From 214bae14799c05c12595b067ff2eb0e2e5b4eeb2 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 17 May 2013 14:43:53 -0700 Subject: BulletSim: fix BulletSim crashing if there is no [BulletSim] section in any INI file. Update TODO list. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 6 ++++++ OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | 14 ++++++-------- 2 files changed, 12 insertions(+), 8 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 3f407ce..9ed2d06 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -268,6 +268,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters // Do any replacements in the parameters m_physicsLoggingPrefix = m_physicsLoggingPrefix.Replace("%REGIONNAME%", RegionName); } + else + { + BulletEngineName = "BulletUnmanaged"; + m_physicsLoggingEnabled = false; + VehicleLoggingEnabled = false; + } // The material characteristics. BSMaterials.InitializeFromDefaults(Params); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 5792ae6..df1da63 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -1,16 +1,12 @@ -PROBLEMS TO LOOK INTO +CURRENT PROBLEMS TO FIX AND/OR LOOK AT ================================================= -Nebadon vehicle ride, get up, ride again. Second time vehicle does not act correctly. +Script changing rotation of child prim while vehicle moving (eg turning wheel) causes + the wheel to appear to jump back. Looks like sending position from previous update. +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. - Speed up hullifying large meshes. Enable vehicle border crossings (at least as poorly as ODE) Terrain skirts Avatar created in previous region and not new region when crossing border @@ -361,4 +357,6 @@ Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE. Nebadon vehicles turning funny in arena (DONE) Lock axis (DONE 20130401) Terrain detail: double terrain mesh detail (DONE) +Use the HACD convex hull routine in Bullet rather than the C# version. + Speed up hullifying large meshes. (DONE) -- cgit v1.1 From 6ae426c96ba0bfdad9e884364f5b6be5b4cd61a9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 17:25:06 +0100 Subject: Lock m_UserCache whilst iterating over it in UserManagementModule.GetUserData() to avoid concurrency exceptions --- .../Framework/UserManagement/UserManagementModule.cs | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 6847e57..d99c8eb 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -246,10 +246,15 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } // search the local cache - foreach (UserData data in m_UserCache.Values) - if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && - (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) - users.Add(data); + lock (m_UserCache) + { + foreach (UserData data in m_UserCache.Values) + { + if (users.Find(delegate(UserData d) { return d.Id == data.Id; }) == null && + (data.FirstName.ToLower().StartsWith(query.ToLower()) || data.LastName.ToLower().StartsWith(query.ToLower()))) + users.Add(data); + } + } AddAdditionalUsers(query, users); -- cgit v1.1 From c47de9878dd8af19fa9b4322a8a49646712ebf9b Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 17:45:15 +0100 Subject: Log when "Unknown User" is sent to a user because the UMM had no binding for that UUID and when a binding replaces a previous "Unknown User" entry. This is a temporary measure to hunt down issues where some but not all users see others as "Unknown user" in text chat, etc. http://opensimulator.org/mantis/view.php?id=6625 --- .../UserManagement/UserManagementModule.cs | 49 ++++++++++++++-------- 1 file changed, 32 insertions(+), 17 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index d99c8eb..06f1712 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -157,13 +157,16 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } else { - string[] names = GetUserNames(uuid); + string[] names; + bool foundRealName = TryGetUserNames(uuid, out names); + if (names.Length == 2) { - //m_log.DebugFormat("[XXX] HandleUUIDNameRequest {0} is {1} {2}", uuid, names[0], names[1]); + if (!foundRealName) + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Sending {0} {1} for {2} to {3} since no bound name found", names[0], names[1], uuid, remote_client.Name); + remote_client.SendNameReply(uuid, names[0], names[1]); } - } } @@ -277,17 +280,24 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement } } - private string[] GetUserNames(UUID uuid) + /// + /// Try to get the names bound to the given uuid. + /// + /// True if the name was found, false if not. + /// + /// The array of names if found. If not found, then names[0] = "Unknown" and names[1] = "User" + private bool TryGetUserNames(UUID uuid, out string[] names) { - string[] returnstring = new string[2]; + names = new string[2]; lock (m_UserCache) { if (m_UserCache.ContainsKey(uuid)) { - returnstring[0] = m_UserCache[uuid].FirstName; - returnstring[1] = m_UserCache[uuid].LastName; - return returnstring; + names[0] = m_UserCache[uuid].FirstName; + names[1] = m_UserCache[uuid].LastName; + + return true; } } @@ -295,8 +305,8 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement if (account != null) { - returnstring[0] = account.FirstName; - returnstring[1] = account.LastName; + names[0] = account.FirstName; + names[1] = account.LastName; UserData user = new UserData(); user.FirstName = account.FirstName; @@ -304,14 +314,16 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement lock (m_UserCache) m_UserCache[uuid] = user; + + return true; } else { - returnstring[0] = "Unknown"; - returnstring[1] = "User"; - } + names[0] = "Unknown"; + names[1] = "User"; - return returnstring; + return false; + } } #region IUserManagement @@ -347,15 +359,17 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement public string GetUserName(UUID uuid) { - string[] names = GetUserNames(uuid); + string[] names; + TryGetUserNames(uuid, out names); + if (names.Length == 2) { string firstname = names[0]; string lastname = names[1]; return firstname + " " + lastname; - } + return "(hippos)"; } @@ -471,12 +485,13 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement //ignore updates without creator data return; } + //try update unknown users //and creator's home URL's if ((oldUser.FirstName == "Unknown" && !creatorData.Contains ("Unknown")) || (oldUser.HomeURL != null && !creatorData.StartsWith (oldUser.HomeURL))) { m_UserCache.Remove (id); -// m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData,oldUser.HomeURL); + m_log.DebugFormat("[USER MANAGEMENT MODULE]: Re-adding user with id {0}, creatorData [{1}] and old HomeURL {2}", id, creatorData, oldUser.HomeURL); } else { -- cgit v1.1 From 6edecd5d94949873411b0625928b4f0ad0e01f9a Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:00:41 +0100 Subject: Add "show name" console command to make it possible to show a single binding of a UUID to a name. --- .../UserManagement/UserManagementModule.cs | 34 ++++++++++++++++++++++ 1 file changed, 34 insertions(+) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 06f1712..48ec12f 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -568,6 +568,13 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement protected void RegisterConsoleCmds() { MainConsole.Instance.Commands.AddCommand("Users", true, + "show name", + "show name ", + "Show the bindings between a single user UUID and a user name", + String.Empty, + HandleShowUser); + + MainConsole.Instance.Commands.AddCommand("Users", true, "show names", "show names", "Show the bindings between user UUIDs and user names", @@ -575,6 +582,33 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement HandleShowUsers); } + private void HandleShowUser(string module, string[] cmd) + { + if (cmd.Length < 3) + { + MainConsole.Instance.OutputFormat("Usage: show name "); + return; + } + + UUID userId; + if (!ConsoleUtil.TryParseConsoleUuid(MainConsole.Instance, cmd[2], out userId)) + return; + + string[] names; + if (!TryGetUserNames(userId, out names)) + { + MainConsole.Instance.OutputFormat("No name known for user with id {0}", userId); + return; + } + + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("UUID", 36); + cdt.AddColumn("Name", 60); + cdt.AddRow(userId, string.Join(" ", names)); + + MainConsole.Instance.Output(cdt.ToString()); + } + private void HandleShowUsers(string module, string[] cmd) { lock (m_UserCache) -- cgit v1.1 From 5c8d38d6cf00ea8e53ff52ac5eafde40ee94b68e Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:10:42 +0100 Subject: minor: Change "show names" command to use consistent console display table --- .../UserManagement/UserManagementModule.cs | 24 ++++++++-------------- 1 file changed, 9 insertions(+), 15 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 48ec12f..d75a85f 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -603,7 +603,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement ConsoleDisplayTable cdt = new ConsoleDisplayTable(); cdt.AddColumn("UUID", 36); - cdt.AddColumn("Name", 60); + cdt.AddColumn("Name", 30); cdt.AddRow(userId, string.Join(" ", names)); MainConsole.Instance.Output(cdt.ToString()); @@ -611,24 +611,18 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement private void HandleShowUsers(string module, string[] cmd) { + ConsoleDisplayTable cdt = new ConsoleDisplayTable(); + cdt.AddColumn("UUID", 36); + cdt.AddColumn("Name", 30); + cdt.AddColumn("HomeURL", 40); + lock (m_UserCache) { - if (m_UserCache.Count == 0) - { - MainConsole.Instance.Output("No users found"); - return; - } - - MainConsole.Instance.Output("UUID User Name"); - MainConsole.Instance.Output("-----------------------------------------------------------------------------"); foreach (KeyValuePair kvp in m_UserCache) - { - MainConsole.Instance.Output(String.Format("{0} {1} {2} ({3})", - kvp.Key, kvp.Value.FirstName, kvp.Value.LastName, kvp.Value.HomeURL)); - } - - return; + cdt.AddRow(kvp.Key, string.Format("{0} {1}", kvp.Value.FirstName, kvp.Value.LastName), kvp.Value.HomeURL); } + + MainConsole.Instance.Output(cdt.ToString()); } } } \ No newline at end of file -- cgit v1.1 From 434c3cf83b09fbbf4b3d20b079597a40d63bae2f Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:15:22 +0100 Subject: Make "show name" command display HomeURL like "show names" --- .../Framework/UserManagement/UserManagementModule.cs | 15 +++++++++++---- 1 file changed, 11 insertions(+), 4 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index d75a85f..f8f4235 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -595,16 +595,23 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement return; string[] names; - if (!TryGetUserNames(userId, out names)) + + UserData ud; + + lock (m_UserCache) { - MainConsole.Instance.OutputFormat("No name known for user with id {0}", userId); - return; + if (!m_UserCache.TryGetValue(userId, out ud)) + { + MainConsole.Instance.OutputFormat("No name known for user with id {0}", userId); + return; + } } ConsoleDisplayTable cdt = new ConsoleDisplayTable(); cdt.AddColumn("UUID", 36); cdt.AddColumn("Name", 30); - cdt.AddRow(userId, string.Join(" ", names)); + cdt.AddColumn("HomeURL", 40); + cdt.AddRow(userId, string.Join(" ", ud.FirstName, ud.LastName), ud.HomeURL); MainConsole.Instance.Output(cdt.ToString()); } -- cgit v1.1 From ba6a6b2d4021160a68dec906b3a0b3930e870a51 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 18:18:16 +0100 Subject: Fix compile failure from recent git master 434c3cf --- .../Region/CoreModules/Framework/UserManagement/UserManagementModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index f8f4235..806f5e5 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -611,7 +611,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement cdt.AddColumn("UUID", 36); cdt.AddColumn("Name", 30); cdt.AddColumn("HomeURL", 40); - cdt.AddRow(userId, string.Join(" ", ud.FirstName, ud.LastName), ud.HomeURL); + cdt.AddRow(userId, string.Format("{0} {1}", ud.FirstName, ud.LastName), ud.HomeURL); MainConsole.Instance.Output(cdt.ToString()); } -- cgit v1.1 From 06ab16889744ab3f3cef7d698b19408368711194 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 21 May 2013 22:26:15 +0100 Subject: To further help with tracking down the apperance of too much "Unknown User" in chatlogs, etc. temporarily change each instance of this in OpenSimulator so we can identify where it's coming from For instance, the "Unknown User" in Util.ParseUniversalUserIdenitifer becaomes "Unknown UserUPUUI (class initials + method initials) This is to help with http://opensimulator.org/mantis/view.php?id=6625 --- OpenSim/Framework/Util.cs | 2 +- OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs | 4 ++-- OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs | 2 +- .../CoreModules/Framework/UserManagement/UserManagementModule.cs | 4 ++-- 4 files changed, 6 insertions(+), 6 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Framework/Util.cs b/OpenSim/Framework/Util.cs index a3602e9..ada4e89 100644 --- a/OpenSim/Framework/Util.cs +++ b/OpenSim/Framework/Util.cs @@ -2136,7 +2136,7 @@ namespace OpenSim.Framework /// the secret part public static bool ParseUniversalUserIdentifier(string value, out UUID uuid, out string url, out string firstname, out string lastname, out string secret) { - uuid = UUID.Zero; url = string.Empty; firstname = "Unknown"; lastname = "User"; secret = string.Empty; + uuid = UUID.Zero; url = string.Empty; firstname = "Unknown"; lastname = "UserUPUUI"; secret = string.Empty; string[] parts = value.Split(';'); if (parts.Length >= 1) diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs index 8056030..4613344 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/FriendsModule.cs @@ -371,7 +371,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends foreach (string fid in outstanding) { UUID fromAgentID; - string firstname = "Unknown", lastname = "User"; + string firstname = "Unknown", lastname = "UserFMSFOIN"; if (!GetAgentInfo(client.Scene.RegionInfo.ScopeID, fid, out fromAgentID, out firstname, out lastname)) { m_log.DebugFormat("[FRIENDS MODULE]: skipping malformed friend {0}", fid); @@ -397,7 +397,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected virtual bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last) { - first = "Unknown"; last = "User"; + first = "Unknown"; last = "UserFMGAI"; if (!UUID.TryParse(fid, out agentID)) return false; diff --git a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs index bf5c0bb..b3e3aa2 100644 --- a/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/Friends/HGFriendsModule.cs @@ -293,7 +293,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Friends protected override bool GetAgentInfo(UUID scopeID, string fid, out UUID agentID, out string first, out string last) { - first = "Unknown"; last = "User"; + first = "Unknown"; last = "UserHGGAI"; if (base.GetAgentInfo(scopeID, fid, out agentID, out first, out last)) return true; diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs index 806f5e5..a720d7b 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/UserManagementModule.cs @@ -320,7 +320,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { names[0] = "Unknown"; - names[1] = "User"; + names[1] = "UserUMMTGUN"; return false; } @@ -536,7 +536,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement else { user.FirstName = "Unknown"; - user.LastName = "User"; + user.LastName = "UserUMMAU"; } AddUserInternal (user); -- cgit v1.1 From 9de3979f5b91ae4bf9b05b89ec59999c43514f90 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 17 May 2013 21:17:54 -0700 Subject: BulletSim: add gImpact shape type. Add logic to use gImpact shape for prims that have cuts or holes. Default logic to 'off' as it needs debugging. --- OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 15 +++ OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 11 +- .../Region/Physics/BulletSPlugin/BSApiTemplate.cs | 5 + OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 + OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 + .../Physics/BulletSPlugin/BSShapeCollection.cs | 15 ++- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 130 +++++++++++++++++++-- 7 files changed, 167 insertions(+), 14 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 231f0f8..12a0c17 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs @@ -251,6 +251,16 @@ public override BulletShape CreateMeshShape(BulletWorld world, BSPhysicsShapeType.SHAPE_MESH); } +public override BulletShape CreateGImpactShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices) +{ + BulletWorldUnman worldu = world as BulletWorldUnman; + return new BulletShapeUnman( + BSAPICPP.CreateGImpactShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), + BSPhysicsShapeType.SHAPE_GIMPACT); +} + public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) { BulletWorldUnman worldu = world as BulletWorldUnman; @@ -1426,6 +1436,11 @@ public static extern IntPtr CreateMeshShape2(IntPtr world, int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] +public static extern IntPtr CreateGImpactShape2(IntPtr world, + int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, + int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); + +[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] public static extern IntPtr CreateHullShape2(IntPtr world, int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 59780ae..6db5f5e 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs @@ -1475,7 +1475,7 @@ private sealed class BulletConstraintXNA : BulletConstraint ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE: - ret = BSPhysicsShapeType.SHAPE_MESH; + ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; break; case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_HULL; @@ -1503,7 +1503,7 @@ private sealed class BulletConstraintXNA : BulletConstraint ret = BSPhysicsShapeType.SHAPE_CONE; break; case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE: - ret = BSPhysicsShapeType.SHAPE_UNKNOWN; + ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; break; case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_CYLINDER; @@ -1547,7 +1547,7 @@ private sealed class BulletConstraintXNA : BulletConstraint break; ///Used for GIMPACT Trimesh integration case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE: - ret = BSPhysicsShapeType.SHAPE_MESH; + ret = BSPhysicsShapeType.SHAPE_GIMPACT; break; ///Multimaterial mesh case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE: @@ -1820,6 +1820,11 @@ private sealed class BulletConstraintXNA : BulletConstraint return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); } + public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) + { + // TODO: + return null; + } public static void DumpRaw(ObjectArrayindices, ObjectArray vertices, int pIndicesCount,int pVerticesCount ) { diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 3378c93..6cdc112 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -71,6 +71,7 @@ public enum BSPhysicsShapeType SHAPE_HEIGHTMAP = 23, SHAPE_AVATAR = 24, SHAPE_CONVEXHULL= 25, + SHAPE_GIMPACT = 26, }; // The native shapes have predefined shape hash keys @@ -321,6 +322,10 @@ public abstract BulletShape CreateMeshShape(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices ); +public abstract BulletShape CreateGImpactShape(BulletWorld world, + int indicesCount, int[] indices, + int verticesCount, float[] vertices ); + public abstract BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index d33292f..9a9e527 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -89,6 +89,7 @@ public static class BSParam public static bool ShouldRemoveZeroWidthTriangles { get; private set; } public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } + public static bool ShouldUseGImpactShapeForPrims { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -369,6 +370,8 @@ public static class BSParam false ), new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", true ), + new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", + false ), 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 9ed2d06..39f5b0a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -328,6 +328,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters BSParam.ShouldUseBulletHACD = false; m_log.InfoFormat("{0} Disabling ShouldUseSingleConvexHullForPrims", LogHeader); BSParam.ShouldUseSingleConvexHullForPrims = false; + m_log.InfoFormat("{0} Disabling ShouldUseGImpactShapeForPrims", LogHeader); + BSParam.ShouldUseGImpactShapeForPrims = false; m_log.InfoFormat("{0} Setting terrain implimentation to Heightmap", LogHeader); BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap; break; diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 64aaa15..32bbc8f 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -230,6 +230,7 @@ public sealed class BSShapeCollection : IDisposable BSShape potentialHull = null; PrimitiveBaseShape pbs = prim.BaseShape; + // Use a simple, one section convex shape for prims that are probably convex (no cuts or twists) if (BSParam.ShouldUseSingleConvexHullForPrims && pbs != null && !pbs.SculptEntry @@ -238,7 +239,17 @@ public sealed class BSShapeCollection : IDisposable { potentialHull = BSShapeConvexHull.GetReference(m_physicsScene, false /* forceRebuild */, prim); } - else + // Use the GImpact shape if it is a prim that has some concaveness + if (potentialHull == null + && BSParam.ShouldUseGImpactShapeForPrims + && pbs != null + && !pbs.SculptEntry + ) + { + potentialHull = BSShapeGImpact.GetReference(m_physicsScene, false /* forceRebuild */, prim); + } + // If not any of the simple cases, just make a hull + if (potentialHull == null) { potentialHull = BSShapeHull.GetReference(m_physicsScene, false /*forceRebuild*/, prim); } @@ -261,7 +272,7 @@ public sealed class BSShapeCollection : IDisposable } else { - // Update prim.BSShape to reference a mesh of this shape. + // Non-physical objects should be just meshes. 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 diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 72d039b..0152233 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -422,9 +422,22 @@ public class BSShapeMesh : BSShape outMesh = foundDesc; return ret; } + + public delegate BulletShape CreateShapeCall(BulletWorld world, int indicesCount, int[] indices, int verticesCount, float[] vertices ); private BulletShape CreatePhysicalMesh(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { + return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, + (w, iC, i, vC, v) => physicsScene.PE.CreateMeshShape(w, iC, i, vC, v) ); + } + + // Code that uses the mesher to create the index/vertices info for a trimesh shape. + // This is used by the passed 'makeShape' call to create the Bullet mesh shape. + // The actual build call is passed so this logic can be used by several of the shapes that use a + // simple mesh as their base shape. + public static BulletShape CreatePhysicalMeshShape(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod, CreateShapeCall makeShape) + { BulletShape newShape = new BulletShape(); IMesh meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, @@ -482,8 +495,7 @@ public class BSShapeMesh : BSShape if (realIndicesIndex != 0) { - newShape = physicsScene.PE.CreateMeshShape(physicsScene.World, - realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); + newShape = makeShape(physicsScene.World, realIndicesIndex, indices, verticesAsFloats.Length / 3, verticesAsFloats); } else { @@ -803,6 +815,7 @@ public class BSShapeCompound : BSShape // Called at taint-time. private void DereferenceAnonCollisionShape(BSScene physicsScene, BulletShape pShape) { + // TODO: figure a better way to go through all the shape types and find a possible instance. BSShapeMesh meshDesc; if (BSShapeMesh.TryGetMeshByPtr(pShape, out meshDesc)) { @@ -824,17 +837,25 @@ public class BSShapeCompound : BSShape } else { - if (physicsScene.PE.IsCompound(pShape)) + BSShapeGImpact gImpactDesc; + if (BSShapeGImpact.TryGetGImpactByPtr(pShape, out gImpactDesc)) { - BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); - recursiveCompound.Dereference(physicsScene); + gImpactDesc.Dereference(physicsScene); } else { - if (physicsScene.PE.IsNativeShape(pShape)) + if (physicsScene.PE.IsCompound(pShape)) + { + BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); + recursiveCompound.Dereference(physicsScene); + } + else { - BSShapeNative nativeShape = new BSShapeNative(pShape); - nativeShape.Dereference(physicsScene); + if (physicsScene.PE.IsNativeShape(pShape)) + { + BSShapeNative nativeShape = new BSShapeNative(pShape); + nativeShape.Dereference(physicsScene); + } } } } @@ -857,7 +878,7 @@ public class BSShapeConvexHull : 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}", + physicsScene.DetailLog("{0},BSShapeConvexHull,getReference,newKey={1},size={2},lod={3}", prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); BSShapeConvexHull retConvexHull = null; @@ -937,6 +958,97 @@ public class BSShapeConvexHull : BSShape return ret; } } +// ============================================================================================================ +public class BSShapeGImpact : BSShape +{ + private static string LogHeader = "[BULLETSIM SHAPE GIMPACT]"; + public static Dictionary GImpacts = new Dictionary(); + + public BSShapeGImpact(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},BSShapeGImpact,getReference,newKey={1},size={2},lod={3}", + prim.LocalID, newMeshKey.ToString("X"), prim.Size, lod); + + BSShapeGImpact retGImpact = null; + lock (GImpacts) + { + if (GImpacts.TryGetValue(newMeshKey, out retGImpact)) + { + // The mesh has already been created. Return a new reference to same. + retGImpact.IncrementReference(); + } + else + { + retGImpact = new BSShapeGImpact(new BulletShape()); + BulletShape newShape = retGImpact.CreatePhysicalGImpact(physicsScene, prim, newMeshKey, prim.BaseShape, prim.Size, lod); + + // Check to see if mesh was created (might require an asset). + newShape = VerifyMeshCreated(physicsScene, newShape, prim); + if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) + { + // If a mesh was what was created, remember the built shape for later sharing. + // Also note that if meshing failed we put it in the mesh list as there is nothing else to do about the mesh. + GImpacts.Add(newMeshKey, retGImpact); + } + + retGImpact.physShapeInfo = newShape; + } + } + return retGImpact; + } + + private BulletShape CreatePhysicalGImpact(BSScene physicsScene, BSPhysObject prim, System.UInt64 newMeshKey, + PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) + { + return BSShapeMesh.CreatePhysicalMeshShape(physicsScene, prim, newMeshKey, pbs, size, lod, + (w, iC, i, vC, v) => physicsScene.PE.CreateGImpactShape(w, iC, i, vC, v) ); + } + + 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 (GImpacts) + { + this.DecrementReference(); + physicsScene.DetailLog("{0},BSShapeGImpact.Dereference,shape={1}", BSScene.DetailLogZero, this); + // TODO: schedule aging and destruction of unused meshes. + } + } + // Loop through all the known hulls and return the description based on the physical address. + public static bool TryGetGImpactByPtr(BulletShape pShape, out BSShapeGImpact outHull) + { + bool ret = false; + BSShapeGImpact foundDesc = null; + lock (GImpacts) + { + foreach (BSShapeGImpact sh in GImpacts.Values) + { + if (sh.physShapeInfo.ReferenceSame(pShape)) + { + foundDesc = sh; + ret = true; + break; + } + + } + } + outHull = foundDesc; + return ret; + } +} // ============================================================================================================ public class BSShapeAvatar : BSShape -- cgit v1.1 From 2fd8819a043269f9308cb46c71893e6eb35a426e Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 21 May 2013 21:32:30 -0700 Subject: BulletSim: add code to experimentally use asset hull data. Default to 'off' as it needs debugging. