From 3ff7391495271fed152aadc7a588ae976e09bafc Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 29 Apr 2013 00:55:34 +0100 Subject: Some more pieces of Avination's ban system - if an avatar isn't allowed on any parcel in the sim, keep them out entirely. --- OpenSim/Region/Framework/Scenes/Scene.cs | 95 +++++++++++++++++++++++++++++--- 1 file changed, 88 insertions(+), 7 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 69fe137..829a7e9 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -3693,7 +3693,7 @@ namespace OpenSim.Region.Framework.Scenes //On login test land permisions if (vialogin) { - if (land != null && !TestLandRestrictions(agent, land, out reason)) + if (land != null && !TestLandRestrictions(agent.AgentID, out reason, ref agent.startpos.X, ref agent.startpos.Y)) { return false; } @@ -3868,20 +3868,37 @@ namespace OpenSim.Region.Framework.Scenes return true; } - private bool TestLandRestrictions(AgentCircuitData agent, ILandObject land, out string reason) + public bool TestLandRestrictions(UUID agentID, out string reason, ref float posX, ref float posY) { - bool banned = land.IsBannedFromLand(agent.AgentID); - bool restricted = land.IsRestrictedFromLand(agent.AgentID); + if (posX < 0) + posX = 0; + else if (posX >= 256) + posX = 255.999f; + if (posY < 0) + posY = 0; + else if (posY >= 256) + posY = 255.999f; + + reason = String.Empty; + if (Permissions.IsGod(agentID)) + return true; + + ILandObject land = LandChannel.GetLandObject(posX, posY); + if (land == null) + return false; + + bool banned = land.IsBannedFromLand(agentID); + bool restricted = land.IsRestrictedFromLand(agentID); if (banned || restricted) { - ILandObject nearestParcel = GetNearestAllowedParcel(agent.AgentID, agent.startpos.X, agent.startpos.Y); + ILandObject nearestParcel = GetNearestAllowedParcel(agentID, posX, posY); if (nearestParcel != null) { //Move agent to nearest allowed Vector3 newPosition = GetParcelCenterAtGround(nearestParcel); - agent.startpos.X = newPosition.X; - agent.startpos.Y = newPosition.Y; + posX = newPosition.X; + posY = newPosition.Y; } else { @@ -5466,6 +5483,8 @@ namespace OpenSim.Region.Framework.Scenes /// public bool QueryAccess(UUID agentID, Vector3 position, out string reason) { + reason = "You are banned from the region"; + if (EntityTransferModule.IsInTransit(agentID)) { reason = "Agent is still in transit from this region"; @@ -5477,6 +5496,12 @@ namespace OpenSim.Region.Framework.Scenes return false; } + if (Permissions.IsGod(agentID)) + { + reason = String.Empty; + return true; + } + // FIXME: Root agent count is currently known to be inaccurate. This forces a recount before we check. // However, the long term fix is to make sure root agent count is always accurate. m_sceneGraph.RecalculateStats(); @@ -5497,6 +5522,41 @@ namespace OpenSim.Region.Framework.Scenes } } + ScenePresence presence = GetScenePresence(agentID); + IClientAPI client = null; + AgentCircuitData aCircuit = null; + + if (presence != null) + { + client = presence.ControllingClient; + if (client != null) + aCircuit = client.RequestClientInfo(); + } + + // We may be called before there is a presence or a client. + // Fake AgentCircuitData to keep IAuthorizationModule smiling + if (client == null) + { + aCircuit = new AgentCircuitData(); + aCircuit.AgentID = agentID; + aCircuit.firstname = String.Empty; + aCircuit.lastname = String.Empty; + } + + try + { + if (!AuthorizeUser(aCircuit, out reason)) + { + // m_log.DebugFormat("[SCENE]: Denying access for {0}", agentID); + return false; + } + } + catch (Exception e) + { + m_log.DebugFormat("[SCENE]: Exception authorizing agent: {0} "+ e.StackTrace, e.Message); + return false; + } + if (position == Vector3.Zero) // Teleport { if (!RegionInfo.EstateSettings.AllowDirectTeleport) @@ -5530,6 +5590,27 @@ namespace OpenSim.Region.Framework.Scenes } } } + + float posX = 128.0f; + float posY = 128.0f; + + if (!TestLandRestrictions(agentID, out reason, ref posX, ref posY)) + { + // m_log.DebugFormat("[SCENE]: Denying {0} because they are banned on all parcels", agentID); + return false; + } + } + else // Walking + { + ILandObject land = LandChannel.GetLandObject(position.X, position.Y); + if (land == null) + return false; + + bool banned = land.IsBannedFromLand(agentID); + bool restricted = land.IsRestrictedFromLand(agentID); + + if (banned || restricted) + return false; } reason = String.Empty; -- cgit v1.1 From 890cb6a29373a54dde2d06b13e42d07676710dc2 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sat, 27 Apr 2013 14:00:58 -0700 Subject: BulletSim: complete BSShape classes. --- .../Physics/BulletSPlugin/BSShapeCollection.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 327 ++++++++++++++++++++- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 6 +- 3 files changed, 316 insertions(+), 19 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index bc26460..0f9b3c3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -499,7 +499,7 @@ public sealed class BSShapeCollection : IDisposable } // return 'true' if this shape description does not include any cutting or twisting. - private bool PrimHasNoCuts(PrimitiveBaseShape pbs) + public static bool PrimHasNoCuts(PrimitiveBaseShape pbs) { return pbs.ProfileBegin == 0 && pbs.ProfileEnd == 0 && pbs.ProfileHollow == 0 diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index dd5ae1a..e427dbc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -31,6 +31,7 @@ using System.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; +using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -73,7 +74,7 @@ public abstract class BSShape if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) { // Getting a reference to a compound shape gets you the compound shape with the root prim shape added - ret = BSShapeCompound.GetReference(prim); + ret = BSShapeCompound.GetReference(physicsScene, prim); physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); } @@ -92,6 +93,7 @@ public abstract class BSShape } private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { + // TODO: work needed here!! BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); BSShapeHull.GetReference(physicsScene, forceRebuild, prim); return null; @@ -209,7 +211,7 @@ public class BSShapeNative : BSShape public class BSShapeMesh : BSShape { private static string LogHeader = "[BULLETSIM SHAPE MESH]"; - private static Dictionary Meshes = new Dictionary(); + public static Dictionary Meshes = new Dictionary(); public BSShapeMesh(BulletShape pShape) : base(pShape) { @@ -219,10 +221,10 @@ public class BSShapeMesh : BSShape float lod; System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeMesh,create,oldKey={1},newKey={2},size={3},lod={4}", + physicsScene.DetailLog("{0},BSShapeMesh,getReference,oldKey={1},newKey={2},size={3},lod={4}", prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); - BSShapeMesh retMesh; + BSShapeMesh retMesh = new BSShapeMesh(new BulletShape()); lock (Meshes) { if (Meshes.TryGetValue(newMeshKey, out retMesh)) @@ -233,13 +235,17 @@ public class BSShapeMesh : BSShape else { // An instance of this mesh has not been created. Build and remember same. - BulletShape newShape = CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); - // Take evasive action if the mesh was not constructed. - newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); - retMesh = new BSShapeMesh(newShape); + // Check to see if mesh was created (might require an asset). + newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + { + // If a mesh was what was created, remember the built shape for later sharing. + Meshes.Add(newMeshKey, retMesh); + } - Meshes.Add(newMeshKey, retMesh); + retMesh.physShapeInfo = newShape; } } return retMesh; @@ -252,8 +258,28 @@ public class BSShapeMesh : BSShape // TODO: schedule aging and destruction of unused meshes. } } + // Loop through all the known meshes and return the description based on the physical address. + public static bool TryGetMeshByPtr(BulletShape pShape, out BSShapeMesh outMesh) + { + bool ret = false; + BSShapeMesh foundDesc = null; + lock (Meshes) + { + foreach (BSShapeMesh sm in Meshes.Values) + { + if (sm.physShapeInfo.ReferenceSame(pShape)) + { + foundDesc = sm; + ret = true; + break; + } - private static BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + } + } + outMesh = foundDesc; + return ret; + } + private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = null; @@ -326,32 +352,301 @@ public class BSShapeMesh : BSShape public class BSShapeHull : BSShape { private static string LogHeader = "[BULLETSIM SHAPE HULL]"; - private static Dictionary Hulls = new Dictionary(); + public static Dictionary Hulls = new Dictionary(); public BSShapeHull(BulletShape pShape) : base(pShape) { } public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { - return new BSShapeNull(); + float lod; + System.UInt64 newHullKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + + physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", + prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); + + BSShapeHull retHull = new BSShapeHull(new BulletShape()); + lock (Hulls) + { + if (Hulls.TryGetValue(newHullKey, out retHull)) + { + // The mesh has already been created. Return a new reference to same. + retHull.IncrementReference(); + } + else + { + // An instance of this mesh has not been created. Build and remember same. + BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); + + // Check to see if mesh was created (might require an asset). + newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + { + // If a mesh was what was created, remember the built shape for later sharing. + Hulls.Add(newHullKey, retHull); + } + + retHull = new BSShapeHull(newShape); + retHull.physShapeInfo = newShape; + } + } + return retHull; } public override void Dereference(BSScene physicsScene) { } + List m_hulls; + private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + { + BulletShape newShape = new BulletShape(); + IntPtr hullPtr = IntPtr.Zero; + + if (BSParam.ShouldUseBulletHACD) + { + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); + BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); + + if (meshShape.physShapeInfo.HasPhysicalShape) + { + HACDParams parms; + parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; + parms.minClusters = BSParam.BHullMinClusters; + parms.compacityWeight = BSParam.BHullCompacityWeight; + parms.volumeWeight = BSParam.BHullVolumeWeight; + parms.concavity = BSParam.BHullConcavity; + parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); + parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); + parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); + parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); + + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); + newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + } + // Now done with the mesh shape. + meshShape.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + } + if (!newShape.HasPhysicalShape) + { + // Build a new hull in the physical world. + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + if (meshData != null) + { + int[] indices = meshData.getIndexListAsInt(); + List vertices = meshData.getVertexList(); + + //format conversion from IMesh format to DecompDesc format + List convIndices = new List(); + List convVertices = new List(); + for (int ii = 0; ii < indices.GetLength(0); ii++) + { + convIndices.Add(indices[ii]); + } + foreach (OMV.Vector3 vv in vertices) + { + convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); + } + + uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; + if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) + { + // Simple primitive shapes we know are convex so they are better implemented with + // fewer hulls. + // Check for simple shape (prim without cuts) and reduce split parameter if so. + if (BSShapeCollection.PrimHasNoCuts(pbs)) + { + maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; + } + } + + // setup and do convex hull conversion + m_hulls = new List(); + DecompDesc dcomp = new DecompDesc(); + dcomp.mIndices = convIndices; + dcomp.mVertices = convVertices; + dcomp.mDepth = maxDepthSplit; + dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; + dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; + dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; + dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; + ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); + // create the hull into the _hulls variable + convexBuilder.process(dcomp); + + physicsScene.DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", + BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); + + // Convert the vertices and indices for passing to unmanaged. + // The hull information is passed as a large floating point array. + // The format is: + // convHulls[0] = number of hulls + // convHulls[1] = number of vertices in first hull + // convHulls[2] = hull centroid X coordinate + // convHulls[3] = hull centroid Y coordinate + // convHulls[4] = hull centroid Z coordinate + // convHulls[5] = first hull vertex X + // convHulls[6] = first hull vertex Y + // convHulls[7] = first hull vertex Z + // convHulls[8] = second hull vertex X + // ... + // convHulls[n] = number of vertices in second hull + // convHulls[n+1] = second hull centroid X coordinate + // ... + // + // TODO: is is very inefficient. Someday change the convex hull generator to return + // data structures that do not need to be converted in order to pass to Bullet. + // And maybe put the values directly into pinned memory rather than marshaling. + int hullCount = m_hulls.Count; + int totalVertices = 1; // include one for the count of the hulls + foreach (ConvexResult cr in m_hulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += cr.HullIndices.Count * 3; // we pass just triangles + } + float[] convHulls = new float[totalVertices]; + + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (ConvexResult cr in m_hulls) + { + // copy vertices for index access + float3[] verts = new float3[cr.HullVertices.Count]; + int kk = 0; + foreach (float3 ff in cr.HullVertices) + { + verts[kk++] = ff; + } + + // add to the array one hull's worth of data + convHulls[jj++] = cr.HullIndices.Count; + convHulls[jj++] = 0f; // centroid x,y,z + convHulls[jj++] = 0f; + convHulls[jj++] = 0f; + foreach (int ind in cr.HullIndices) + { + convHulls[jj++] = verts[ind].x; + convHulls[jj++] = verts[ind].y; + convHulls[jj++] = verts[ind].z; + } + } + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + } + newShape.shapeKey = newHullKey; + } + return newShape; + } + // Callback from convex hull creater with a newly created hull. + // Just add it to our collection of hulls for this shape. + private void HullReturn(ConvexResult result) + { + m_hulls.Add(result); + return; + } + // Loop through all the known hulls and return the description based on the physical address. + public static bool TryGetHullByPtr(BulletShape pShape, out BSShapeHull outHull) + { + bool ret = false; + BSShapeHull foundDesc = null; + lock (Hulls) + { + foreach (BSShapeHull sh in Hulls.Values) + { + if (sh.physShapeInfo.ReferenceSame(pShape)) + { + foundDesc = sh; + ret = true; + break; + } + + } + } + outHull = foundDesc; + return ret; + } } + // ============================================================================================================ public class BSShapeCompound : BSShape { private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]"; - public BSShapeCompound() : base() + public BSShapeCompound(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference(BSPhysObject prim) + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) { - return new BSShapeNull(); + // Compound shapes are not shared so a new one is created every time. + return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); + } + // Dereferencing a compound shape releases the hold on all the child shapes. + public override void Dereference(BSScene physicsScene) + { + if (!physicsScene.PE.IsCompound(physShapeInfo)) + { + // Failed the sanity check!! + physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", + LogHeader, physShapeInfo.type, physShapeInfo.AddrString); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", + BSScene.DetailLogZero, physShapeInfo.type, physShapeInfo.AddrString); + return; + } + + int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", + BSScene.DetailLogZero, physShapeInfo, numChildren); + + // Loop through all the children dereferencing each. + for (int ii = numChildren - 1; ii >= 0; ii--) + { + BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); + DereferenceAnonCollisionShape(physicsScene, childShape); + } + physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); + } + private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene, BSPhysObject prim) + { + BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); + return cShape; + } + // Sometimes we have a pointer to a collision shape but don't know what type it is. + // Figure out type and call the correct dereference routine. + // Called at taint-time. + private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) + { + BSShapeMesh meshDesc; + if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) + { + meshDesc.Dereference(physicsScene); + } + else + { + BSShapeHull hullDesc; + if (BSShapeHull.TryGetHullByPtr(pShape, out hullDesc)) + { + hullDesc.Dereference(physicsScene); + } + else + { + if (physicsScene.PE.IsCompound(pShape)) + { + BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); + recursiveCompound.Dereference(physicsScene); + } + else + { + if (physicsScene.PE.IsNativeShape(pShape)) + { + BSShapeNative nativeShape = new BSShapeNative(pShape); + nativeShape.Dereference(physicsScene); + } + } + } + } } - public override void Dereference(BSScene physicsScene) { } } // ============================================================================================================ diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 1284ae7..c67081a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -11,6 +11,8 @@ Deleting a linkset while standing on the root will leave the physical shape of t Linkset child rotations. Nebadon spiral tube has middle sections which are rotated wrong. Select linked spiral tube. Delink and note where the middle section ends up. +Refarb compound linkset creation to create a pseudo-root for center-of-mass + Let children change their shape to physical indendently and just add shapes to compound Vehicle angular vertical attraction vehicle angular banking Center-of-gravity @@ -27,14 +29,13 @@ llLookAt Avatars walking up stairs (HALF DONE) Avatar movement flying into a wall doesn't stop avatar who keeps appearing to move through the obstacle (DONE) - walking up stairs is not calibrated correctly (stairs out of Kepler cabin) + walking up stairs is not calibrated correctly (stairs out of Kepler cabin) (DONE) avatar capsule rotation completed (NOT DONE - Bullet's capsule shape is not the solution) Vehicle script tuning/debugging Avanti speed script Weapon shooter script Move material definitions (friction, ...) into simulator. Add material densities to the material types. -Terrain detail: double terrain mesh detail One sided meshes? Should terrain be built into a closed shape? When meshes get partially wedged into the terrain, they cannot push themselves out. It is possible that Bullet processes collisions whether entering or leaving a mesh. @@ -347,4 +348,5 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. DONE 20130120: BulletSim properly applies force in vehicle relative coordinates. Nebadon vehicles turning funny in arena (DONE) Lock axis (DONE 20130401) +Terrain detail: double terrain mesh detail (DONE) -- cgit v1.1 From e5582939fd8d78b61c6f1eeda6de45d94f4b4926 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 28 Apr 2013 14:44:21 -0700 Subject: BulletSim: massive refactor of shape classes. Removed shape specific code from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 6 +- OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 4 +- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 4 +- .../Region/Physics/BulletSPlugin/BSActorHover.cs | 4 +- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 4 +- .../Physics/BulletSPlugin/BSActorMoveToTarget.cs | 4 +- .../Physics/BulletSPlugin/BSActorSetForce.cs | 4 +- .../Physics/BulletSPlugin/BSActorSetTorque.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 6 +- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 19 +- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 9 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 35 +- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 4 +- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 11 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 34 +- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 9 +- .../Physics/BulletSPlugin/BSShapeCollection.cs | 966 ++------------------- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 203 +++-- .../Region/Physics/BulletSPlugin/BulletSimData.cs | 6 +- 20 files changed, 290 insertions(+), 1050 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index fdf2cb9..8a22bc7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -79,7 +79,7 @@ private sealed class BulletShapeUnman : BulletShape : base() { ptr = xx; - type = typ; + shapeType = typ; } public override bool HasPhysicalShape { @@ -91,7 +91,7 @@ private sealed class BulletShapeUnman : BulletShape } public override BulletShape Clone() { - return new BulletShapeUnman(ptr, type); + return new BulletShapeUnman(ptr, shapeType); } public override bool ReferenceSame(BulletShape other) { @@ -375,7 +375,7 @@ public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletSha { BulletWorldUnman worldu = world as BulletWorldUnman; BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; - return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type); + return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.shapeType); } public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index b37265a..1ef8b17 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -85,7 +85,7 @@ private sealed class BulletShapeXNA : BulletShape : base() { shape = xx; - type = typ; + shapeType = typ; } public override bool HasPhysicalShape { @@ -97,7 +97,7 @@ private sealed class BulletShapeXNA : BulletShape } public override BulletShape Clone() { - return new BulletShapeXNA(shape, type); + return new BulletShapeXNA(shape, shapeType); } public override bool ReferenceSame(BulletShape other) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index bd5ee0b1..ac05979 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -87,8 +87,8 @@ public class BSActorAvatarMove : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 92ace66..3630ca8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -87,8 +87,8 @@ public class BSActorHover : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 09ee32b..6059af5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -85,8 +85,8 @@ public class BSActorLockAxis : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { if (LockAxisConstraint != null) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs index 56aacc5..1b598fd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorMoveToTarget.cs @@ -88,8 +88,8 @@ public class BSActorMoveToTarget : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the moveToTarget since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs index 3ad138d..c0f40fd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetForce.cs @@ -89,8 +89,8 @@ public class BSActorSetForce : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs index 7a791ec..b3806e1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorSetTorque.cs @@ -89,8 +89,8 @@ public class BSActorSetTorque : BSActor // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. // Called at taint-time. - // BSActor.RemoveBodyDependencies() - public override void RemoveBodyDependencies() + // BSActor.RemoveDependencies() + public override void RemoveDependencies() { // Nothing to do for the hoverer since it is all software at pre-step action time. } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 12a8817..5e3f1c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -106,9 +106,9 @@ public class BSActorCollection { ForEachActor(a => a.Refresh()); } - public void RemoveBodyDependencies() + public void RemoveDependencies() { - ForEachActor(a => a.RemoveBodyDependencies()); + ForEachActor(a => a.RemoveDependencies()); } } @@ -154,7 +154,7 @@ public abstract class BSActor public abstract void Refresh(); // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. - public abstract void RemoveBodyDependencies(); + public abstract void RemoveDependencies(); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index a0d58d3..da23a262 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -123,8 +123,8 @@ public sealed class BSCharacter : BSPhysObject { PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); - PhysicsScene.Shapes.DereferenceShape(PhysShape, null /* bodyCallback */); - PhysShape.Clear(); + PhysShape.Dereference(PhysicsScene); + PhysShape = new BSShapeNull(); }); } @@ -146,8 +146,8 @@ public sealed class BSCharacter : BSPhysObject Flying = _flying; PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); - PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); - PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); + PhysicsScene.PE.SetMargin(PhysShape.physShapeInfo, PhysicsScene.Params.collisionMargin); + PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); if (BSParam.CcdMotionThreshold > 0f) { @@ -205,9 +205,9 @@ public sealed class BSCharacter : BSPhysObject PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() { - if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) + if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) { - PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); + PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); UpdatePhysicalMassProperties(RawMass, true); // Make sure this change appears as a property update event PhysicsScene.PE.PushUpdate(PhysBody); @@ -221,11 +221,6 @@ public sealed class BSCharacter : BSPhysObject { set { BaseShape = value; } } - // I want the physics engine to make an avatar capsule - public override BSPhysicsShapeType PreferredPhysicalShape - { - get {return BSPhysicsShapeType.SHAPE_CAPSULE; } - } public override bool Grabbed { set { _grabbed = value; } @@ -381,7 +376,7 @@ public sealed class BSCharacter : BSPhysObject } public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) { - OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); + OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 612c68b..e2e807e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -625,7 +625,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Vehicles report collision events so we know when it's on the ground m_physicsScene.PE.AddToCollisionFlags(ControllingPrim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); - ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape, m_vehicleMass); + ControllingPrim.Inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); @@ -649,7 +649,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin } // BSActor.RemoveBodyDependencies - public override void RemoveBodyDependencies() + public override void RemoveDependencies() { Refresh(); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 4ece1eb..df1dd34 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -93,13 +93,6 @@ public abstract class BSLinkset // to the physical representation is done via the tainting mechenism. protected object m_linksetActivityLock = new Object(); - // 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(BSPrimLinkable requestor) - { - return BSPhysicsShapeType.SHAPE_UNKNOWN; - } - // We keep the prim's mass in the linkset structure since it could be dependent on other prims public float LinksetMass { get; protected set; } @@ -263,7 +256,7 @@ public abstract class BSLinkset // 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(BSPrimLinkable child); + public abstract bool RemoveDependencies(BSPrimLinkable child); // ================================================================ protected virtual float ComputeLinksetMass() diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e05562a..a20bbc3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -98,19 +98,6 @@ public sealed class BSLinksetCompound : BSLinkset { } - // For compound implimented linksets, if there are children, use compound shape for the root. - public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor) - { - // Returning 'unknown' means we don't have a preference. - BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; - if (IsRoot(requestor) && HasAnyChildren) - { - ret = BSPhysicsShapeType.SHAPE_COMPOUND; - } - // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret); - return ret; - } - // When physical properties are changed the linkset needs to recalculate // its internal properties. public override void Refresh(BSPrimLinkable requestor) @@ -218,22 +205,22 @@ public sealed class BSLinksetCompound : BSLinkset // and that is caused by us updating the object. if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) { - // Find the physical instance of the child - if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape)) + // Find the physical instance of the child + if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) { // It is possible that the linkset is still under construction and the child is not yet // inserted into the compound shape. A rebuild of the linkset in a pre-step action will // build the whole thing with the new position or rotation. // The index must be checked because Bullet references the child array but does no validity // checking of the child index passed. - int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape); + int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); if (updated.LinksetChildIndex < numLinksetChildren) { - BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex); + BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); if (linksetChildShape.HasPhysicalShape) { // Found the child shape within the compound shape - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex, + PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, updated.RawPosition - LinksetRoot.RawPosition, updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), true /* shouldRecalculateLocalAabb */); @@ -278,7 +265,7 @@ 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(BSPrimLinkable child) + public override bool RemoveDependencies(BSPrimLinkable child) { bool ret = false; @@ -404,11 +391,12 @@ public sealed class BSLinksetCompound : BSLinkset { try { + /* // Suppress rebuilding while rebuilding. (We know rebuilding is on only one thread.) Rebuilding = true; // Cause the root shape to be rebuilt as a compound object with just the root in it - LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime */); + LinksetRoot.ForceBodyShapeRebuild(true /* inTaintTime ); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -430,10 +418,10 @@ public sealed class BSLinksetCompound : BSLinkset LinksetRoot.ForcePosition = LinksetRoot.RawPosition; // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, 0 /* childIndex */, + PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, 0 /* childIndex , -centerDisplacement, OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, - false /* shouldRecalculateLocalAabb (is done later after linkset built) */); + false /* shouldRecalculateLocalAabb (is done later after linkset built) ); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); @@ -501,6 +489,7 @@ public sealed class BSLinksetCompound : BSLinkset // Enable the physical position updator to return the position and rotation of the root shape PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + */ } finally { @@ -508,7 +497,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); + PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 6d252ca..1811772 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -93,11 +93,11 @@ 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(BSPrimLinkable child) + public override bool RemoveDependencies(BSPrimLinkable child) { bool ret = false; - DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", + DetailLog("{0},BSLinksetConstraint.RemoveDependencies,removeChildrenForRoot,rID={1},rBody={2}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); lock (m_linksetActivityLock) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 309d004..b6eb619 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -88,7 +88,7 @@ public abstract class BSPhysObject : PhysicsActor // We don't have any physical representation yet. PhysBody = new BulletBody(localID); - PhysShape = new BulletShape(); + PhysShape = new BSShapeNull(); PrimAssetState = PrimAssetCondition.Unknown; @@ -138,7 +138,7 @@ public abstract class BSPhysObject : PhysicsActor // Reference to the physical body (btCollisionObject) of this object public BulletBody PhysBody; // Reference to the physical shape (btCollisionShape) of this object - public BulletShape PhysShape; + public BSShape PhysShape; // The physical representation of the prim might require an asset fetch. // The asset state is first 'Unknown' then 'Waiting' then either 'Failed' or 'Fetched'. @@ -151,13 +151,6 @@ public abstract class BSPhysObject : PhysicsActor // The objects base shape information. Null if not a prim type shape. public PrimitiveBaseShape BaseShape { get; protected set; } - // Some types of objects have preferred physical representations. - // Returns SHAPE_UNKNOWN if there is no preference. - public virtual BSPhysicsShapeType PreferredPhysicalShape - { - get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } - } - // When the physical properties are updated, an EntityProperty holds the update values. // Keep the current and last EntityProperties to enable computation of differences // between the current update and the previous values. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 4bc266b..5d12338 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -134,8 +134,8 @@ public class BSPrim : BSPhysObject // If there are physical body and shape, release my use of same. PhysicsScene.Shapes.DereferenceBody(PhysBody, null); PhysBody.Clear(); - PhysicsScene.Shapes.DereferenceShape(PhysShape, null); - PhysShape.Clear(); + PhysShape.Dereference(PhysicsScene); + PhysShape = new BSShapeNull(); }); } @@ -161,25 +161,13 @@ public class BSPrim : BSPhysObject ForceBodyShapeRebuild(false); } } - // 'unknown' says to choose the best type - public override BSPhysicsShapeType PreferredPhysicalShape - { get { return BSPhysicsShapeType.SHAPE_UNKNOWN; } } - public override bool ForceBodyShapeRebuild(bool inTaintTime) { - if (inTaintTime) + PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() { _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); - } - else - { - PhysicsScene.TaintedObject("BSPrim.ForceBodyShapeRebuild", delegate() - { - _mass = CalculateMass(); // changing the shape changes the mass - CreateGeomAndObject(true); - }); - } + }); return true; } public override bool Grabbed { @@ -462,7 +450,7 @@ public class BSPrim : BSPhysObject Gravity = ComputeGravity(Buoyancy); PhysicsScene.PE.SetGravity(PhysBody, Gravity); - Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); + Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); PhysicsScene.PE.UpdateInertiaTensor(PhysBody); @@ -805,7 +793,8 @@ public class BSPrim : BSPhysObject PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); 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); + LocalID, IsStatic, IsSolid, Mass, SubscribedEvents(), + CurrentCollisionFlags, PhysBody.collisionType, PhysBody, PhysShape); } // "Making dynamic" means changing to and from static. @@ -1463,12 +1452,13 @@ public class BSPrim : BSPhysObject // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. - PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, null, delegate(BulletBody dBody) + PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, delegate(BulletBody pBody, BulletShape pShape) { // 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, ...) - RemoveBodyDependencies(); + // Note: this virtual function is overloaded by BSPrimLinkable to remove linkset constraints. + RemoveDependencies(); }); // Make sure the properties are set on the new object @@ -1477,9 +1467,9 @@ public class BSPrim : BSPhysObject } // Called at taint-time - protected virtual void RemoveBodyDependencies() + protected virtual void RemoveDependencies() { - PhysicalActors.RemoveBodyDependencies(); + PhysicalActors.RemoveDependencies(); } // The physics engine says that properties have updated. Update same and inform diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 28242d4..81104ec 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -61,9 +61,6 @@ public class BSPrimLinkable : BSPrimDisplaced base.Destroy(); } - public override BSPhysicsShapeType PreferredPhysicalShape - { get { return Linkset.PreferredPhysicalShape(this); } } - public override void link(Manager.PhysicsActor obj) { BSPrimLinkable parent = obj as BSPrimLinkable; @@ -149,10 +146,10 @@ public class BSPrimLinkable : BSPrimDisplaced } // Body is being taken apart. Remove physical dependencies and schedule a rebuild. - protected override void RemoveBodyDependencies() + protected override void RemoveDependencies() { - Linkset.RemoveBodyDependencies(this); - base.RemoveBodyDependencies(); + Linkset.RemoveDependencies(this); + base.RemoveDependencies(); } public override void UpdateProperties(EntityProperties entprop) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 0f9b3c3..3c23509 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -38,38 +38,15 @@ public sealed class BSShapeCollection : IDisposable { private static string LogHeader = "[BULLETSIM SHAPE COLLECTION]"; - private BSScene PhysicsScene { get; set; } + private BSScene m_physicsScene { get; set; } private Object m_collectionActivityLock = new Object(); - // Description of a Mesh - private struct MeshDesc - { - public BulletShape shape; - public int referenceCount; - public DateTime lastReferenced; - public UInt64 shapeKey; - } - - // Description of a hull. - // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. - private struct HullDesc - { - public BulletShape shape; - public int referenceCount; - public DateTime lastReferenced; - public UInt64 shapeKey; - } - - // The sharable set of meshes and hulls. Indexed by their shape hash. - private Dictionary Meshes = new Dictionary(); - private Dictionary Hulls = new Dictionary(); - private bool DDetail = false; public BSShapeCollection(BSScene physScene) { - PhysicsScene = physScene; + m_physicsScene = physScene; // Set the next to 'true' for very detailed shape update detailed logging (detailed details?) // While detailed debugging is still active, this is better than commenting out all the // DetailLog statements. When debugging slows down, this and the protected logging @@ -86,22 +63,18 @@ public sealed class BSShapeCollection : IDisposable // Mostly used for changing bodies out from under Linksets. // Useful for other cases where parameters need saving. // Passing 'null' says no callback. - public delegate void ShapeDestructionCallback(BulletShape shape); - public delegate void BodyDestructionCallback(BulletBody body); + public delegate void PhysicalDestructionCallback(BulletBody pBody, BulletShape pShape); // Called to update/change the body and shape for an object. - // First checks the shape and updates that if necessary then makes - // sure the body is of the right type. + // The object has some shape and body on it. Here we decide if that is the correct shape + // for the current state of the object (static/dynamic/...). + // If bodyCallback is not null, it is called if either the body or the shape are changed + // so dependencies (like constraints) can be removed before the physical object is dereferenced. // Return 'true' if either the body or the shape changed. - // 'shapeCallback' and 'bodyCallback' are, if non-null, functions called just before - // the current shape or body is destroyed. This allows the caller to remove any - // higher level dependencies on the shape or body. Mostly used for LinkSets to - // remove the physical constraints before the body is destroyed. - // Called at taint-time!! - public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, - ShapeDestructionCallback shapeCallback, BodyDestructionCallback bodyCallback) + // Called at taint-time. + public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) { - PhysicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); + m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); bool ret = false; @@ -111,12 +84,12 @@ public sealed class BSShapeCollection : IDisposable // Do we have the correct geometry for this type of object? // Updates prim.BSShape with information/pointers to shape. // Returns 'true' of BSShape is changed to a new shape. - bool newGeom = CreateGeom(forceRebuild, prim, shapeCallback); + bool newGeom = CreateGeom(forceRebuild, prim, bodyCallback); // If we had to select a new shape geometry for the object, // rebuild the body around it. // Updates prim.BSBody with information/pointers to requested body // Returns 'true' if BSBody was changed. - bool newBody = CreateBody((newGeom || forceRebuild), prim, PhysicsScene.World, bodyCallback); + bool newBody = CreateBody((newGeom || forceRebuild), prim, m_physicsScene.World, bodyCallback); ret = newGeom || newBody; } DetailLog("{0},BSShapeCollection.GetBodyAndShape,taintExit,force={1},ret={2},body={3},shape={4}", @@ -127,271 +100,20 @@ public sealed class BSShapeCollection : IDisposable public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim) { - return GetBodyAndShape(forceRebuild, sim, prim, null, null); - } - - // Track another user of a body. - // We presume the caller has allocated the body. - // Bodies only have one user so the body is just put into the world if not already there. - private void ReferenceBody(BulletBody body) - { - lock (m_collectionActivityLock) - { - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); - if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) - { - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); - } - } - } - - // Release the usage of a body. - // Called when releasing use of a BSBody. BSShape is handled separately. - // Called in taint time. - public void DereferenceBody(BulletBody body, BodyDestructionCallback bodyCallback ) - { - if (!body.HasPhysicalBody) - return; - - PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); - - lock (m_collectionActivityLock) - { - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); - // If the caller needs to know the old body is going away, pass the event up. - if (bodyCallback != null) bodyCallback(body); - - // Removing an object not in the world is a NOOP - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); - - // Zero any reference to the shape so it is not freed when the body is deleted. - PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); - PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); - } - } - - // Track the datastructures and use count for a shape. - // When creating a hull, this is called first to reference the mesh - // and then again to reference the hull. - // Meshes and hulls for the same shape have the same hash key. - // NOTE that native shapes are not added to the mesh list or removed. - // Returns 'true' if this is the initial reference to the shape. Otherwise reused. - public bool ReferenceShape(BulletShape shape) - { - bool ret = false; - switch (shape.type) - { - case BSPhysicsShapeType.SHAPE_MESH: - MeshDesc meshDesc; - if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) - { - // There is an existing instance of this mesh. - meshDesc.referenceCount++; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingMesh,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); - } - else - { - // This is a new reference to a mesh - meshDesc.shape = shape.Clone(); - meshDesc.shapeKey = shape.shapeKey; - // We keep a reference to the underlying IMesh data so a hull can be built - meshDesc.referenceCount = 1; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newMesh,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), meshDesc.referenceCount); - ret = true; - } - meshDesc.lastReferenced = System.DateTime.Now; - Meshes[shape.shapeKey] = meshDesc; - break; - case BSPhysicsShapeType.SHAPE_HULL: - HullDesc hullDesc; - if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) - { - // There is an existing instance of this hull. - hullDesc.referenceCount++; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,existingHull,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); - } - else - { - // This is a new reference to a hull - hullDesc.shape = shape.Clone(); - hullDesc.shapeKey = shape.shapeKey; - hullDesc.referenceCount = 1; - if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", - BSScene.DetailLogZero, shape.shapeKey.ToString("X"), hullDesc.referenceCount); - ret = true; - - } - hullDesc.lastReferenced = System.DateTime.Now; - Hulls[shape.shapeKey] = hullDesc; - break; - case BSPhysicsShapeType.SHAPE_UNKNOWN: - break; - default: - // Native shapes are not tracked and they don't go into any list - break; - } - return ret; - } - - // Release the usage of a shape. - public void DereferenceShape(BulletShape shape, ShapeDestructionCallback shapeCallback) - { - if (!shape.HasPhysicalShape) - return; - - PhysicsScene.AssertInTaintTime("BSShapeCollection.DereferenceShape"); - - if (shape.HasPhysicalShape) - { - if (shape.isNativeShape) - { - // Native shapes are not tracked and are released immediately - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1}", - BSScene.DetailLogZero, shape.AddrString); - if (shapeCallback != null) shapeCallback(shape); - PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); - } - else - { - switch (shape.type) - { - case BSPhysicsShapeType.SHAPE_HULL: - DereferenceHull(shape, shapeCallback); - break; - case BSPhysicsShapeType.SHAPE_MESH: - DereferenceMesh(shape, shapeCallback); - break; - case BSPhysicsShapeType.SHAPE_COMPOUND: - DereferenceCompound(shape, shapeCallback); - break; - case BSPhysicsShapeType.SHAPE_UNKNOWN: - break; - default: - break; - } - } - } - } - - // Count down the reference count for a mesh shape - // Called at taint-time. - private void DereferenceMesh(BulletShape shape, ShapeDestructionCallback shapeCallback) - { - MeshDesc meshDesc; - if (Meshes.TryGetValue(shape.shapeKey, out meshDesc)) - { - meshDesc.referenceCount--; - // TODO: release the Bullet storage - if (shapeCallback != null) shapeCallback(shape); - meshDesc.lastReferenced = System.DateTime.Now; - Meshes[shape.shapeKey] = meshDesc; - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceMesh,shape={1},refCnt={2}", - BSScene.DetailLogZero, shape, meshDesc.referenceCount); - - } + return GetBodyAndShape(forceRebuild, sim, prim, null); } - // Count down the reference count for a hull shape - // Called at taint-time. - private void DereferenceHull(BulletShape shape, ShapeDestructionCallback shapeCallback) + // If the existing prim's shape is to be replaced, remove the tie to the existing shape + // before replacing it. + private void DereferenceExistingShape(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) { - HullDesc hullDesc; - if (Hulls.TryGetValue(shape.shapeKey, out hullDesc)) + if (prim.PhysShape.HasPhysicalShape) { - hullDesc.referenceCount--; - // TODO: release the Bullet storage (aging old entries?) - - // Tell upper layers that, if they have dependencies on this shape, this link is going away - if (shapeCallback != null) shapeCallback(shape); - - hullDesc.lastReferenced = System.DateTime.Now; - Hulls[shape.shapeKey] = hullDesc; - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceHull,shape={1},refCnt={2}", - BSScene.DetailLogZero, shape, hullDesc.referenceCount); - } - } - - // Remove a reference to a compound shape. - // Taking a compound shape apart is a little tricky because if you just delete the - // physical shape, it will free all the underlying children. We can't do that because - // they could be shared. So, this removes each of the children from the compound and - // dereferences them separately before destroying the compound collision object itself. - // Called at taint-time. - private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) - { - if (!PhysicsScene.PE.IsCompound(shape)) - { - // Failed the sanity check!! - PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", - LogHeader, shape.type, shape.AddrString); - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", - BSScene.DetailLogZero, shape.type, shape.AddrString); - return; - } - - int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape); - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); - - for (int ii = numChildren - 1; ii >= 0; ii--) - { - BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii); - DereferenceAnonCollisionShape(childShape); - } - PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); - } - - // Sometimes we have a pointer to a collision shape but don't know what type it is. - // Figure out type and call the correct dereference routine. - // Called at taint-time. - private void DereferenceAnonCollisionShape(BulletShape shapeInfo) - { - MeshDesc meshDesc; - HullDesc hullDesc; - - if (TryGetMeshByPtr(shapeInfo, out meshDesc)) - { - shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; - shapeInfo.shapeKey = meshDesc.shapeKey; - } - else - { - if (TryGetHullByPtr(shapeInfo, out hullDesc)) - { - shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; - shapeInfo.shapeKey = hullDesc.shapeKey; - } - else - { - if (PhysicsScene.PE.IsCompound(shapeInfo)) - { - shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; - } - else - { - if (PhysicsScene.PE.IsNativeShape(shapeInfo)) - { - shapeInfo.isNativeShape = true; - shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) - } - } - } - } - - if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo); - - if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN) - { - DereferenceShape(shapeInfo, null); - } - else - { - PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", - LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString); + if (shapeCallback != null) + shapeCallback(prim.PhysBody, prim.PhysShape.physShapeInfo); + prim.PhysShape.Dereference(m_physicsScene); } + prim.PhysShape = new BSShapeNull(); } // Create the geometry information in Bullet for later use. @@ -402,40 +124,7 @@ public sealed class BSShapeCollection : IDisposable // Info in prim.BSShape is updated to the new shape. // Returns 'true' if the geometry was rebuilt. // Called at taint-time! - private bool CreateGeom(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - bool ret = false; - bool haveShape = false; - - if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) - { - // an avatar capsule is close to a native shape (it is not shared) - GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE, FixedShapeKey.KEY_CAPSULE, shapeCallback); - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape); - ret = true; - haveShape = true; - } - - // Compound shapes are handled special as they are rebuilt from scratch. - // This isn't too great a hardship since most of the child shapes will have already been created. - if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) - { - ret = GetReferenceToCompoundShape(prim, shapeCallback); - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape); - haveShape = true; - } - - if (!haveShape) - { - ret = CreateGeomNonSpecial(forceRebuild, prim, shapeCallback); - } - - return ret; - } - - // Create a mesh, hull or native shape. - // Return 'true' if the prim's shape was changed. - public bool CreateGeomNonSpecial(bool forceRebuild, BSPhysObject prim, ShapeDestructionCallback shapeCallback) + private bool CreateGeom(bool forceRebuild, BSPhysObject prim, PhysicalDestructionCallback shapeCallback) { bool ret = false; bool haveShape = false; @@ -443,19 +132,21 @@ public sealed class BSShapeCollection : IDisposable PrimitiveBaseShape pbs = prim.BaseShape; // If the prim attributes are simple, this could be a simple Bullet native shape + // Native shapes work whether to object is static or physical. if (!haveShape && nativeShapePossible && pbs != null - && !pbs.SculptEntry - && ((pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) || PrimHasNoCuts(pbs)) ) + && PrimHasNoCuts(pbs) + && ( !pbs.SculptEntry || (pbs.SculptEntry && !BSParam.ShouldMeshSculptedPrim) ) + ) { // Get the scale of any existing shape so we can see if the new shape is same native type and same size. OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; if (prim.PhysShape.HasPhysicalShape) - scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape); + scaleOfExistingShape = m_physicsScene.PE.GetLocalScaling(prim.PhysShape.physShapeInfo); if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", - prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); + prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.physShapeInfo.shapeType); // It doesn't look like Bullet scales native spheres so make sure the scales are all equal if ((pbs.ProfileShape == ProfileShape.HalfCircle && pbs.PathCurve == (byte)Extrusion.Curve1) @@ -463,26 +154,28 @@ public sealed class BSShapeCollection : IDisposable { haveShape = true; if (forceRebuild - || prim.Scale != scaleOfExistingShape - || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE - ) + || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_SPHERE + ) { - ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE, - FixedShapeKey.KEY_SPHERE, shapeCallback); + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, + BSPhysicsShapeType.SHAPE_SPHERE, FixedShapeKey.KEY_SPHERE); } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},rebuilt={2},shape={3}", prim.LocalID, forceRebuild, ret, prim.PhysShape); } + // If we didn't make a sphere, maybe a box will work. if (!haveShape && pbs.ProfileShape == ProfileShape.Square && pbs.PathCurve == (byte)Extrusion.Straight) { haveShape = true; if (forceRebuild || prim.Scale != scaleOfExistingShape - || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX + || prim.PhysShape.ShapeType != BSPhysicsShapeType.SHAPE_BOX ) { - ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX, - FixedShapeKey.KEY_BOX, shapeCallback); + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeNative.GetReference(m_physicsScene, prim, + BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},rebuilt={2},shape={3}", prim.LocalID, forceRebuild, ret, prim.PhysShape); @@ -511,7 +204,7 @@ public sealed class BSShapeCollection : IDisposable } // return 'true' if the prim's shape was changed. - public bool CreateGeomMeshOrHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) + private bool CreateGeomMeshOrHull(BSPhysObject prim, PhysicalDestructionCallback shapeCallback) { bool ret = false; @@ -520,537 +213,70 @@ public sealed class BSShapeCollection : IDisposable if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { // Update prim.BSShape to reference a hull of this shape. - ret = GetReferenceToHull(prim, shapeCallback); + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); + prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } else { - ret = GetReferenceToMesh(prim, shapeCallback); + // Update prim.BSShape to reference a mesh of this shape. + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.shapeKey.ToString("X")); + prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } return ret; } - // Creates a native shape and assignes it to prim.BSShape. - // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). - private bool GetReferenceToNativeShape(BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, - ShapeDestructionCallback shapeCallback) - { - // release any previous shape - DereferenceShape(prim.PhysShape, shapeCallback); - - BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); - - // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. - if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", - prim.LocalID, newShape, prim.Scale); - - // native shapes are scaled by Bullet - prim.PhysShape = newShape; - return true; - } - - private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, - FixedShapeKey shapeKey) - { - BulletShape newShape; - // Need to make sure the passed shape information is for the native type. - ShapeData nativeShapeData = new ShapeData(); - nativeShapeData.Type = shapeType; - nativeShapeData.ID = prim.LocalID; - nativeShapeData.Scale = prim.Scale; - nativeShapeData.Size = prim.Scale; // unneeded, I think. - nativeShapeData.MeshKey = (ulong)shapeKey; - nativeShapeData.HullKey = (ulong)shapeKey; - - if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) - { - - newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale); - if (DDetail) DetailLog("{0},BSShapeCollection.BuildPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); - } - else - { - // Native shapes are scaled in Bullet so set the scaling to the size - newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData); - - } - if (!newShape.HasPhysicalShape) - { - PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", - LogHeader, prim.LocalID, shapeType); - } - newShape.shapeKey = (System.UInt64)shapeKey; - newShape.isNativeShape = true; - - return newShape; - } - - // Builds a mesh shape in the physical world and updates prim.BSShape. - // Dereferences previous shape in BSShape and adds a reference for this new shape. - // Returns 'true' of a mesh was actually built. Otherwise . - // Called at taint-time! - private bool GetReferenceToMesh(BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - BulletShape newShape = new BulletShape(); - - float lod; - System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - - // if this new shape is the same as last time, don't recreate the mesh - if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH) - return false; - - if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); - - // Since we're recreating new, get rid of the reference to the previous shape - DereferenceShape(prim.PhysShape, shapeCallback); - - newShape = CreatePhysicalMesh(prim, newMeshKey, prim.BaseShape, prim.Size, lod); - // Take evasive action if the mesh was not constructed. - newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); - - ReferenceShape(newShape); - - prim.PhysShape = newShape; - - return true; // 'true' means a new shape has been added to this prim - } - - private BulletShape CreatePhysicalMesh(BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + // Track another user of a body. + // We presume the caller has allocated the body. + // Bodies only have one user so the body is just put into the world if not already there. + private void ReferenceBody(BulletBody body) { - BulletShape newShape = new BulletShape(); - - MeshDesc meshDesc; - if (Meshes.TryGetValue(newMeshKey, out meshDesc)) - { - // If the mesh has already been built just use it. - newShape = meshDesc.shape.Clone(); - } - else + lock (m_collectionActivityLock) { - IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, - false, // say it is not physical so a bounding box is not built - false // do not cache the mesh and do not use previously built versions - ); - - if (meshData != null) + if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); + if (!m_physicsScene.PE.IsInWorld(m_physicsScene.World, body)) { - - int[] indices = meshData.getIndexListAsInt(); - int realIndicesIndex = indices.Length; - float[] verticesAsFloats = meshData.getVertexListAsFloat(); - - if (BSParam.ShouldRemoveZeroWidthTriangles) - { - // Remove degenerate triangles. These are triangles with two of the vertices - // are the same. This is complicated by the problem that vertices are not - // made unique in sculpties so we have to compare the values in the vertex. - realIndicesIndex = 0; - for (int tri = 0; tri < indices.Length; tri += 3) - { - // Compute displacements into vertex array for each vertex of the triangle - int v1 = indices[tri + 0] * 3; - int v2 = indices[tri + 1] * 3; - int v3 = indices[tri + 2] * 3; - // Check to see if any two of the vertices are the same - if (!( ( verticesAsFloats[v1 + 0] == verticesAsFloats[v2 + 0] - && verticesAsFloats[v1 + 1] == verticesAsFloats[v2 + 1] - && verticesAsFloats[v1 + 2] == verticesAsFloats[v2 + 2]) - || ( verticesAsFloats[v2 + 0] == verticesAsFloats[v3 + 0] - && verticesAsFloats[v2 + 1] == verticesAsFloats[v3 + 1] - && verticesAsFloats[v2 + 2] == verticesAsFloats[v3 + 2]) - || ( verticesAsFloats[v1 + 0] == verticesAsFloats[v3 + 0] - && verticesAsFloats[v1 + 1] == verticesAsFloats[v3 + 1] - && verticesAsFloats[v1 + 2] == verticesAsFloats[v3 + 2]) ) - ) - { - // None of the vertices of the triangles are the same. This is a good triangle; - indices[realIndicesIndex + 0] = indices[tri + 0]; - indices[realIndicesIndex + 1] = indices[tri + 1]; - indices[realIndicesIndex + 2] = indices[tri + 2]; - realIndicesIndex += 3; - } - } - } - DetailLog("{0},BSShapeCollection.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", - BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); - - if (realIndicesIndex != 0) - { - newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, - realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); - } - else - { - PhysicsScene.Logger.DebugFormat("{0} All mesh triangles degenerate. Prim {1} at {2} in {3}", - LogHeader, prim.PhysObjectName, prim.RawPosition, PhysicsScene.Name); - } + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, body); + if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); } } - newShape.shapeKey = newMeshKey; - - return newShape; - } - - // See that hull shape exists in the physical world and update prim.BSShape. - // We could be creating the hull because scale changed or whatever. - // Return 'true' if a new hull was built. Otherwise, returning a shared hull instance. - private bool GetReferenceToHull(BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - BulletShape newShape; - - float lod; - System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - - // if the hull hasn't changed, don't rebuild it - if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL) - return false; - - if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X")); - - // Remove usage of the previous shape. - DereferenceShape(prim.PhysShape, shapeCallback); - - newShape = CreatePhysicalHull(prim, newHullKey, prim.BaseShape, prim.Size, lod); - // It might not have been created if we're waiting for an asset. - newShape = VerifyMeshCreated(PhysicsScene, newShape, prim); - - ReferenceShape(newShape); - - prim.PhysShape = newShape; - return true; // 'true' means a new shape has been added to this prim } - List m_hulls; - private BulletShape CreatePhysicalHull(BSPhysObject prim, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + // Release the usage of a body. + // Called when releasing use of a BSBody. BSShape is handled separately. + // Called in taint time. + public void DereferenceBody(BulletBody body, PhysicalDestructionCallback bodyCallback ) { + if (!body.HasPhysicalBody) + return; - BulletShape newShape = new BulletShape(); - IntPtr hullPtr = IntPtr.Zero; + m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); - HullDesc hullDesc; - if (Hulls.TryGetValue(newHullKey, out hullDesc)) - { - // If the hull shape already has been created, just use the one shared instance. - newShape = hullDesc.shape.Clone(); - } - else + lock (m_collectionActivityLock) { - if (BSParam.ShouldUseBulletHACD) - { - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); - MeshDesc meshDesc; - if (!Meshes.TryGetValue(newHullKey, out meshDesc)) - { - // That's odd because the mesh should have been created before the hull - // but, since it doesn't exist, create it. - newShape = CreatePhysicalMesh(prim, newHullKey, prim.BaseShape, prim.Size, lod); - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,noMeshBuiltNew,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); - - if (newShape.HasPhysicalShape) - { - ReferenceShape(newShape); - Meshes.TryGetValue(newHullKey, out meshDesc); - } - } - if (meshDesc.shape.HasPhysicalShape) - { - HACDParams parms; - parms.maxVerticesPerHull = BSParam.BHullMaxVerticesPerHull; - parms.minClusters = BSParam.BHullMinClusters; - parms.compacityWeight = BSParam.BHullCompacityWeight; - parms.volumeWeight = BSParam.BHullVolumeWeight; - parms.concavity = BSParam.BHullConcavity; - parms.addExtraDistPoints = BSParam.NumericBool(BSParam.BHullAddExtraDistPoints); - parms.addNeighboursDistPoints = BSParam.NumericBool(BSParam.BHullAddNeighboursDistPoints); - parms.addFacesPoints = BSParam.NumericBool(BSParam.BHullAddFacesPoints); - parms.shouldAdjustCollisionMargin = BSParam.NumericBool(BSParam.BHullShouldAdjustCollisionMargin); - - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); - newShape = PhysicsScene.PE.BuildHullShapeFromMesh(PhysicsScene.World, meshDesc.shape, parms); - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); - } - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); - } - if (!newShape.HasPhysicalShape) - { - // Build a new hull in the physical world. - // Pass true for physicalness as this prevents the creation of bounding box which is not needed - IMesh meshData = PhysicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); - if (meshData != null) - { - int[] indices = meshData.getIndexListAsInt(); - List vertices = meshData.getVertexList(); - - //format conversion from IMesh format to DecompDesc format - List convIndices = new List(); - List convVertices = new List(); - for (int ii = 0; ii < indices.GetLength(0); ii++) - { - convIndices.Add(indices[ii]); - } - foreach (OMV.Vector3 vv in vertices) - { - convVertices.Add(new float3(vv.X, vv.Y, vv.Z)); - } - - uint maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplit; - if (BSParam.CSHullMaxDepthSplit != BSParam.CSHullMaxDepthSplitForSimpleShapes) - { - // Simple primitive shapes we know are convex so they are better implemented with - // fewer hulls. - // Check for simple shape (prim without cuts) and reduce split parameter if so. - if (PrimHasNoCuts(pbs)) - { - maxDepthSplit = (uint)BSParam.CSHullMaxDepthSplitForSimpleShapes; - } - } - - // setup and do convex hull conversion - m_hulls = new List(); - DecompDesc dcomp = new DecompDesc(); - dcomp.mIndices = convIndices; - dcomp.mVertices = convVertices; - dcomp.mDepth = maxDepthSplit; - dcomp.mCpercent = BSParam.CSHullConcavityThresholdPercent; - dcomp.mPpercent = BSParam.CSHullVolumeConservationThresholdPercent; - dcomp.mMaxVertices = (uint)BSParam.CSHullMaxVertices; - dcomp.mSkinWidth = BSParam.CSHullMaxSkinWidth; - ConvexBuilder convexBuilder = new ConvexBuilder(HullReturn); - // create the hull into the _hulls variable - convexBuilder.process(dcomp); - - DetailLog("{0},BSShapeCollection.CreatePhysicalHull,key={1},inVert={2},inInd={3},split={4},hulls={5}", - BSScene.DetailLogZero, newHullKey, indices.GetLength(0), vertices.Count, maxDepthSplit, m_hulls.Count); - - // Convert the vertices and indices for passing to unmanaged. - // The hull information is passed as a large floating point array. - // The format is: - // convHulls[0] = number of hulls - // convHulls[1] = number of vertices in first hull - // convHulls[2] = hull centroid X coordinate - // convHulls[3] = hull centroid Y coordinate - // convHulls[4] = hull centroid Z coordinate - // convHulls[5] = first hull vertex X - // convHulls[6] = first hull vertex Y - // convHulls[7] = first hull vertex Z - // convHulls[8] = second hull vertex X - // ... - // convHulls[n] = number of vertices in second hull - // convHulls[n+1] = second hull centroid X coordinate - // ... - // - // TODO: is is very inefficient. Someday change the convex hull generator to return - // data structures that do not need to be converted in order to pass to Bullet. - // And maybe put the values directly into pinned memory rather than marshaling. - int hullCount = m_hulls.Count; - int totalVertices = 1; // include one for the count of the hulls - foreach (ConvexResult cr in m_hulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += cr.HullIndices.Count * 3; // we pass just triangles - } - float[] convHulls = new float[totalVertices]; - - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (ConvexResult cr in m_hulls) - { - // copy vertices for index access - float3[] verts = new float3[cr.HullVertices.Count]; - int kk = 0; - foreach (float3 ff in cr.HullVertices) - { - verts[kk++] = ff; - } - - // add to the array one hull's worth of data - convHulls[jj++] = cr.HullIndices.Count; - convHulls[jj++] = 0f; // centroid x,y,z - convHulls[jj++] = 0f; - convHulls[jj++] = 0f; - foreach (int ind in cr.HullIndices) - { - convHulls[jj++] = verts[ind].x; - convHulls[jj++] = verts[ind].y; - convHulls[jj++] = verts[ind].z; - } - } - // create the hull data structure in Bullet - newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); - } - } - newShape.shapeKey = newHullKey; - } - - return newShape; - } - - // Callback from convex hull creater with a newly created hull. - // Just add it to our collection of hulls for this shape. - private void HullReturn(ConvexResult result) - { - m_hulls.Add(result); - return; - } - - // Compound shapes are always built from scratch. - // This shouldn't be to bad since most of the parts will be meshes that had been built previously. - private bool GetReferenceToCompoundShape(BSPhysObject prim, ShapeDestructionCallback shapeCallback) - { - // Remove reference to the old shape - // Don't need to do this as the shape is freed when the new root shape is created below. - // DereferenceShape(prim.PhysShape, true, shapeCallback); - - BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false); - - // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. - CreateGeomMeshOrHull(prim, shapeCallback); - PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity); - if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", - prim.LocalID, cShape, prim.PhysShape); - - prim.PhysShape = cShape; - - return true; - } - - // Create a hash of all the shape parameters to be used as a key - // for this particular shape. - public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) - { - // level of detail based on size and type of the object - float lod = BSParam.MeshLOD; - - // prims with curvy internal cuts need higher lod - if (pbs.HollowShape == HollowShape.Circle) - lod = BSParam.MeshCircularLOD; - - if (pbs.SculptEntry) - lod = BSParam.SculptLOD; - - // Mega prims usually get more detail because one can interact with shape approximations at this size. - float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); - if (maxAxis > BSParam.MeshMegaPrimThreshold) - lod = BSParam.MeshMegaPrimLOD; - - retLod = lod; - return pbs.GetMeshKey(size, lod); - } - // For those who don't want the LOD - public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs) - { - float lod; - return ComputeShapeKey(size, pbs, out lod); - } - - // The creation of a mesh or hull can fail if an underlying asset is not available. - // There are two cases: 1) the asset is not in the cache and it needs to be fetched; - // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). - // The first case causes the asset to be fetched. The second case requires - // us to not loop forever. - // Called after creating a physical mesh or hull. If the physical shape was created, - // just return. - public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) - { - // If