From 079a1e704fcaa9fddc9bb3de0a205969cba058bc Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 18 Nov 2012 18:17:30 -0800
Subject: BulletSim: remove the obsolete interface to the Bullet code. Update
BulletSim libraries with code stripped of the obsolete code.
---
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 134 ---------------------
1 file changed, 134 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 07149d8..28fae13 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -429,140 +429,6 @@ static class BulletSimAPI {
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-[return: MarshalAs(UnmanagedType.LPStr)]
-public static extern string GetVersion();
-
-/* Remove the linkage to the old api methods
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
- int maxCollisions, IntPtr collisionArray,
- int maxUpdates, IntPtr updateArray,
- DebugLogCallback logRoutine);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void Shutdown(uint worldID);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool UpdateParameter(uint worldID, uint localID,
- [MarshalAs(UnmanagedType.LPStr)]string paramCode, float value);
-
-// ===============================================================================
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep,
- out int updatedEntityCount,
- out IntPtr updatedEntitiesPtr,
- out int collidersCount,
- out IntPtr collidersPtr);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool CreateHull(uint worldID, System.UInt64 meshKey,
- int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls
- );
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey,
- int indexCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
- int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices
- );
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool DestroyHull(uint worldID, System.UInt64 meshKey);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool CreateObject(uint worldID, ShapeData shapeData);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern Quaternion GetObjectOrientation(uint WorldID, uint id);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 velocity);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity);
-
-// Set the current force acting on the object
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectScaleMass(uint worldID, uint id, Vector3 scale, float mass, bool isDynamic);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectCollidable(uint worldID, uint id, bool phantom);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectDynamic(uint worldID, uint id, bool isDynamic, float mass);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectGhost(uint worldID, uint id, bool ghostly);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectProperties(uint worldID, uint id, bool isStatic, bool isSolid, bool genCollisions, float mass);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool SetObjectBuoyancy(uint worldID, uint id, float buoyancy);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool HasObject(uint worldID, uint id);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern bool DestroyObject(uint worldID, uint id);
-
-// ===============================================================================
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern SweepHit ConvexSweepTest(uint worldID, uint id, Vector3 to, float extraMargin);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vector3 to);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
-
-// ===============================================================================
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void DumpBulletStatistics();
-*/
-// Log a debug message
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern void SetDebugLogCallback(DebugLogCallback callback);
-
-// ===============================================================================
-// ===============================================================================
-// ===============================================================================
-// A new version of the API that enables moving all the logic out of the C++ code and into
-// the C# code. This will make modifications easier for the next person.
-// This interface passes the actual pointers to the objects in the unmanaged
-// address space. All the management (calls for creation/destruction/lookup)
-// is done in the C# code.
-// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
-// and the old code is removed.
-
-// Functions use while converting from API1 to API2. Can be removed when totally converted.
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern IntPtr GetSimHandle2(uint worldID);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
-
-[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
-public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
-
// ===============================================================================
// Initialization and simulation
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
--
cgit v1.1
From 22be36be69bbf571b26753307b9c2c5456a34d73 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 18 Nov 2012 22:57:26 -0800
Subject: BulletSim: fix the problem with flying being disabled when crossing
region boundries.
---
OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 8 ++++++--
1 file changed, 6 insertions(+), 2 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index f33c124..3c48dcc 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -78,8 +78,8 @@ public sealed class BSCharacter : BSPhysObject
private float _PIDHoverTao;
public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
+ : base(parent_scene, localID, avName, "BSCharacter")
{
- base.BaseInitialize(parent_scene, localID, avName, "BSCharacter");
_physicsActorType = (int)ActorTypes.Agent;
_position = pos;
_size = size;
@@ -131,6 +131,10 @@ public sealed class BSCharacter : BSPhysObject
// Set the velocity and compute the proper friction
ForceVelocity = _velocity;
+ // This will enable or disable the flying buoyancy of the avatar.
+ // Needs to be reset especially when an avatar is recreated after crossing a region boundry.
+ Flying = _flying;
+
BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
@@ -615,7 +619,7 @@ public sealed class BSCharacter : BSPhysObject
newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
// From the total height, remove the capsule half spheres that are at each end
- newScale.Z = size.Z- (newScale.X + newScale.Y);
+ newScale.Z = size.Z - (newScale.X + newScale.Y);
Scale = newScale;
}
--
cgit v1.1
From 6c961d8addf5c6aad81165042e684e45429b3b21 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Sun, 18 Nov 2012 22:58:36 -0800
Subject: BulletSim: Use base class constructors for initialization of BSShape
and other classes.