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 ++ OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 55 ++++++++++++++++++++++-- 2 files changed, 54 insertions(+), 4 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 9a9e527..5cff668 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -90,6 +90,7 @@ public static class BSParam public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static bool ShouldUseGImpactShapeForPrims { get; set; } + public static bool ShouldUseAssetHulls { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -372,6 +373,8 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), + new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", + false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 0152233..b7f7e6c 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.Meshing; using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -573,9 +574,56 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - IntPtr hullPtr = IntPtr.Zero; + newShape.shapeKey = newHullKey; - if (BSParam.ShouldUseBulletHACD) + // 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 there is hull data in the mesh asset, build the hull from that + if (meshData != null && BSParam.ShouldUseAssetHulls) + { + Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; + if (realMesher != null) + { + List> allHulls = realMesher.GetConvexHulls(size); + if (allHulls != null) + { + int hullCount = allHulls.Count; + int totalVertices = 1; // include one for the count of the hulls + // Using the structure described for HACD hulls, create the memory sturcture + // to pass the hull data to the creater. + foreach (List hullVerts in allHulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += hullVerts.Count * 3; // one vertex is three dimensions + } + float[] convHulls = new float[totalVertices]; + + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (List hullVerts in allHulls) + { + convHulls[jj + 0] = hullVerts.Count; + convHulls[jj + 1] = 0f; // centroid x,y,z + convHulls[jj + 2] = 0f; + convHulls[jj + 3] = 0f; + jj += 4; + foreach (OMV.Vector3 oneVert in hullVerts) + { + convHulls[jj + 0] = oneVert.X; + convHulls[jj + 1] = oneVert.Y; + convHulls[jj + 2] = oneVert.Z; + jj += 3; + } + } + + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + } + } + } + // If no hull specified in the asset and we should use Bullet's HACD approximation... + if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. @@ -604,11 +652,10 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } + // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) { // 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) -- cgit v1.1 From 6596a1de806d1ec509f3a570a0944ab9aff5947c Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 21 May 2013 22:16:18 -0700 Subject: Revert "BulletSim: add code to experimentally use asset hull data." This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e. Remove this code until I can figure out why the references that are clearly in prebuild.xml doesn't work for the 'using OpenSim.Region.Physics.Meshing' in BSShape.cs. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 -- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 55 ++---------------------- 2 files changed, 4 insertions(+), 54 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5cff668..9a9e527 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -90,7 +90,6 @@ public static class BSParam public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static bool ShouldUseGImpactShapeForPrims { get; set; } - public static bool ShouldUseAssetHulls { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -373,8 +372,6 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), - new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", - false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index b7f7e6c..0152233 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -31,7 +31,6 @@ using System.Text; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; -using OpenSim.Region.Physics.Meshing; using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -574,56 +573,9 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - newShape.shapeKey = newHullKey; + IntPtr hullPtr = IntPtr.Zero; - // 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 there is hull data in the mesh asset, build the hull from that - if (meshData != null && BSParam.ShouldUseAssetHulls) - { - Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; - if (realMesher != null) - { - List> allHulls = realMesher.GetConvexHulls(size); - if (allHulls != null) - { - int hullCount = allHulls.Count; - int totalVertices = 1; // include one for the count of the hulls - // Using the structure described for HACD hulls, create the memory sturcture - // to pass the hull data to the creater. - foreach (List hullVerts in allHulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += hullVerts.Count * 3; // one vertex is three dimensions - } - float[] convHulls = new float[totalVertices]; - - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (List hullVerts in allHulls) - { - convHulls[jj + 0] = hullVerts.Count; - convHulls[jj + 1] = 0f; // centroid x,y,z - convHulls[jj + 2] = 0f; - convHulls[jj + 3] = 0f; - jj += 4; - foreach (OMV.Vector3 oneVert in hullVerts) - { - convHulls[jj + 0] = oneVert.X; - convHulls[jj + 1] = oneVert.Y; - convHulls[jj + 2] = oneVert.Z; - jj += 3; - } - } - - // create the hull data structure in Bullet - newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); - } - } - } - // If no hull specified in the asset and we should use Bullet's HACD approximation... - if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) + if (BSParam.ShouldUseBulletHACD) { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. @@ -652,10 +604,11 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } - // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) { // 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) -- cgit v1.1 From 7d38f4940c39b217bcf6b90b7811933099916de9 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 22 May 2013 20:01:57 +0100 Subject: Implement llSetSoundQueueing(). This is controlled by the viewer, not the server. So as per http://wiki.secondlife.com/wiki/LlSetSoundQueueing, only two sounds can be queued per prim. You probably need to use llPreloadSound() for best results --- OpenSim/Region/CoreModules/World/Sound/SoundModule.cs | 9 +++++++++ OpenSim/Region/Framework/Interfaces/ISoundModule.cs | 8 +++++++- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 10 +++++++++- .../Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 12 ++++++++---- 4 files changed, 33 insertions(+), 6 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs index 883045a..d093224 100644 --- a/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs +++ b/OpenSim/Region/CoreModules/World/Sound/SoundModule.cs @@ -369,6 +369,15 @@ namespace OpenSim.Region.CoreModules.World.Sound }); } + public void SetSoundQueueing(UUID objectID, bool shouldQueue) + { + SceneObjectPart part; + if (!m_scene.TryGetSceneObjectPart(objectID, out part)) + return; + + part.SoundQueueing = shouldQueue; + } + #endregion } } diff --git a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs index 68af492..8372ddd 100644 --- a/OpenSim/Region/Framework/Interfaces/ISoundModule.cs +++ b/OpenSim/Region/Framework/Interfaces/ISoundModule.cs @@ -104,7 +104,6 @@ namespace OpenSim.Region.Framework.Interfaces /// Sound asset ID /// Sound volume /// Triggered or not. - /// /// Sound radius /// Play using sound master /// Play as sound master @@ -123,5 +122,12 @@ namespace OpenSim.Region.Framework.Interfaces /// AABB top north-east corner void TriggerSoundLimited(UUID objectID, UUID sound, double volume, Vector3 min, Vector3 max); + + /// + /// Set whether sounds on the given prim should be queued. + /// + /// + /// + void SetSoundQueueing(UUID objectID, bool shouldQueue); } } \ No newline at end of file diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 347a2b5..b1c1cbb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -219,6 +219,14 @@ namespace OpenSim.Region.Framework.Scenes public double SoundRadius; + /// + /// Should sounds played from this prim be queued? + /// + /// + /// This should only be changed by sound modules. It is up to sound modules as to how they interpret this setting. + /// + public bool SoundQueueing { get; set; } + public uint TimeStampFull; public uint TimeStampLastActivity; // Will be used for AutoReturn @@ -2429,7 +2437,7 @@ namespace OpenSim.Region.Framework.Scenes if (soundModule != null) { soundModule.SendSound(UUID, CollisionSound, - CollisionSoundVolume, true, (byte)0, 0, false, + CollisionSoundVolume, true, 0, 0, false, false); } } diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 969243c..0b4b043 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -2474,9 +2474,11 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // send the sound, once, to all clients in range if (m_SoundModule != null) { - m_SoundModule.SendSound(m_host.UUID, - ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), volume, false, 0, - 0, false, false); + m_SoundModule.SendSound( + m_host.UUID, + ScriptUtils.GetAssetIdFromKeyOrItemName(m_host, sound, AssetType.Sound), + volume, false, m_host.SoundQueueing ? (byte)SoundFlags.Queue : (byte)SoundFlags.None, + 0, false, false); } } @@ -11822,7 +11824,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api public void llSetSoundQueueing(int queue) { m_host.AddScriptLPS(1); - NotImplemented("llSetSoundQueueing"); + + if (m_SoundModule != null) + m_SoundModule.SetSoundQueueing(m_host.UUID, queue == ScriptBaseClass.TRUE.value); } public void llCollisionSprite(string impact_sprite) -- cgit v1.1 From 61cdf9390d8dc124b0ef3afabb5bcb63328686eb Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 22 May 2013 16:06:06 -0700 Subject: BulletSim: fix problem with walking up stairs that are oriented in certain directions. The problem was really that the avatar capsule orientation was being set incorrectly. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 11 +++++++++-- 1 file changed, 9 insertions(+), 2 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index ff5b6ab..48f842e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -483,8 +483,15 @@ public sealed class BSCharacter : BSPhysObject { // Bullet assumes we know what we are doing when forcing orientation // so it lets us go against all the rules and just compensates for them later. - // This keeps us from flipping the capsule over which the veiwer does not understand. - ForceOrientation = new OMV.Quaternion(0, 0, _orientation.Z,0); + // This forces rotation to be only around the Z axis and doesn't change any of the other axis. + // This keeps us from flipping the capsule over which the veiwer does not understand. + float oRoll, oPitch, oYaw; + _orientation.GetEulerAngles(out oRoll, out oPitch, out oYaw); + OMV.Quaternion trimmedOrientation = OMV.Quaternion.CreateFromEulers(0f, 0f, oYaw); + // DetailLog("{0},BSCharacter.setOrientation,taint,val={1},valDir={2},conv={3},convDir={4}", + // LocalID, _orientation, OMV.Vector3.UnitX * _orientation, + // trimmedOrientation, OMV.Vector3.UnitX * trimmedOrientation); + ForceOrientation = trimmedOrientation; }); } } -- cgit v1.1 From ffc9b3dda766c15e053b9296d15356533f7e99f8 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 21 May 2013 21:32:30 -0700 Subject: BulletSim: add code to experimentally use asset hull data. Default to 'off' as it needs debugging. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 ++ OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 55 ++++++++++++++++++++++-- 2 files changed, 54 insertions(+), 4 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 9a9e527..5cff668 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -90,6 +90,7 @@ public static class BSParam public static bool ShouldUseBulletHACD { get; set; } public static bool ShouldUseSingleConvexHullForPrims { get; set; } public static bool ShouldUseGImpactShapeForPrims { get; set; } + public static bool ShouldUseAssetHulls { get; set; } public static float TerrainImplementation { get; set; } public static int TerrainMeshMagnification { get; private set; } @@ -372,6 +373,8 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), + new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", + false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 0152233..b7f7e6c 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.Meshing; using OpenSim.Region.Physics.ConvexDecompositionDotNet; using OMV = OpenMetaverse; @@ -573,9 +574,56 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - IntPtr hullPtr = IntPtr.Zero; + newShape.shapeKey = newHullKey; - if (BSParam.ShouldUseBulletHACD) + // 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 there is hull data in the mesh asset, build the hull from that + if (meshData != null && BSParam.ShouldUseAssetHulls) + { + Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; + if (realMesher != null) + { + List> allHulls = realMesher.GetConvexHulls(size); + if (allHulls != null) + { + int hullCount = allHulls.Count; + int totalVertices = 1; // include one for the count of the hulls + // Using the structure described for HACD hulls, create the memory sturcture + // to pass the hull data to the creater. + foreach (List hullVerts in allHulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += hullVerts.Count * 3; // one vertex is three dimensions + } + float[] convHulls = new float[totalVertices]; + + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (List hullVerts in allHulls) + { + convHulls[jj + 0] = hullVerts.Count; + convHulls[jj + 1] = 0f; // centroid x,y,z + convHulls[jj + 2] = 0f; + convHulls[jj + 3] = 0f; + jj += 4; + foreach (OMV.Vector3 oneVert in hullVerts) + { + convHulls[jj + 0] = oneVert.X; + convHulls[jj + 1] = oneVert.Y; + convHulls[jj + 2] = oneVert.Z; + jj += 3; + } + } + + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + } + } + } + // If no hull specified in the asset and we should use Bullet's HACD approximation... + if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) { // Build the hull shape from an existing mesh shape. // The mesh should have already been created in Bullet. @@ -604,11 +652,10 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } + // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) { // 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) -- cgit v1.1 From 5efce21abc92fa1005fa8651a5622fe72cf83ff3 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 22 May 2013 21:57:07 -0700 Subject: BulletSim: correct errors caused by misspelled INI parameter spec. Add debugging messages for hull asset use. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 9 ++++++--- 2 files changed, 7 insertions(+), 4 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5cff668..c19eda1 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -373,7 +373,7 @@ public static class BSParam true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", false ), - new ParameterDefn("UseAssetHulls", "If true, use hull if specified in the mesh asset info", + new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", false ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index b7f7e6c..6729d6b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -619,6 +619,9 @@ public class BSShapeHull : BSShape // create the hull data structure in Bullet newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", + prim.LocalID, hullCount, totalVertices, newShape); } } } @@ -627,7 +630,7 @@ public class BSShapeHull : BSShape { // 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); + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,entry", prim.LocalID); BSShape meshShape = BSShapeMesh.GetReference(physicsScene, true, prim); if (meshShape.physShapeInfo.HasPhysicalShape) @@ -645,12 +648,12 @@ 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); + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,hullFromMesh,shape={1}", prim.LocalID, newShape); // Now done with the mesh shape. meshShape.Dereference(physicsScene); } - physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,shouldUseBulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } // If no hull specified, use our HACD hull approximation. if (!newShape.HasPhysicalShape) -- cgit v1.1 From 29b3b44fab46a44f911e582ab284025086cf3692 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 23 May 2013 14:40:16 -0700 Subject: BulletSim: add locking around Meshmerizer use to eliminate possible race condition when extracting the convex hulls. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 302 ++++++++++++----------- 1 file changed, 157 insertions(+), 145 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 6729d6b..48f1394 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -441,10 +441,14 @@ public class BSShapeMesh : BSShape { 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 - false // do not cache the mesh and do not use previously built versions - ); + IMesh meshData = null; + lock (physicsScene.mesher) + { + 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) { @@ -576,55 +580,67 @@ public class BSShapeHull : BSShape BulletShape newShape = new BulletShape(); newShape.shapeKey = newHullKey; - // 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 there is hull data in the mesh asset, build the hull from that - if (meshData != null && BSParam.ShouldUseAssetHulls) + IMesh meshData = null; + List> allHulls = null; + lock (physicsScene.mesher) { - Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; - if (realMesher != null) + // Pass true for physicalness as this prevents the creation of bounding box which is not needed + meshData = physicsScene.mesher.CreateMesh(prim.PhysObjectName, pbs, size, lod, true /* isPhysical */, false /* shouldCache */); + + // If we should use the asset's hull info, fetch it out of the locked mesher + if (meshData != null && BSParam.ShouldUseAssetHulls) { - List> allHulls = realMesher.GetConvexHulls(size); - if (allHulls != null) + Meshmerizer realMesher = physicsScene.mesher as Meshmerizer; + if (realMesher != null) { - int hullCount = allHulls.Count; - int totalVertices = 1; // include one for the count of the hulls - // Using the structure described for HACD hulls, create the memory sturcture - // to pass the hull data to the creater. - foreach (List hullVerts in allHulls) - { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += hullVerts.Count * 3; // one vertex is three dimensions - } - float[] convHulls = new float[totalVertices]; - - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (List hullVerts in allHulls) - { - convHulls[jj + 0] = hullVerts.Count; - convHulls[jj + 1] = 0f; // centroid x,y,z - convHulls[jj + 2] = 0f; - convHulls[jj + 3] = 0f; - jj += 4; - foreach (OMV.Vector3 oneVert in hullVerts) - { - convHulls[jj + 0] = oneVert.X; - convHulls[jj + 1] = oneVert.Y; - convHulls[jj + 2] = oneVert.Z; - jj += 3; - } - } + allHulls = realMesher.GetConvexHulls(size); + } + if (allHulls == null) + { + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,noAssetHull", prim.LocalID); + } + } + } - // create the hull data structure in Bullet - newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + // If there is hull data in the mesh asset, build the hull from that + if (allHulls != null && BSParam.ShouldUseAssetHulls) + { + int hullCount = allHulls.Count; + int totalVertices = 1; // include one for the count of the hulls + // Using the structure described for HACD hulls, create the memory sturcture + // to pass the hull data to the creater. + foreach (List hullVerts in allHulls) + { + totalVertices += 4; // add four for the vertex count and centroid + totalVertices += hullVerts.Count * 3; // one vertex is three dimensions + } + float[] convHulls = new float[totalVertices]; - physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", - prim.LocalID, hullCount, totalVertices, newShape); + convHulls[0] = (float)hullCount; + int jj = 1; + foreach (List hullVerts in allHulls) + { + convHulls[jj + 0] = hullVerts.Count; + convHulls[jj + 1] = 0f; // centroid x,y,z + convHulls[jj + 2] = 0f; + convHulls[jj + 3] = 0f; + jj += 4; + foreach (OMV.Vector3 oneVert in hullVerts) + { + convHulls[jj + 0] = oneVert.X; + convHulls[jj + 1] = oneVert.Y; + convHulls[jj + 2] = oneVert.Z; + jj += 3; } } + + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); + + physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,assetHulls,hulls={1},totVert={2},shape={3}", + prim.LocalID, hullCount, totalVertices, newShape); } + // If no hull specified in the asset and we should use Bullet's HACD approximation... if (!newShape.HasPhysicalShape && BSParam.ShouldUseBulletHACD) { @@ -655,120 +671,116 @@ public class BSShapeHull : BSShape } physicsScene.DetailLog("{0},BSShapeHull.CreatePhysicalHull,bulletHACD,exit,hasBody={1}", prim.LocalID, newShape.HasPhysicalShape); } - // If no hull specified, use our HACD hull approximation. - if (!newShape.HasPhysicalShape) + + // If no other hull specifications, use our HACD hull approximation. + if (!newShape.HasPhysicalShape && meshData != null) { - // Build a new hull in the physical world using the C# HACD algorigthm. - if (meshData != null) + if (prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Fetched) { - 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; - } + // 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(); + 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)); - } + //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) + 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)) { - // 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; - } + 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]; - // 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) + 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) { - totalVertices += 4; // add four for the vertex count and centroid - totalVertices += cr.HullIndices.Count * 3; // we pass just triangles + verts[kk++] = ff; } - float[] convHulls = new float[totalVertices]; - convHulls[0] = (float)hullCount; - int jj = 1; - foreach (ConvexResult cr in m_hulls) + // 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) { - // 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; - } + 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; + // create the hull data structure in Bullet + newShape = physicsScene.PE.CreateHullShape(physicsScene.World, hullCount, convHulls); } return newShape; } -- cgit v1.1 From 0e002e369339719204f26c07157713bfc40fecca Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 23 May 2013 14:41:05 -0700 Subject: Add DEBUG level logging in Meshmerizer for mesh parsing. There is a compile time variable to turn this logging off if it is too spammy. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 27 +++++++++++++++++++++++++-- 1 file changed, 25 insertions(+), 2 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 79edc12..adc0dc9 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -64,6 +64,7 @@ namespace OpenSim.Region.Physics.Meshing public class Meshmerizer : IMesher { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); + private static string LogHeader = "[MESH]"; // Setting baseDir to a path will enable the dumping of raw files // raw files can be imported by blender so a visual inspection of the results can be done @@ -72,6 +73,8 @@ namespace OpenSim.Region.Physics.Meshing #else private const string baseDir = null; //"rawFiles"; #endif + // If 'true', lots of DEBUG logging of asset parsing details + private bool debugDetail = true; private bool cacheSculptMaps = true; private string decodedSculptMapPath = null; @@ -357,13 +360,25 @@ namespace OpenSim.Region.Physics.Meshing OSDMap physicsParms = null; OSDMap map = (OSDMap)meshOsd; if (map.ContainsKey("physics_shape")) + { physicsParms = (OSDMap)map["physics_shape"]; // old asset format + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': using 'physics_shape' mesh data", LogHeader, primName); + } else if (map.ContainsKey("physics_mesh")) + { physicsParms = (OSDMap)map["physics_mesh"]; // new asset format + if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'physics_mesh' mesh data", LogHeader, primName); + } else if (map.ContainsKey("medium_lod")) + { physicsParms = (OSDMap)map["medium_lod"]; // if no physics mesh, try to fall back to medium LOD display mesh + if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'medium_lod' mesh data", LogHeader, primName); + } else if (map.ContainsKey("high_lod")) + { physicsParms = (OSDMap)map["high_lod"]; // if all else fails, use highest LOD display mesh and hope it works :) + if (debugDetail) m_log.DebugFormat("{0} prim='{1}':using 'high_lod' mesh data", LogHeader, primName); + } if (map.ContainsKey("physics_convex")) { // pull this out also in case physics engine can use it @@ -408,11 +423,16 @@ namespace OpenSim.Region.Physics.Meshing } mConvexHulls = hulls; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); + } + else + { + if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); } } catch (Exception e) { - m_log.WarnFormat("[MESH]: exception decoding convex block: {0}", e.Message); + m_log.WarnFormat("{0} exception decoding convex block: {1}", LogHeader, e); } } @@ -438,7 +458,7 @@ namespace OpenSim.Region.Physics.Meshing } catch (Exception e) { - m_log.Error("[MESH]: exception decoding physical mesh: " + e.ToString()); + m_log.ErrorFormat("{0} prim='{1}': exception decoding physical mesh: {2}", LogHeader, primName, e); return false; } @@ -455,6 +475,9 @@ namespace OpenSim.Region.Physics.Meshing if (subMeshOsd is OSDMap) AddSubMesh(subMeshOsd as OSDMap, size, coords, faces); } + if (debugDetail) + m_log.DebugFormat("{0} {1}: mesh decoded. offset={2}, size={3}, nCoords={4}, nFaces={5}", + LogHeader, primName, physOffset, physSize, coords.Count, faces.Count); } } -- cgit v1.1 From 28548ab347487b1ed4e6cf50af30a6eacf963f7d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 23 May 2013 23:05:56 +0100 Subject: Fix bug where both ordinary UserManagementModule and HGUserManagementModules were being added to scenes if no UserManagementModule was specified. Without explicit config non-hg UMM is used - this is in common with other HG modules. This was causing a non-HG module to unpredictably use the UMM or HGUMM, though lack of bug reports suggest either UMM was always used or it didn't matter in this case. --- .../CoreModules/Framework/UserManagement/HGUserManagementModule.