the shape was successfully created, nothing more to do - if (newShape.HasPhysicalShape) - return newShape; + if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); + // If the caller needs to know the old body is going away, pass the event up. + if (bodyCallback != null) + bodyCallback(body, null); - // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been - // fetched but we end up here again, the meshing of the asset must have failed. - // Prevent trying to keep fetching the mesh by declaring failure. - if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) - { - prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - } - else - { - // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset - if (prim.BaseShape.SculptEntry - && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed - && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting - && prim.BaseShape.SculptTexture != OMV.UUID.Zero - ) - { - physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); - // Multiple requestors will know we're waiting for this asset - prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; + // Removing an object not in the world is a NOOP + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, body); - BSPhysObject xprim = prim; - Util.FireAndForget(delegate - { - RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; - if (assetProvider != null) - { - BSPhysObject yprim = xprim; // probably not necessary, but, just in case. - assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) - { - bool assetFound = false; - string mismatchIDs = String.Empty; // DEBUG DEBUG - if (asset != null && yprim.BaseShape.SculptEntry) - { - if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) - { - yprim.BaseShape.SculptData = asset.Data; - // This will cause the prim to see that the filler shape is not the right - // one and try again to build the object. - // No race condition with the normal shape setting since the rebuild is at taint time. - yprim.ForceBodyShapeRebuild(false /* inTaintTime */); - assetFound = true; - } - else - { - mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; - } - } - if (assetFound) - yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; - else - yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", - yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); + // Zero any reference to the shape so it is not freed when the body is deleted. + m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, body, null); - }); - } - else - { - xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", - LogHeader, physicsScene.Name); - } - }); - } - else - { - if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) - { - physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", - LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); - } - } + m_physicsScene.PE.DestroyObject(m_physicsScene.World, body); } - - // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. - BulletShape fillinShape = physicsScene.Shapes.BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); - physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); - - return fillinShape; } // Create a body object in Bullet. // Updates prim.BSBody with the information about the new body if one is created. // Returns 'true' if an object was actually created. // Called at taint-time. - private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BodyDestructionCallback bodyCallback) + private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, PhysicalDestructionCallback bodyCallback) { bool ret = false; @@ -1061,7 +287,7 @@ public sealed class BSShapeCollection : IDisposable // If not a solid object, body is a GhostObject. Otherwise a RigidBody. if (!mustRebuild) { - CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody); + CollisionObjectTypes bodyType = (CollisionObjectTypes)m_physicsScene.PE.GetBodyType(prim.PhysBody); if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) { @@ -1079,12 +305,12 @@ public sealed class BSShapeCollection : IDisposable BulletBody aBody; if (prim.IsSolid) { - aBody = PhysicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation); + aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); } else { - aBody = PhysicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape, prim.LocalID, prim.RawPosition, prim.RawOrientation); + aBody = m_physicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); } @@ -1098,46 +324,10 @@ public sealed class BSShapeCollection : IDisposable return ret; } - private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc) - { - bool ret = false; - MeshDesc foundDesc = new MeshDesc(); - foreach (MeshDesc md in Meshes.Values) - { - if (md.shape.ReferenceSame(shape)) - { - foundDesc = md; - ret = true; - break; - } - - } - outDesc = foundDesc; - return ret; - } - - private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc) - { - bool ret = false; - HullDesc foundDesc = new HullDesc(); - foreach (HullDesc hd in Hulls.Values) - { - if (hd.shape.ReferenceSame(shape)) - { - foundDesc = hd; - ret = true; - break; - } - - } - outDesc = foundDesc; - return ret; - } - private void DetailLog(string msg, params Object[] args) { - if (PhysicsScene.PhysicsLogging.Enabled) - PhysicsScene.DetailLog(msg, args); + if (m_physicsScene.PhysicsLogging.Enabled) + m_physicsScene.DetailLog(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index e427dbc..a7b3f02 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -39,6 +39,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public abstract class BSShape { + private static string LogHeader = "[BULLETSIM SHAPE]"; + public int referenceCount { get; set; } public DateTime lastReferenced { get; set; } public BulletShape physShapeInfo { get; set; } @@ -56,49 +58,6 @@ public abstract class BSShape physShapeInfo = pShape; } - // Get a reference to a physical shape. Create if it doesn't exist - public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) - { - BSShape ret = null; - - if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE) - { - // an avatar capsule is close to a native shape (it is not shared) - ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE, - FixedShapeKey.KEY_CAPSULE); - physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret); - } - - // Compound shapes are handled special as they are rebuilt from scratch. - // This isn't too great a hardship since most of the child shapes will have already been created. - if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND) - { - // Getting a reference to a compound shape gets you the compound shape with the root prim shape added - ret = BSShapeCompound.GetReference(physicsScene, prim); - physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret); - } - - // Avatars have their own unique shape - if (ret == null && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_AVATAR) - { - // Getting a reference to a compound shape gets you the compound shape with the root prim shape added - ret = BSShapeAvatar.GetReference(prim); - physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,avatarShape,shape={1}", prim.LocalID, ret); - } - - if (ret == null) - ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim); - - return ret; - } - private static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) - { - // TODO: work needed here!! - BSShapeMesh.GetReference(physicsScene, forceRebuild, prim); - BSShapeHull.GetReference(physicsScene, forceRebuild, prim); - return null; - } - // Called when this shape is being used again. public virtual void IncrementReference() { @@ -116,6 +75,27 @@ public abstract class BSShape // Release the use of a physical shape. public abstract void Dereference(BSScene physicsScene); + // Return 'true' if there is an allocated physics physical shape under this class instance. + public virtual bool HasPhysicalShape + { + get + { + if (physShapeInfo != null) + return physShapeInfo.HasPhysicalShape; + return false; + } + } + public virtual BSPhysicsShapeType ShapeType + { + get + { + BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; + if (physShapeInfo != null && physShapeInfo.HasPhysicalShape) + ret = physShapeInfo.shapeType; + return ret; + } + } + // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { @@ -132,6 +112,119 @@ public abstract class BSShape buff.Append(">"); return buff.ToString(); } + + // Create a hash of all the shape parameters to be used as a key for this particular shape. + public static System.UInt64 ComputeShapeKey(OMV.Vector3 size, PrimitiveBaseShape pbs, out float retLod) + { + // level of detail based on size and type of the object + float lod = BSParam.MeshLOD; + if (pbs.SculptEntry) + lod = BSParam.SculptLOD; + + // Mega prims usually get more detail because one can interact with shape approximations at this size. + float maxAxis = Math.Max(size.X, Math.Max(size.Y, size.Z)); + if (maxAxis > BSParam.MeshMegaPrimThreshold) + lod = BSParam.MeshMegaPrimLOD; + + retLod = lod; + return pbs.GetMeshKey(size, lod); + } + + // The creation of a mesh or hull can fail if an underlying asset is not available. + // There are two cases: 1) the asset is not in the cache and it needs to be fetched; + // and 2) the asset cannot be converted (like failed decompression of JPEG2000s). + // The first case causes the asset to be fetched. The second case requires + // us to not loop forever. + // Called after creating a physical mesh or hull. If the physical shape was created, + // just return. + public static BulletShape VerifyMeshCreated(BSScene physicsScene, BulletShape newShape, BSPhysObject prim) + { + // If the shape was successfully created, nothing more to do + if (newShape.HasPhysicalShape) + return newShape; + + // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been + // fetched but we end up here again, the meshing of the asset must have failed. + // Prevent trying to keep fetching the mesh by declaring failure. + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) + { + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", + LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + } + else + { + // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset + if (prim.BaseShape.SculptEntry + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed + && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting + && prim.BaseShape.SculptTexture != OMV.UUID.Zero + ) + { + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,fetchAsset", prim.LocalID); + // Multiple requestors will know we're waiting for this asset + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; + + BSPhysObject xprim = prim; + Util.FireAndForget(delegate + { + RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; + if (assetProvider != null) + { + BSPhysObject yprim = xprim; // probably not necessary, but, just in case. + assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) + { + bool assetFound = false; + string mismatchIDs = String.Empty; // DEBUG DEBUG + if (asset != null && yprim.BaseShape.SculptEntry) + { + if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) + { + yprim.BaseShape.SculptData = asset.Data; + // This will cause the prim to see that the filler shape is not the right + // one and try again to build the object. + // No race condition with the normal shape setting since the rebuild is at taint time. + yprim.ForceBodyShapeRebuild(false /* inTaintTime */); + assetFound = true; + } + else + { + mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; + } + } + if (assetFound) + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; + else + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + physicsScene.DetailLog("{0},BSShapeCollection,fetchAssetCallback,found={1},isSculpt={2},ids={3}", + yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); + }); + } + else + { + xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; + physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", + LogHeader, physicsScene.Name); + } + }); + } + else + { + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + { + physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", + LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + } + } + } + + // While we wait for the mesh defining asset to be loaded, stick in a simple box for the object. + BSShape fillShape = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX); + physicsScene.DetailLog("{0},BSShapeCollection.VerifyMeshCreated,boxTempShape", prim.LocalID); + + return fillShape.physShapeInfo; + } + } // ============================================================================================================ @@ -199,7 +292,7 @@ public class BSShapeNative : BSShape physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } - newShape.type = shapeType; + newShape.shapeType = shapeType; newShape.isNativeShape = true; newShape.shapeKey = (UInt64)shapeKey; return newShape; @@ -219,10 +312,11 @@ public class BSShapeMesh : BSShape public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; - System.UInt64 newMeshKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); physicsScene.DetailLog("{0},BSShapeMesh,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newMeshKey.ToString("X"), prim.Size, lod); + prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), + newMeshKey.ToString("X"), prim.Size, lod); BSShapeMesh retMesh = new BSShapeMesh(new BulletShape()); lock (Meshes) @@ -238,8 +332,8 @@ public class BSShapeMesh : BSShape BulletShape newShape = retMesh.CreatePhysicalMesh(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); // Check to see if mesh was created (might require an asset). - newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + newShape = VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) { // If a mesh was what was created, remember the built shape for later sharing. Meshes.Add(newMeshKey, retMesh); @@ -360,10 +454,10 @@ public class BSShapeHull : BSShape public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) { float lod; - System.UInt64 newHullKey = BSShapeCollection.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); + prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); BSShapeHull retHull = new BSShapeHull(new BulletShape()); lock (Hulls) @@ -379,8 +473,8 @@ public class BSShapeHull : BSShape BulletShape newShape = retHull.CreatePhysicalHull(physicsScene, prim, newHullKey, prim.BaseShape, prim.Size, lod); // Check to see if mesh was created (might require an asset). - newShape = BSShapeCollection.VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.type == BSPhysicsShapeType.SHAPE_MESH) + newShape = VerifyMeshCreated(physicsScene, newShape, prim); + if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) { // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); @@ -569,7 +663,6 @@ public class BSShapeHull : BSShape } } - // ============================================================================================================ public class BSShapeCompound : BSShape { @@ -589,9 +682,9 @@ public class BSShapeCompound : BSShape { // Failed the sanity check!! physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", - LogHeader, physShapeInfo.type, physShapeInfo.AddrString); + LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", - BSScene.DetailLogZero, physShapeInfo.type, physShapeInfo.AddrString); + BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 8012d91..906e4f9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs @@ -104,11 +104,11 @@ public class BulletShape { public BulletShape() { - type = BSPhysicsShapeType.SHAPE_UNKNOWN; + shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN; shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; isNativeShape = false; } - public BSPhysicsShapeType type; + public BSPhysicsShapeType shapeType; public System.UInt64 shapeKey; public bool isNativeShape; @@ -133,7 +133,7 @@ public class BulletShape buff.Append(") is its center-of-mass - OMV.Vector3 centerOfMassW = LinksetRoot.RawPosition; - if (!disableCOM) // DEBUG DEBUG - { - // Compute a center-of-mass in world coordinates. - centerOfMassW = ComputeLinksetCenterOfMass(); - } + OMV.Vector3 centerOfMassW = ComputeLinksetCenterOfMass(); OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(LinksetRoot.RawOrientation); @@ -414,20 +416,7 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement); - // This causes the physical position of the root prim to be offset to accomodate for the displacements - LinksetRoot.ForcePosition = LinksetRoot.RawPosition; - - // Update the local transform for the root child shape so it is offset from the <0,0,0> which is COM - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, 0 /* childIndex , - -centerDisplacement, - OMV.Quaternion.Identity, // LinksetRoot.RawOrientation, - false /* shouldRecalculateLocalAabb (is done later after linkset built) ); - - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,com={1},rootPos={2},centerDisp={3}", - LinksetRoot.LocalID, centerOfMassW, LinksetRoot.RawPosition, centerDisplacement); - - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,start,rBody={1},rShape={2},numChildren={3}", - LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetRoot.PhysShape, NumberOfChildren); + // TODO: add phantom root shape to be the center-of-mass // Add a shape for each of the other children in the linkset int memberIndex = 1; @@ -440,56 +429,31 @@ public sealed class BSLinksetCompound : BSLinkset else { cPrim.LinksetChildIndex = memberIndex; + } - if (cPrim.PhysShape.isNativeShape) - { - // A native shape is turned into a hull collision shape because native - // shapes are not shared so we have to hullify it so it will be tracked - // and freed at the correct time. This also solves the scaling problem - // (native shapes scale but hull/meshes are assumed to not be). - // TODO: decide of the native shape can just be used in the compound shape. - // Use call to CreateGeomNonSpecial(). - BulletShape saveShape = cPrim.PhysShape; - cPrim.PhysShape.Clear(); // Don't let the create free the child's shape - PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); - BulletShape newShape = cPrim.PhysShape; - cPrim.PhysShape = saveShape; - - OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; - OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", - LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, newShape, offsetPos, offsetRot); - } - else - { - // For the shared shapes (meshes and hulls), just use the shape in the child. - // The reference count added here will be decremented when the compound shape - // is destroyed in BSShapeCollection (the child shapes are looped over and dereferenced). - if (PhysicsScene.Shapes.ReferenceShape(cPrim.PhysShape)) - { - PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", - LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); - } - OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; - OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addNonNative,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", + BSShape childShape = cPrim.PhysShape; + childShape.IncrementReference(); + OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; + OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; + PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); - } - memberIndex++; - } + memberIndex++; + return false; // 'false' says to move onto the next child in the list }); + // Sneak the built compound shape in as the shape of the root prim. + // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. + PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); // Enable the physical position updator to return the position and rotation of the root shape PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); - */ } finally { -- cgit v1.1 From ad1787770ed02f71feaa002ab689467e187803bb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 28 Apr 2013 21:50:47 -0700 Subject: BulletSim: rename variable 'PhysicsScene' to be either 'PhysScene' or 'm_physicsScene' to match coding conventions and reduce confusion. --- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 112 ++++++------ OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 8 +- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 10 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 34 ++-- .../Physics/BulletSPlugin/BSLinksetConstraints.cs | 16 +- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 52 +++--- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 188 ++++++++++----------- .../Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 8 +- .../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 28 +-- .../Physics/BulletSPlugin/BSTerrainManager.cs | 56 +++--- .../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 52 +++--- 11 files changed, 282 insertions(+), 282 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index da23a262..e12fc8e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -95,18 +95,18 @@ public sealed class BSCharacter : BSPhysObject // the avatar seeking to reach the motor's target speed. // This motor runs as a prestep action for the avatar so it will keep the avatar // standing as well as moving. Destruction of the avatar will destroy the pre-step action. - m_moveActor = new BSActorAvatarMove(PhysicsScene, this, AvatarMoveActorName); + m_moveActor = new BSActorAvatarMove(PhysScene, this, AvatarMoveActorName); PhysicalActors.Add(AvatarMoveActorName, m_moveActor); DetailLog("{0},BSCharacter.create,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); // do actual creation in taint time - PhysicsScene.TaintedObject("BSCharacter.create", delegate() + PhysScene.TaintedObject("BSCharacter.create", delegate() { DetailLog("{0},BSCharacter.create,taint", LocalID); // New body and shape into PhysBody and PhysShape - PhysicsScene.Shapes.GetBodyAndShape(true, PhysicsScene.World, this); + PhysScene.Shapes.GetBodyAndShape(true, PhysScene.World, this); SetPhysicalProperties(); }); @@ -119,18 +119,18 @@ public sealed class BSCharacter : BSPhysObject base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); - PhysicsScene.TaintedObject("BSCharacter.destroy", delegate() + PhysScene.TaintedObject("BSCharacter.destroy", delegate() { - PhysicsScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); + PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); - PhysShape.Dereference(PhysicsScene); + PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); } private void SetPhysicalProperties() { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); ZeroMotion(true); ForcePosition = _position; @@ -145,35 +145,35 @@ public sealed class BSCharacter : BSPhysObject // Needs to be reset especially when an avatar is recreated after crossing a region boundry. Flying = _flying; - PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); - PhysicsScene.PE.SetMargin(PhysShape.physShapeInfo, PhysicsScene.Params.collisionMargin); - PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); - PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); + PhysScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); + PhysScene.PE.SetMargin(PhysShape.physShapeInfo, PhysScene.Params.collisionMargin); + PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); + PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); if (BSParam.CcdMotionThreshold > 0f) { - PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); - PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); + PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); + PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } UpdatePhysicalMassProperties(RawMass, false); // Make so capsule does not fall over - PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); + PhysScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); // The avatar mover sets some parameters. PhysicalActors.Refresh(); - PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); + PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); - PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); + PhysScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); + PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); // Do this after the object has been added to the world PhysBody.collisionType = CollisionType.Avatar; - PhysBody.ApplyCollisionMask(PhysicsScene); + PhysBody.ApplyCollisionMask(PhysScene); } @@ -203,14 +203,14 @@ public sealed class BSCharacter : BSPhysObject DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}", LocalID, _size, Scale, Density, _avatarVolume, RawMass); - PhysicsScene.TaintedObject("BSCharacter.setSize", delegate() + PhysScene.TaintedObject("BSCharacter.setSize", delegate() { if (PhysBody.HasPhysicalBody && PhysShape.physShapeInfo.HasPhysicalShape) { - PhysicsScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); + PhysScene.PE.SetLocalScaling(PhysShape.physShapeInfo, Scale); UpdatePhysicalMassProperties(RawMass, true); // Make sure this change appears as a property update event - PhysicsScene.PE.PushUpdate(PhysBody); + PhysScene.PE.PushUpdate(PhysBody); } }); @@ -247,24 +247,24 @@ public sealed class BSCharacter : BSPhysObject _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties directly into the physics engine - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.ClearAllForces(PhysBody); + PhysScene.PE.ClearAllForces(PhysBody); }); } public override void ZeroAngularMotion(bool inTaintTime) { _rotationalVelocity = OMV.Vector3.Zero; - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); - PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); + PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); + PhysScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); // The next also get rid of applied linear force but the linear velocity is untouched. - PhysicsScene.PE.ClearForces(PhysBody); + PhysScene.PE.ClearForces(PhysBody); } }); } @@ -286,7 +286,7 @@ public sealed class BSCharacter : BSPhysObject set { _position = value; - PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate() + PhysScene.TaintedObject("BSCharacter.setPosition", delegate() { DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); PositionSanityCheck(); @@ -296,14 +296,14 @@ public sealed class BSCharacter : BSPhysObject } public override OMV.Vector3 ForcePosition { get { - _position = PhysicsScene.PE.GetPosition(PhysBody); + _position = PhysScene.PE.GetPosition(PhysBody); return _position; } set { _position = value; if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); } } } @@ -317,18 +317,18 @@ public sealed class BSCharacter : BSPhysObject bool ret = false; // TODO: check for out of bounds - if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) + if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) { // The character is out of the known/simulated area. // Force the avatar position to be within known. ScenePresence will use the position // plus the velocity to decide if the avatar is moving out of the region. - RawPosition = PhysicsScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); + RawPosition = PhysScene.TerrainManager.ClampPositionIntoKnownTerrain(RawPosition); DetailLog("{0},BSCharacter.PositionSanityCheck,notWithinKnownTerrain,clampedPos={1}", LocalID, RawPosition); return true; } // If below the ground, move the avatar up - float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); + float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); if (Position.Z < terrainHeight) { DetailLog("{0},BSCharacter.PositionSanityCheck,adjustForUnderGround,pos={1},terrain={2}", LocalID, _position, terrainHeight); @@ -337,7 +337,7 @@ public sealed class BSCharacter : BSPhysObject } if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { - float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); + float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); if (Position.Z < waterHeight) { _position.Z = waterHeight; @@ -358,7 +358,7 @@ public sealed class BSCharacter : BSPhysObject { // The new position value must be pushed into the physics engine but we can't // just assign to "Position" because of potential call loops. - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate() { DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); ForcePosition = _position; @@ -376,8 +376,8 @@ public sealed class BSCharacter : BSPhysObject } public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) { - OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); - PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); + OMV.Vector3 localInertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); + PhysScene.PE.SetMassProps(PhysBody, physMass, localInertia); } public override OMV.Vector3 Force { @@ -385,11 +385,11 @@ public sealed class BSCharacter : BSPhysObject set { RawForce = value; // m_log.DebugFormat("{0}: Force = {1}", LogHeader, _force); - PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate() + PhysScene.TaintedObject("BSCharacter.SetForce", delegate() { DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, RawForce); if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetObjectForce(PhysBody, RawForce); + PhysScene.PE.SetObjectForce(PhysBody, RawForce); }); } } @@ -432,7 +432,7 @@ public sealed class BSCharacter : BSPhysObject set { RawVelocity = value; // m_log.DebugFormat("{0}: set velocity = {1}", LogHeader, RawVelocity); - PhysicsScene.TaintedObject("BSCharacter.setVelocity", delegate() + PhysScene.TaintedObject("BSCharacter.setVelocity", delegate() { if (m_moveActor != null) m_moveActor.SetVelocityAndTarget(RawVelocity, RawVelocity, true /* inTaintTime */); @@ -445,11 +445,11 @@ public sealed class BSCharacter : BSPhysObject public override OMV.Vector3 ForceVelocity { get { return RawVelocity; } set { - PhysicsScene.AssertInTaintTime("BSCharacter.ForceVelocity"); + PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); RawVelocity = value; - PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); - PhysicsScene.PE.Activate(PhysBody, true); + PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); + PhysScene.PE.Activate(PhysBody, true); } } public override OMV.Vector3 Torque { @@ -479,7 +479,7 @@ public sealed class BSCharacter : BSPhysObject if (_orientation != value) { _orientation = value; - PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate() + PhysScene.TaintedObject("BSCharacter.setOrientation", delegate() { ForceOrientation = _orientation; }); @@ -491,7 +491,7 @@ public sealed class BSCharacter : BSPhysObject { get { - _orientation = PhysicsScene.PE.GetOrientation(PhysBody); + _orientation = PhysScene.PE.GetOrientation(PhysBody); return _orientation; } set @@ -500,7 +500,7 @@ public sealed class BSCharacter : BSPhysObject if (PhysBody.HasPhysicalBody) { // _position = PhysicsScene.PE.GetPosition(BSBody); - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); } } } @@ -549,14 +549,14 @@ public sealed class BSCharacter : BSPhysObject public override bool FloatOnWater { set { _floatOnWater = value; - PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() + PhysScene.TaintedObject("BSCharacter.setFloatOnWater", delegate() { if (PhysBody.HasPhysicalBody) { if (_floatOnWater) - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); else - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); } }); } @@ -577,7 +577,7 @@ public sealed class BSCharacter : BSPhysObject public override float Buoyancy { get { return _buoyancy; } set { _buoyancy = value; - PhysicsScene.TaintedObject("BSCharacter.setBuoyancy", delegate() + PhysScene.TaintedObject("BSCharacter.setBuoyancy", delegate() { DetailLog("{0},BSCharacter.setBuoyancy,taint,buoy={1}", LocalID, _buoyancy); ForceBuoyancy = _buoyancy; @@ -587,7 +587,7 @@ public sealed class BSCharacter : BSPhysObject public override float ForceBuoyancy { get { return _buoyancy; } set { - PhysicsScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); + PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); _buoyancy = value; DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); @@ -595,7 +595,7 @@ public sealed class BSCharacter : BSPhysObject float grav = BSParam.Gravity * (1f - _buoyancy); Gravity = new OMV.Vector3(0f, 0f, grav); if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetGravity(PhysBody, Gravity); + PhysScene.PE.SetGravity(PhysBody, Gravity); } } @@ -613,7 +613,7 @@ public sealed class BSCharacter : BSPhysObject public override void AddForce(OMV.Vector3 force, bool pushforce) { // Since this force is being applied in only one step, make this a force per second. - OMV.Vector3 addForce = force / PhysicsScene.LastTimeStep; + OMV.Vector3 addForce = force / PhysScene.LastTimeStep; AddForce(addForce, pushforce, false); } private void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) { @@ -622,13 +622,13 @@ public sealed class BSCharacter : BSPhysObject OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSCharacter.addForce,call,force={1}", LocalID, addForce); - PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() + PhysScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() { // Bullet adds this central force to the total force for this tick // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); + PhysScene.PE.ApplyCentralForce(PhysBody, addForce); } }); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index e2e807e..56d2415 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -789,7 +789,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if ((m_knownHas & m_knownChangedTerrainHeight) == 0 || pos != lastRememberedHeightPos) { lastRememberedHeightPos = pos; - m_knownTerrainHeight = ControllingPrim.PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(pos); + m_knownTerrainHeight = ControllingPrim.PhysScene.TerrainManager.GetTerrainHeightAtXYZ(pos); m_knownHas |= m_knownChangedTerrainHeight; } return m_knownTerrainHeight; @@ -801,7 +801,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { if ((m_knownHas & m_knownChangedWaterLevel) == 0) { - m_knownWaterLevel = ControllingPrim.PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(pos); + m_knownWaterLevel = ControllingPrim.PhysScene.TerrainManager.GetWaterLevelAtXYZ(pos); m_knownHas |= m_knownChangedWaterLevel; } return (float)m_knownWaterLevel; @@ -1637,8 +1637,8 @@ namespace OpenSim.Region.Physics.BulletSPlugin // Invoke the detailed logger and output something if it's enabled. private void VDetailLog(string msg, params Object[] args) { - if (ControllingPrim.PhysicsScene.VehicleLoggingEnabled) - ControllingPrim.PhysicsScene.DetailLog(msg, args); + if (ControllingPrim.PhysScene.VehicleLoggingEnabled) + ControllingPrim.PhysScene.DetailLog(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index df1dd34..6d0d0eb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -80,7 +80,7 @@ public abstract class BSLinkset public BSPrimLinkable LinksetRoot { get; protected set; } - public BSScene PhysicsScene { get; private set; } + protected BSScene m_physicsScene { get; private set; } static int m_nextLinksetID = 1; public int LinksetID { get; private set; } @@ -115,7 +115,7 @@ public abstract class BSLinkset // We create LOTS of linksets. if (m_nextLinksetID <= 0) m_nextLinksetID = 1; - PhysicsScene = scene; + m_physicsScene = scene; LinksetRoot = parent; m_children = new HashSet(); LinksetMass = parent.RawMass; @@ -158,7 +158,7 @@ public abstract class BSLinkset } // The child is down to a linkset of just itself - return BSLinkset.Factory(PhysicsScene, child); + return BSLinkset.Factory(m_physicsScene, child); } // Return 'true' if the passed object is the root object of this linkset @@ -316,8 +316,8 @@ public abstract class BSLinkset // Invoke the detailed logger and output something if it's enabled. protected void DetailLog(string msg, params Object[] args) { - if (PhysicsScene.PhysicsLogging.Enabled) - PhysicsScene.DetailLog(msg, args); + if (m_physicsScene.PhysicsLogging.Enabled) + m_physicsScene.DetailLog(msg, args); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index