = ParsePathExpression(expr);
+ Stack path;
+ if (! ParsePathExpression(expr,out path))
+ return false;
+
string pexpr = PathExpressionToKey(path);
OSD result = ProcessPathExpression(ValueStore,path);
@@ -223,7 +243,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
// -----------------------------------------------------------------
public bool ReadValue(string expr, bool useJson, TakeValueCallback cback)
{
- Stack path = ParsePathExpression(expr);
+ Stack path;
+ if (! ParsePathExpression(expr,out path))
+ return false;
+
string pexpr = PathExpressionToKey(path);
OSD result = ProcessPathExpression(ValueStore,path);
@@ -253,7 +276,10 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
// -----------------------------------------------------------------
protected bool SetValueFromExpression(string expr, OSD ovalue)
{
- Stack path = ParsePathExpression(expr);
+ Stack path;
+ if (! ParsePathExpression(expr,out path))
+ return false;
+
if (path.Count == 0)
{
ValueStore = ovalue;
@@ -399,34 +425,36 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
/// use a stack because we process the path in inverse order later
///
// -----------------------------------------------------------------
- protected static Stack ParsePathExpression(string path)
+ protected static bool ParsePathExpression(string expr, out Stack path)
{
- Stack m_path = new Stack();
+ path = new Stack();
// add front and rear separators
- path = "." + path + ".";
+ expr = "." + expr + ".";
- // add separators for quoted paths
- path = m_ParsePassOne.Replace(path,".$0.",-1,0);
+ // add separators for quoted exprs
+ expr = m_ParsePassOne.Replace(expr,".$0.",-1,0);
// add separators for array references
- path = m_ParsePassTwo.Replace(path,".$0.",-1,0);
+ expr = m_ParsePassTwo.Replace(expr,".$0.",-1,0);
// add quotes to bare identifier
- path = m_ParsePassThree.Replace(path,".{$1}",-1,0);
+ expr = m_ParsePassThree.Replace(expr,".{$1}",-1,0);
// remove extra separators
- path = m_ParsePassFour.Replace(path,".",-1,0);
+ expr = m_ParsePassFour.Replace(expr,".",-1,0);
// validate the results (catches extra quote characters for example)
- if (m_ValidatePath.IsMatch(path))
+ if (m_ValidatePath.IsMatch(expr))
{
- MatchCollection matches = m_PathComponent.Matches(path,0);
+ MatchCollection matches = m_PathComponent.Matches(expr,0);
foreach (Match match in matches)
- m_path.Push(match.Groups[1].Value);
+ path.Push(match.Groups[1].Value);
+
+ return true;
}
- return m_path;
+ return false;
}
// -----------------------------------------------------------------
diff --git a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
index d75cd32..e436304 100644
--- a/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
+++ b/OpenSim/Region/OptionalModules/Scripting/JsonStore/JsonStoreScriptModule.cs
@@ -301,7 +301,16 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
[ScriptInvocation]
public string JsonList2Path(UUID hostID, UUID scriptID, object[] pathlist)
{
- return JsonStore.CanonicalPathExpression(ConvertList2Path(pathlist));
+ string ipath = ConvertList2Path(pathlist);
+ string opath;
+
+ if (JsonStore.CanonicalPathExpression(ipath,out opath))
+ return opath;
+
+ // This won't parse if passed to the other routines as opposed to
+ // returning an empty string which is a valid path and would overwrite
+ // the entire store
+ return "**INVALID**";
}
// -----------------------------------------------------------------
@@ -421,6 +430,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.JsonStore
// -----------------------------------------------------------------
protected void GenerateRuntimeError(string msg)
{
+ m_log.InfoFormat("[JsonStore] runtime error: {0}",msg);
throw new Exception("JsonStore Runtime Error: " + msg);
}
--
cgit v1.1