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs index fac93e6..ad3cf15 100644 --- a/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs +++ b/OpenSim/Region/CoreModules/Framework/UserManagement/HGUserManagementModule.cs @@ -54,7 +54,7 @@ namespace OpenSim.Region.CoreModules.Framework.UserManagement public new void Initialise(IConfigSource config) { - string umanmod = config.Configs["Modules"].GetString("UserManagementModule", Name); + string umanmod = config.Configs["Modules"].GetString("UserManagementModule", null); if (umanmod == Name) { m_Enabled = true; -- cgit v1.1 From c5549d27306c71cd5ed96e7cba68bd28d5e6d9b0 Mon Sep 17 00:00:00 2001 From: dahlia Date: Thu, 23 May 2013 15:47:47 -0700 Subject: add decoder for bounding convex hull --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 57 +++++++++++++++++++++++++-- 1 file changed, 53 insertions(+), 4 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index adc0dc9..fd45efe 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -83,6 +83,7 @@ namespace OpenSim.Region.Physics.Meshing private float minSizeForComplexMesh = 0.2f; // prims with all dimensions smaller than this will have a bounding box mesh private List> mConvexHulls = null; + private List mBoundingHull = null; private Dictionary m_uniqueMeshes = new Dictionary(); @@ -324,6 +325,9 @@ namespace OpenSim.Region.Physics.Meshing faces = new List(); OSD meshOsd = null; + mConvexHulls = null; + mBoundingHull = null; + if (primShape.SculptData.Length <= 0) { // XXX: At the moment we can not log here since ODEPrim, for instance, ends up triggering this @@ -385,13 +389,41 @@ namespace OpenSim.Region.Physics.Meshing try { OSDMap convexBlock = (OSDMap)map["physics_convex"]; + + Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); + if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); + Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); + if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); + + List boundingHull = null; + + if (convexBlock.ContainsKey("BoundingVerts")) + { + // decompress and decode bounding hull points + byte[] boundingVertsBytes = DecompressOsd(convexBlock["BoundingVerts"].AsBinary()).AsBinary(); + boundingHull = new List(); + for (int i = 0; i < boundingVertsBytes.Length;) + { + ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + + Vector3 pos = new Vector3( + Utils.UInt16ToFloat(uX, min.X, max.X), + Utils.UInt16ToFloat(uY, min.Y, max.Y), + Utils.UInt16ToFloat(uZ, min.Z, max.Z) + ); + + boundingHull.Add(pos); + } + + mBoundingHull = boundingHull; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nHulls={2}", LogHeader, primName, mBoundingHull.Count); + } + if (convexBlock.ContainsKey("HullList")) { byte[] hullList = convexBlock["HullList"].AsBinary(); - Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); - if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); - Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); - if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); // decompress and decode hull points byte[] posBytes = DecompressOsd(convexBlock["Positions"].AsBinary()).AsBinary(); @@ -799,6 +831,23 @@ namespace OpenSim.Region.Physics.Meshing /// temporary prototype code - please do not use until the interface has been finalized! /// /// value to scale the hull points by + /// a list of vertices in the bounding hull if it exists and has been successfully decoded, otherwise null + public List GetBoundingHull(Vector3 size) + { + if (mBoundingHull == null) + return null; + + List verts = new List(); + foreach (var vert in mBoundingHull) + verts.Add(vert * size); + + return verts; + } + + /// + /// temporary prototype code - please do not use until the interface has been finalized! + /// + /// value to scale the hull points by /// a list of hulls if they exist and have been successfully decoded, otherwise null public List> GetConvexHulls(Vector3 size) { -- cgit v1.1 From 9b56f993261954fe9918bd0c9205a41e058183a1 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Thu, 23 May 2013 23:52:07 +0100 Subject: Fix bug where a cloned object would report the wrong llGetNumberOfPrims() when avatars had been sitting on the original and a different avatar sat on the copy within the same opensim session. This was because the sitting avatars list was being cloned rather than reset. Addresses http://opensimulator.org/mantis/view.php?id=6649 --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 38fa26a..2d4218d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1500,6 +1500,7 @@ namespace OpenSim.Region.Framework.Scenes dupe.IsAttachment = true; dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); + dupe.m_sittingAvatars = new List(); if (!userExposed) { -- cgit v1.1 From 02fe05f346f3c4acad0116e702ed197a52b3fb4d Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 24 May 2013 00:41:47 +0100 Subject: Fix issue where llSetPayPrice on either one of a clone prim in the same OpenSimulator session would change the prices on both prims. This is because the PayPrice array refernence was being memberwise cloned and not the array itself. Addresses http://opensimulator.org/mantis/view.php?id=6639 --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 2 ++ 1 file changed, 2 insertions(+) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b1c1cbb..ea8c3c5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1799,6 +1799,8 @@ namespace OpenSim.Region.Framework.Scenes Array.Copy(Shape.ExtraParams, extraP, extraP.Length); dupe.Shape.ExtraParams = extraP; + dupe.PayPrice = (int[])PayPrice.Clone(); + dupe.DynAttrs.CopyFrom(DynAttrs); if (userExposed) -- cgit v1.1 From eb2bd9d203dbc9d202ae62594fcbdb53d38031ac Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Fri, 24 May 2013 00:46:58 +0100 Subject: minor: Remove unnecessary duplication of AbsolutePosition Vector3 in SOG.Copy() As a struct, Vector3 has already been cloned by MemberwiseClone() --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 2d4218d..df23cc5 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -1499,7 +1499,6 @@ namespace OpenSim.Region.Framework.Scenes if (!userExposed) dupe.IsAttachment = true; - dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z); dupe.m_sittingAvatars = new List(); if (!userExposed) -- cgit v1.1 From 0cdea5c2f302ece2d37357b7e7b8c1d3f6ed8f94 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 24 May 2013 01:53:37 -0700 Subject: correct some errors in decoding of mesh asset convex decomposition data --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 136 ++++++++++++++++---------- 1 file changed, 83 insertions(+), 53 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index fd45efe..3e2b663 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -386,61 +386,57 @@ namespace OpenSim.Region.Physics.Meshing if (map.ContainsKey("physics_convex")) { // pull this out also in case physics engine can use it + OSD convexBlockOsd = null; try { OSDMap convexBlock = (OSDMap)map["physics_convex"]; - - Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); - if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); - Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); - if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); - - List boundingHull = null; - - if (convexBlock.ContainsKey("BoundingVerts")) { - // decompress and decode bounding hull points - byte[] boundingVertsBytes = DecompressOsd(convexBlock["BoundingVerts"].AsBinary()).AsBinary(); - boundingHull = new List(); - for (int i = 0; i < boundingVertsBytes.Length;) - { - ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; - ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; - ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; - - Vector3 pos = new Vector3( - Utils.UInt16ToFloat(uX, min.X, max.X), - Utils.UInt16ToFloat(uY, min.Y, max.Y), - Utils.UInt16ToFloat(uZ, min.Z, max.Z) - ); + int convexOffset = convexBlock["offset"].AsInteger() + (int)start; + int convexSize = convexBlock["size"].AsInteger(); - boundingHull.Add(pos); + byte[] convexBytes = new byte[convexSize]; + + System.Buffer.BlockCopy(primShape.SculptData, convexOffset, convexBytes, 0, convexSize); + + try + { + convexBlockOsd = DecompressOsd(convexBytes); + } + catch (Exception e) + { + m_log.ErrorFormat("{0} prim='{1}': exception decoding convex block: {2}", LogHeader, primName, e); + //return false; } - - mBoundingHull = boundingHull; - if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nHulls={2}", LogHeader, primName, mBoundingHull.Count); } - - if (convexBlock.ContainsKey("HullList")) + + if (convexBlockOsd != null && convexBlockOsd is OSDMap) { - byte[] hullList = convexBlock["HullList"].AsBinary(); + convexBlock = convexBlockOsd as OSDMap; - // decompress and decode hull points - byte[] posBytes = DecompressOsd(convexBlock["Positions"].AsBinary()).AsBinary(); - - List> hulls = new List>(); - int posNdx = 0; + if (debugDetail) + { + string keys = "[MESH]: keys found in convexBlock: "; + foreach (KeyValuePair kvp in convexBlock) + keys += "'" + kvp.Key + "' "; + m_log.Info(keys); + } + + Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); + if (convexBlock.ContainsKey("Min")) min = convexBlock["Min"].AsVector3(); + Vector3 max = new Vector3(0.5f, 0.5f, 0.5f); + if (convexBlock.ContainsKey("Max")) max = convexBlock["Max"].AsVector3(); + + List boundingHull = null; - foreach (byte cnt in hullList) + if (convexBlock.ContainsKey("BoundingVerts")) { - int count = cnt == 0 ? 256 : cnt; - List hull = new List(); - - for (int i = 0; i < count; i++) + byte[] boundingVertsBytes = convexBlock["BoundingVerts"].AsBinary(); + boundingHull = new List(); + for (int i = 0; i < boundingVertsBytes.Length; ) { - ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; - ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; - ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uX = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uY = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; + ushort uZ = Utils.BytesToUInt16(boundingVertsBytes, i); i += 2; Vector3 pos = new Vector3( Utils.UInt16ToFloat(uX, min.X, max.X), @@ -448,18 +444,52 @@ namespace OpenSim.Region.Physics.Meshing Utils.UInt16ToFloat(uZ, min.Z, max.Z) ); - hull.Add(pos); + boundingHull.Add(pos); } - hulls.Add(hull); + mBoundingHull = boundingHull; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed bounding hull. nVerts={2}", LogHeader, primName, mBoundingHull.Count); } - mConvexHulls = hulls; - if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); - } - else - { - if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); + if (convexBlock.ContainsKey("HullList")) + { + byte[] hullList = convexBlock["HullList"].AsBinary(); + + byte[] posBytes = convexBlock["Positions"].AsBinary(); + + List> hulls = new List>(); + int posNdx = 0; + + foreach (byte cnt in hullList) + { + int count = cnt == 0 ? 