be01808..01ada3f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -121,7 +121,7 @@ public sealed class BSLinksetCompound : BSLinkset // If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding. if (!Rebuilding && HasAnyChildren) { - PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() + m_physicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate() { if (HasAnyChildren) RecomputeLinksetCompound(); @@ -147,10 +147,10 @@ public sealed class BSLinksetCompound : BSLinkset { // The origional prims are removed from the world as the shape of the root compound // shape takes over. - PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); // We don't want collisions from the old linkset children. - PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); child.PhysBody.collisionType = CollisionType.LinksetChild; @@ -175,12 +175,12 @@ public sealed class BSLinksetCompound : BSLinkset else { // The non-physical children can come back to life. - PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); child.PhysBody.collisionType = CollisionType.LinksetChild; // Don't force activation so setting of DISABLE_SIMULATION can stay if used. - PhysicsScene.PE.Activate(child.PhysBody, false); + m_physicsScene.PE.Activate(child.PhysBody, false); ret = true; } return ret; @@ -196,7 +196,7 @@ public sealed class BSLinksetCompound : BSLinkset // but it also means all the child positions get updated. // What would cause an unnecessary rebuild so we make sure the linkset is in a // region before bothering to do a rebuild. - if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) + if (!IsRoot(updated) && m_physicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition)) { // If a child of the linkset is updating only the position or rotation, that can be done // without rebuilding the linkset. @@ -209,21 +209,21 @@ public sealed class BSLinksetCompound : BSLinkset if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) { // Find the physical instance of the child - if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) + if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) { // It is possible that the linkset is still under construction and the child is not yet // inserted into the compound shape. A rebuild of the linkset in a pre-step action will // build the whole thing with the new position or rotation. // The index must be checked because Bullet references the child array but does no validity // checking of the child index passed. - int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); + int numLinksetChildren = m_physicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape.physShapeInfo); if (updated.LinksetChildIndex < numLinksetChildren) { - BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); + BulletShape linksetChildShape = m_physicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex); if (linksetChildShape.HasPhysicalShape) { // Found the child shape within the compound shape - PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, + m_physicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape.physShapeInfo, updated.LinksetChildIndex, updated.RawPosition - LinksetRoot.RawPosition, updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation), true /* shouldRecalculateLocalAabb */); @@ -401,9 +401,9 @@ public sealed class BSLinksetCompound : BSLinkset // Here we build the compound shape made up of all the children. // Free up any shape we'd previously built. - LinksetShape.Dereference(PhysicsScene); + LinksetShape.Dereference(m_physicsScene); - LinksetShape = BSShapeCompound.GetReference(PhysicsScene, LinksetRoot); + LinksetShape = BSShapeCompound.GetReference(m_physicsScene, LinksetRoot); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -435,7 +435,7 @@ public sealed class BSLinksetCompound : BSLinkset childShape.IncrementReference(); OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); + m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); @@ -446,14 +446,14 @@ public sealed class BSLinksetCompound : BSLinkset // Sneak the built compound shape in as the shape of the root prim. // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. - PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); // Enable the physical position updator to return the position and rotation of the root shape - PhysicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); } finally { @@ -461,7 +461,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); + m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 1811772..a06a44d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs @@ -51,7 +51,7 @@ public sealed class BSLinksetConstraints : BSLinkset if (HasAnyChildren && IsRoot(requestor)) { // Queue to happen after all the other taint processing - PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() + m_physicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() { if (HasAnyChildren && IsRoot(requestor)) RecomputeLinksetConstraints(); @@ -142,7 +142,7 @@ public sealed class BSLinksetConstraints : BSLinkset rootx.LocalID, rootx.PhysBody.AddrString, childx.LocalID, childx.PhysBody.AddrString); - PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() + m_physicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() { PhysicallyUnlinkAChildFromRoot(rootx, childx); }); @@ -187,7 +187,7 @@ public sealed class BSLinksetConstraints : BSLinkset // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818 BSConstraint6Dof constrain = new BSConstraint6Dof( - PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); + m_physicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true ); // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true ); /* NOTE: below is an attempt to build constraint with full frame computation, etc. @@ -216,7 +216,7 @@ public sealed class BSLinksetConstraints : BSLinkset // ================================================================================== */ - PhysicsScene.Constraints.AddConstraint(constrain); + m_physicsScene.Constraints.AddConstraint(constrain); // zero linear and angular limits makes the objects unable to move in relation to each other constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero); @@ -248,10 +248,10 @@ public sealed class BSLinksetConstraints : BSLinkset childPrim.LocalID, childPrim.PhysBody.AddrString); // Find the constraint for this link and get rid of it from the overall collection and from my list - if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) + if (m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) { // Make the child refresh its location - PhysicsScene.PE.PushUpdate(childPrim.PhysBody); + m_physicsScene.PE.PushUpdate(childPrim.PhysBody); ret = true; } @@ -265,7 +265,7 @@ public sealed class BSLinksetConstraints : BSLinkset { DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID); - return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); + return m_physicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody); } // Call each of the constraints that make up this linkset and recompute the @@ -289,7 +289,7 @@ public sealed class BSLinksetConstraints : BSLinkset child.UpdatePhysicalMassProperties(linksetMass, true); BSConstraint constrain; - if (!PhysicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) + if (!m_physicsScene.Constraints.TryGetConstraint(LinksetRoot.PhysBody, child.PhysBody, out constrain)) { // If constraint doesn't exist yet, create it. constrain = BuildConstraint(LinksetRoot, child); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index b6eb619..6a3ada2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -72,14 +72,14 @@ public abstract class BSPhysObject : PhysicsActor } protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { - PhysicsScene = parentScene; + PhysScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around - PhysicalActors = new BSActorCollection(PhysicsScene); + PhysicalActors = new BSActorCollection(PhysScene); // Initialize variables kept in base. GravModifier = 1.0f; @@ -112,13 +112,13 @@ public abstract class BSPhysObject : PhysicsActor public virtual void Destroy() { PhysicalActors.Enable(false); - PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate() + PhysScene.TaintedObject("BSPhysObject.Destroy", delegate() { PhysicalActors.Dispose(); }); } - public BSScene PhysicsScene { get; protected set; } + public BSScene PhysScene { get; protected set; } // public override uint LocalID { get; set; } // Use the LocalID definition in PhysicsActor public string PhysObjectName { get; protected set; } public string TypeName { get; protected set; } @@ -270,7 +270,7 @@ public abstract class BSPhysObject : PhysicsActor public void ActivateIfPhysical(bool forceIt) { if (IsPhysical && PhysBody.HasPhysicalBody) - PhysicsScene.PE.Activate(PhysBody, forceIt); + PhysScene.PE.Activate(PhysBody, forceIt); } // 'actors' act on the physical object to change or constrain its motion. These can range from @@ -333,29 +333,29 @@ public abstract class BSPhysObject : PhysicsActor protected long CollisionAccumulation { get; set; } public override bool IsColliding { - get { return (CollidingStep == PhysicsScene.SimulationStep); } + get { return (CollidingStep == PhysScene.SimulationStep); } set { if (value) - CollidingStep = PhysicsScene.SimulationStep; + CollidingStep = PhysScene.SimulationStep; else CollidingStep = 0; } } public override bool CollidingGround { - get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } + get { return (CollidingGroundStep == PhysScene.SimulationStep); } set { if (value) - CollidingGroundStep = PhysicsScene.SimulationStep; + CollidingGroundStep = PhysScene.SimulationStep; else CollidingGroundStep = 0; } } public override bool CollidingObj { - get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } + get { return (CollidingObjectStep == PhysScene.SimulationStep); } set { if (value) - CollidingObjectStep = PhysicsScene.SimulationStep; + CollidingObjectStep = PhysScene.SimulationStep; else CollidingObjectStep = 0; } @@ -380,14 +380,14 @@ public abstract class BSPhysObject : PhysicsActor bool ret = false; // The following lines make IsColliding(), CollidingGround() and CollidingObj work - CollidingStep = PhysicsScene.SimulationStep; - if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) + CollidingStep = PhysScene.SimulationStep; + if (collidingWith <= PhysScene.TerrainManager.HighestTerrainID) { - CollidingGroundStep = PhysicsScene.SimulationStep; + CollidingGroundStep = PhysScene.SimulationStep; } else { - CollidingObjectStep = PhysicsScene.SimulationStep; + CollidingObjectStep = PhysScene.SimulationStep; } CollisionAccumulation++; @@ -397,10 +397,10 @@ public abstract class BSPhysObject : PhysicsActor // Make a collection of the collisions that happened the last simulation tick. // This is different than the collection created for sending up to the simulator as it is cleared every tick. - if (CollisionsLastTickStep != PhysicsScene.SimulationStep) + if (CollisionsLastTickStep != PhysScene.SimulationStep) { CollisionsLastTick = new CollisionEventUpdate(); - CollisionsLastTickStep = PhysicsScene.SimulationStep; + CollisionsLastTickStep = PhysScene.SimulationStep; } CollisionsLastTick.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); @@ -427,9 +427,9 @@ public abstract class BSPhysObject : PhysicsActor bool force = (CollisionCollection.Count == 0 && CollisionsLastReported.Count != 0); // throttle the collisions to the number of milliseconds specified in the subscription - if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) + if (force || (PhysScene.SimulationNowTime >= NextCollisionOkTime)) { - NextCollisionOkTime = PhysicsScene.SimulationNowTime + SubscribedEventsMs; + NextCollisionOkTime = PhysScene.SimulationNowTime + SubscribedEventsMs; // We are called if we previously had collisions. If there are no collisions // this time, send up one last empty event so OpenSim can sense collision end. @@ -464,10 +464,10 @@ public abstract class BSPhysObject : PhysicsActor // make sure first collision happens NextCollisionOkTime = Util.EnvironmentTickCountSubtract(SubscribedEventsMs); - PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() + PhysScene.TaintedObject(TypeName+".SubscribeEvents", delegate() { if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } else @@ -479,11 +479,11 @@ public abstract class BSPhysObject : PhysicsActor public override void UnSubscribeEvents() { // DetailLog("{0},{1}.UnSubscribeEvents,unsubscribing", LocalID, TypeName); SubscribedEventsMs = 0; - PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() + PhysScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() { // Make sure there is a body there because sometimes destruction happens in an un-ideal order. if (PhysBody.HasPhysicalBody) - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); }); } // Return 'true' if the simulator wants collision events @@ -497,7 +497,7 @@ public abstract class BSPhysObject : PhysicsActor { // Scale the collision count by the time since the last collision. // The "+1" prevents dividing by zero. - long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; + long timeAgo = PhysScene.SimulationStep - CollidingStep + 1; CollisionScore = CollisionAccumulation / timeAgo; } public override float CollisionScore { get; set; } @@ -524,8 +524,8 @@ public abstract class BSPhysObject : PhysicsActor // High performance detailed logging routine used by the physical objects. protected void DetailLog(string msg, params Object[] args) { - if (PhysicsScene.PhysicsLogging.Enabled) - PhysicsScene.DetailLog(msg, args); + if (PhysScene.PhysicsLogging.Enabled) + PhysScene.DetailLog(msg, args); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 5d12338..0d45579 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -101,21 +101,21 @@ public class BSPrim : BSPhysObject _isVolumeDetect = false; // We keep a handle to the vehicle actor so we can set vehicle parameters later. - VehicleActor = new BSDynamics(PhysicsScene, this, VehicleActorName); + VehicleActor = new BSDynamics(PhysScene, this, VehicleActorName); PhysicalActors.Add(VehicleActorName, VehicleActor); _mass = CalculateMass(); // DetailLog("{0},BSPrim.constructor,call", LocalID); // do the actual object creation at taint time - PhysicsScene.TaintedObject("BSPrim.create", delegate() + PhysScene.TaintedObject("BSPrim.create", delegate() { // Make sure the object is being created with some sanity. ExtremeSanityCheck(true /* inTaintTime */); CreateGeomAndObject(true); - CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); + CurrentCollisionFlags = PhysScene.PE.GetCollisionFlags(PhysBody); }); } @@ -128,13 +128,13 @@ public class BSPrim : BSPhysObject // Undo any vehicle properties this.VehicleType = (int)Vehicle.TYPE_NONE; - PhysicsScene.TaintedObject("BSPrim.Destroy", delegate() + PhysScene.TaintedObject("BSPrim.Destroy", delegate() { DetailLog("{0},BSPrim.Destroy,taint,", LocalID); // If there are physical body and shape, release my use of same. - PhysicsScene.Shapes.DereferenceBody(PhysBody, null); + PhysScene.Shapes.DereferenceBody(PhysBody, null); PhysBody.Clear(); - PhysShape.Dereference(PhysicsScene); + PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); } @@ -163,7 +163,7 @@ public class BSPrim : BSPhysObject } public override bool ForceBodyShapeRebuild(bool inTaintTime) { - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() { _mass = CalculateMass(); // changing the shape changes the mass CreateGeomAndObject(true); @@ -180,7 +180,7 @@ public class BSPrim : BSPhysObject if (value != _isSelected) { _isSelected = value; - PhysicsScene.TaintedObject("BSPrim.setSelected", delegate() + PhysScene.TaintedObject("BSPrim.setSelected", delegate() { DetailLog("{0},BSPrim.selected,taint,selected={1}", LocalID, _isSelected); SetObjectDynamic(false); @@ -226,23 +226,23 @@ public class BSPrim : BSPhysObject _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() { if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.ClearAllForces(PhysBody); + PhysScene.PE.ClearAllForces(PhysBody); }); } public override void ZeroAngularMotion(bool inTaintTime) { _rotationalVelocity = OMV.Vector3.Zero; // Zero some other properties in the physics engine - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() { // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); - PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); + PhysScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); + PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); } }); } @@ -260,11 +260,11 @@ public class BSPrim : BSPhysObject EnableActor(LockedAxis != LockedAxisFree, LockedAxisActorName, delegate() { - return new BSActorLockAxis(PhysicsScene, this, LockedAxisActorName); + return new BSActorLockAxis(PhysScene, this, LockedAxisActorName); }); // Update parameters so the new actor's Refresh() action is called at the right time. - PhysicsScene.TaintedObject("BSPrim.LockAngularMotion", delegate() + PhysScene.TaintedObject("BSPrim.LockAngularMotion", delegate() { UpdatePhysicalParameters(); }); @@ -294,7 +294,7 @@ public class BSPrim : BSPhysObject _position = value; PositionSanityCheck(false); - PhysicsScene.TaintedObject("BSPrim.setPosition", delegate() + PhysScene.TaintedObject("BSPrim.setPosition", delegate() { DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); ForcePosition = _position; @@ -304,14 +304,14 @@ public class BSPrim : BSPhysObject public override OMV.Vector3 ForcePosition { get { - _position = PhysicsScene.PE.GetPosition(PhysBody); + _position = PhysScene.PE.GetPosition(PhysBody); return _position; } set { _position = value; if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); ActivateIfPhysical(false); } } @@ -328,7 +328,7 @@ public class BSPrim : BSPhysObject if (!IsPhysicallyActive) return ret; - if (!PhysicsScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) + if (!PhysScene.TerrainManager.IsWithinKnownTerrain(RawPosition)) { // The physical object is out of the known/simulated area. // Upper levels of code will handle the transition to other areas so, for @@ -336,7 +336,7 @@ public class BSPrim : BSPhysObject return ret; } - float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); + float terrainHeight = PhysScene.TerrainManager.GetTerrainHeightAtXYZ(RawPosition); OMV.Vector3 upForce = OMV.Vector3.Zero; float approxSize = Math.Max(Size.X, Math.Max(Size.Y, Size.Z)); if ((RawPosition.Z + approxSize / 2f) < terrainHeight) @@ -357,7 +357,7 @@ public class BSPrim : BSPhysObject if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0) { - float waterHeight = PhysicsScene.TerrainManager.GetWaterLevelAtXYZ(_position); + float waterHeight = PhysScene.TerrainManager.GetWaterLevelAtXYZ(_position); // TODO: a floating motor so object will bob in the water if (Math.Abs(RawPosition.Z - waterHeight) > 0.1f) { @@ -365,7 +365,7 @@ public class BSPrim : BSPhysObject upForce.Z = (waterHeight - RawPosition.Z) * 1f; // Apply upforce and overcome gravity. - OMV.Vector3 correctionForce = upForce - PhysicsScene.DefaultGravity; + OMV.Vector3 correctionForce = upForce - PhysScene.DefaultGravity; DetailLog("{0},BSPrim.PositionSanityCheck,applyForce,pos={1},upForce={2},correctionForce={3}", LocalID, _position, upForce, correctionForce); AddForce(correctionForce, false, inTaintTime); ret = true; @@ -431,10 +431,10 @@ public class BSPrim : BSPhysObject { if (IsStatic) { - PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity); + PhysScene.PE.SetGravity(PhysBody, PhysScene.DefaultGravity); Inertia = OMV.Vector3.Zero; - PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia); - PhysicsScene.PE.UpdateInertiaTensor(PhysBody); + PhysScene.PE.SetMassProps(PhysBody, 0f, Inertia); + PhysScene.PE.UpdateInertiaTensor(PhysBody); } else { @@ -443,16 +443,16 @@ public class BSPrim : BSPhysObject // Changing interesting properties doesn't change proxy and collision cache // information. The Bullet solution is to re-add the object to the world // after parameters are changed. - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); } // The computation of mass props requires gravity to be set on the object. Gravity = ComputeGravity(Buoyancy); - PhysicsScene.PE.SetGravity(PhysBody, Gravity); + PhysScene.PE.SetGravity(PhysBody, Gravity); - Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); - PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); - PhysicsScene.PE.UpdateInertiaTensor(PhysBody); + Inertia = PhysScene.PE.CalculateLocalInertia(PhysShape.physShapeInfo, physMass); + PhysScene.PE.SetMassProps(PhysBody, physMass, Inertia); + PhysScene.PE.UpdateInertiaTensor(PhysBody); DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, Gravity, inWorld); @@ -468,7 +468,7 @@ public class BSPrim : BSPhysObject // Return what gravity should be set to this very moment public OMV.Vector3 ComputeGravity(float buoyancy) { - OMV.Vector3 ret = PhysicsScene.DefaultGravity; + OMV.Vector3 ret = PhysScene.DefaultGravity; if (!IsStatic) { @@ -497,7 +497,7 @@ public class BSPrim : BSPhysObject RawForce = value; EnableActor(RawForce != OMV.Vector3.Zero, SetForceActorName, delegate() { - return new BSActorSetForce(PhysicsScene, this, SetForceActorName); + return new BSActorSetForce(PhysScene, this, SetForceActorName); }); } } @@ -509,7 +509,7 @@ public class BSPrim : BSPhysObject set { Vehicle type = (Vehicle)value; - PhysicsScene.TaintedObject("setVehicleType", delegate() + PhysScene.TaintedObject("setVehicleType", delegate() { // Vehicle code changes the parameters for this vehicle type. VehicleActor.ProcessTypeChange(type); @@ -519,7 +519,7 @@ public class BSPrim : BSPhysObject } public override void VehicleFloatParam(int param, float value) { - PhysicsScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() + PhysScene.TaintedObject("BSPrim.VehicleFloatParam", delegate() { VehicleActor.ProcessFloatVehicleParam((Vehicle)param, value); ActivateIfPhysical(false); @@ -527,7 +527,7 @@ public class BSPrim : BSPhysObject } public override void VehicleVectorParam(int param, OMV.Vector3 value) { - PhysicsScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() + PhysScene.TaintedObject("BSPrim.VehicleVectorParam", delegate() { VehicleActor.ProcessVectorVehicleParam((Vehicle)param, value); ActivateIfPhysical(false); @@ -535,7 +535,7 @@ public class BSPrim : BSPhysObject } public override void VehicleRotationParam(int param, OMV.Quaternion rotation) { - PhysicsScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() + PhysScene.TaintedObject("BSPrim.VehicleRotationParam", delegate() { VehicleActor.ProcessRotationVehicleParam((Vehicle)param, rotation); ActivateIfPhysical(false); @@ -543,7 +543,7 @@ public class BSPrim : BSPhysObject } public override void VehicleFlags(int param, bool remove) { - PhysicsScene.TaintedObject("BSPrim.VehicleFlags", delegate() + PhysScene.TaintedObject("BSPrim.VehicleFlags", delegate() { VehicleActor.ProcessVehicleFlags(param, remove); }); @@ -555,7 +555,7 @@ public class BSPrim : BSPhysObject if (_isVolumeDetect != newValue) { _isVolumeDetect = newValue; - PhysicsScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() + PhysScene.TaintedObject("BSPrim.SetVolumeDetect", delegate() { // DetailLog("{0},setVolumeDetect,taint,volDetect={1}", LocalID, _isVolumeDetect); SetObjectDynamic(true); @@ -566,7 +566,7 @@ public class BSPrim : BSPhysObject public override void SetMaterial(int material) { base.SetMaterial(material); - PhysicsScene.TaintedObject("BSPrim.SetMaterial", delegate() + PhysScene.TaintedObject("BSPrim.SetMaterial", delegate() { UpdatePhysicalParameters(); }); @@ -579,7 +579,7 @@ public class BSPrim : BSPhysObject if (base.Friction != value) { base.Friction = value; - PhysicsScene.TaintedObject("BSPrim.setFriction", delegate() + PhysScene.TaintedObject("BSPrim.setFriction", delegate() { UpdatePhysicalParameters(); }); @@ -594,7 +594,7 @@ public class BSPrim : BSPhysObject if (base.Restitution != value) { base.Restitution = value; - PhysicsScene.TaintedObject("BSPrim.setRestitution", delegate() + PhysScene.TaintedObject("BSPrim.setRestitution", delegate() { UpdatePhysicalParameters(); }); @@ -611,7 +611,7 @@ public class BSPrim : BSPhysObject if (base.Density != value) { base.Density = value; - PhysicsScene.TaintedObject("BSPrim.setDensity", delegate() + PhysScene.TaintedObject("BSPrim.setDensity", delegate() { UpdatePhysicalParameters(); }); @@ -626,7 +626,7 @@ public class BSPrim : BSPhysObject if (base.GravModifier != value) { base.GravModifier = value; - PhysicsScene.TaintedObject("BSPrim.setGravityModifier", delegate() + PhysScene.TaintedObject("BSPrim.setGravityModifier", delegate() { UpdatePhysicalParameters(); }); @@ -637,7 +637,7 @@ public class BSPrim : BSPhysObject get { return RawVelocity; } set { RawVelocity = value; - PhysicsScene.TaintedObject("BSPrim.setVelocity", delegate() + PhysScene.TaintedObject("BSPrim.setVelocity", delegate() { // DetailLog("{0},BSPrim.SetVelocity,taint,vel={1}", LocalID, RawVelocity); ForceVelocity = RawVelocity; @@ -647,13 +647,13 @@ public class BSPrim : BSPhysObject public override OMV.Vector3 ForceVelocity { get { return RawVelocity; } set { - PhysicsScene.AssertInTaintTime("BSPrim.ForceVelocity"); + PhysScene.AssertInTaintTime("BSPrim.ForceVelocity"); RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceVelocity,taint,vel={1}", LocalID, RawVelocity); - PhysicsScene.PE.SetLinearVelocity(PhysBody, RawVelocity); + PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); ActivateIfPhysical(false); } } @@ -664,7 +664,7 @@ public class BSPrim : BSPhysObject RawTorque = value; EnableActor(RawTorque != OMV.Vector3.Zero, SetTorqueActorName, delegate() { - return new BSActorSetTorque(PhysicsScene, this, SetTorqueActorName); + return new BSActorSetTorque(PhysScene, this, SetTorqueActorName); }); DetailLog("{0},BSPrim.SetTorque,call,torque={1}", LocalID, RawTorque); } @@ -687,7 +687,7 @@ public class BSPrim : BSPhysObject return; _orientation = value; - PhysicsScene.TaintedObject("BSPrim.setOrientation", delegate() + PhysScene.TaintedObject("BSPrim.setOrientation", delegate() { ForceOrientation = _orientation; }); @@ -698,14 +698,14 @@ public class BSPrim : BSPhysObject { get { - _orientation = PhysicsScene.PE.GetOrientation(PhysBody); + _orientation = PhysScene.PE.GetOrientation(PhysBody); return _orientation; } set { _orientation = value; if (PhysBody.HasPhysicalBody) - PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); + PhysScene.PE.SetTranslation(PhysBody, _position, _orientation); } } public override int PhysicsActorType { @@ -718,7 +718,7 @@ public class BSPrim : BSPhysObject if (_isPhysical != value) { _isPhysical = value; - PhysicsScene.TaintedObject("BSPrim.setIsPhysical", delegate() + PhysScene.TaintedObject("BSPrim.setIsPhysical", delegate() { DetailLog("{0},setIsPhysical,taint,isPhys={1}", LocalID, _isPhysical); SetObjectDynamic(true); @@ -773,7 +773,7 @@ public class BSPrim : BSPhysObject // Mangling all the physical properties requires the object not be in the physical world. // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.RemoveObjectFromWorld(PhysScene.World, PhysBody); // Set up the object physicalness (does gravity and collisions move this object) MakeDynamic(IsStatic); @@ -790,7 +790,7 @@ public class BSPrim : BSPhysObject AddObjectToPhysicalWorld(); // Rebuild its shape - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); + PhysScene.PE.UpdateSingleAabb(PhysScene.World, PhysBody); 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(), @@ -807,28 +807,28 @@ public class BSPrim : BSPhysObject if (makeStatic) { // Become a Bullet 'static' object type - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); // Stop all movement ZeroMotion(true); // Set various physical properties so other object interact properly - PhysicsScene.PE.SetFriction(PhysBody, Friction); - PhysicsScene.PE.SetRestitution(PhysBody, Restitution); - PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); + PhysScene.PE.SetFriction(PhysBody, Friction); + PhysScene.PE.SetRestitution(PhysBody, Restitution); + PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); // Mass is zero which disables a bunch of physics stuff in Bullet UpdatePhysicalMassProperties(0f, false); // Set collision detection parameters if (BSParam.CcdMotionThreshold > 0f) { - PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); - PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); + PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); + PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } // The activation state is 'disabled' so Bullet will not try to act on it. // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); // Start it out sleeping and physical actions could wake it up. - PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); + PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); // This collides like a static object PhysBody.collisionType = CollisionType.Static; @@ -836,11 +836,11 @@ public class BSPrim : BSPhysObject else { // Not a Bullet static object - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); // Set various physical properties so other object interact properly - PhysicsScene.PE.SetFriction(PhysBody, Friction); - PhysicsScene.PE.SetRestitution(PhysBody, Restitution); + PhysScene.PE.SetFriction(PhysBody, Friction); + PhysScene.PE.SetRestitution(PhysBody, Restitution); // DetailLog("{0},BSPrim.MakeDynamic,frict={1},rest={2}", LocalID, Friction, Restitution); // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 @@ -858,22 +858,22 @@ public class BSPrim : BSPhysObject // Set collision detection parameters if (BSParam.CcdMotionThreshold > 0f) { - PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); - PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); + PhysScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); + PhysScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); } // Various values for simulation limits - PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); - PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); - PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); - PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); + PhysScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); + PhysScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); + PhysScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); + PhysScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); // This collides like an object. PhysBody.collisionType = CollisionType.Dynamic; // 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); + PhysScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); } } @@ -883,7 +883,7 @@ public class BSPrim : BSPhysObject // the functions after this one set up the state of a possibly newly created collision body. private void MakeSolid(bool makeSolid) { - CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody); + CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysScene.PE.GetBodyType(PhysBody); if (makeSolid) { // Verify the previous code created the correct shape for this type of thing. @@ -891,7 +891,7 @@ public class BSPrim : BSPhysObject { m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); } - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); } else { @@ -899,7 +899,7 @@ public class BSPrim : BSPhysObject { m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); } - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); // Change collision info from a static object to a ghosty collision object PhysBody.collisionType = CollisionType.VolumeDetect; @@ -911,11 +911,11 @@ public class BSPrim : BSPhysObject { if (wantsCollisionEvents) { - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } else { - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); } } @@ -926,7 +926,7 @@ public class BSPrim : BSPhysObject { if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); + PhysScene.PE.AddObjectToWorld(PhysScene.World, PhysBody); } else { @@ -961,12 +961,12 @@ public class BSPrim : BSPhysObject public override bool FloatOnWater { set { _floatOnWater = value; - PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() + PhysScene.TaintedObject("BSPrim.setFloatOnWater", delegate() { if (_floatOnWater) - CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); else - CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); + CurrentCollisionFlags = PhysScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); }); } } @@ -978,7 +978,7 @@ public class BSPrim : BSPhysObject _rotationalVelocity = value; Util.ClampV(_rotationalVelocity, BSParam.MaxAngularVelocity); // m_log.DebugFormat("{0}: RotationalVelocity={1}", LogHeader, _rotationalVelocity); - PhysicsScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() + PhysScene.TaintedObject("BSPrim.setRotationalVelocity", delegate() { ForceRotationalVelocity = _rotationalVelocity; }); @@ -993,7 +993,7 @@ public class BSPrim : BSPhysObject if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.ForceRotationalVel,taint,rotvel={1}", LocalID, _rotationalVelocity); - PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); + PhysScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); // PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); ActivateIfPhysical(false); } @@ -1009,7 +1009,7 @@ public class BSPrim : BSPhysObject get { return _buoyancy; } set { _buoyancy = value; - PhysicsScene.TaintedObject("BSPrim.setBuoyancy", delegate() + PhysScene.TaintedObject("BSPrim.setBuoyancy", delegate() { ForceBuoyancy = _buoyancy; }); @@ -1032,7 +1032,7 @@ public class BSPrim : BSPhysObject base.MoveToTargetActive = value; EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() { - return new BSActorMoveToTarget(PhysicsScene, this, MoveToTargetActorName); + return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName); }); } } @@ -1044,7 +1044,7 @@ public class BSPrim : BSPhysObject base.HoverActive = value; EnableActor(HoverActive, HoverActorName, delegate() { - return new BSActorHover(PhysicsScene, this, HoverActorName); + return new BSActorHover(PhysScene, this, HoverActorName); }); } } @@ -1054,7 +1054,7 @@ public class BSPrim : BSPhysObject OMV.Vector3 addForce = Util.ClampV(force, BSParam.MaxAddForceMagnitude); // Since this force is being applied in only one step, make this a force per second. - addForce /= PhysicsScene.LastTimeStep; + addForce /= PhysScene.LastTimeStep; AddForce(addForce, pushforce, false /* inTaintTime */); } @@ -1069,13 +1069,13 @@ public class BSPrim : BSPhysObject // DetailLog("{0},BSPrim.addForce,call,force={1}", LocalID, addForce); OMV.Vector3 addForce = force; - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.AddForce", delegate() { // Bullet adds this central force to the total force for this tick DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); + PhysScene.PE.ApplyCentralForce(PhysBody, addForce); ActivateIfPhysical(false); } }); @@ -1097,13 +1097,13 @@ public class BSPrim : BSPhysObject OMV.Vector3 addImpulse = Util.ClampV(impulse, BSParam.MaxAddForceMagnitude); // DetailLog("{0},BSPrim.addForceImpulse,call,impulse={1}", LocalID, impulse); - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.AddImpulse", delegate() { // Bullet adds this impulse immediately to the velocity DetailLog("{0},BSPrim.addForceImpulse,taint,impulseforce={1}", LocalID, addImpulse); if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); + PhysScene.PE.ApplyCentralImpulse(PhysBody, addImpulse); ActivateIfPhysical(false); } }); @@ -1122,12 +1122,12 @@ public class BSPrim : BSPhysObject if (force.IsFinite()) { OMV.Vector3 angForce = force; - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.AddAngularForce", delegate() { if (PhysBody.HasPhysicalBody) { DetailLog("{0},BSPrim.AddAngularForce,taint,angForce={1}", LocalID, angForce); - PhysicsScene.PE.ApplyTorque(PhysBody, angForce); + PhysScene.PE.ApplyTorque(PhysBody, angForce); ActivateIfPhysical(false); } }); @@ -1146,11 +1146,11 @@ public class BSPrim : BSPhysObject public void ApplyTorqueImpulse(OMV.Vector3 impulse, bool inTaintTime) { OMV.Vector3 applyImpulse = impulse; - PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() + PhysScene.TaintedObject(inTaintTime, "BSPrim.ApplyTorqueImpulse", delegate() { if (PhysBody.HasPhysicalBody) { - PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); + PhysScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); ActivateIfPhysical(false); } }); @@ -1452,7 +1452,7 @@ public class BSPrim : BSPhysObject // Create the correct physical representation for this type of object. // Updates base.PhysBody and base.PhysShape with the new information. // Ignore 'forceRebuild'. 