256 : cnt; + List hull = new List(); + + for (int i = 0; i < count; i++) + { + ushort uX = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uY = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + ushort uZ = Utils.BytesToUInt16(posBytes, posNdx); posNdx += 2; + + Vector3 pos = new Vector3( + Utils.UInt16ToFloat(uX, min.X, max.X), + Utils.UInt16ToFloat(uY, min.Y, max.Y), + Utils.UInt16ToFloat(uZ, min.Z, max.Z) + ); + + hull.Add(pos); + } + + hulls.Add(hull); + } + + mConvexHulls = hulls; + if (debugDetail) m_log.DebugFormat("{0} prim='{1}': parsed hulls. nHulls={2}", LogHeader, primName, mConvexHulls.Count); + } + else + { + if (debugDetail) m_log.DebugFormat("{0} prim='{1}' has physics_convex but no HullList", LogHeader, primName); + } } } catch (Exception e) @@ -483,7 +513,7 @@ namespace OpenSim.Region.Physics.Meshing OSD decodedMeshOsd = new OSD(); byte[] meshBytes = new byte[physSize]; System.Buffer.BlockCopy(primShape.SculptData, physOffset, meshBytes, 0, physSize); -// byte[] decompressed = new byte[physSize * 5]; + // byte[] decompressed = new byte[physSize * 5]; try { decodedMeshOsd = DecompressOsd(meshBytes); @@ -499,7 +529,7 @@ namespace OpenSim.Region.Physics.Meshing // physics_shape is an array of OSDMaps, one for each submesh if (decodedMeshOsd is OSDArray) { -// Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); + // Console.WriteLine("decodedMeshOsd for {0} - {1}", primName, Util.GetFormattedXml(decodedMeshOsd)); decodedMeshOsdArray = (OSDArray)decodedMeshOsd; foreach (OSD subMeshOsd in decodedMeshOsdArray) -- cgit v1.1 From 440905ad14d4261df9da0fd2ce7e20a350982af1 Mon Sep 17 00:00:00 2001 From: dahlia Date: Fri, 24 May 2013 10:31:14 -0700 Subject: change a hull debugging message to Debug instead of Info --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 3e2b663..2c10568 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -418,7 +418,7 @@ namespace OpenSim.Region.Physics.Meshing string keys = "[MESH]: keys found in convexBlock: "; foreach (KeyValuePair kvp in convexBlock) keys += "'" + kvp.Key + "' "; - m_log.Info(keys); + m_log.Debug(keys); } Vector3 min = new Vector3(-0.5f, -0.5f, -0.5f); -- cgit v1.1 From 681fbda4b6b9700421b82dc639f954c60871542e Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Fri, 24 May 2013 13:18:16 -0700 Subject: This is an experimental patch that adds support for comparing texture hashes for the purpose of accurately responding to AgentTextureCached packets. There is a change to IClientAPI to report the wearbles hashes that come in through the SetAppearance packet. Added storage of the texture hashes in the appearance. While these are added to the Pack/Unpack (with support for missing values) routines (which means Simian will store them properly), they are not currently persisted in Robust. --- OpenSim/Framework/AvatarAppearance.cs | 98 +++++++++++++------- OpenSim/Framework/IClientAPI.cs | 2 +- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 27 +++++- .../Avatar/AvatarFactory/AvatarFactoryModule.cs | 102 ++++++++++++--------- .../Server/IRCClientView.cs | 2 +- 5 files changed, 147 insertions(+), 84 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Framework/AvatarAppearance.cs b/OpenSim/Framework/AvatarAppearance.cs index 494ae5e..157feb5 100644 --- a/OpenSim/Framework/AvatarAppearance.cs +++ b/OpenSim/Framework/AvatarAppearance.cs @@ -53,6 +53,7 @@ namespace OpenSim.Framework protected AvatarWearable[] m_wearables; protected Dictionary> m_attachments; protected float m_avatarHeight = 0; + protected UUID[] m_texturehashes; public virtual int Serial { @@ -98,6 +99,8 @@ namespace OpenSim.Framework SetDefaultParams(); SetHeight(); m_attachments = new Dictionary>(); + + ResetTextureHashes(); } public AvatarAppearance(OSDMap map) @@ -108,32 +111,6 @@ namespace OpenSim.Framework SetHeight(); } - public AvatarAppearance(AvatarWearable[] wearables, Primitive.TextureEntry textureEntry, byte[] visualParams) - { -// m_log.WarnFormat("[AVATAR APPEARANCE] create initialized appearance"); - - m_serial = 0; - - if (wearables != null) - m_wearables = wearables; - else - SetDefaultWearables(); - - if (textureEntry != null) - m_texture = textureEntry; - else - SetDefaultTexture(); - - if (visualParams != null) - m_visualparams = visualParams; - else - SetDefaultParams(); - - SetHeight(); - - m_attachments = new Dictionary>(); - } - public AvatarAppearance(AvatarAppearance appearance) : this(appearance, true) { } @@ -151,6 +128,8 @@ namespace OpenSim.Framework SetHeight(); m_attachments = new Dictionary>(); + ResetTextureHashes(); + return; } @@ -166,6 +145,10 @@ namespace OpenSim.Framework SetWearable(i,appearance.Wearables[i]); } + m_texturehashes = new UUID[AvatarAppearance.TEXTURE_COUNT]; + for (int i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) + m_texturehashes[i] = new UUID(appearance.m_texturehashes[i]); + m_texture = null; if (appearance.Texture != null) { @@ -200,6 +183,37 @@ namespace OpenSim.Framework } } + public void ResetTextureHashes() + { + m_texturehashes = new UUID[AvatarAppearance.TEXTURE_COUNT]; + for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) + m_texturehashes[i] = UUID.Zero; + } + + public UUID GetTextureHash(int textureIndex) + { + return m_texturehashes[NormalizeBakedTextureIndex(textureIndex)]; + } + + public void SetTextureHash(int textureIndex, UUID textureHash) + { + m_texturehashes[NormalizeBakedTextureIndex(textureIndex)] = new UUID(textureHash); + } + + /// + /// Normalizes the texture index to the actual bake index, this is done to + /// accommodate older viewers that send the BAKE_INDICES index rather than + /// the actual texture index + /// + private int NormalizeBakedTextureIndex(int textureIndex) + { + // Earlier viewer send the index into the baked index array, just trying to be careful here + if (textureIndex < BAKE_INDICES.Length) + return BAKE_INDICES[textureIndex]; + + return textureIndex; + } + public void ClearWearables() { m_wearables = new AvatarWearable[AvatarWearable.MAX_WEARABLES]; @@ -223,12 +237,7 @@ namespace OpenSim.Framework m_serial = 0; SetDefaultTexture(); - - //for (int i = 0; i < BAKE_INDICES.Length; i++) - // { - // int idx = BAKE_INDICES[i]; - // m_texture.FaceTextures[idx].TextureID = UUID.Zero; - // } + ResetTextureHashes(); } protected virtual void SetDefaultParams() @@ -598,6 +607,12 @@ namespace OpenSim.Framework data["serial"] = OSD.FromInteger(m_serial); data["height"] = OSD.FromReal(m_avatarHeight); + // Hashes + OSDArray hashes = new OSDArray(AvatarAppearance.TEXTURE_COUNT); + for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) + hashes.Add(OSD.FromUUID(m_texturehashes[i])); + data["hashes"] = hashes; + // Wearables OSDArray wears = new OSDArray(AvatarWearable.MAX_WEARABLES); for (int i = 0; i < AvatarWearable.MAX_WEARABLES; i++) @@ -642,6 +657,25 @@ namespace OpenSim.Framework try { + // Hashes + m_texturehashes = new UUID[AvatarAppearance.TEXTURE_COUNT]; + if ((data != null) && (data["hashes"] != null) && (data["hashes"]).Type == OSDType.Array) + { + OSDArray hashes = (OSDArray)(data["hashes"]); + for (int i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) + { + UUID hashID = UUID.Zero; + if (i < hashes.Count && hashes[i] != null) + hashID = hashes[i].AsUUID(); + m_texturehashes[i] = hashID; + } + } + else + { + for (uint i = 0; i < AvatarAppearance.TEXTURE_COUNT; i++) + m_texturehashes[i] = UUID.Zero; + } + // Wearables SetDefaultWearables(); if ((data != null) && (data["wearables"] != null) && (data["wearables"]).Type == OSDType.Array) diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs index 59ce2c4..1fffeff 100644 --- a/OpenSim/Framework/IClientAPI.cs +++ b/OpenSim/Framework/IClientAPI.cs @@ -66,7 +66,7 @@ namespace OpenSim.Framework public delegate void CachedTextureRequest(IClientAPI remoteClient, int serial, List cachedTextureRequest); - public delegate void SetAppearance(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams); + public delegate void SetAppearance(IClientAPI remoteClient, Primitive.TextureEntry textureEntry, byte[] visualParams, List cachedTextureData); public delegate void StartAnim(IClientAPI remoteClient, UUID animID); diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index e014471..dd8ef9c 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -6214,7 +6214,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP if (appear.ObjectData.TextureEntry.Length > 1) te = new Primitive.TextureEntry(appear.ObjectData.TextureEntry, 0, appear.ObjectData.TextureEntry.Length); - handlerSetAppearance(sender, te, visualparams); + List hashes = new List(); + for (int i = 0; i < appear.WearableData.Length; i++) + { + CachedTextureRequestArg arg = new CachedTextureRequestArg(); + arg.BakedTextureIndex = appear.WearableData[i].TextureIndex; + arg.WearableHashID = appear.WearableData[i].CacheID; + hashes.Add(arg); + } + + handlerSetAppearance(sender, te, visualparams, hashes); } catch (Exception e) { @@ -11487,12 +11496,20 @@ namespace OpenSim.Region.ClientStack.LindenUDP requestArgs.Add(arg); } - CachedTextureRequest handlerCachedTextureRequest = OnCachedTextureRequest; - if (handlerCachedTextureRequest != null) + try + { + CachedTextureRequest handlerCachedTextureRequest = OnCachedTextureRequest; + if (handlerCachedTextureRequest != null) + { + handlerCachedTextureRequest(simclient,cachedtex.AgentData.SerialNum,requestArgs); + } + } + catch (Exception e) { - handlerCachedTextureRequest(simclient,cachedtex.AgentData.SerialNum,requestArgs); + m_log.ErrorFormat("[CLIENT VIEW]: AgentTextureCached packet handler threw an exception, {0}", e); + return false; } - + return true; } diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index b640b48..482bf6f 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -147,7 +147,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void SetAppearance(IScenePresence sp, AvatarAppearance appearance) { - SetAppearance(sp, appearance.Texture, appearance.VisualParams); + DoSetAppearance(sp, appearance.Texture, appearance.VisualParams, new List()); } /// @@ -158,9 +158,20 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void SetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams) { -// m_log.DebugFormat( -// "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", -// sp.Name, textureEntry, visualParams); + DoSetAppearance(sp, textureEntry, visualParams, new List()); + } + + /// + /// Set appearance data (texture asset IDs and slider settings) + /// + /// + /// + /// + protected void DoSetAppearance(IScenePresence sp, Primitive.TextureEntry textureEntry, byte[] visualParams, List hashes) + { + // m_log.DebugFormat( + // "[AVFACTORY]: start SetAppearance for {0}, te {1}, visualParams {2}", + // sp.Name, textureEntry, visualParams); // TODO: This is probably not necessary any longer, just assume the // textureEntry set implies that the appearance transaction is complete @@ -190,18 +201,22 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Process the baked texture array if (textureEntry != null) { -// m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); - -// WriteBakedTexturesReport(sp, m_log.DebugFormat); + // m_log.DebugFormat("[AVFACTORY]: Received texture update for {0} {1}", sp.Name, sp.UUID); + // WriteBakedTexturesReport(sp, m_log.DebugFormat); changed = sp.Appearance.SetTextureEntries(textureEntry) || changed; -// WriteBakedTexturesReport(sp, m_log.DebugFormat); + // WriteBakedTexturesReport(sp, m_log.DebugFormat); // If bake textures are missing and this is not an NPC, request a rebake from client if (!ValidateBakedTextureCache(sp) && (((ScenePresence)sp).PresenceType != PresenceType.Npc)) RequestRebake(sp, true); + // Save the wearble hashes in the appearance + sp.Appearance.ResetTextureHashes(); + foreach (CachedTextureRequestArg arg in hashes) + sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); + // This appears to be set only in the final stage of the appearance // update transaction. In theory, we should be able to do an immediate // appearance send and save here. @@ -235,13 +250,13 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public bool SendAppearance(UUID agentId) { -// m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); + // m_log.DebugFormat("[AVFACTORY]: Sending appearance for {0}", agentId); ScenePresence sp = m_scene.GetScenePresence(agentId); if (sp == null) { // This is expected if the user has gone away. -// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); + // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentId); return false; } @@ -318,7 +333,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// public void QueueAppearanceSend(UUID agentid) { -// m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); + // m_log.DebugFormat("[AVFACTORY]: Queue appearance send for {0}", agentid); // 10000 ticks per millisecond, 1000 milliseconds per second long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_sendtime * 1000 * 10000); @@ -331,7 +346,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory public void QueueAppearanceSave(UUID agentid) { -// m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); + // m_log.DebugFormat("[AVFACTORY]: Queueing appearance save for {0}", agentid); // 10000 ticks per millisecond, 1000 milliseconds per second long timestamp = DateTime.Now.Ticks + Convert.ToInt64(m_savetime * 1000 * 10000); @@ -356,9 +371,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (face == null) continue; -// m_log.DebugFormat( -// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", -// face.TextureID, idx, client.Name, client.AgentId); + // m_log.DebugFormat( + // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", + // face.TextureID, idx, client.Name, client.AgentId); // if the texture is one of the "defaults" then skip it // this should probably be more intelligent (skirt texture doesnt matter @@ -373,7 +388,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory return false; } -// m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); + // m_log.DebugFormat("[AVFACTORY]: Completed texture check for {0} {1}", sp.Name, sp.UUID); // If we only found default textures, then the appearance is not cached return (defonly ? false : true); @@ -392,9 +407,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (face == null) continue; -// m_log.DebugFormat( -// "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", -// face.TextureID, idx, client.Name, client.AgentId); + // m_log.DebugFormat( + // "[AVFACTORY]: Looking for texture {0}, id {1} for {2} {3}", + // face.TextureID, idx, client.Name, client.AgentId); // if the texture is one of the "defaults" then skip it // this should probably be more intelligent (skirt texture doesnt matter @@ -458,9 +473,9 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (bakeType == BakeType.Unknown) continue; -// m_log.DebugFormat( -// "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", -// acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); + // m_log.DebugFormat( + // "[AVFACTORY]: NPC avatar {0} has texture id {1} : {2}", + // acd.AgentID, i, acd.Appearance.Texture.FaceTextures[i]); int ftIndex = (int)AppearanceManager.BakeTypeToAgentTextureIndex(bakeType); Primitive.TextureEntryFace texture = faceTextures[ftIndex]; // this will be null if there's no such baked texture @@ -484,7 +499,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory UUID avatarID = kvp.Key; long sendTime = kvp.Value; -// m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); + // m_log.DebugFormat("[AVFACTORY]: Handling queued appearance updates for {0}, update delta to now is {1}", avatarID, sendTime - now); if (sendTime < now) { @@ -530,11 +545,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (sp == null) { // This is expected if the user has gone away. -// m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); + // m_log.DebugFormat("[AVFACTORY]: Agent {0} no longer in the scene", agentid); return; } -// m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); + // m_log.DebugFormat("[AVFACTORY]: Saving appearance for avatar {0}", agentid); // This could take awhile since it needs to pull inventory // We need to do it at the point of save so that there is a sufficient delay for any upload of new body part/shape @@ -622,12 +637,12 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// /// /// - private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams) + private void Client_OnSetAppearance(IClientAPI client, Primitive.TextureEntry textureEntry, byte[] visualParams, List hashes) { // m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); if (sp != null) - SetAppearance(sp, textureEntry, visualParams); + DoSetAppearance(sp, textureEntry, visualParams, hashes); else m_log.WarnFormat("[AVFACTORY]: Client_OnSetAppearance unable to find presence for {0}", client.AgentId); } @@ -684,7 +699,7 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory /// private void Client_OnCachedTextureRequest(IClientAPI client, int serial, List cachedTextureRequest) { - // m_log.WarnFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); + // m_log.DebugFormat("[AVFACTORY]: Client_OnCachedTextureRequest called for {0} ({1})", client.Name, client.AgentId); ScenePresence sp = m_scene.GetScenePresence(client.AgentId); List cachedTextureResponse = new List(); @@ -695,23 +710,20 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory if (m_reusetextures) { - // this is the most insanely dumb way to do this... however it seems to - // actually work. if the appearance has been reset because wearables have - // changed then the texture entries are zero'd out until the bakes are - // uploaded. on login, if the textures exist in the cache (eg if you logged - // into the simulator recently, then the appearance will pull those and send - // them back in the packet and you won't have to rebake. if the textures aren't - // in the cache then the intial makeroot() call in scenepresence will zero - // them out. - // - // a better solution (though how much better is an open question) is to - // store the hashes in the appearance and compare them. Thats's coming. - - Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; - if (face != null) - texture = face.TextureID; - - // m_log.WarnFormat("[AVFACTORY]: reuse texture {0} for index {1}",texture,index); + if (sp.Appearance.GetTextureHash(index) == request.WearableHashID) + { + Primitive.TextureEntryFace face = sp.Appearance.Texture.FaceTextures[index]; + if (face != null) + texture = face.TextureID; + } + else + { + // We know that that hash is wrong, null it out + // and wait for the setappearance call + sp.Appearance.SetTextureHash(index,UUID.Zero); + } + + // m_log.WarnFormat("[AVFACTORY]: use texture {0} for index {1}; hash={2}",texture,index,request.WearableHashID); } CachedTextureResponseArg response = new CachedTextureResponseArg(); diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 384eb1f..118635d 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -907,7 +907,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server // Mimicking LLClientView which gets always set appearance from client. AvatarAppearance appearance; m_scene.GetAvatarAppearance(this, out appearance); - OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone()); + OnSetAppearance(this, appearance.Texture, (byte[])appearance.VisualParams.Clone(), new List()); } public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) -- cgit v1.1 From bb0ea250907e24fe22490406e855cdcd958ba148 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Fri, 24 May 2013 13:25:25 -0700 Subject: Protect one more update of the baked texture hashes. --- .../Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs index 482bf6f..aea768e 100644 --- a/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs +++ b/OpenSim/Region/CoreModules/Avatar/AvatarFactory/AvatarFactoryModule.cs @@ -214,8 +214,11 @@ namespace OpenSim.Region.CoreModules.Avatar.AvatarFactory // Save the wearble hashes in the appearance sp.Appearance.ResetTextureHashes(); - foreach (CachedTextureRequestArg arg in hashes) - sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); + if (m_reusetextures) + { + foreach (CachedTextureRequestArg arg in hashes) + sp.Appearance.SetTextureHash(arg.BakedTextureIndex,arg.WearableHashID); + } // This appears to be set only in the final stage of the appearance // update transaction. In theory, we should be able to do an immediate -- cgit v1.1 From a087dbed7f57f3ec431782dd51ba43110a0f4ae3 Mon Sep 17 00:00:00 2001 From: Mic Bowman Date: Fri, 24 May 2013 13:26:07 -0700 Subject: One more appearance change: drop sending the SendAppearance packet to avatar when it becomes root. This packet shows up in the viewer logs as an error and appears to cause problems for completing the texture rebake process for v1 viewers in some cases. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 9e9089b..e1a8941 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2711,7 +2711,9 @@ namespace OpenSim.Region.Framework.Scenes // again here... this comes after the cached appearance check because the avatars // appearance goes into the avatar update packet SendAvatarDataToAllAgents(); - SendAppearanceToAgent(this); + + // This invocation always shows up in the viewer logs as an error. + // SendAppearanceToAgent(this); // If we are using the the cached appearance then send it out to everyone if (cachedappearance) -- cgit v1.1 From 81a6c397811c587cd97b5bb0f186fe6e799f865b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:20:26 -0700 Subject: Meshmerizer: add INI parameter to enable DEBUG mesh detail logging. Default to off. To turn mesh parsing DEBUG detail logging on, add [Mesh] LogMeshDetail=true to the INI file. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 2c10568..1b499d0 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -74,7 +74,7 @@ namespace OpenSim.Region.Physics.Meshing private const string baseDir = null; //"rawFiles"; #endif // If 'true', lots of DEBUG logging of asset parsing details - private bool debugDetail = true; + private bool debugDetail = false; private bool cacheSculptMaps = true; private string decodedSculptMapPath = null; @@ -94,8 +94,11 @@ namespace OpenSim.Region.Physics.Meshing decodedSculptMapPath = start_config.GetString("DecodedSculptMapPath","j2kDecodeCache"); cacheSculptMaps = start_config.GetBoolean("CacheSculptMaps", cacheSculptMaps); - if(mesh_config != null) + if (mesh_config != null) + { useMeshiesPhysicsMesh = mesh_config.GetBoolean("UseMeshiesPhysicsMesh", useMeshiesPhysicsMesh); + debugDetail = mesh_config.GetBoolean("LogMeshDetails", debugDetail); + } try { @@ -415,7 +418,7 @@ namespace OpenSim.Region.Physics.Meshing if (debugDetail) { - string keys = "[MESH]: keys found in convexBlock: "; + string keys = LogHeader + " keys found in convexBlock: "; foreach (KeyValuePair kvp in convexBlock) keys += "'" + kvp.Key + "' "; m_log.Debug(keys); -- cgit v1.1 From 4979940def5561015cb56bc660c6ec721722b9fc Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:23:10 -0700 Subject: BulletSim: properly set mesh hash key in use tracking structure. Shouldn't see any functional difference. --- OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index 48f1394..81edc12 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs @@ -578,7 +578,6 @@ public class BSShapeHull : BSShape PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) { BulletShape newShape = new BulletShape(); - newShape.shapeKey = newHullKey; IMesh meshData = null; List> allHulls = null; @@ -782,6 +781,7 @@ public class BSShapeHull : BSShape // 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. @@ -906,6 +906,7 @@ public class BSShapeCompound : BSShape } else { + // Didn't find it in the lists of specific types. It could be compound. if (physicsScene.PE.IsCompound(pShape)) { BSShapeCompound recursiveCompound = new BSShapeCompound(pShape); @@ -913,6 +914,7 @@ public class BSShapeCompound : BSShape } else { + // If none of the above, maybe it is a simple native shape. if (physicsScene.PE.IsNativeShape(pShape)) { BSShapeNative nativeShape = new BSShapeNative(pShape); @@ -1052,6 +1054,7 @@ public class BSShapeGImpact : BSShape // Check to see if mesh was created (might require an asset). newShape = VerifyMeshCreated(physicsScene, newShape, prim); + newShape.shapeKey = newMeshKey; if (!newShape.isNativeShape || prim.PrimAssetState == BSPhysObject.PrimAssetCondition.Failed) { // If a mesh was what was created, remember the built shape for later sharing. -- cgit v1.1 From 5f1f5ea5ab5badf5944471fefe0a45f7b4f41b91 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:24:16 -0700 Subject: BulletSim: add VehicleInertiaFactor to allow modifying inertia. Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use. --- OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 3 ++- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 3 +++ 2 files changed, 5 insertions(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index c16b7d3..311cf4f 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs @@ -617,7 +617,8 @@ 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.physShapeInfo, m_vehicleMass); + Vector3 inertia = m_physicsScene.PE.CalculateLocalInertia(ControllingPrim.PhysShape.physShapeInfo, m_vehicleMass); + ControllingPrim.Inertia = inertia * BSParam.VehicleInertiaFactor; m_physicsScene.PE.SetMassProps(ControllingPrim.PhysBody, m_vehicleMass, ControllingPrim.Inertia); m_physicsScene.PE.UpdateInertiaTensor(ControllingPrim.PhysBody); diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index c19eda1..e98a7fb 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -148,6 +148,7 @@ public static class BSParam public static float VehicleRestitution { get; private set; } public static Vector3 VehicleLinearFactor { get; private set; } public static Vector3 VehicleAngularFactor { get; private set; } + public static Vector3 VehicleInertiaFactor { get; private set; } public static float VehicleGroundGravityFudge { get; private set; } public static float VehicleAngularBankingTimescaleFudge { get; private set; } public static bool VehicleDebuggingEnable { get; private set; } @@ -583,6 +584,8 @@ public static class BSParam new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleAngularFactor", "Fraction of physical angular changes applied to vehicle (<0,0,0> to <1,1,1>)", new Vector3(1f, 1f, 1f) ), + new ParameterDefn("VehicleInertiaFactor", "Fraction of physical inertia applied (<0,0,0> to <1,1,1>)", + new Vector3(1f, 1f, 1f) ), new ParameterDefn("VehicleFriction", "Friction of vehicle on the ground (0.0 - 1.0)", 0.0f ), new ParameterDefn("VehicleRestitution", "Bouncyness factor for vehicles (0.0 - 1.0)", -- cgit v1.1 From 182137263412fb23f9bdb250afbe1b1509280aac Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 24 May 2013 16:32:19 -0700 Subject: Meshmerizer: remember to add the copied hull verts to the list of hulls. --- OpenSim/Region/Physics/Meshing/Meshmerizer.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs index 1b499d0..fc679e7 100644 --- a/OpenSim/Region/Physics/Meshing/Meshmerizer.cs +++ b/OpenSim/Region/Physics/Meshing/Meshmerizer.cs @@ -893,6 +893,7 @@ namespace OpenSim.Region.Physics.Meshing List verts = new List(); foreach (var vert in hull) verts.Add(vert * size); + hulls.Add(verts); } return hulls; -- cgit v1.1 From 533bbf033df88fd231eb0e7d2b0aa5a0058163ea Mon Sep 17 00:00:00 2001 From: Melanie Date: Sat, 25 May 2013 02:08:54 +0100 Subject: Update the money framework to allow sending the new style linden "serverside is now viewerside" messages regarding currency This will require all money modules to be refactored! --- OpenSim/Addons/Groups/GroupsModule.cs | 2 +- OpenSim/Framework/IClientAPI.cs | 5 ++-- OpenSim/Framework/IMoneyModule.cs | 3 ++- .../Region/ClientStack/Linden/UDP/LLClientView.cs | 30 ++++++++++------------ .../Server/IRCClientView.cs | 7 +---- .../Avatar/XmlRpcGroups/GroupsModule.cs | 2 +- .../World/MoneyModule/SampleMoneyModule.cs | 13 +++++++--- .../Region/OptionalModules/World/NPC/NPCAvatar.cs | 7 +---- OpenSim/Tests/Common/Mock/TestClient.cs | 7 +---- 9 files changed, 32 insertions(+), 44 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Addons/Groups/GroupsModule.cs b/OpenSim/Addons/Groups/GroupsModule.cs index 10bfa8f..f805d69 100644 --- a/OpenSim/Addons/Groups/GroupsModule.cs +++ b/OpenSim/Addons/Groups/GroupsModule.cs @@ -766,7 +766,7 @@ namespace OpenSim.Groups remoteClient.SendCreateGroupReply(UUID.Zero, false, "Insufficient funds to create a group."); return UUID.Zero; } - money.ApplyCharge(remoteClient.AgentId, money.GroupCreationCharge, "Group Creation"); + money.ApplyCharge(remoteClient.AgentId, money.GroupCreationCharge, MoneyTransactionType.GroupCreate); } string reason = string.Empty; UUID groupID = m_groupData.CreateGroup(remoteClient.AgentId, name, charter, showInList, insigniaID, membershipFee, openEnrollment, diff --git a/OpenSim/Framework/IClientAPI.cs b/OpenSim/Framework/IClientAPI.cs index 1fffeff..65f8395 100644 --- a/OpenSim/Framework/IClientAPI.cs +++ b/OpenSim/Framework/IClientAPI.cs @@ -1159,7 +1159,8 @@ namespace OpenSim.Framework void SendTeleportStart(uint flags); void SendTeleportProgress(uint flags, string message); - void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance); + void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item); + void SendPayPrice(UUID objectID, int[] payPrice); void SendCoarseLocationUpdate(List users, List CoarseLocations); @@ -1254,8 +1255,6 @@ namespace OpenSim.Framework void SendDialog(string objectname, UUID objectID, UUID ownerID, string ownerFirstName, string ownerLastName, string msg, UUID textureID, int ch, string[] buttonlabels); - bool AddMoney(int debit); - /// /// Update the client as to where the sun is currently located. /// diff --git a/OpenSim/Framework/IMoneyModule.cs b/OpenSim/Framework/IMoneyModule.cs index 1e09728..52f3e83 100644 --- a/OpenSim/Framework/IMoneyModule.cs +++ b/OpenSim/Framework/IMoneyModule.cs @@ -38,7 +38,8 @@ namespace OpenSim.Framework int GetBalance(UUID agentID); bool UploadCovered(UUID agentID, int amount); bool AmountCovered(UUID agentID, int amount); - void ApplyCharge(UUID agentID, int amount, string text); + void ApplyCharge(UUID agentID, int amount, MoneyTransactionType type); + void ApplyCharge(UUID agentID, int amount, MoneyTransactionType type, string extraData); void ApplyUploadCharge(UUID agentID, int amount, string text); int UploadCharge { get; } diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs index dd8ef9c..e47397d 100644 --- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs +++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs @@ -345,7 +345,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP // protected HashSet m_attachmentsSent; - private int m_moneyBalance; private int m_animationSequenceNumber = 1; private bool m_SendLogoutPacketWhenClosing = true; @@ -420,7 +419,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP public string Name { get { return FirstName + " " + LastName; } } public uint CircuitCode { get { return m_circuitCode; } } - public int MoneyBalance { get { return m_moneyBalance; } } public int NextAnimationSequenceNumber { get { return m_animationSequenceNumber++; } } /// @@ -483,7 +481,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_firstName = sessionInfo.LoginInfo.First; m_lastName = sessionInfo.LoginInfo.Last; m_startpos = sessionInfo.LoginInfo.StartPos; - m_moneyBalance = 1000; m_udpServer = udpServer; m_udpClient = udpClient; @@ -1538,7 +1535,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP OutPacket(tpProgress, ThrottleOutPacketType.Unknown); } - public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance) + public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item) { MoneyBalanceReplyPacket money = (MoneyBalanceReplyPacket)PacketPool.Instance.GetPacket(PacketType.MoneyBalanceReply); money.MoneyData.AgentID = AgentId; @@ -1546,7 +1543,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP money.MoneyData.TransactionSuccess = success; money.MoneyData.Description = description; money.MoneyData.MoneyBalance = balance; - money.TransactionInfo.ItemDescription = Util.StringToBytes256("NONE"); + money.TransactionInfo.TransactionType = transactionType; + money.TransactionInfo.SourceID = sourceID; + money.TransactionInfo.IsSourceGroup = sourceIsGroup; + money.TransactionInfo.DestID = destID; + money.TransactionInfo.IsDestGroup = destIsGroup; + money.TransactionInfo.Amount = amount; + money.TransactionInfo.ItemDescription = Util.StringToBytes256(item); + OutPacket(money, ThrottleOutPacketType.Task); } @@ -2279,6 +2283,11 @@ namespace OpenSim.Region.ClientStack.LindenUDP /// public AgentAlertMessagePacket BuildAgentAlertPacket(string message, bool modal) { + // Prepend a slash to make the message come up in the top right + // again. + // Allow special formats to be sent from aware modules. + if (!modal && !message.StartsWith("ALERT: ") && !message.StartsWith("NOTIFY: ") && message != "Home position set." && message != "You died and have been teleported to your home location") + message = "/" + message; AgentAlertMessagePacket alertPack = (AgentAlertMessagePacket)PacketPool.Instance.GetPacket(PacketType.AgentAlertMessage); alertPack.AgentData.AgentID = AgentId; alertPack.AlertData.Message = Util.StringToBytes256(message); @@ -11933,17 +11942,6 @@ namespace OpenSim.Region.ClientStack.LindenUDP m_udpServer.SendPacket(m_udpClient, packet, throttlePacketType, doAutomaticSplitting, method); } - public bool AddMoney(int debit) - { - if (m_moneyBalance + debit >= 0) - { - m_moneyBalance += debit; - SendMoneyBalance(UUID.Zero, true, Util.StringToBytes256("Poof Poof!"), m_moneyBalance); - return true; - } - return false; - } - protected void HandleAutopilot(Object sender, string method, List args) { float locx = 0; diff --git a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs index 118635d..3726191 100644 --- a/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs +++ b/OpenSim/Region/OptionalModules/Agent/InternetRelayClientView/Server/IRCClientView.cs @@ -1056,7 +1056,7 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server { } - public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance) + public void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item) { } @@ -1196,11 +1196,6 @@ namespace OpenSim.Region.OptionalModules.Agent.InternetRelayClientView.Server } - public bool AddMoney(int debit) - { - return true; - } - public void SendSunPos(Vector3 sunPos, Vector3 sunVel, ulong CurrentTime, uint SecondsPerSunCycle, uint SecondsPerYear, float OrbitalPosition) { diff --git a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs index 29f9591..32fb54b 100644 --- a/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs +++ b/OpenSim/Region/OptionalModules/Avatar/XmlRpcGroups/GroupsModule.cs @@ -764,7 +764,7 @@ namespace OpenSim.Region.OptionalModules.Avatar.XmlRpcGroups remoteClient.SendCreateGroupReply(UUID.Zero, false, "You have got insufficient funds to create a group."); return UUID.Zero; } - money.ApplyCharge(GetRequestingAgentID(remoteClient), money.GroupCreationCharge, "Group Creation"); + money.ApplyCharge(GetRequestingAgentID(remoteClient), money.GroupCreationCharge, MoneyTransactionType.GroupCreate); } UUID groupID = m_groupData.CreateGroup(GetRequestingAgentID(remoteClient), name, charter, showInList, insigniaID, membershipFee, openEnrollment, allowPublish, maturePublish, GetRequestingAgentID(remoteClient)); diff --git a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs index 35f44d0..1345db9 100644 --- a/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs +++ b/OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs @@ -191,9 +191,14 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule // Please do not refactor these to be just one method // Existing implementations need the distinction // - public void ApplyCharge(UUID agentID, int amount, string text) + public void ApplyCharge(UUID agentID, int amount, MoneyTransactionType type, string extraData) { } + + public void ApplyCharge(UUID agentID, int amount, MoneyTransactionType type) + { + } + public void ApplyUploadCharge(UUID agentID, int amount, string text) { } @@ -322,7 +327,7 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule client.SendAlertMessage(e.Message + " "); } - client.SendMoneyBalance(TransactionID, true, new byte[0], returnfunds); + client.SendMoneyBalance(TransactionID, true, new byte[0], returnfunds, 0, UUID.Zero, false, UUID.Zero, false, 0, String.Empty); } else { @@ -385,12 +390,12 @@ namespace OpenSim.Region.OptionalModules.World.MoneyModule { if (sender != null) { - sender.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(senderID)); + sender.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(senderID), 0, UUID.Zero, false, UUID.Zero, false, 0, String.Empty); } if (receiver != null) { - receiver.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(receiverID)); + receiver.SendMoneyBalance(UUID.Random(), transactionresult, Utils.StringToBytes(description), GetFundsForAgentID(receiverID), 0, UUID.Zero, false, UUID.Zero, false, 0, String.Empty); } } } diff --git a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs index 553443f..592e4e1 100644 --- a/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs +++ b/OpenSim/Region/OptionalModules/World/NPC/NPCAvatar.cs @@ -694,7 +694,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC { } - public virtual void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance) + public virtual void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item) { } @@ -866,11 +866,6 @@ namespace OpenSim.Region.OptionalModules.World.NPC { } - public bool AddMoney(int debit) - { - return false; - } - public void SendSunPos(Vector3 sunPos, Vector3 sunVel, ulong time, uint dlen, uint ylen, float phase) { } diff --git a/OpenSim/Tests/Common/Mock/TestClient.cs b/OpenSim/Tests/Common/Mock/TestClient.cs index 09e751a..c660501 100644 --- a/OpenSim/Tests/Common/Mock/TestClient.cs +++ b/OpenSim/Tests/Common/Mock/TestClient.cs @@ -651,7 +651,7 @@ namespace OpenSim.Tests.Common.Mock { } - public virtual void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance) + public virtual void SendMoneyBalance(UUID transaction, bool success, byte[] description, int balance, int transactionType, UUID sourceID, bool sourceIsGroup, UUID destID, bool destIsGroup, int amount, string item) { } @@ -875,11 +875,6 @@ namespace OpenSim.Tests.Common.Mock } - public bool AddMoney(int debit) - { - return false; - } - public void SendSunPos(Vector3 sunPos, Vector3 sunVel, ulong time, uint dlen, uint ylen, float phase) { } -- cgit v1.1 From 0c35d28933ddb2cae7b4f095b35ed4e386a1b71b Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 26 May 2013 17:35:12 -0700 Subject: BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOs which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index e98a7fb..0f0a494 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -373,7 +373,7 @@ public static class BSParam new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", - false ), + true ), new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", false ), -- cgit v1.1 From 7c3a46cceaf9dac694b1c387f37adc2c51c6ee40 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 27 May 2013 14:38:59 -0700 Subject: BulletSim: default using mesh asset hulls to 'true'. This means that, if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh. --- OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 0f0a494..2651e3b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -373,9 +373,9 @@ public static class BSParam new ParameterDefn("ShouldUseSingleConvexHullForPrims", "If true, use a single convex hull shape for physical prims", true ), new ParameterDefn("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", - true ), - new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", false ), + new ParameterDefn("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", + true ), new ParameterDefn("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", 5 ), -- cgit v1.1 From ae0d6ab28a03ec23c91eaf6a8ac94b890916a1ca Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 28 May 2013 09:19:08 -0700 Subject: BulletSim: don't zero motion when changing vehicle type. Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground). --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f5b0361..e11e365 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject PhysScene.TaintedObject("setVehicleType", delegate() { - ZeroMotion(true /* inTaintTime */); + // Some vehicle scripts change vehicle type on the fly as an easy way to + // change all the parameters. Like a plane changing to CAR when on the + // ground. In this case, don't want to zero motion. + // ZeroMotion(true /* inTaintTime */); VehicleActor.ProcessTypeChange(type); ActivateIfPhysical(false); }); -- cgit v1.1