'GetBodyAndShape' makes the right choices and changes of necessary. - PhysicsScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysicsScene.World, this, delegate(BulletBody pBody, BulletShape pShape) + PhysScene.Shapes.GetBodyAndShape(false /*forceRebuild */, PhysScene.World, this, delegate(BulletBody pBody, BulletShape pShape) { // Called if the current prim body is about to be destroyed. // Remove all the physical dependencies on the old body. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 81104ec..5236909 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -47,9 +47,9 @@ public class BSPrimLinkable : BSPrimDisplaced OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical) : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical) { - Linkset = BSLinkset.Factory(PhysicsScene, this); + Linkset = BSLinkset.Factory(PhysScene, this); - PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() + PhysScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate() { Linkset.Refresh(this); }); @@ -99,7 +99,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Position = value; - PhysicsScene.TaintedObject("BSPrimLinkset.setPosition", delegate() + PhysScene.TaintedObject("BSPrimLinkset.setPosition", delegate() { Linkset.UpdateProperties(UpdatedProperties.Position, this); }); @@ -113,7 +113,7 @@ public class BSPrimLinkable : BSPrimDisplaced set { base.Orientation = value; - PhysicsScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() + PhysScene.TaintedObject("BSPrimLinkset.setOrientation", delegate() { Linkset.UpdateProperties(UpdatedProperties.Orientation, this); }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index e4fecc3..5a19797 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs @@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys private void BuildHeightmapTerrain() { // Create the terrain shape from the mapInfo - m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID, + m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); @@ -103,26 +103,26 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); - m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, + m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, m_mapInfo.ID, centerPos, Quaternion.Identity); // Set current terrain attributes - PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); - PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); - PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); - PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); + m_physicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); + m_physicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); + m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); + m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); // Return the new terrain to the world of physical objects - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); // redo its bounding box now that it is in the world - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; - m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene); + m_mapInfo.terrainBody.ApplyCollisionMask(m_physicsScene); // Make it so the terrain will not move or be considered for movement. - PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); return; } @@ -134,9 +134,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys { if (m_mapInfo.terrainBody.HasPhysicalBody) { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_mapInfo.terrainBody); // Frees both the body and the shape. - PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); + m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_mapInfo.terrainBody); } } m_mapInfo = null; @@ -155,7 +155,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys catch { // Sometimes they give us wonky values of X and Y. Give a warning and return something. - PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", + m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", LogHeader, m_mapInfo.terrainRegionBase, pos); ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; } @@ -165,7 +165,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys // The passed position is relative to the base of the region. public override float GetWaterLevelAtXYZ(Vector3 pos) { - return PhysicsScene.SimpleWaterLevel; + return m_physicsScene.SimpleWaterLevel; } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 5240ad8..0d16eda 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -50,14 +50,14 @@ public abstract class BSTerrainPhys : IDisposable Mesh = 1 } - public BSScene PhysicsScene { get; private set; } + protected BSScene m_physicsScene { get; private set; } // Base of the region in world coordinates. Coordinates inside the region are relative to this. public Vector3 TerrainBase { get; private set; } public uint ID { get; private set; } public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id) { - PhysicsScene = physicsScene; + m_physicsScene = physicsScene; TerrainBase = regionBase; ID = id; } @@ -86,7 +86,7 @@ public sealed class BSTerrainManager : IDisposable public Vector3 DefaultRegionSize = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); // The scene that I am part of - private BSScene PhysicsScene { get; set; } + private BSScene m_physicsScene { get; set; } // The ground plane created to keep thing from falling to infinity. private BulletBody m_groundPlane; @@ -113,7 +113,7 @@ public sealed class BSTerrainManager : IDisposable public BSTerrainManager(BSScene physicsScene) { - PhysicsScene = physicsScene; + m_physicsScene = physicsScene; m_terrains = new Dictionary(); // Assume one region of default size @@ -132,21 +132,21 @@ public sealed class BSTerrainManager : IDisposable // safe to call Bullet in real time. We hope no one is moving prims around yet. public void CreateInitialGroundPlaneAndTerrain() { - DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); + DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity - BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); - m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, + BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); + m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); + m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane); // Ground plane does not move - PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); // Everything collides with the ground plane. m_groundPlane.collisionType = CollisionType.Groundplane; - m_groundPlane.ApplyCollisionMask(PhysicsScene); + m_groundPlane.ApplyCollisionMask(m_physicsScene); - BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); + BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); lock (m_terrains) { // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. @@ -157,12 +157,12 @@ public sealed class BSTerrainManager : IDisposable // Release all the terrain structures we might have allocated public void ReleaseGroundPlaneAndTerrain() { - DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, PhysicsScene.RegionName); + DetailLog("{0},BSTerrainManager.ReleaseGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); if (m_groundPlane.HasPhysicalBody) { - if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) + if (m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_groundPlane)) { - PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane); + m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_groundPlane); } m_groundPlane.Clear(); } @@ -188,7 +188,7 @@ public sealed class BSTerrainManager : IDisposable float[] localHeightMap = heightMap; // If there are multiple requests for changes to the same terrain between ticks, // only do that last one. - PhysicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() + m_physicsScene.PostTaintObject("TerrainManager.SetTerrain-"+ m_worldOffset.ToString(), 0, delegate() { if (m_worldOffset != Vector3.Zero && MegaRegionParentPhysicsScene != null) { @@ -219,7 +219,7 @@ public sealed class BSTerrainManager : IDisposable private void AddMegaRegionChildTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { // Since we are called by another region's thread, the action must be rescheduled onto our processing thread. - PhysicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() + m_physicsScene.PostTaintObject("TerrainManager.AddMegaRegionChild" + minCoords.ToString(), id, delegate() { UpdateTerrain(id, heightMap, minCoords, maxCoords); }); @@ -318,26 +318,26 @@ public sealed class BSTerrainManager : IDisposable // TODO: redo terrain implementation selection to allow other base types than heightMap. private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { - PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", - LogHeader, PhysicsScene.RegionName, terrainRegionBase, + m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", + LogHeader, m_physicsScene.RegionName, terrainRegionBase, (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; switch ((int)BSParam.TerrainImplementation) { case (int)BSTerrainPhys.TerrainImplementation.Heightmap: - newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, + newTerrainPhys = new BSTerrainHeightmap(m_physicsScene, terrainRegionBase, id, heightMap, minCoords, maxCoords); break; case (int)BSTerrainPhys.TerrainImplementation.Mesh: - newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id, + newTerrainPhys = new BSTerrainMesh(m_physicsScene, terrainRegionBase, id, heightMap, minCoords, maxCoords); break; default: - PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", + m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", LogHeader, (int)BSParam.TerrainImplementation, BSParam.TerrainImplementation, - PhysicsScene.RegionName, terrainRegionBase); + m_physicsScene.RegionName, terrainRegionBase); break; } return newTerrainPhys; @@ -429,8 +429,8 @@ public sealed class BSTerrainManager : IDisposable } else { - PhysicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", - LogHeader, PhysicsScene.RegionName, tX, tY); + m_physicsScene.Logger.ErrorFormat("{0} GetTerrainHeightAtXY: terrain not found: region={1}, x={2}, y={3}", + LogHeader, m_physicsScene.RegionName, tX, tY); DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,terrainNotFound,pos={1},base={2}", BSScene.DetailLogZero, pos, terrainBaseXYZ); } @@ -451,8 +451,8 @@ public sealed class BSTerrainManager : IDisposable } else { - PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", - LogHeader, PhysicsScene.RegionName, pos, terrainBaseXYZ, ret); + m_physicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: pos={1}, terrainBase={2}, height={3}", + LogHeader, m_physicsScene.RegionName, pos, terrainBaseXYZ, ret); } return ret; } @@ -564,7 +564,7 @@ public sealed class BSTerrainManager : IDisposable private void DetailLog(string msg, params Object[] args) { - PhysicsScene.PhysicsLogging.Write(msg, args); + m_physicsScene.PhysicsLogging.Write(msg, args); } } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 2ce1513..ee2a1f2 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -80,7 +80,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys if (BSParam.TerrainMeshMagnification == 1) { // If a magnification of one, use the old routine that is tried and true. - meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, + meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(m_physicsScene, initialMap, m_sizeX, m_sizeY, // input size Vector3.Zero, // base for mesh out indicesCount, out indices, out verticesCount, out vertices); @@ -88,7 +88,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys else { // Other magnifications use the newer routine - meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene, + meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(m_physicsScene, initialMap, m_sizeX, m_sizeY, // input size BSParam.TerrainMeshMagnification, physicsScene.TerrainManager.DefaultRegionSize, @@ -98,21 +98,21 @@ public sealed class BSTerrainMesh : BSTerrainPhys if (!meshCreationSuccess) { // DISASTER!! - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); - PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}", BSScene.DetailLogZero, ID); + m_physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); - m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); + m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); if (!m_terrainShape.HasPhysicalShape) { // DISASTER!! - PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); - PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero, ID); + m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } @@ -120,52 +120,52 @@ public sealed class BSTerrainMesh : BSTerrainPhys Vector3 pos = regionBase; Quaternion rot = Quaternion.Identity; - m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); + m_terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); if (!m_terrainBody.HasPhysicalBody) { // DISASTER!! - PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); + m_physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase); // Something is very messed up and a crash is in our future. return; } physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); // Set current terrain attributes - PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); - PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); - PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); - PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); - PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); + m_physicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); + m_physicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); + m_physicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); + m_physicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); + m_physicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); // Static objects are not very massive. - PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); + m_physicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); // Put the new terrain to the world of physical objects - PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_terrainBody); // Redo its bounding box now that it is in the world - PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_terrainBody); m_terrainBody.collisionType = CollisionType.Terrain; - m_terrainBody.ApplyCollisionMask(PhysicsScene); + m_terrainBody.ApplyCollisionMask(m_physicsScene); if (BSParam.UseSingleSidedMeshes) { - PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); - PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); + m_physicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id); + m_physicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK); } // Make it so the terrain will not move or be considered for movement. - PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); + m_physicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); } public override void Dispose() { if (m_terrainBody.HasPhysicalBody) { - PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, m_terrainBody); // Frees both the body and the shape. - PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); + m_physicsScene.PE.DestroyObject(m_physicsScene.World, m_terrainBody); m_terrainBody.Clear(); m_terrainShape.Clear(); } @@ -185,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys catch { // Sometimes they give us wonky values of X and Y. Give a warning and return something. - PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", + m_physicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}", LogHeader, TerrainBase, pos); ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; } @@ -195,7 +195,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys // The passed position is relative to the base of the region. public override float GetWaterLevelAtXYZ(Vector3 pos) { - return PhysicsScene.SimpleWaterLevel; + return m_physicsScene.SimpleWaterLevel; } // Convert the passed heightmap to mesh information suitable for CreateMeshShape2(). -- cgit v1.1 From 92ee288d666963aae2a058cc964be009a504f084 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Apr 2013 07:54:50 -0700 Subject: BulletSim: remove trailing white space to make git happier. No functional changes. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 6 +- OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 138 ++++++++++----------- .../Physics/BulletSPlugin/BSActorAvatarMove.cs | 2 +- .../Physics/BulletSPlugin/BSActorLockAxis.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 2 +- .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 6 +- .../Region/Physics/BulletSPlugin/BSCharacter.cs | 6 +- .../Physics/BulletSPlugin/BSConstraintHinge.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 22 ++-- OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 2 +- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 4 +- OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs | 12 +- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 6 +- .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 8 +- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 20 +-- .../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 6 +- .../Physics/BulletSPlugin/BSTerrainManager.cs | 10 +- .../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 6 +- .../Region/Physics/BulletSPlugin/BulletSimData.cs | 42 +++---- 20 files changed, 152 insertions(+), 152 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 8a22bc7..231f0f8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -75,7 +75,7 @@ private sealed class BulletBodyUnman : BulletBody private sealed class BulletShapeUnman : BulletShape { public IntPtr ptr; - public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) + public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) : base() { ptr = xx; @@ -255,7 +255,7 @@ public override BulletShape CreateHullShape(BulletWorld world, int hullCount, fl { BulletWorldUnman worldu = world as BulletWorldUnman; return new BulletShapeUnman( - BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), + BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), BSPhysicsShapeType.SHAPE_HULL); } @@ -1503,7 +1503,7 @@ public static extern void DestroyObject2(IntPtr sim, IntPtr obj); public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] -public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, +public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float scaleFactor, float collisionMargin); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 1ef8b17..59780ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -81,7 +81,7 @@ private sealed class BulletBodyXNA : BulletBody private sealed class BulletShapeXNA : BulletShape { public CollisionShape shape; - public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) + public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) : base() { shape = xx; @@ -137,8 +137,8 @@ private sealed class BulletConstraintXNA : BulletConstraint internal int LastEntityProperty = 0; internal EntityProperties[] UpdatedObjects; - internal Dictionary specialCollisionObjects; - + internal Dictionary specialCollisionObjects; + private static int m_collisionsThisFrame; private BSScene PhysicsScene { get; set; } @@ -151,7 +151,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } /// - /// + /// /// /// /// @@ -174,7 +174,7 @@ private sealed class BulletConstraintXNA : BulletConstraint DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); - + return true; } @@ -300,7 +300,7 @@ private sealed class BulletConstraintXNA : BulletConstraint public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; return world.GetForceUpdateAllAabbs(); - + } public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) { @@ -404,7 +404,7 @@ private sealed class BulletConstraintXNA : BulletConstraint IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); mat._origin = vposition; collisionObject.SetWorldTransform(mat); - + } public override Vector3 GetPosition(BulletBody pCollisionObject) @@ -457,7 +457,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.Activate(pforceactivation); - + } public override Quaternion GetOrientation(BulletBody pCollisionObject) @@ -486,7 +486,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.GetCcdSweptSphereRadius(); - + } public override IntPtr GetUserPointer(BulletBody pCollisionObject) @@ -559,8 +559,8 @@ private sealed class BulletConstraintXNA : BulletConstraint } - public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, - Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, + public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, + Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { @@ -604,7 +604,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } /// - /// + /// /// /// /// @@ -824,7 +824,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { RigidBody body = (pBody as BulletBodyXNA).rigidBody; float angularDamping = body.GetAngularDamping(); - body.SetDamping(lin_damping, angularDamping); + body.SetDamping(lin_damping, angularDamping); } public override float GetLinearDamping(BulletBody pBody) @@ -907,7 +907,7 @@ private sealed class BulletConstraintXNA : BulletConstraint RigidBody bo = co as RigidBody; if (bo == null) { - + if (world.IsInWorld(co)) { world.RemoveCollisionObject(co); @@ -915,7 +915,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } else { - + if (world.IsInWorld(bo)) { world.RemoveRigidBody(bo); @@ -947,7 +947,7 @@ private sealed class BulletConstraintXNA : BulletConstraint // TODO: Turn this from a reference copy to a Value Copy. BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); - + return shape2; } @@ -957,7 +957,7 @@ private sealed class BulletConstraintXNA : BulletConstraint return false; } //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); - + public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { CollisionWorld world = (pWorld as BulletWorldXNA).world; @@ -993,11 +993,11 @@ private sealed class BulletConstraintXNA : BulletConstraint m_startWorldTransform = IndexedMatrix.Identity; */ body.SetUserPointer(pLocalID); - + return new BulletBodyXNA(pLocalID, body); } - + public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { @@ -1025,7 +1025,7 @@ private sealed class BulletConstraintXNA : BulletConstraint public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) { - /* TODO */ + /* TODO */ return Vector3.Zero; } public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } @@ -1035,7 +1035,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.IsStaticObject(); - + } public override bool IsKinematicObject(BulletBody pCollisionObject) { @@ -1098,10 +1098,10 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); } - private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, + private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, - int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, + int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, object mDebugLogCallbackHandle) { CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); @@ -1138,9 +1138,9 @@ private sealed class BulletConstraintXNA : BulletConstraint p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; - + p.vehicleAngularDamping = BSParam.VehicleAngularDamping; - + p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; @@ -1160,7 +1160,7 @@ private sealed class BulletConstraintXNA : BulletConstraint p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; p.physicsLoggingFrames = o[0].physicsLoggingFrames; DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); - + DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); @@ -1263,7 +1263,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } } return ret; - + } public override float GetAngularMotionDisc(BulletShape pShape) @@ -1353,10 +1353,10 @@ private sealed class BulletConstraintXNA : BulletConstraint CollisionShape shape = (pShape as BulletShapeXNA).shape; gObj.SetCollisionShape(shape); gObj.SetUserPointer(pLocalID); - + if (specialCollisionObjects.ContainsKey(pLocalID)) specialCollisionObjects[pLocalID] = gObj; - else + else specialCollisionObjects.Add(pLocalID, gObj); // TODO: Add to Special CollisionObjects! @@ -1447,8 +1447,8 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); } - public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { - + public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { + if (cShape == null) return null; CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; @@ -1456,7 +1456,7 @@ private sealed class BulletConstraintXNA : BulletConstraint BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); - return retShape; + return retShape; } public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) @@ -1598,8 +1598,8 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); } - public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, - Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, + public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, + Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { @@ -1745,7 +1745,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CompoundShape compoundshape = new CompoundShape(false); - + compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); int ii = 1; @@ -1761,7 +1761,7 @@ private sealed class BulletConstraintXNA : BulletConstraint int ender = ((ii + 4) + (vertexCount*3)); for (int iii = ii + 4; iii < ender; iii+=3) { - + virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); } ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); @@ -1769,7 +1769,7 @@ private sealed class BulletConstraintXNA : BulletConstraint compoundshape.AddChildShape(ref childTrans, convexShape); ii += (vertexCount*3 + 4); } - + return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); } @@ -1791,13 +1791,13 @@ private sealed class BulletConstraintXNA : BulletConstraint public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); - + for (int iter = 0; iter < pVerticesCount; iter++) { if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; } - + ObjectArray indicesarr = new ObjectArray(indices); ObjectArray vertices = new ObjectArray(verticesAsFloats); DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); @@ -1811,7 +1811,7 @@ private sealed class BulletConstraintXNA : BulletConstraint mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; - + TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); @@ -1822,7 +1822,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } public static void DumpRaw(ObjectArrayindices, ObjectArray vertices, int pIndicesCount,int pVerticesCount ) { - + String fileName = "objTest3.raw"; String completePath = System.IO.Path.Combine(Util.configDir(), fileName); StreamWriter sw = new StreamWriter(completePath); @@ -1848,7 +1848,7 @@ private sealed class BulletConstraintXNA : BulletConstraint string s = vertices[indices[i * 3]].ToString("0.0000"); s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); - + sw.Write(s + "\n"); } @@ -1870,7 +1870,7 @@ private sealed class BulletConstraintXNA : BulletConstraint mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; - + TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); @@ -1901,7 +1901,7 @@ private sealed class BulletConstraintXNA : BulletConstraint sw.Close(); } - public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, + public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin) { const int upAxis = 2; @@ -1943,14 +1943,14 @@ private sealed class BulletConstraintXNA : BulletConstraint /* TODO */ updatedEntityCount = 0; collidersCount = 0; - + int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); return ret; } - private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, + private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders) { @@ -1959,24 +1959,24 @@ private sealed class BulletConstraintXNA : BulletConstraint return epic; } - private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, + private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) { int numSimSteps = 0; Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); LastEntityProperty=0; - + LastCollisionDesc=0; - + updatedEntityCount = 0; collidersCount = 0; - + if (pWorld is BulletWorldXNA) { @@ -2033,7 +2033,7 @@ private sealed class BulletConstraintXNA : BulletConstraint collidersCount = LastCollisionDesc; colliders = UpdatedCollisions; - + } else @@ -2041,15 +2041,15 @@ private sealed class BulletConstraintXNA : BulletConstraint //if (updatedEntities is null) //updatedEntities = new List(); //updatedEntityCount = 0; - - + + //collidersCount = 0; - + updatedEntities = new EntityProperties[0]; - + colliders = new CollisionDesc[0]; - + } return numSimSteps; } @@ -2057,7 +2057,7 @@ private sealed class BulletConstraintXNA : BulletConstraint { IOverlappingPairCache cache = obj.GetOverlappingPairCache(); ObjectArray pairs = cache.GetOverlappingPairArray(); - + DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); BroadphasePair collisionPair; @@ -2069,7 +2069,7 @@ private sealed class BulletConstraintXNA : BulletConstraint ManifoldPoint pt; int numPairs = pairs.Count; - + for (int i = 0; i < numPairs; i++) { manifoldArray.Clear(); @@ -2078,7 +2078,7 @@ private sealed class BulletConstraintXNA : BulletConstraint collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); if (collisionPair == null) continue; - + collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); for (int j = 0; j < manifoldArray.Count; j++) { @@ -2101,7 +2101,7 @@ private sealed class BulletConstraintXNA : BulletConstraint } private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) { - + IndexedVector3 contactNormal = norm; if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) @@ -2171,11 +2171,11 @@ private sealed class BulletConstraintXNA : BulletConstraint if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) { CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; - + IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); using ( - ClosestNotMeRayResultCallback rayCallback = + ClosestNotMeRayResultCallback rayCallback = new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) ) { @@ -2191,9 +2191,9 @@ private sealed class BulletConstraintXNA : BulletConstraint return false; } } - - + + public class SimMotionState : DefaultMotionState { @@ -2286,12 +2286,12 @@ private sealed class BulletConstraintXNA : BulletConstraint m_lastProperties = m_properties; if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); - + //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; } - - - + + + } public override void SetRigidBody(RigidBody body) @@ -2314,7 +2314,7 @@ private sealed class BulletConstraintXNA : BulletConstraint (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); } - + } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index ac05979..4e067b5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs @@ -115,7 +115,7 @@ public class BSActorAvatarMove : BSActor if (m_velocityMotor == null) { // Infinite decay and timescale values so motor only changes current to target values. - m_velocityMotor = new BSVMotor("BSCharacter.Velocity", + m_velocityMotor = new BSVMotor("BSCharacter.Velocity", 0.2f, // time scale BSMotor.Infinite, // decay time scale BSMotor.InfiniteVector, // friction timescale diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs index 6059af5..7801d8e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs @@ -63,7 +63,7 @@ public class BSActorLockAxis : BSActor // BSActor.Refresh() public override void Refresh() { - m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", + m_physicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}", m_controllingPrim.LocalID, m_controllingPrim.LockedAxis, Enabled, m_controllingPrim.IsPhysicallyActive); // If all the axis are free, we don't need to exist if (m_controllingPrim.LockedAxis == m_controllingPrim.LockedAxisFree) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index 5e3f1c4..fff63e4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -117,7 +117,7 @@ public class BSActorCollection /// Each physical object can have 'actors' who are pushing the object around. /// This can be used for hover, locking axis, making vehicles, etc. /// Each physical object can have multiple actors acting on it. -/// +/// /// An actor usually registers itself with physics scene events (pre-step action) /// and modifies the parameters on the host physical object. /// diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index bfeec24..3378c93 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -298,7 +298,7 @@ public abstract class BSAPITemplate { // Returns the name of the underlying Bullet engine public abstract string BulletEngineName { get; } -public abstract string BulletEngineVersion { get; protected set;} +public abstract string BulletEngineVersion { get; protected set;} // Initialization and simulation public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, @@ -373,7 +373,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj); // ===================================================================================== public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); -public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, +public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin); // ===================================================================================== @@ -388,7 +388,7 @@ public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1, - Vector3 frameInBloc, Quaternion frameInBrot, + Vector3 frameInBloc, Quaternion frameInBrot, bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies); public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e12fc8e..542f732 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -371,7 +371,7 @@ public sealed class BSCharacter : BSPhysObject public override float Mass { get { return _mass; } } // used when we only want this prim's mass and not the linkset thing - public override float RawMass { + public override float RawMass { get {return _mass; } } public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) @@ -586,7 +586,7 @@ public sealed class BSCharacter : BSPhysObject } public override float ForceBuoyancy { get { return _buoyancy; } - set { + set { PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); _buoyancy = value; @@ -647,7 +647,7 @@ public sealed class BSCharacter : BSPhysObject private OMV.Vector3 ComputeAvatarScale(OMV.Vector3 size) { OMV.Vector3 newScale; - + // Bullet's capsule total height is the "passed height + radius * 2"; // The base capsule is 1 diameter and 2 height (passed radius=0.5, passed height = 1) // The number we pass in for 'scaling' is the multiplier to get that base diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs index 7714a03..ed89f63 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs @@ -45,7 +45,7 @@ public sealed class BSConstraintHinge : BSConstraint m_body1 = obj1; m_body2 = obj2; m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, - pivotInA, pivotInB, axisInA, axisInB, + pivotInA, pivotInB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); m_enabled = true; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 56d2415..f535e50 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -1019,7 +1019,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin Vector3 origVelW = VehicleVelocity; // DEBUG DEBUG VehicleVelocity /= VehicleVelocity.Length(); VehicleVelocity *= BSParam.VehicleMaxLinearVelocity; - VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", + VDetailLog("{0}, MoveLinear,clampMax,origVelW={1},lenSq={2},maxVelSq={3},,newVelW={4}", ControllingPrim.LocalID, origVelW, newVelocityLengthSq, BSParam.VehicleMaxLinearVelocitySquared, VehicleVelocity); } else if (newVelocityLengthSq < 0.001f) @@ -1094,7 +1094,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin if (VehiclePosition.Z > m_VhoverTargetHeight) m_VhoverTargetHeight = VehiclePosition.Z; } - + if ((m_flags & VehicleFlag.LOCK_HOVER_HEIGHT) != 0) { if (Math.Abs(VehiclePosition.Z - m_VhoverTargetHeight) > 0.2f) @@ -1188,7 +1188,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // used with conjunction with banking: the strength of the banking will decay when the // vehicle no longer experiences collisions. The decay timescale is the same as // VEHICLE_BANKING_TIMESCALE. This is to help prevent ground vehicles from steering - // when they are in mid jump. + // when they are in mid jump. // TODO: this code is wrong. Also, what should it do for boats (height from water)? // This is just using the ground and a general collision check. Should really be using // a downward raycast to find what is below. @@ -1254,7 +1254,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleAddForce(appliedGravity); - VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", + VDetailLog("{0}, MoveLinear,applyGravity,vehGrav={1},collid={2},fudge={3},mass={4},appliedForce={3}", ControllingPrim.LocalID, m_VehicleGravity, ControllingPrim.IsColliding, BSParam.VehicleGroundGravityFudge, m_vehicleMass, appliedGravity); } @@ -1330,7 +1330,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin // From http://wiki.secondlife.com/wiki/LlSetVehicleFlags : // This flag prevents linear deflection parallel to world z-axis. This is useful // for preventing ground vehicles with large linear deflection, like bumper cars, - // from climbing their linear deflection into the sky. + // from climbing their linear deflection into the sky. // That is, NO_DEFLECTION_UP says angular motion should not add any pitch or roll movement // TODO: This is here because this is where ODE put it but documentation says it // is a linear effect. Where should this check go? @@ -1463,7 +1463,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin VehicleRotationalVelocity += (vertContributionV * VehicleOrientation); VDetailLog("{0}, MoveAngular,verticalAttraction,,origRotVW={1},vertError={2},unscaledV={3},eff={4},ts={5},vertContribV={6}", - Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, + Prim.LocalID, origRotVelW, verticalError, unscaledContribVerticalErrorV, m_verticalAttractionEfficiency, m_verticalAttractionTimescale, vertContributionV); */ } @@ -1530,13 +1530,13 @@ namespace OpenSim.Region.Physics.BulletSPlugin // produce a angular velocity around the yaw-axis, causing the vehicle to turn. The magnitude // of the yaw effect will be proportional to the // VEHICLE_BANKING_EFFICIENCY, the angle of the roll rotation, and sometimes the vehicle's - // velocity along its preferred axis of motion. + // velocity along its preferred axis of motion. // The VEHICLE_BANKING_EFFICIENCY can vary between -1 and +1. When it is positive then any // positive rotation (by the right-hand rule) about the roll-axis will effect a // (negative) torque around the yaw-axis, making it turn to the right--that is the // vehicle will lean into the turn, which is how real airplanes and motorcycle's work. // Negating the banking coefficient will make it so that the vehicle leans to the - // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). + // outside of the turn (not very "physical" but might allow interesting vehicles so why not?). // The VEHICLE_BANKING_MIX is a fake (i.e. non-physical) parameter that is useful for making // banking vehicles do what you want rather than what the laws of physics allow. // For example, consider a real motorcycle...it must be moving forward in order for @@ -1548,11 +1548,11 @@ namespace OpenSim.Region.Physics.BulletSPlugin // totally static (0.0) and totally dynamic (1.0). By "static" we mean that the // banking effect depends only on the vehicle's rotation about its roll-axis compared // to "dynamic" where the banking is also proportional to its velocity along its - // roll-axis. Finding the best value of the "mixture" will probably require trial and error. + // roll-axis. Finding the best value of the "mixture" will probably require trial and error. // The time it takes for the banking behavior to defeat a preexisting angular velocity about the // world z-axis is determined by the VEHICLE_BANKING_TIMESCALE. So if you want the vehicle to // bank quickly then give it a banking timescale of about a second or less, otherwise you can - // make a sluggish vehicle by giving it a timescale of several seconds. + // make a sluggish vehicle by giving it a timescale of several seconds. public void ComputeAngularBanking() { if (enableAngularBanking && m_bankingEfficiency != 0 && m_verticalAttractionTimescale < m_verticalAttractionCutoff) @@ -1581,7 +1581,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin //VehicleRotationalVelocity += bankingContributionV * VehicleOrientation; VehicleRotationalVelocity += bankingContributionV; - + VDetailLog("{0}, MoveAngular,Banking,rollComp={1},speed={2},rollComp={3},yAng={4},mYAng={5},ret={6}", ControllingPrim.LocalID, rollComponents, VehicleForwardSpeed, rollComponents, yawAngle, mixedYawAngle, bankingContributionV); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 6d0d0eb..76c2187 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -214,7 +214,7 @@ 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(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(BSPrimLinkable child); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 01ada3f..1fd541f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -114,7 +114,7 @@ public sealed class BSLinksetCompound : BSLinkset // Schedule a refresh to happen after all the other taint processing. private void ScheduleRebuild(BSPrimLinkable requestor) { - DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", + DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}", requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren)); // When rebuilding, it is possible to set properties that would normally require a rebuild. // If already rebuilding, don't request another rebuild. @@ -208,7 +208,7 @@ public sealed class BSLinksetCompound : BSLinkset // and that is caused by us updating the object. if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0) { - // Find the physical instance of the child + // Find the physical instance of the child if (LinksetRoot.PhysShape.HasPhysicalShape && m_physicsScene.PE.IsCompound(LinksetRoot.PhysShape.physShapeInfo)) { // It is possible that the linkset is still under construction and the child is not yet diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs index 9501e2d..0128d8d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSMotors.cs @@ -102,7 +102,7 @@ public class BSVMotor : BSMotor return ErrorIsZero(LastError); } public virtual bool ErrorIsZero(Vector3 err) - { + { return (err == Vector3.Zero || err.ApproxEquals(Vector3.Zero, ErrorZeroThreshold)); } @@ -115,7 +115,7 @@ public class BSVMotor : BSMotor CurrentValue = TargetValue = Vector3.Zero; ErrorZeroThreshold = 0.001f; } - public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) + public BSVMotor(string useName, float timeScale, float decayTimeScale, Vector3 frictionTimeScale, float efficiency) : this(useName) { TimeScale = timeScale; @@ -237,7 +237,7 @@ public class BSVMotor : BSMotor MDetailLog("{0},BSVMotor.Test,{1},===================================== BEGIN Test Output", BSScene.DetailLogZero, UseName); MDetailLog("{0},BSVMotor.Test,{1},timeScale={2},targDlyTS={3},frictTS={4},eff={5},curr={6},tgt={7}", BSScene.DetailLogZero, UseName, - TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, + TimeScale, TargetValueDecayTimeScale, FrictionTimescale, Efficiency, CurrentValue, TargetValue); LastError = BSMotor.InfiniteVector; @@ -248,7 +248,7 @@ public class BSVMotor : BSMotor BSScene.DetailLogZero, UseName, CurrentValue, TargetValue, LastError, lastStep); } MDetailLog("{0},BSVMotor.Test,{1},===================================== END Test Output", BSScene.DetailLogZero, UseName); - + } @@ -279,7 +279,7 @@ public class BSFMotor : BSMotor return ErrorIsZero(LastError); } public virtual bool ErrorIsZero(float err) - { + { return (err >= -ErrorZeroThreshold && err <= ErrorZeroThreshold); } @@ -410,7 +410,7 @@ public class BSPIDVMotor : BSVMotor // The factors are vectors for the three dimensions. This is the proportional of each // that is applied. This could be multiplied through the actual factors but it // is sometimes easier to manipulate the factors and their mix separately. - // to + // to public Vector3 FactorMix; // Arbritrary factor range. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 980d405..5ebeace 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -37,7 +37,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin { public static class BSParam { - private static string LogHeader = "[BULLETSIM PARAMETERS]"; + private static string LogHeader = "[BULLETSIM PARAMETERS]"; // Tuning notes: // From: http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=6575 @@ -51,7 +51,7 @@ public static class BSParam // This is separate/independent from the collision margin. The collision margin increases the object a bit // to improve collision detection performance and accuracy. // =================== - // From: + // From: // Level of Detail values kept as float because that's what the Meshmerizer wants public static float MeshLOD { get; private set; } @@ -636,7 +636,7 @@ public static class BSParam new ParameterDefn("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count", false, (s) => { return ShouldDisableContactPoolDynamicAllocation; }, - (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; + (s,v) => { ShouldDisableContactPoolDynamicAllocation = v; s.UnmanagedParams[0].shouldDisableContactPoolDynamicAllocation = NumericBool(v); } ), new ParameterDefn("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step", false, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 6a3ada2..28d4bd7 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -38,7 +38,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin * Class to wrap all objects. * The rest of BulletSim doesn't need to keep checking for avatars or prims * unless the difference is significant. - * + * * Variables in the physicsl objects are in three forms: * VariableName: used by the simulator and performs taint operations, etc * RawVariableName: direct reference to the BulletSim storage for the variable value @@ -52,7 +52,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v - * BS.ApplyCentralForce BS.ApplyTorque + * BS.ApplyCentralForce BS.ApplyTorque */ // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. @@ -353,7 +353,7 @@ public abstract class BSPhysObject : PhysicsActor } public override bool CollidingObj { get { return (CollidingObjectStep == PhysScene.SimulationStep); } - set { + set { if (value) CollidingObjectStep = PhysScene.SimulationStep; else @@ -447,7 +447,7 @@ public abstract class BSPhysObject : PhysicsActor // The CollisionCollection instance is passed around in the simulator. // Make sure we don't have a handle to that one and that a new one is used for next time. - // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, + // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, // a race condition is created for the other users of this instance. CollisionCollection = new CollisionEventUpdate(); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 0d45579..7e2af78 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -420,7 +420,7 @@ public class BSPrim : BSPhysObject get { return _mass; } } // used when we only want this prim's mass and not the linkset thing - public override float RawMass { + public override float RawMass { get { return _mass; } } // Set the physical mass to the passed mass. diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index bfc7ae7..5c58ad5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -142,7 +142,7 @@ public abstract class BSShape // If the shape was successfully created, nothing more to do if (newShape.HasPhysicalShape) return newShape; - + // VerifyMeshCreated is called after trying to create the mesh. If we think the asset had been // fetched but we end up here again, the meshing of the asset must have failed. // Prevent trying to keep fetching the mesh by declaring failure. @@ -155,7 +155,7 @@ public abstract class BSShape else { // If this mesh has an underlying asset and we have not failed getting it before, fetch the asset - if (prim.BaseShape.SculptEntry + if (prim.BaseShape.SculptEntry && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Failed && prim.PrimAssetState != BSPhysObject.PrimAssetCondition.Waiting && prim.BaseShape.SculptTexture != OMV.UUID.Zero @@ -164,7 +164,7 @@ public abstract class BSShape physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); // Multiple requestors will know we're waiting for this asset prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; - + BSPhysObject xprim = prim; Util.FireAndForget(delegate { @@ -245,8 +245,8 @@ public class BSShapeNative : BSShape { } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, - BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, + BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); @@ -379,7 +379,7 @@ public class BSShapeMesh : BSShape { BulletShape newShape = null; - IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, + IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, false, // say it is not physical so a bounding box is not built false // do not cache the mesh and do not use previously built versions ); @@ -671,8 +671,8 @@ public class BSShapeCompound : BSShape public BSShapeCompound(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) - { + public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + { // Compound shapes are not shared so a new one is created every time. return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); } @@ -750,8 +750,8 @@ public class BSShapeAvatar : BSShape public BSShapeAvatar() : base() { } - public static BSShape GetReference(BSPhysObject prim) - { + public static BSShape GetReference(BSPhysObject prim) + { return new BSShapeNull(); } public override void Dereference(BSScene physicsScene) { } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index 5a19797..c7deb4e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs @@ -68,7 +68,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys // This minCoords and maxCoords passed in give the size of the terrain (min and max Z // are the high and low points of the heightmap). - public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, + public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, Vector3 minCoords, Vector3 maxCoords) : base(physicsScene, regionBase, id) { @@ -92,7 +92,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys private void BuildHeightmapTerrain() { // Create the terrain shape from the mapInfo - m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, + m_mapInfo.terrainShape = m_physicsScene.PE.CreateTerrainShape( m_mapInfo.ID, new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); @@ -103,7 +103,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); - m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, + m_mapInfo.terrainBody = m_physicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, m_mapInfo.ID, centerPos, Quaternion.Identity); // Set current terrain attributes diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 0d16eda..c4807c4 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -135,7 +135,7 @@ public sealed class BSTerrainManager : IDisposable DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); // The ground plane is here to catch things that are trying to drop to negative infinity BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); - m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, + m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); @@ -318,8 +318,8 @@ public sealed class BSTerrainManager : IDisposable // TODO: redo terrain implementation selection to allow other base types than heightMap. private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) { - m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", - LogHeader, m_physicsScene.RegionName, terrainRegionBase, + m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", + LogHeader, m_physicsScene.RegionName, terrainRegionBase, (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); BSTerrainPhys newTerrainPhys = null; switch ((int)BSParam.TerrainImplementation) @@ -334,8 +334,8 @@ public sealed class BSTerrainManager : IDisposable break; default: m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", - LogHeader, - (int)BSParam.TerrainImplementation, + LogHeader, + (int)BSParam.TerrainImplementation, BSParam.TerrainImplementation, m_physicsScene.RegionName, terrainRegionBase); break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index ee2a1f2..e4ca098 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs @@ -51,7 +51,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys BulletShape m_terrainShape; BulletBody m_terrainBody; - public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) + public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) : base(physicsScene, regionBase, id) { } @@ -62,7 +62,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys } // Create terrain mesh from a heightmap. - public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, + public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap, Vector3 minCoords, Vector3 maxCoords) : base(physicsScene, regionBase, id) { @@ -104,7 +104,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys return; } - m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", + m_physicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,id={1},indices={2},indSz={3},vertices={4},vertSz={5}", BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length); m_terrainShape = m_physicsScene.PE.CreateMeshShape(m_physicsScene.World, indicesCount, indices, verticesCount, vertices); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 906e4f9..d5060e3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs @@ -224,42 +224,42 @@ public static class BulletSimData // As mentioned above, don't use the CollisionFilterGroups definitions directly in the code // but, instead, use references to this dictionary. Finding and debugging // collision flag problems will be made easier. -public static Dictionary CollisionTypeMasks +public static Dictionary CollisionTypeMasks = new Dictionary() { - { CollisionType.Avatar, - new CollisionTypeFilterGroup(CollisionType.Avatar, - (uint)CollisionFilterGroups.BCharacterGroup, + { CollisionType.Avatar, + new CollisionTypeFilterGroup(CollisionType.Avatar, + (uint)CollisionFilterGroups.BCharacterGroup, (uint)CollisionFilterGroups.BAllGroup) }, - { CollisionType.Groundplane, - new CollisionTypeFilterGroup(CollisionType.Groundplane, - (uint)CollisionFilterGroups.BGroundPlaneGroup, + { CollisionType.Groundplane, + new CollisionTypeFilterGroup(CollisionType.Groundplane, + (uint)CollisionFilterGroups.BGroundPlaneGroup, (uint)CollisionFilterGroups.BAllGroup) }, - { CollisionType.Terrain, - new CollisionTypeFilterGroup(CollisionType.Terrain, - (uint)CollisionFilterGroups.BTerrainGroup, + { CollisionType.Terrain, + new CollisionTypeFilterGroup(CollisionType.Terrain, + (uint)CollisionFilterGroups.BTerrainGroup, (uint)(CollisionFilterGroups.BAllGroup & ~CollisionFilterGroups.BStaticGroup)) }, - { CollisionType.Static, - new CollisionTypeFilterGroup(CollisionType.Static, - (uint)CollisionFilterGroups.BStaticGroup, + { CollisionType.Static, + new CollisionTypeFilterGroup(CollisionType.Static, + (uint)CollisionFilterGroups.BStaticGroup, (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) }, - { CollisionType.Dynamic, - new CollisionTypeFilterGroup(CollisionType.Dynamic, - (uint)CollisionFilterGroups.BSolidGroup, + { CollisionType.Dynamic, + new CollisionTypeFilterGroup(CollisionType.Dynamic, + (uint)CollisionFilterGroups.BSolidGroup, (uint)(CollisionFilterGroups.BAllGroup)) }, - { CollisionType.VolumeDetect, - new CollisionTypeFilterGroup(CollisionType.VolumeDetect, - (uint)CollisionFilterGroups.BSensorTrigger, + { CollisionType.VolumeDetect, + new CollisionTypeFilterGroup(CollisionType.VolumeDetect, + (uint)CollisionFilterGroups.BSensorTrigger, (uint)(~CollisionFilterGroups.BSensorTrigger)) }, { CollisionType.LinksetChild, - new CollisionTypeFilterGroup(CollisionType.LinksetChild, - (uint)CollisionFilterGroups.BLinksetChildGroup, + new CollisionTypeFilterGroup(CollisionType.LinksetChild, + (uint)CollisionFilterGroups.BLinksetChildGroup, (uint)(CollisionFilterGroups.BNoneGroup)) // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup)) }, -- cgit v1.1 From 12054aaa9ff66cc785d2018526ff6f3e94f86915 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 17:14:44 +0100 Subject: Fix bug where an agent that declined an inventory offer and subsequently emptied their trash would make the item invalid in the giver's inventory This was because the original item/folder ID was sent in the session slot of the offer IM rather than the copy. --- .../Avatar/Inventory/Transfer/InventoryTransferModule.cs | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index bcb7f42..e1ada97 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -213,7 +213,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer user.ControllingClient.SendBulkUpdateInventory(folderCopy); // HACK!! - im.imSessionID = folderID.Guid; + // Insert the ID of the copied item into the IM so that we know which item to move to trash if it + // is rejected. + // XXX: This is probably a misuse of the session ID slot. + im.imSessionID = copyID.Guid; } else { @@ -243,7 +246,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer user.ControllingClient.SendBulkUpdateInventory(itemCopy); // HACK!! - im.imSessionID = itemID.Guid; + // Insert the ID of the copied item into the IM so that we know which item to move to trash if it + // is rejected. + // XXX: This is probably a misuse of the session ID slot. + im.imSessionID = copyID.Guid; } // Send the IM to the recipient. The item is already -- cgit v1.1 From a7cbb9edc98fabc6d2705d69310f4356e84c7596 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 20:50:49 +0100 Subject: Add regression test for offer, accept and subsequent receiver delete of an item offered via instant message. --- .../Inventory/Transfer/InventoryTransferModule.cs | 83 +--------------------- 1 file changed, 3 insertions(+), 80 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index e1ada97..c292700 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -47,10 +47,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer /// private List m_Scenelist = new List(); -// private Dictionary m_AgentRegions = -// new Dictionary(); - private IMessageTransferModule m_TransferModule = null; + private IMessageTransferModule m_TransferModule; private bool m_Enabled = true; #region Region Module interface @@ -81,9 +79,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer // scene.RegisterModuleInterface(this); scene.EventManager.OnNewClient += OnNewClient; -// scene.EventManager.OnClientClosed += ClientLoggedOut; scene.EventManager.OnIncomingInstantMessage += OnGridInstantMessage; -// scene.EventManager.OnSetRootAgentScene += OnSetRootAgentScene; } public void RegionLoaded(Scene scene) @@ -96,11 +92,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer m_log.Error("[INVENTORY TRANSFER]: No Message transfer module found, transfers will be local only"); m_Enabled = false; - m_Scenelist.Clear(); - scene.EventManager.OnNewClient -= OnNewClient; -// scene.EventManager.OnClientClosed -= ClientLoggedOut; +// m_Scenelist.Clear(); +// scene.EventManager.OnNewClient -= OnNewClient; scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; -// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene; } } } @@ -108,9 +102,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer public void RemoveRegion(Scene scene) { scene.EventManager.OnNewClient -= OnNewClient; -// scene.EventManager.OnClientClosed -= ClientLoggedOut; scene.EventManager.OnIncomingInstantMessage -= OnGridInstantMessage; -// scene.EventManager.OnSetRootAgentScene -= OnSetRootAgentScene; m_Scenelist.Remove(scene); } @@ -139,11 +131,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer // Inventory giving is conducted via instant message client.OnInstantMessage += OnInstantMessage; } - -// protected void OnSetRootAgentScene(UUID id, Scene scene) -// { -// m_AgentRegions[id] = scene; -// } private Scene FindClientScene(UUID agentId) { @@ -460,70 +447,6 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer } } -// public bool NeedSceneCacheClear(UUID agentID, Scene scene) -// { -// if (!m_AgentRegions.ContainsKey(agentID)) -// { -// // Since we can get here two ways, we need to scan -// // the scenes here. This is somewhat more expensive -// // but helps avoid a nasty bug -// // -// -// foreach (Scene s in m_Scenelist) -// { -// ScenePresence presence; -// -// if (s.TryGetScenePresence(agentID, out presence)) -// { -// // If the agent is in this scene, then we -// // are being called twice in a single -// // teleport. This is wasteful of cycles -// // but harmless due to this 2nd level check -// // -// // If the agent is found in another scene -// // then the list wasn't current -// // -// // If the agent is totally unknown, then what -// // are we even doing here?? -// // -// if (s == scene) -// { -// //m_log.Debug("[INVTRANSFERMOD]: s == scene. Returning true in " + scene.RegionInfo.RegionName); -// return true; -// } -// else -// { -// //m_log.Debug("[INVTRANSFERMOD]: s != scene. Returning false in " + scene.RegionInfo.RegionName); -// return false; -// } -// } -// } -// //m_log.Debug("[INVTRANSFERMOD]: agent not in scene. Returning true in " + scene.RegionInfo.RegionName); -// return true; -// } -// -// // The agent is left in current Scene, so we must be -// // going to another instance -// // -// if (m_AgentRegions[agentID] == scene) -// { -// //m_log.Debug("[INVTRANSFERMOD]: m_AgentRegions[agentID] == scene. Returning true in " + scene.RegionInfo.RegionName); -// m_AgentRegions.Remove(agentID); -// return true; -// } -// -// // Another region has claimed the agent -// // -// //m_log.Debug("[INVTRANSFERMOD]: last resort. Returning false in " + scene.RegionInfo.RegionName); -// return false; -// } -// -// public void ClientLoggedOut(UUID agentID, Scene scene) -// { -// if (m_AgentRegions.ContainsKey(agentID)) -// m_AgentRegions.Remove(agentID); -// } - /// /// /// -- cgit v1.1 From 0beccf23c0c2e7b2420f4f150d5f2566f0d63370 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 21:11:44 +0100 Subject: Add regression test for inventory item give, reject and subsequent trash folder purge by receiver. This commit also actually adds the InventoryTransferModuleTests file which I previously forgot --- .../Transfer/Tests/InventoryTransferModuleTests.cs | 256 +++++++++++++++++++++ 1 file changed, 256 insertions(+) create mode 100644 OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs new file mode 100644 index 0000000..b07d38c --- /dev/null +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs @@ -0,0 +1,256 @@ +/* + * 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. + */ + +using System; +using System.Collections.Generic; +using System.Reflection; +using log4net.Config; +using Nini.Config; +using NUnit.Framework; +using OpenMetaverse; +using OpenMetaverse.Assets; +using OpenSim.Framework; +using OpenSim.Region.CoreModules.Avatar.Inventory.Transfer; +using OpenSim.Region.Framework.Interfaces; +using OpenSim.Region.Framework.Scenes; +using OpenSim.Services.Interfaces; +using OpenSim.Tests.Common; +using OpenSim.Tests.Common.Mock; + +namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer.Tests +{ + [TestFixture] + public class InventoryTransferModuleTests : OpenSimTestCase + { + protected TestScene m_scene; + + [SetUp] + public override void SetUp() + { + base.SetUp(); + + IConfigSource config = new IniConfigSource(); + config.AddConfig("Messaging"); + config.Configs["Messaging"].Set("InventoryTransferModule", "InventoryTransferModule"); + + m_scene = new SceneHelpers().SetupScene(); + SceneHelpers.SetupSceneModules(m_scene, config, new InventoryTransferModule()); + } + + [Test] + public void TestAcceptGivenItem() + { +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID itemId = TestHelpers.ParseTail(0x100); + UUID assetId = TestHelpers.ParseTail(0x200); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + // Create the object to test give + InventoryItemBase originalItem + = UserInventoryHelpers.CreateInventoryItem( + m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object); + + byte[] giveImBinaryBucket = new byte[17]; + byte[] itemIdBytes = itemId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + GridInstantMessage acceptIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryAccepted, + false, + "inventory accepted msg", + initialSessionId, + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(acceptIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryItemBase originalItemAfterGive + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterGive, Is.Not.Null); + Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID)); + + // Test for item successfully making it into the receiver's inventory + InventoryItemBase receivedItem + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Objects/givenObj"); + + Assert.That(receivedItem, Is.Not.Null); + Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.DeleteItems(receiverSp.UUID, new List() { receivedItem.ID }); + + InventoryItemBase originalItemAfterDelete + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterDelete, Is.Not.Null); + + // TODO: Test scenario where giver deletes their item first. + } + + /// + /// Test user rejection of a given item. + /// + /// + /// A rejected item still ends up in the user's trash folder. + /// + [Test] + public void TestRejectGivenItem() + { +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID itemId = TestHelpers.ParseTail(0x100); + UUID assetId = TestHelpers.ParseTail(0x200); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + // Create the object to test give + InventoryItemBase originalItem + = UserInventoryHelpers.CreateInventoryItem( + m_scene, "givenObj", itemId, assetId, giverSp.UUID, InventoryType.Object); + + GridInstantMessage receivedIm = null; + receiverClient.OnReceivedInstantMessage += im => receivedIm = im; + + byte[] giveImBinaryBucket = new byte[17]; + byte[] itemIdBytes = itemId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + // Session ID is now the created item ID (!) + GridInstantMessage rejectIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryDeclined, + false, + "inventory declined msg", + new UUID(receivedIm.imSessionID), + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(rejectIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryItemBase originalItemAfterGive + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterGive, Is.Not.Null); + Assert.That(originalItemAfterGive.ID, Is.EqualTo(originalItem.ID)); + + // Test for item successfully making it into the receiver's inventory + InventoryItemBase receivedItem + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, receiverSp.UUID, "Trash/givenObj"); + + InventoryFolderBase trashFolder + = m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder); + + Assert.That(receivedItem, Is.Not.Null); + Assert.That(receivedItem.ID, Is.Not.EqualTo(originalItem.ID)); + Assert.That(receivedItem.Folder, Is.EqualTo(trashFolder.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.PurgeFolder(trashFolder); + + InventoryItemBase originalItemAfterDelete + = UserInventoryHelpers.GetInventoryItem(m_scene.InventoryService, giverSp.UUID, "Objects/givenObj"); + + Assert.That(originalItemAfterDelete, Is.Not.Null); + } + } +} \ No newline at end of file -- cgit v1.1 From 67789201c3ae40bd4697f3479eb183599baa3658 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 22:14:13 +0100 Subject: Add TestRejectGivenFolder() and TestAcceptGivenFolder() regression tests --- .../Inventory/Transfer/InventoryTransferModule.cs | 10 +- .../Transfer/Tests/InventoryTransferModuleTests.cs | 193 +++++++++++++++++++++ 2 files changed, 198 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs index c292700..1417a19 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs @@ -175,9 +175,9 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer { UUID folderID = new UUID(im.binaryBucket, 1); - m_log.DebugFormat("[INVENTORY TRANSFER]: Inserting original folder {0} "+ - "into agent {1}'s inventory", - folderID, new UUID(im.toAgentID)); + m_log.DebugFormat( + "[INVENTORY TRANSFER]: Inserting original folder {0} into agent {1}'s inventory", + folderID, new UUID(im.toAgentID)); InventoryFolderBase folderCopy = scene.GiveInventoryFolder(receipientID, client.AgentId, folderID, UUID.Zero); @@ -200,7 +200,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer user.ControllingClient.SendBulkUpdateInventory(folderCopy); // HACK!! - // Insert the ID of the copied item into the IM so that we know which item to move to trash if it + // Insert the ID of the copied folder into the IM so that we know which item to move to trash if it // is rejected. // XXX: This is probably a misuse of the session ID slot. im.imSessionID = copyID.Guid; @@ -396,7 +396,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer { folder = new InventoryFolderBase(inventoryID, client.AgentId); folder = invService.GetFolder(folder); - + if (folder != null & trashFolder != null) { previousParentFolderID = folder.ParentID; diff --git a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs index b07d38c..162a0c3 100644 --- a/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs +++ b/OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/Tests/InventoryTransferModuleTests.cs @@ -252,5 +252,198 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Transfer.Tests Assert.That(originalItemAfterDelete, Is.Not.Null); } + + [Test] + public void TestAcceptGivenFolder() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID folderId = TestHelpers.ParseTail(0x100); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + InventoryFolderBase originalFolder + = UserInventoryHelpers.CreateInventoryFolder( + m_scene.InventoryService, giverSp.UUID, folderId, "f1", true); + + byte[] giveImBinaryBucket = new byte[17]; + giveImBinaryBucket[0] = (byte)AssetType.Folder; + byte[] itemIdBytes = folderId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + GridInstantMessage acceptIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryAccepted, + false, + "inventory accepted msg", + initialSessionId, + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(acceptIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryFolderBase originalFolderAfterGive + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterGive, Is.Not.Null); + Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID)); + + // Test for item successfully making it into the receiver's inventory + InventoryFolderBase receivedFolder + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "f1"); + + Assert.That(receivedFolder, Is.Not.Null); + Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.DeleteFolders(receiverSp.UUID, new List() { receivedFolder.ID }); + + InventoryFolderBase originalFolderAfterDelete + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterDelete, Is.Not.Null); + + // TODO: Test scenario where giver deletes their item first. + } + + /// + /// Test user rejection of a given item. + /// + /// + /// A rejected item still ends up in the user's trash folder. + /// + [Test] + public void TestRejectGivenFolder() + { + TestHelpers.InMethod(); +// TestHelpers.EnableLogging(); + + UUID initialSessionId = TestHelpers.ParseTail(0x10); + UUID folderId = TestHelpers.ParseTail(0x100); + + UserAccount ua1 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "One", TestHelpers.ParseTail(0x1), "pw"); + UserAccount ua2 + = UserAccountHelpers.CreateUserWithInventory(m_scene, "User", "Two", TestHelpers.ParseTail(0x2), "pw"); + + ScenePresence giverSp = SceneHelpers.AddScenePresence(m_scene, ua1); + TestClient giverClient = (TestClient)giverSp.ControllingClient; + + ScenePresence receiverSp = SceneHelpers.AddScenePresence(m_scene, ua2); + TestClient receiverClient = (TestClient)receiverSp.ControllingClient; + + // Create the folder to test give + InventoryFolderBase originalFolder + = UserInventoryHelpers.CreateInventoryFolder( + m_scene.InventoryService, giverSp.UUID, folderId, "f1", true); + + GridInstantMessage receivedIm = null; + receiverClient.OnReceivedInstantMessage += im => receivedIm = im; + + byte[] giveImBinaryBucket = new byte[17]; + giveImBinaryBucket[0] = (byte)AssetType.Folder; + byte[] itemIdBytes = folderId.GetBytes(); + Array.Copy(itemIdBytes, 0, giveImBinaryBucket, 1, itemIdBytes.Length); + + GridInstantMessage giveIm + = new GridInstantMessage( + m_scene, + giverSp.UUID, + giverSp.Name, + receiverSp.UUID, + (byte)InstantMessageDialog.InventoryOffered, + false, + "inventory offered msg", + initialSessionId, + false, + Vector3.Zero, + giveImBinaryBucket, + true); + + giverClient.HandleImprovedInstantMessage(giveIm); + + // These details might not all be correct. + // Session ID is now the created item ID (!) + GridInstantMessage rejectIm + = new GridInstantMessage( + m_scene, + receiverSp.UUID, + receiverSp.Name, + giverSp.UUID, + (byte)InstantMessageDialog.InventoryDeclined, + false, + "inventory declined msg", + new UUID(receivedIm.imSessionID), + false, + Vector3.Zero, + null, + true); + + receiverClient.HandleImprovedInstantMessage(rejectIm); + + // Test for item remaining in the giver's inventory (here we assume a copy item) + // TODO: Test no-copy items. + InventoryFolderBase originalFolderAfterGive + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterGive, Is.Not.Null); + Assert.That(originalFolderAfterGive.ID, Is.EqualTo(originalFolder.ID)); + + // Test for folder successfully making it into the receiver's inventory + InventoryFolderBase receivedFolder + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, receiverSp.UUID, "Trash/f1"); + + InventoryFolderBase trashFolder + = m_scene.InventoryService.GetFolderForType(receiverSp.UUID, AssetType.TrashFolder); + + Assert.That(receivedFolder, Is.Not.Null); + Assert.That(receivedFolder.ID, Is.Not.EqualTo(originalFolder.ID)); + Assert.That(receivedFolder.ParentID, Is.EqualTo(trashFolder.ID)); + + // Test that on a delete, item still exists and is accessible for the giver. + m_scene.InventoryService.PurgeFolder(trashFolder); + + InventoryFolderBase originalFolderAfterDelete + = UserInventoryHelpers.GetInventoryFolder(m_scene.InventoryService, giverSp.UUID, "f1"); + + Assert.That(originalFolderAfterDelete, Is.Not.Null); + } } } \ No newline at end of file -- cgit v1.1 From 537b243360a69f63210003371d1e6ef9f9c3716c Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Mon, 29 Apr 2013 22:18:11 +0100 Subject: minor: Eliminate warning in LLimageManagerTests by properly calling through to OpenSimTestCase.SetUp() --- OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs index 7d9f581..a0e0078 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/Tests/LLImageManagerTests.cs @@ -75,6 +75,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP.Tests [SetUp] public void SetUp() { + base.SetUp(); + UUID userId = TestHelpers.ParseTail(0x3); J2KDecoderModule j2kdm = new J2KDecoderModule(); -- cgit v1.1 From 15a3f80e2eb82c5e4726d5cd93cfed32da5d6768 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Apr 2013 17:30:38 -0700 Subject: BulletSim: LinksetCompound work to disable collision for root and child prims so compound shape can do all collisions. Don't try to build a compound linkset for non-physical linksets. Remove and replace root body when compound shape is added so collision cache is rebuilt. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 44 +++++++++++++++------- 1 file changed, 30 insertions(+), 14 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 1fd541f..e967dfc 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -143,19 +143,18 @@ public sealed class BSLinksetCompound : BSLinkset // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. ScheduleRebuild(LinksetRoot); } - else - { - // The origional prims are removed from the world as the shape of the root compound - // shape takes over. - m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); - // We don't want collisions from the old linkset children. - m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - child.PhysBody.collisionType = CollisionType.LinksetChild; + // The origional prims are removed from the world as the shape of the root compound + // shape takes over. + m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); + // We don't want collisions from the old linkset children. + m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + + child.PhysBody.collisionType = CollisionType.LinksetChild; + + ret = true; - ret = true; - } return ret; } @@ -190,6 +189,13 @@ public sealed class BSLinksetCompound : BSLinkset // Called at taint-time. public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated) { + if (!LinksetRoot.IsPhysicallyActive) + { + // No reason to do this physical stuff for static linksets. + DetailLog("{0},BSLinksetCompound.UpdateProperties,notPhysical", LinksetRoot.LocalID); + return; + } + // 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 // stores the position into the group which causes the move of the object @@ -392,6 +398,13 @@ public sealed class BSLinksetCompound : BSLinkset private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged private void RecomputeLinksetCompound() { + if (!LinksetRoot.IsPhysicallyActive) + { + // There is no reason to build all this physical stuff for a non-physical linkset + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); + return; + } + try { // This replaces the physical shape of the root prim with a compound shape made up of the root @@ -403,7 +416,8 @@ public sealed class BSLinksetCompound : BSLinkset // Free up any shape we'd previously built. LinksetShape.Dereference(m_physicsScene); - LinksetShape = BSShapeCompound.GetReference(m_physicsScene, LinksetRoot); + // Get a new compound shape to build the linkset shape in. + LinksetShape = BSShapeCompound.GetReference(m_physicsScene); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -431,8 +445,7 @@ public sealed class BSLinksetCompound : BSLinkset cPrim.LinksetChildIndex = memberIndex; } - BSShape childShape = cPrim.PhysShape; - childShape.IncrementReference(); + BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); @@ -446,7 +459,10 @@ public sealed class BSLinksetCompound : BSLinkset // Sneak the built compound shape in as the shape of the root prim. // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. + // Object removed and added to world to get collision cache rebuilt for new shape. + m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); -- cgit v1.1 From d322625f9062d7748a1a896b6fd37c51f7f41435 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 29 Apr 2013 17:30:54 -0700 Subject: BulletSim: Add non-static BSShape.GetReference for getting another reference to an existing shape instance. BSShapeNative rebuilds shape for all references. BSShapeCompound returns another reference copy if the compound shape already exists (for linksets). --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 125 +++++++++++++++------ .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 9 ++ 2 files changed, 102 insertions(+), 32 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 5c58ad5..f0c9fd5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -47,26 +47,31 @@ public abstract class BSShape public BSShape() { - referenceCount = 0; + referenceCount = 1; lastReferenced = DateTime.Now; physShapeInfo = new BulletShape(); } public BSShape(BulletShape pShape) { - referenceCount = 0; + referenceCount = 1; lastReferenced = DateTime.Now; physShapeInfo = pShape; } + // Get another reference to this shape. + public abstract BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim); + // Called when this shape is being used again. - public virtual void IncrementReference() + // Used internally. External callers should call instance.GetReference() to properly copy/reference + // the shape. + protected virtual void IncrementReference() { referenceCount++; lastReferenced = DateTime.Now; } // Called when this shape is being used again. - public virtual void DecrementReference() + protected virtual void DecrementReference() { referenceCount--; lastReferenced = DateTime.Now; @@ -99,12 +104,19 @@ public abstract class BSShape // Returns a string for debugging that uniquily identifies the memory used by this instance public virtual string AddrString { - get { return "unknown"; } + get + { + if (physShapeInfo != null) + return physShapeInfo.AddrString; + return "unknown"; + } } public override string ToString() { StringBuilder buff = new StringBuilder(); + buff.Append(" m_hulls; private BulletShape CreatePhysicalHull(BSScene physicsScene, BSPhysObject prim, System.UInt64 newHullKey, @@ -520,7 +562,7 @@ public class BSShapeHull : BSShape physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } // Now done with the mesh shape. - meshShape.DecrementReference(); + meshShape.Dereference(physicsScene); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } if (!newShape.HasPhysicalShape) @@ -671,37 +713,52 @@ public class BSShapeCompound : BSShape public BSShapeCompound(BulletShape pShape) : base(pShape) { } - public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + public static BSShape GetReference(BSScene physicsScene) + { + // Base compound shapes are not shared so this returns a raw shape. + // A built compound shape can be reused in linksets. + return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene)); + } + public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) { - // Compound shapes are not shared so a new one is created every time. - return new BSShapeCompound(CreatePhysicalCompoundShape(physicsScene, prim)); + // Calling this reference means we want another handle to an existing compound shape + // (usually linksets) so return this copy. + IncrementReference(); + return this; } // Dereferencing a compound shape releases the hold on all the child shapes. public override void Dereference(BSScene physicsScene) { - if (!physicsScene.PE.IsCompound(physShapeInfo)) + lock (physShapeInfo) { - // Failed the sanity check!! - physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", - LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); - physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", - BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); - return; - } + Dereference(physicsScene); + if (referenceCount <= 0) + { + if (!physicsScene.PE.IsCompound(physShapeInfo)) + { + // Failed the sanity check!! + physicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", + LogHeader, physShapeInfo.shapeType, physShapeInfo.AddrString); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", + BSScene.DetailLogZero, physShapeInfo.shapeType, physShapeInfo.AddrString); + return; + } - int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); - physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", - BSScene.DetailLogZero, physShapeInfo, numChildren); + int numChildren = physicsScene.PE.GetNumberOfCompoundChildren(physShapeInfo); + physicsScene.DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", + BSScene.DetailLogZero, physShapeInfo, numChildren); - // Loop through all the children dereferencing each. - for (int ii = numChildren - 1; ii >= 0; ii--) - { - BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); - DereferenceAnonCollisionShape(physicsScene, childShape); + // Loop through all the children dereferencing each. + for (int ii = numChildren - 1; ii >= 0; ii--) + { + BulletShape childShape = physicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(physShapeInfo, ii); + DereferenceAnonCollisionShape(physicsScene, childShape); + } + physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); + } } - physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); } - private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene, BSPhysObject prim) + private static BulletShape CreatePhysicalCompoundShape(BSScene physicsScene) { BulletShape cShape = physicsScene.PE.CreateCompoundShape(physicsScene.World, false); return cShape; @@ -754,6 +811,10 @@ public class BSShapeAvatar : BSShape { return new BSShapeNull(); } + public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) + { + return new BSShapeNull(); + } public override void Dereference(BSScene physicsScene) { } // From the front: diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index c67081a..559a73f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,3 +1,12 @@ +PROBLEMS TO LOOK INTO +================================================= +Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly. + Have to rez new vehicle and delete the old to fix situation. +Hitting RESET on Nebadon's vehicle while riding causes vehicle to get into odd + position state where it will not settle onto ground properly, etc +Two of Nebadon vehicles in a sim max the CPU. This is new. +A sitting, active vehicle bobs up and down a small amount. + CURRENT PRIORITIES ================================================= Use the HACD convex hull routine in Bullet rather than the C# version. -- cgit v1.1 From 7cdb07b386ffe88749fcc6cabadd9851f254699d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 30 Apr 2013 11:42:11 -0700 Subject: BulletSim: improvements to LinksetCompound and PrimDisplaced. Not all working yet. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 37 ++++++++++++++++------ .../Region/Physics/BulletSPlugin/BSPhysObject.cs | 3 +- .../Physics/BulletSPlugin/BSPrimDisplaced.cs | 22 ++++++++++--- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 2 +- .../Region/Physics/BulletSPlugin/BulletSimTODO.txt | 3 ++ 5 files changed, 50 insertions(+), 17 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e967dfc..e3ce7fb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -395,7 +395,8 @@ public sealed class BSLinksetCompound : BSLinkset // Constraint linksets are rebuilt every time. // Note that this works for rebuilding just the root after a linkset is taken apart. // Called at taint time!! - private bool disableCOM = true; // DEBUG DEBUG: disable until we get this debugged + private bool UseBulletSimRootOffsetHack = false; + private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting private void RecomputeLinksetCompound() { if (!LinksetRoot.IsPhysicallyActive) @@ -428,11 +429,19 @@ public sealed class BSLinksetCompound : BSLinkset // 'centerDisplacement' is the value to subtract from children to give physical offset position OMV.Vector3 centerDisplacement = (centerOfMassW - LinksetRoot.RawPosition) * invRootOrientation; - LinksetRoot.SetEffectiveCenterOfMassW(centerDisplacement); - - // TODO: add phantom root shape to be the center-of-mass + if (UseBulletSimRootOffsetHack || disableCOM) + { + centerDisplacement = OMV.Vector3.Zero; + LinksetRoot.ClearDisplacement(); + } + else + { + LinksetRoot.SetEffectiveCenterOfMassDisplacement(centerDisplacement); + } + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,COM,rootPos={1},com={2},comDisp={3}", + LinksetRoot.LocalID, LinksetRoot.RawPosition, centerOfMassW, centerDisplacement); - // Add a shape for each of the other children in the linkset + // Add the shapes of all the components of the linkset int memberIndex = 1; ForEachMember(delegate(BSPrimLinkable cPrim) { @@ -449,8 +458,8 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},rShape={2},cShape={3},offPos={4},offRot={5}", - LinksetRoot.LocalID, memberIndex, LinksetRoot.PhysShape, cPrim.PhysShape, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1}cShape={2},offPos={3},offRot={4}", + LinksetRoot.LocalID, memberIndex, cPrim.PhysShape, offsetPos, offsetRot); memberIndex++; @@ -463,13 +472,21 @@ public sealed class BSLinksetCompound : BSLinkset m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}", + LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetShape); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); LinksetRoot.UpdatePhysicalMassProperties(LinksetMass, true); - // Enable the physical position updator to return the position and rotation of the root shape - m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + if (UseBulletSimRootOffsetHack) + { + // Enable the physical position updator to return the position and rotation of the root shape. + // This enables a feature in the C++ code to return the world coordinates of the first shape in the + // compound shape. This eleviates the need to offset the returned physical position by the + // center-of-mass offset. + m_physicsScene.PE.AddToCollisionFlags(LinksetRoot.PhysBody, CollisionFlags.BS_RETURN_ROOT_COMPOUND_SHAPE); + } } finally { @@ -477,7 +494,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); + m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetShape.physShapeInfo); } } } \ No newline at end of file diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 28d4bd7..7eba851 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs @@ -259,7 +259,8 @@ public abstract class BSPhysObject : PhysicsActor // The user can optionally set the center of mass. The user's setting will override any // computed center-of-mass (like in linksets). - public OMV.Vector3? UserSetCenterOfMass { get; set; } + // Note this is a displacement from the root's coordinates. Zero means use the root prim as center-of-mass. + public OMV.Vector3? UserSetCenterOfMassDisplacement { get; set; } public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free. public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs index f1c3b5c..f5ee671 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimDisplaced.cs @@ -78,14 +78,16 @@ public class BSPrimDisplaced : BSPrim // Set this sets and computes the displacement from the passed prim to the center-of-mass. // A user set value for center-of-mass overrides whatever might be passed in here. // The displacement is in local coordinates (relative to root prim in linkset oriented coordinates). - public virtual void SetEffectiveCenterOfMassW(Vector3 centerOfMassDisplacement) + public virtual void SetEffectiveCenterOfMassDisplacement(Vector3 centerOfMassDisplacement) { Vector3 comDisp; - if (UserSetCenterOfMass.HasValue) - comDisp = (OMV.Vector3)UserSetCenterOfMass; + if (UserSetCenterOfMassDisplacement.HasValue) + comDisp = (OMV.Vector3)UserSetCenterOfMassDisplacement; else comDisp = centerOfMassDisplacement; + DetailLog("{0},BSPrimDisplaced.SetEffectiveCenterOfMassDisplacement,userSet={1},comDisp={2}", + LocalID, UserSetCenterOfMassDisplacement.HasValue, comDisp); if (comDisp == Vector3.Zero) { // If there is no diplacement. Things get reset. @@ -107,9 +109,15 @@ public class BSPrimDisplaced : BSPrim set { if (PositionDisplacement != OMV.Vector3.Zero) - base.ForcePosition = value - (PositionDisplacement * RawOrientation); + { + OMV.Vector3 displacedPos = value - (PositionDisplacement * RawOrientation); + DetailLog("{0},BSPrimDisplaced.ForcePosition,val={1},disp={2},newPos={3}", LocalID, value, PositionDisplacement, displacedPos); + base.ForcePosition = displacedPos; + } else + { base.ForcePosition = value; + } } } @@ -118,6 +126,7 @@ public class BSPrimDisplaced : BSPrim get { return base.ForceOrientation; } set { + // TODO: base.ForceOrientation = value; } } @@ -143,7 +152,10 @@ public class BSPrimDisplaced : BSPrim { // Correct for any rotation around the center-of-mass // TODO!!! - entprop.Position = entprop.Position + (PositionDisplacement * entprop.Rotation); + + OMV.Vector3 displacedPos = entprop.Position + (PositionDisplacement * entprop.Rotation); + DetailLog("{0},BSPrimDisplaced.ForcePosition,physPos={1},disp={2},newPos={3}", LocalID, entprop.Position, PositionDisplacement, displacedPos); + entprop.Position = displacedPos; // entprop.Rotation = something; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index f0c9fd5..3faa484 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -117,7 +117,7 @@ public abstract class BSShape StringBuilder buff = new StringBuilder(); buff.Append(" validCaps = new List(); + + foreach (OSD c in capsRequested) + validCaps.Add(c.AsString()); + + Hashtable caps = m_HostCapsObj.CapsHandlers.GetCapsDetails(true, validCaps); // Add the external too foreach (KeyValuePair kvp in m_HostCapsObj.ExternalCapsHandlers) + { + if (!validCaps.Contains(kvp.Key)) + continue; + caps[kvp.Key] = kvp.Value; + } string result = LLSDHelpers.SerialiseLLSDReply(caps); diff --git a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs index 8329af0..6ae9448 100644 --- a/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs +++ b/OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs @@ -240,7 +240,7 @@ namespace OpenSim.Region.CoreModules.Framework { caps.AppendFormat("** User {0}:\n", kvp.Key); - for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false).GetEnumerator(); kvp2.MoveNext(); ) + for (IDictionaryEnumerator kvp2 = kvp.Value.CapsHandlers.GetCapsDetails(false, null).GetEnumerator(); kvp2.MoveNext(); ) { Uri uri = new Uri(kvp2.Value.ToString()); caps.AppendFormat(m_showCapsCommandFormat, kvp2.Key, uri.PathAndQuery); -- cgit v1.1 From 206fb306a7820cf593570e35ddfa8e7c5a10e449 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 1 May 2013 19:01:43 +0100 Subject: Update SmartThreadPool to latest version 2.2.3 with a major and minor change. SmartThreadPool code comes from http://www.codeproject.com/Articles/7933/Smart-Thread-Pool This version implements thread abort (via WorkItem.Cancel(true)), threadpool naming, max thread stack, etc. so we no longer need to manually patch those. However, two changes have been made to stock 2.2.3. Major change: WorkItem.Cancel(bool abortExecution) in our version does not succeed if the work item was in progress and thread abort was not specified. This is to match previous behaviour where we handle co-operative termination via another mechanism rather than checking WorkItem.IsCanceled. Minor change: Did not add STP's StopWatch implementation as this is only used WinCE and Silverlight and causes a build clash with System.Diagnostics.StopWatch The reason for updating is to see if this improves http://opensimulator.org/mantis/view.php?id=6557 and http://opensimulator.org/mantis/view.php?id=6586 --- OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs | 2 +- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 9 ++++++--- OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | 4 ++-- OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs | 6 +++--- 4 files changed, 12 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs index 35ae44c..b9a217b 100644 --- a/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Interfaces/IScriptInstance.cs @@ -51,7 +51,7 @@ namespace OpenSim.Region.ScriptEngine.Interfaces public interface IScriptWorkItem { bool Cancel(); - void Abort(); + bool Abort(); /// /// Wait for the work item to complete. diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index 1e6db43..f9d3afc 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -564,9 +564,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance public bool Stop(int timeout) { -// m_log.DebugFormat( -// "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}", -// ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks); + if (DebugLevel >= 1) + m_log.DebugFormat( + "[SCRIPT INSTANCE]: Stopping script {0} {1} in {2} {3} with timeout {4} {5} {6}", + ScriptName, ItemID, PrimName, ObjectID, timeout, m_InSelfDelete, DateTime.Now.Ticks); IScriptWorkItem workItem; @@ -627,6 +628,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance } } + Console.WriteLine("Here9"); + lock (EventQueue) { workItem = m_CurrentWorkItem; diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 0d9babb..5804aa8 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs @@ -483,7 +483,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine /// /// Basis on which to sort output. Can be null if no sort needs to take place private void HandleScriptsAction( - string[] cmdparams, Action action, Func keySelector) + string[] cmdparams, Action action, System.Func keySelector) { if (!(MainConsole.Instance.ConsoleScene == null || MainConsole.Instance.ConsoleScene == m_Scene)) return; @@ -1517,7 +1517,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine startInfo.MaxWorkerThreads = maxThreads; startInfo.MinWorkerThreads = minThreads; startInfo.ThreadPriority = threadPriority;; - startInfo.StackSize = stackSize; + startInfo.MaxStackSize = stackSize; startInfo.StartSuspended = true; m_ThreadPool = new SmartThreadPool(startInfo); diff --git a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs index 8dd7677..9d9dee1 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XWorkItem.cs @@ -52,16 +52,16 @@ namespace OpenSim.Region.ScriptEngine.XEngine return wr.Cancel(); } - public void Abort() + public bool Abort() { - wr.Abort(); + return wr.Cancel(true); } public bool Wait(int t) { // We use the integer version of WaitAll because the current version of SmartThreadPool has a bug with the // TimeSpan version. The number of milliseconds in TimeSpan is an int64 so when STP casts it down to an - // int (32-bit) we can end up with bad values. This occurs on Windows though curious not on Mono 2.10.8 + // int (32-bit) we can end up with bad values. This occurs on Windows though curiously not on Mono 2.10.8 // (or very likely other versions of Mono at least up until 3.0.3). return SmartThreadPool.WaitAll(new IWorkItemResult[] {wr}, t, false); } -- cgit v1.1 From 81a90e30c637f84e6ef5d1cf7c188c1f6db12eb3 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 1 May 2013 19:29:46 +0100 Subject: Add in-code exaplanation for the change in cancellation signalling in STP 2.2.3. Remove left in Console.WriteLine accidentally inserted in recent 206fb306 --- OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs | 2 -- 1 file changed, 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs index f9d3afc..887a317 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs @@ -628,8 +628,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Instance } } - Console.WriteLine("Here9"); - lock (EventQueue) { workItem = m_CurrentWorkItem; -- cgit v1.1 From b26276c8c48a8cf4edb468b2fd428815034a6320 Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 1 May 2013 21:35:50 +0100 Subject: Fix the long standing bug of items being delivered to lost and found or trash when takig copy. This bug was recently aggravated through the perms changes required for the export permission. --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index e0009bb..eb37626 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -646,11 +646,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess } else { - if (remoteClient == null || so.OwnerID != remoteClient.AgentId) + if (remoteClient == null || so.RootPart.OwnerID != remoteClient.AgentId) { // Taking copy of another person's item. Take to // Objects folder. folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); + so.FromFolderID = UUID.Zero; } else { @@ -666,7 +667,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess // if (action == DeRezAction.Take || action == DeRezAction.TakeCopy) { - if (so.FromFolderID != UUID.Zero && userID == remoteClient.AgentId) + if (so.FromFolderID != UUID.Zero && so.RootPart.OwnerID == remoteClient.AgentId) { InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); folder = m_Scene.InventoryService.GetFolder(f); -- cgit v1.1 From e3d9d5566a799fdbb4261010b97b8b04dbd7da1e Mon Sep 17 00:00:00 2001 From: BlueWall Date: Wed, 1 May 2013 18:46:57 -0400 Subject: Fix inventory issue Fix issue where objects rezzed from Trash or Lost And Found then be placed back in the respective folder when taking the object or a copy back into inventory. --- .../CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs | 6 ++++++ 1 file changed, 6 insertions(+) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index eb37626..e6d6cbf 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -671,6 +671,12 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { InventoryFolderBase f = new InventoryFolderBase(so.FromFolderID, userID); folder = m_Scene.InventoryService.GetFolder(f); + + if(folder.Type == 14 || folder.Type == 16) + { + // folder.Type = 6; + folder = m_Scene.InventoryService.GetFolderForType(userID, AssetType.Object); + } } } -- cgit v1.1 From 0378baed350b846132b2f501c74bd39a2675e41d Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 1 May 2013 17:15:54 -0700 Subject: BulletSim: rework LinksetCompound to work with new BSShape system. Not all working yet. --- .../Physics/BulletSPlugin/BSLinksetCompound.cs | 146 ++++++--------------- 1 file changed, 40 insertions(+), 106 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index e3ce7fb..20eb871 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -35,6 +35,7 @@ using OMV = OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { + /* // When a child is linked, the relationship position of the child to the parent // is remembered so the child's world position can be recomputed when it is // removed from the linkset. @@ -88,17 +89,15 @@ sealed class BSLinksetCompoundInfo : BSLinksetInfo return buff.ToString(); } }; + */ public sealed class BSLinksetCompound : BSLinkset { private static string LogHeader = "[BULLETSIM LINKSET COMPOUND]"; - private BSShape LinksetShape; - public BSLinksetCompound(BSScene scene, BSPrimLinkable parent) : base(scene, parent) { - LinksetShape = new BSShapeNull(); } // When physical properties are changed the linkset needs to recalculate @@ -143,25 +142,11 @@ public sealed class BSLinksetCompound : BSLinkset // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly. ScheduleRebuild(LinksetRoot); } - - // The origional prims are removed from the world as the shape of the root compound - // shape takes over. - m_physicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - m_physicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); - // We don't want collisions from the old linkset children. - m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); - - child.PhysBody.collisionType = CollisionType.LinksetChild; - - ret = true; - return ret; } - // The object is going static (non-physical). Do any setup necessary for a static linkset. + // The object is going static (non-physical). We do not do anything for static linksets. // Return 'true' if any properties updated on the passed object. - // 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(BSPrimLinkable child) { @@ -169,19 +154,9 @@ public sealed class BSLinksetCompound : BSLinkset DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child)); if (IsRoot(child)) { + // Schedule a rebuild to verify that the root shape is set to the real shape. ScheduleRebuild(LinksetRoot); } - else - { - // The non-physical children can come back to life. - m_physicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); - - child.PhysBody.collisionType = CollisionType.LinksetChild; - - // Don't force activation so setting of DISABLE_SIMULATION can stay if used. - m_physicsScene.PE.Activate(child.PhysBody, false); - ret = true; - } return ret; } @@ -283,9 +258,6 @@ public sealed class BSLinksetCompound : BSLinkset if (!IsRoot(child)) { - // Because it is a convenient time, recompute child world position and rotation based on - // its position in the linkset. - RecomputeChildWorldPosition(child, true /* inTaintTime */); child.LinksetInfo = null; } @@ -296,50 +268,6 @@ public sealed class BSLinksetCompound : BSLinkset return ret; } - // 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(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 - // engine moving a child actually means. - // The simulator keeps track of where children should be as the linkset moves. Setting - // the pos/rot here does not effect that knowledge as there is no good way for the - // physics engine to send the simulator an update for a child. - - /* - BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo; - if (lci != null) - { - if (inTaintTime) - { - OMV.Vector3 oldPos = child.RawPosition; - child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot; - child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot; - DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}", - child.LocalID, oldPos, lci, child.RawPosition); - } - else - { - // TaintedObject is not used here so the raw position is set now and not at taint-time. - child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot; - child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot; - } - } - else - { - // This happens when children have been added to the linkset but the linkset - // has not been constructed yet. So like, at taint time, adding children to a linkset - // and then changing properties of the children (makePhysical, for instance) - // but the post-print action of actually rebuilding the linkset has not yet happened. - // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}", - // LogHeader, child.LocalID); - DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID); - } - */ - } - // ================================================================ // Add a new child to the linkset. @@ -372,7 +300,6 @@ public sealed class BSLinksetCompound : BSLinkset child.LocalID, child.PhysBody.AddrString); // Cause the child's body to be rebuilt and thus restored to normal operation - RecomputeChildWorldPosition(child, false); child.LinksetInfo = null; child.ForceBodyShapeRebuild(false); @@ -399,26 +326,27 @@ public sealed class BSLinksetCompound : BSLinkset private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting private void RecomputeLinksetCompound() { - if (!LinksetRoot.IsPhysicallyActive) - { - // There is no reason to build all this physical stuff for a non-physical linkset - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); - return; - } - try { - // This replaces the physical shape of the root prim with a compound shape made up of the root - // shape and all the children. + Rebuilding = true; + + // No matter what is being done, force the root prim's PhysBody and PhysShape to get set + // to what they should be as if the root was not in a linkset. + // Not that bad since we only get into this routine if there are children in the linkset and + // something has been updated/changed. + LinksetRoot.ForceBodyShapeRebuild(true); - // RootPrim.PhysShape is the shape of the root prim. - // Here we build the compound shape made up of all the children. + // There is no reason to build all this physical stuff for a non-physical linkset. + if (!LinksetRoot.IsPhysicallyActive) + { + // Clean up any old linkset shape and make sure the root shape is set to the root object. + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,notPhysical", LinksetRoot.LocalID); - // Free up any shape we'd previously built. - LinksetShape.Dereference(m_physicsScene); + return; // Note the 'finally' clause at the botton which will get executed. + } // Get a new compound shape to build the linkset shape in. - LinksetShape = BSShapeCompound.GetReference(m_physicsScene); + BSShape linksetShape = BSShapeCompound.GetReference(m_physicsScene); // The center of mass for the linkset is the geometric center of the group. // Compute a displacement for each component so it is relative to the center-of-mass. @@ -445,35 +373,41 @@ public sealed class BSLinksetCompound : BSLinkset int memberIndex = 1; ForEachMember(delegate(BSPrimLinkable cPrim) { - if (IsRoot(cPrim)) - { - cPrim.LinksetChildIndex = 0; - } - else - { - cPrim.LinksetChildIndex = memberIndex; - } + // Root shape is always index zero. + cPrim.LinksetChildIndex = IsRoot(cPrim) ? 0 : memberIndex; + // Get a reference to the shape of the child and add that shape to the linkset compound shape BSShape childShape = cPrim.PhysShape.GetReference(m_physicsScene, cPrim); OMV.Vector3 offsetPos = (cPrim.RawPosition - LinksetRoot.RawPosition) * invRootOrientation - centerDisplacement; OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; - m_physicsScene.PE.AddChildShapeToCompoundShape(LinksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); - DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1}cShape={2},offPos={3},offRot={4}", + m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); + DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", LinksetRoot.LocalID, memberIndex, cPrim.PhysShape, offsetPos, offsetRot); + // Since we are borrowing the shape of the child, disable the origional child body + if (!IsRoot(cPrim)) + { + m_physicsScene.PE.AddToCollisionFlags(cPrim.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); + m_physicsScene.PE.ForceActivationState(cPrim.PhysBody, ActivationState.DISABLE_SIMULATION); + // We don't want collisions from the old linkset children. + m_physicsScene.PE.RemoveFromCollisionFlags(cPrim.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); + cPrim.PhysBody.collisionType = CollisionType.LinksetChild; + } + memberIndex++; return false; // 'false' says to move onto the next child in the list }); - // Sneak the built compound shape in as the shape of the root prim. - // Note this doesn't touch the root prim's PhysShape so be sure the manage the difference. + // Replace the root shape with the built compound shape. // Object removed and added to world to get collision cache rebuilt for new shape. + LinksetRoot.PhysShape.Dereference(m_physicsScene); + LinksetRoot.PhysShape = linksetShape; m_physicsScene.PE.RemoveObjectFromWorld(m_physicsScene.World, LinksetRoot.PhysBody); - m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, LinksetShape.physShapeInfo); + m_physicsScene.PE.SetCollisionShape(m_physicsScene.World, LinksetRoot.PhysBody, linksetShape.physShapeInfo); m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, LinksetRoot.PhysBody); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addBody,body={1},shape={2}", - LinksetRoot.LocalID, LinksetRoot.PhysBody, LinksetShape); + LinksetRoot.LocalID, LinksetRoot.PhysBody, linksetShape); // With all of the linkset packed into the root prim, it has the mass of everyone. LinksetMass = ComputeLinksetMass(); @@ -494,7 +428,7 @@ public sealed class BSLinksetCompound : BSLinkset } // See that the Aabb surrounds the new shape - m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetShape.physShapeInfo); + m_physicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape.physShapeInfo); } } } \ No newline at end of file -- cgit v1.1 From ed46b42feae4659653ba54a9290dddede6f24f2e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 1 May 2013 17:16:46 -0700 Subject: BulletSim: fix crash when mesh asset wasn't available when meshing the first time. Debugging added for mesh/hull asset fetch. --- .../Physics/BulletSPlugin/BSShapeCollection.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 28 ++++++++++++++-------- 2 files changed, 19 insertions(+), 10 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 19855da..a4250be 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -132,6 +132,7 @@ public sealed class BSShapeCollection : IDisposable PrimitiveBaseShape pbs = prim.BaseShape; // Kludge to create the capsule for the avatar. + // TDOD: Remove/redo this when BSShapeAvatar is working!! BSCharacter theChar = prim as BSCharacter; if (theChar != null) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 3faa484..2962249 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -164,6 +164,8 @@ public abstract class BSShape prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; physicsScene.Logger.WarnFormat("{0} Fetched asset would not mesh. {1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,setFailed,objNam={1},tex={2}", + prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); } else { @@ -174,29 +176,33 @@ public abstract class BSShape && prim.BaseShape.SculptTexture != OMV.UUID.Zero ) { - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset", prim.LocalID); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAsset,objNam={1},tex={2}", + prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); // Multiple requestors will know we're waiting for this asset prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Waiting; BSPhysObject xprim = prim; Util.FireAndForget(delegate { + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; if (assetProvider != null) { BSPhysObject yprim = xprim; // probably not necessary, but, just in case. assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) { + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); bool assetFound = false; string mismatchIDs = String.Empty; // DEBUG DEBUG if (asset != null && yprim.BaseShape.SculptEntry) { if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) { - yprim.BaseShape.SculptData = asset.Data; + yprim.BaseShape.SculptData = (byte[])asset.Data.Clone(); // This will cause the prim to see that the filler shape is not the right // one and try again to build the object. // No race condition with the normal shape setting since the rebuild is at taint time. + yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; yprim.ForceBodyShapeRebuild(false /* inTaintTime */); assetFound = true; } @@ -205,11 +211,11 @@ public abstract class BSShape mismatchIDs = yprim.BaseShape.SculptTexture.ToString() + "/" + asset.ID; } } - if (assetFound) - yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Fetched; - else + if (!assetFound) + { yprim.PrimAssetState = BSPhysObject.PrimAssetCondition.Failed; - physicsScene.DetailLog("{0},BSShape,fetchAssetCallback,found={1},isSculpt={2},ids={3}", + } + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,fetchAssetCallback,found={1},isSculpt={2},ids={3}", yprim.LocalID, assetFound, yprim.BaseShape.SculptEntry, mismatchIDs ); }); } @@ -227,6 +233,8 @@ public abstract class BSShape { physicsScene.Logger.WarnFormat("{0} Mesh failed to fetch asset. obj={1}, texture={2}", LogHeader, prim.PhysObjectName, prim.BaseShape.SculptTexture); + physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,wasFailed,objNam={1},tex={2}", + prim.LocalID, prim.PhysObjectName, prim.BaseShape.SculptTexture); } } } @@ -359,7 +367,7 @@ public class BSShapeMesh : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.shapeType == BSPhysicsShapeType.SHAPE_MESH) + if (!newShape.isNativeShape) { // If a mesh was what was created, remember the built shape for later sharing. Meshes.Add(newMeshKey, retMesh); @@ -408,7 +416,7 @@ public class BSShapeMesh : BSShape private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { - BulletShape newShape = null; + BulletShape newShape = new BulletShape(); IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, false, // say it is not physical so a bounding box is not built @@ -507,7 +515,7 @@ public class BSShapeHull : BSShape // Check to see if hull was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); - if (newShape.shapeType == BSPhysicsShapeType.SHAPE_HULL) + if (!newShape.isNativeShape) { // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); @@ -731,7 +739,7 @@ public class BSShapeCompound : BSShape { lock (physShapeInfo) { - Dereference(physicsScene); + this.DecrementReference(); if (referenceCount <= 0) { if (!physicsScene.PE.IsCompound(physShapeInfo)) -- cgit v1.1 From d9c3947824feccd3522c70a72b75c72a84bab3e0 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 2 May 2013 10:06:12 -0700 Subject: BulletSim: Rebuild physical body if physical shape changes for mesh and hull. Properly rebuilds collision caches. Release asset data fetched when building mesh or hulls. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 1 + OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- .../Physics/BulletSPlugin/BSShapeCollection.cs | 35 +++++++++++-- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 59 +++++++++++++++------- 4 files changed, 73 insertions(+), 24 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index f535e50..b9bd909 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -596,6 +596,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin public override void Refresh() { // If asking for a refresh, reset the physical parameters before the next simulation step. + // Called whether active or not since the active state may be updated before the next step. m_physicsScene.PostTaintObject("BSDynamics.Refresh", ControllingPrim.LocalID, delegate() { SetPhysicalParameters(); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 7e2af78..3d68d7f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -767,7 +767,7 @@ public class BSPrim : BSPhysObject if (!PhysBody.HasPhysicalBody) { // This would only happen if updates are called for during initialization when the body is not set up yet. - DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); + // DetailLog("{0},BSPrim.UpdatePhysicalParameters,taint,calledWithNoPhysBody", LocalID); return; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index a4250be..809435d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -227,16 +227,41 @@ public sealed class BSShapeCollection : IDisposable if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { // Update prim.BSShape to reference a hull of this shape. - DereferenceExistingShape(prim, shapeCallback); - prim.PhysShape = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + BSShape potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + // If the current shape is not what is on the prim at the moment, time to change. + if (!prim.PhysShape.HasPhysicalShape + || potentialHull.ShapeType != prim.PhysShape.ShapeType + || potentialHull.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) + { + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = potentialHull; + ret = true; + } + else + { + potentialHull.Dereference(m_physicsScene); + } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } else { // Update prim.BSShape to reference a mesh of this shape. - DereferenceExistingShape(prim, shapeCallback); - prim.PhysShape = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + BSShape potentialMesh = BSShapeMesh.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + // If the current shape is not what is on the prim at the moment, time to change. + if (!prim.PhysShape.HasPhysicalShape + || potentialMesh.ShapeType != prim.PhysShape.ShapeType + || potentialMesh.physShapeInfo.shapeKey != prim.PhysShape.physShapeInfo.shapeKey) + { + DereferenceExistingShape(prim, shapeCallback); + prim.PhysShape = potentialMesh; + ret = true; + } + else + { + // We don't need this reference to the mesh that is already being using. + potentialMesh.Dereference(m_physicsScene); + } if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); } @@ -320,7 +345,7 @@ public sealed class BSShapeCollection : IDisposable if (prim.IsSolid) { aBody = m_physicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); - if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); + if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,rigid,body={1}", prim.LocalID, aBody); } else { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 2962249..3346626 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -115,10 +115,15 @@ public abstract class BSShape public override string ToString() { StringBuilder buff = new StringBuilder(); - buff.Append(""); @@ -184,21 +189,21 @@ public abstract class BSShape BSPhysObject xprim = prim; Util.FireAndForget(delegate { - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); + // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,inFireAndForget", xprim.LocalID); RequestAssetDelegate assetProvider = physicsScene.RequestAssetMethod; if (assetProvider != null) { BSPhysObject yprim = xprim; // probably not necessary, but, just in case. assetProvider(yprim.BaseShape.SculptTexture, delegate(AssetBase asset) { - physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); + // physicsScene.DetailLog("{0},BSShape.VerifyMeshCreated,assetProviderCallback", xprim.LocalID); bool assetFound = false; string mismatchIDs = String.Empty; // DEBUG DEBUG if (asset != null && yprim.BaseShape.SculptEntry) { if (yprim.BaseShape.SculptTexture.ToString() == asset.ID) { - yprim.BaseShape.SculptData = (byte[])asset.Data.Clone(); + yprim.BaseShape.SculptData = asset.Data; // This will cause the prim to see that the filler shape is not the right // one and try again to build the object. // No race condition with the normal shape setting since the rebuild is at taint time. @@ -290,7 +295,7 @@ public class BSShapeNative : BSShape { if (physShapeInfo.HasPhysicalShape) { - physicsScene.DetailLog("{0},BSShapeNative.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); + physicsScene.DetailLog("{0},BSShapeNative.Dereference,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); physicsScene.PE.DeleteCollisionShape(physicsScene.World, physShapeInfo); } physShapeInfo.Clear(); @@ -347,9 +352,8 @@ public class BSShapeMesh : BSShape float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeMesh,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), - newMeshKey.ToString("X"), prim.Size, lod); + physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); BSShapeMesh retMesh = null; lock (Meshes) @@ -389,6 +393,7 @@ public class BSShapeMesh : BSShape lock (Meshes) { this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeMesh.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } @@ -425,6 +430,12 @@ public class BSShapeMesh : BSShape if (meshData != null) { + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) + { + // Release the fetched asset data once it has been used. + pbs.SculptData = new byte[0]; + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; + } int[] indices = meshData.getIndexListAsInt(); int realIndicesIndex = indices.Length; @@ -462,8 +473,8 @@ public class BSShapeMesh : BSShape } } } - physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,origTri={1},realTri={2},numVerts={3}", - BSScene.DetailLogZero, indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); + physicsScene.DetailLog("{0},BSShapeMesh.CreatePhysicalMesh,key={1},origTri={2},realTri={3},numVerts={4}", + BSScene.DetailLogZero, newMeshKey.ToString("X"), indices.Length / 3, realIndicesIndex / 3, verticesAsFloats.Length / 3); if (realIndicesIndex != 0) { @@ -496,8 +507,8 @@ public class BSShapeHull : BSShape float lod; System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeHull,getReference,oldKey={1},newKey={2},size={3},lod={4}", - prim.LocalID, prim.PhysShape.physShapeInfo.shapeKey.ToString("X"), newHullKey.ToString("X"), prim.Size, lod); + physicsScene.DetailLog("{0},BSShapeHull,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newHullKey.ToString("X"), prim.Size, lod); BSShapeHull retHull = null; lock (Hulls) @@ -537,6 +548,7 @@ public class BSShapeHull : BSShape lock (Hulls) { this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeHull.Dereference,shape={1}", BSScene.DetailLogZero, this); // TODO: schedule aging and destruction of unused meshes. } } @@ -549,6 +561,8 @@ public class BSShapeHull : BSShape if (BSParam.ShouldUseBulletHACD) { + // Build the hull shape from an existing mesh shape. + // The mesh should have already been created in Bullet. physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,entry", prim.LocalID); BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); @@ -568,18 +582,26 @@ public class BSShapeHull : BSShape physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,beforeCall", prim.LocalID, newShape.HasPhysicalShape); newShape = physicsScene.PE.BuildHullShapeFromMesh(physicsScene.World, meshShape.physShapeInfo, parms); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + + // Now done with the mesh shape. + meshShape.Dereference(physicsScene); } - // Now done with the mesh shape. - meshShape.Dereference(physicsScene); physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } if (!newShape.HasPhysicalShape) { - // Build a new hull in the physical world. + // Build a new hull in the physical world using the C# HACD algorigthm. // Pass true for physicalness as this prevents the creation of bounding box which is not needed IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); if (meshData != null) { + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) + { + // Release the fetched asset data once it has been used. + pbs.SculptData = new byte[0]; + prim.PrimAssetState = BSPhysObject.PrimAssetCondition.Unknown; + } + int[] indices = meshData.getIndexListAsInt(); List vertices = meshData.getVertexList(); @@ -740,6 +762,7 @@ public class BSShapeCompound : BSShape lock (physShapeInfo) { this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeCompound.Dereference,shape={1}", BSScene.DetailLogZero, this); if (referenceCount <= 0) { if (!physicsScene.PE.IsCompound(physShapeInfo)) -- cgit v1.1 From 4042c82a7293c40955a14d04d9e5ae05d35ef7cf Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 2 May 2013 12:27:30 -0700 Subject: BulletSim: prims with no cuts created with single convex hull shape. Parameter added to enable/disable this feature. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 5 ++ OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 3 + .../Physics/BulletSPlugin/BSShapeCollection.cs | 19 +++++- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 74 ++++++++++++++++++++++ 4 files changed, 99 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5ebeace..2ac68e3 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 bool ShouldUseHullsForPhysicalObjects { get; private set; } // 'true' if should create hulls for physical objects public static bool ShouldRemoveZeroWidthTriangles { get; private set; } public static bool ShouldUseBulletHACD { get; set; } + public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static float TerrainImplementation { get; private set; } public static int TerrainMeshMagnification { get; private set; } @@ -342,6 +343,10 @@ public static class BSParam false, (s) => { return ShouldUseBulletHACD; }, (s,v) => { ShouldUseBulletHACD = v; } ), + new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", + true, + (s) => { return ShouldUseSingleConvexHullForPrims; }, + (s,v) => { ShouldUseSingleConvexHullForPrims = v; } ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5, diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 8e05b58..a4a8794 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -316,7 +316,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters break; case "bulletxna": ret = new BSAPIXNA(engineName, this); + // Disable some features that are not implemented in BulletXNA + m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader); BSParam.ShouldUseBulletHACD = false; + BSParam.ShouldUseSingleConvexHullForPrims = false; break; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 809435d..794857c 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -226,8 +226,23 @@ public sealed class BSShapeCollection : IDisposable // made. Native shapes work in either case. if (prim.IsPhysical && BSParam.ShouldUseHullsForPhysicalObjects) { - // Update prim.BSShape to reference a hull of this shape. - BSShape potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + // Use a simple, single mesh convex hull shape if the object is simple enough + BSShape potentialHull = null; + + PrimitiveBaseShape pbs = prim.BaseShape; + if (BSParam.ShouldUseSingleConvexHullForPrims + && pbs != null + && !pbs.SculptEntry + && PrimHasNoCuts(pbs) + ) + { + potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); + } + else + { + potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); + } + // If the current shape is not what is on the prim at the moment, time to change. if (!prim.PhysShape.HasPhysicalShape || potentialHull.ShapeType != prim.PhysShape.ShapeType diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 3346626..9ef2923 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -832,6 +832,80 @@ public class BSShapeCompound : BSShape } // ============================================================================================================ +public class BSShapeConvexHull : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE CONVEX HULL]"; + public static Dictionary ConvexHulls = new Dictionary(); + + public BSShapeConvexHull(BulletShape pShape) : base(pShape) + { + } + public static BSShape GetReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim) + { + float lod; + System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); + + physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); + + BSShapeConvexHull retConvexHull = null; + lock (ConvexHulls) + { + if (ConvexHulls.TryGetValue(newMeshKey, out retConvexHull)) + { + // The mesh has already been created. Return a new reference to same. + retConvexHull.IncrementReference(); + } + else + { + retConvexHull = new BSShapeConvexHull(new BulletShape()); + BulletShape convexShape = null; + + // Get a handle to a mesh to build the hull from + BSShape baseMesh = BSShapeMesh.GetReference(physicsScene, false /* forceRebuild */, prim); + if (baseMesh.physShapeInfo.isNativeShape) + { + // We get here if the mesh was not creatable. Could be waiting for an asset from the disk. + // In the short term, we return the native shape and a later ForceBodyShapeRebuild should + // get back to this code with a buildable mesh. + // TODO: not sure the temp native shape is freed when the mesh is rebuilt. When does this get freed? + convexShape = baseMesh.physShapeInfo; + } + else + { + convexShape = physicsScene.PE.BuildConvexHullShapeFromMesh(physicsScene.World, baseMesh.physShapeInfo); + convexShape.shapeKey = newMeshKey; + ConvexHulls.Add(convexShape.shapeKey, retConvexHull); + } + + // Done with the base mesh + baseMesh.Dereference(physicsScene); + + retConvexHull.physShapeInfo = convexShape; + } + } + return retConvexHull; + } + public override BSShape GetReference(BSScene physicsScene, BSPhysObject prim) + { + // Calling this reference means we want another handle to an existing shape + // (usually linksets) so return this copy. + IncrementReference(); + return this; + } + // Dereferencing a compound shape releases the hold on all the child shapes. + public override void Dereference(BSScene physicsScene) + { + lock (ConvexHulls) + { + this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeConvexHull.Dereference,shape={1}", BSScene.DetailLogZero, this); + // TODO: schedule aging and destruction of unused meshes. + } + } +} + +// ============================================================================================================ public class BSShapeAvatar : BSShape { private static string LogHeader = "[BULLETSIM SHAPE AVATAR]"; -- cgit v1.1 From 304c5d4a8b8a1137bac18f7f6443ea85cec86184 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 3 May 2013 18:48:50 +0100 Subject: On startup, start scenes after we're set up all local scenes, rather than starting scenes before others have been created. This aims to avoid a race condition where scenes could look to inform neighbours that they were up before those neighbours had been created. http://opensimulator.org/mantis/view.php?id=6618 --- OpenSim/Region/Application/OpenSimBase.cs | 4 +--- OpenSim/Region/Framework/Scenes/Scene.cs | 16 ++++++++++++++-- OpenSim/Region/Framework/Scenes/SceneBase.cs | 4 ++++ 3 files changed, 19 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs index d86eefe..f9e0cf1 100644 --- a/OpenSim/Region/Application/OpenSimBase.cs +++ b/OpenSim/Region/Application/OpenSimBase.cs @@ -425,9 +425,6 @@ namespace OpenSim mscene = scene; - scene.Start(); - scene.StartScripts(); - return clientServers; } @@ -751,6 +748,7 @@ namespace OpenSim ShutdownClientServer(whichRegion); IScene scene; CreateRegion(whichRegion, true, out scene); + scene.Start(); } # region Setup methods diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 829a7e9..4f674a3 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -389,10 +389,12 @@ namespace OpenSim.Region.Framework.Scenes if (value) { if (!m_active) - Start(); + Start(false); } else { + // This appears assymetric with Start() above but is not - setting m_active = false stops the loops + // XXX: Possibly this should be in an explicit Stop() method for symmetry. m_active = false; } } @@ -1331,10 +1333,18 @@ namespace OpenSim.Region.Framework.Scenes } } + public override void Start() + { + Start(true); + } + /// /// Start the scene /// - public void Start() + /// + /// Start the scripts within the scene. + /// + public void Start(bool startScripts) { m_active = true; @@ -1353,6 +1363,8 @@ namespace OpenSim.Region.Framework.Scenes m_heartbeatThread = Watchdog.StartThread( Heartbeat, string.Format("Heartbeat ({0})", RegionInfo.RegionName), ThreadPriority.Normal, false, false); + + StartScripts(); } /// diff --git a/OpenSim/Region/Framework/Scenes/SceneBase.cs b/OpenSim/Region/Framework/Scenes/SceneBase.cs index d3e968e..d2097ea 100644 --- a/OpenSim/Region/Framework/Scenes/SceneBase.cs +++ b/OpenSim/Region/Framework/Scenes/SceneBase.cs @@ -561,6 +561,10 @@ namespace OpenSim.Region.Framework.Scenes get { return false; } } + public virtual void Start() + { + } + public void Restart() { // This has to be here to fire the event -- cgit v1.1 From 5d93c99e8cf188b29b4c5265619eb4a4d3eeacf6 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 3 May 2013 18:56:58 +0100 Subject: Fix possible race condition with local region cache if a region was added after startup. --- .../Grid/LocalGridServiceConnector.cs | 43 ++++++++++++++-------- 1 file changed, 28 insertions(+), 15 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs index c0c2ca7..c32820e 100644 --- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs +++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Grid/LocalGridServiceConnector.cs @@ -142,10 +142,13 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid scene.RegisterModuleInterface(this); - if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID)) - m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!"); - else - m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene)); + lock (m_LocalCache) + { + if (m_LocalCache.ContainsKey(scene.RegionInfo.RegionID)) + m_log.ErrorFormat("[LOCAL GRID SERVICE CONNECTOR]: simulator seems to have more than one region with the same UUID. Please correct this!"); + else + m_LocalCache.Add(scene.RegionInfo.RegionID, new RegionCache(scene)); + } } public void RemoveRegion(Scene scene) @@ -153,8 +156,11 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid if (!m_Enabled) return; - m_LocalCache[scene.RegionInfo.RegionID].Clear(); - m_LocalCache.Remove(scene.RegionInfo.RegionID); + lock (m_LocalCache) + { + m_LocalCache[scene.RegionInfo.RegionID].Clear(); + m_LocalCache.Remove(scene.RegionInfo.RegionID); + } } public void RegionLoaded(Scene scene) @@ -191,12 +197,16 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid // First see if it's a neighbour, even if it isn't on this sim. // Neighbour data is cached in memory, so this is fast - foreach (RegionCache rcache in m_LocalCache.Values) + + lock (m_LocalCache) { - region = rcache.GetRegionByPosition(x, y); - if (region != null) + foreach (RegionCache rcache in m_LocalCache.Values) { - return region; + region = rcache.GetRegionByPosition(x, y); + if (region != null) + { + return region; + } } } @@ -245,12 +255,15 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Grid { System.Text.StringBuilder caps = new System.Text.StringBuilder(); - foreach (KeyValuePair kvp in m_LocalCache) + lock (m_LocalCache) { - caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key); - List regions = kvp.Value.GetNeighbours(); - foreach (GridRegion r in regions) - caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize); + foreach (KeyValuePair kvp in m_LocalCache) + { + caps.AppendFormat("*** Neighbours of {0} ({1}) ***\n", kvp.Value.RegionName, kvp.Key); + List regions = kvp.Value.GetNeighbours(); + foreach (GridRegion r in regions) + caps.AppendFormat(" {0} @ {1}-{2}\n", r.RegionName, r.RegionLocX / Constants.RegionSize, r.RegionLocY / Constants.RegionSize); + } } MainConsole.Instance.Output(caps.ToString()); -- cgit v1.1 From 5d25bb3084937d266375cba61b3a2c802bd57717 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 3 May 2013 14:23:53 -0700 Subject: BulletSim: zero vehicle motion when changing vehicle type. Rebuild compound linkset of any child in the linkset changes shape. Comments and better detailed logging messages. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 6 +++--- .../Region/Physics/BulletSPlugin/BSLinksetCompound.cs | 16 +++++----------- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs | 4 ++++ .../Region/Physics/BulletSPlugin/BSShapeCollection.cs | 7 +++---- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 9 ++------- 6 files changed, 18 insertions(+), 26 deletions(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index b9bd909..c5bee6d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -559,9 +559,6 @@ namespace OpenSim.Region.Physics.BulletSPlugin break; } - // Update any physical parameters based on this type. - Refresh(); - m_linearMotor = new BSVMotor("LinearMotor", m_linearMotorTimescale, m_linearMotorDecayTimescale, m_linearFrictionTimescale, 1f); @@ -589,6 +586,9 @@ namespace OpenSim.Region.Physics.BulletSPlugin { RegisterForSceneEvents(); } + + // Update any physical parameters based on this type. + Refresh(); } #endregion // Vehicle parameter setting diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 20eb871..1f16cc8 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs @@ -246,7 +246,8 @@ public sealed class BSLinksetCompound : BSLinkset } // Routine called when rebuilding the body of some member of the linkset. - // Since we don't keep in world relationships, do nothing unless it's a child changing. + // If one of the bodies is being changed, the linkset needs rebuilding. + // For instance, a linkset is built and then a mesh asset is read in and the mesh is recreated. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! public override bool RemoveDependencies(BSPrimLinkable child) @@ -256,14 +257,7 @@ public sealed class BSLinksetCompound : BSLinkset DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, IsRoot(child)); - if (!IsRoot(child)) - { - child.LinksetInfo = null; - } - - // Cannot schedule a refresh/rebuild here because this routine is called when - // the linkset is being rebuilt. - // InternalRefresh(LinksetRoot); + ScheduleRebuild(child); return ret; } @@ -322,7 +316,7 @@ public sealed class BSLinksetCompound : BSLinkset // Constraint linksets are rebuilt every time. // Note that this works for rebuilding just the root after a linkset is taken apart. // Called at taint time!! - private bool UseBulletSimRootOffsetHack = false; + private bool UseBulletSimRootOffsetHack = false; // Attempt to have Bullet track the coords of root compound shape private bool disableCOM = true; // For basic linkset debugging, turn off the center-of-mass setting private void RecomputeLinksetCompound() { @@ -382,7 +376,7 @@ public sealed class BSLinksetCompound : BSLinkset OMV.Quaternion offsetRot = cPrim.RawOrientation * invRootOrientation; m_physicsScene.PE.AddChildShapeToCompoundShape(linksetShape.physShapeInfo, childShape.physShapeInfo, offsetPos, offsetRot); DetailLog("{0},BSLinksetCompound.RecomputeLinksetCompound,addChild,indx={1},cShape={2},offPos={3},offRot={4}", - LinksetRoot.LocalID, memberIndex, cPrim.PhysShape, offsetPos, offsetRot); + LinksetRoot.LocalID, memberIndex, childShape, offsetPos, offsetRot); // Since we are borrowing the shape of the child, disable the origional child body if (!IsRoot(cPrim)) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 3d68d7f..d3f3475 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -511,7 +511,7 @@ public class BSPrim : BSPhysObject PhysScene.TaintedObject("setVehicleType", delegate() { - // Vehicle code changes the parameters for this vehicle type. + ZeroMotion(true /* inTaintTime */); VehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); }); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs index 5236909..235da78 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs @@ -182,6 +182,10 @@ public class BSPrimLinkable : BSPrimDisplaced { return false; } + + // TODO: handle collisions of other objects with with children of linkset. + // This is a problem for LinksetCompound since the children are packed into the root. + return base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); } } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 794857c..64aaa15 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -254,10 +254,10 @@ public sealed class BSShapeCollection : IDisposable } else { + // The current shape on the prim is the correct one. We don't need the potential reference. potentialHull.Dereference(m_physicsScene); } - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); + if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,hull,shape={1}", prim.LocalID, prim.PhysShape); } else { @@ -277,8 +277,7 @@ public sealed class BSShapeCollection : IDisposable // We don't need this reference to the mesh that is already being using. potentialMesh.Dereference(m_physicsScene); } - if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1},key={2}", - prim.LocalID, prim.PhysShape, prim.PhysShape.physShapeInfo.shapeKey.ToString("X")); + if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,mesh,shape={1}", prim.LocalID, prim.PhysShape); } return ret; } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 9ef2923..3e4ee5a 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -352,9 +352,6 @@ public class BSShapeMesh : BSShape float lod; System.UInt64 newMeshKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeMesh,getReference,newKey={1},size={2},lod={3}", - prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); - BSShapeMesh retMesh = null; lock (Meshes) { @@ -380,6 +377,7 @@ public class BSShapeMesh : BSShape retMesh.physShapeInfo = newShape; } } + physicsScene.DetailLog("{0},BSShapeMesh,getReference,mesh={1},size={2},lod={3}", prim.LocalID, retMesh, prim.Size, lod); return retMesh; } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) @@ -507,9 +505,6 @@ public class BSShapeHull : BSShape float lod; System.UInt64 newHullKey = BSShape.ComputeShapeKey(prim.Size, prim.BaseShape, out lod); - physicsScene.DetailLog("{0},BSShapeHull,getReference,newKey={1},size={2},lod={3}", - prim.LocalID, newHullKey.ToString("X"), prim.Size, lod); - BSShapeHull retHull = null; lock (Hulls) { @@ -531,10 +526,10 @@ public class BSShapeHull : BSShape // If a mesh was what was created, remember the built shape for later sharing. Hulls.Add(newHullKey, retHull); } - retHull.physShapeInfo = newShape; } } + physicsScene.DetailLog("{0},BSShapeHull,getReference,hull={1},size={2},lod={3}", prim.LocalID, retHull, prim.Size, lod); return retHull; } public override BSShape GetReference(BSScene pPhysicsScene, BSPhysObject pPrim) -- cgit v1.1