---
.../Region/Physics/BulletSPlugin/BSPhysObject.cs | 5 +-
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 421 ++++++++++-----------
4 files changed, 214 insertions(+), 216 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index e803072..991e5b1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -47,7 +47,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
*/
public abstract class BSPhysObject : PhysicsActor
{
- protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
+ protected BSPhysObject()
+ {
+ }
+ protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
{
PhysicsScene = parentScene;
LocalID = localID;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 14eb505..500c84a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -88,9 +88,9 @@ public sealed class BSPrim : BSPhysObject
public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
+ : base(parent_scene, localID, primName, "BSPrim")
{
// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
- base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
_physicsActorType = (int)ActorTypes.Prim;
_position = pos;
_size = size;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 1cc607a..2fee95e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -683,7 +683,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
#region Taints
// Calls to the PhysicsActors can't directly call into the physics engine
- // because it might be busy. We delay changes to a known time.
+ // because it might be busy. We delay changes to a known time.
// We rely on C#'s closure to save and restore the context for the delegate.
public void TaintedObject(String ident, TaintCallback callback)
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 5e2c4a8..d59a486 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -1,213 +1,208 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using System.Text;
-
-namespace OpenSim.Region.Physics.BulletSPlugin
-{
-public abstract class BSShape
-{
- public IntPtr ptr { get; set; }
- public ShapeData.PhysicsShapeType type { get; set; }
- public System.UInt64 key { get; set; }
- public int referenceCount { get; set; }
- public DateTime lastReferenced { get; set; }
-
- protected void Initialize()
- {
- ptr = IntPtr.Zero;
- type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
- key = 0;
- referenceCount = 0;
- lastReferenced = DateTime.Now;
- }
-
- // Get a reference to a physical shape. Create if it doesn't exist
- public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
- {
- BSShape ret = null;
-
- if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
- {
- // an avatar capsule is close to a native shape (it is not shared)
- ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
- ShapeData.FixedShapeKey.KEY_CAPSULE);
- physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
- }
-
- // Compound shapes are handled special as they are rebuilt from scratch.
- // This isn't too great a hardship since most of the child shapes will already been created.
- if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
- {
- // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
- ret = BSShapeCompound.GetReference(prim);
- physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
- }
-
- if (ret == null)
- ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
-
- return ret;
- }
- public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
- {
- return null;
- }
- public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
- {
- return null;
- }
-
- // Release the use of a physical shape.
- public abstract void Dereference(BSScene physicsScene);
-
- // All shapes have a static call to get a reference to the physical shape
- // protected abstract static BSShape GetReference();
-
- public override string ToString()
- {
- StringBuilder buff = new StringBuilder();
- buff.Append("
");
- return buff.ToString();
- }
-}
-
-public class BSShapeNull : BSShape
-{
- public BSShapeNull()
- {
- base.Initialize();
- }
- public static BSShape GetReference() { return new BSShapeNull(); }
- public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
-}
-
-public class BSShapeNative : BSShape
-{
- private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
- public BSShapeNative()
- {
- base.Initialize();
- }
- public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
- {
- // Native shapes are not shared and are always built anew.
- return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
- }
-
- private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
- {
- ShapeData nativeShapeData = new ShapeData();
- nativeShapeData.Type = shapeType;
- nativeShapeData.ID = prim.LocalID;
- nativeShapeData.Scale = prim.Scale;
- nativeShapeData.Size = prim.Scale;
- nativeShapeData.MeshKey = (ulong)shapeKey;
- nativeShapeData.HullKey = (ulong)shapeKey;
-
-
- if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
- {
- ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
- physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
- }
- else
- {
- ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
- }
- if (ptr == IntPtr.Zero)
- {
- physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
- LogHeader, prim.LocalID, shapeType);
- }
- type = shapeType;
- key = (UInt64)shapeKey;
- }
- // Make this reference to the physical shape go away since native shapes are not shared.
- public override void Dereference(BSScene physicsScene)
- {
- // Native shapes are not tracked and are released immediately
- physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
- BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
- ptr = IntPtr.Zero;
- // Garbage collection will free up this instance.
- }
-}
-
-public class BSShapeMesh : BSShape
-{
- private static string LogHeader = "[BULLETSIM SHAPE MESH]";
- private static Dictionary Meshes = new Dictionary();
-
- public BSShapeMesh()
- {
- base.Initialize();
- }
- public static BSShape GetReference() { return new BSShapeNull(); }
- public override void Dereference(BSScene physicsScene) { }
-}
-
-public class BSShapeHull : BSShape
-{
- private static string LogHeader = "[BULLETSIM SHAPE HULL]";
- private static Dictionary Hulls = new Dictionary();
-
- public BSShapeHull()
- {
- base.Initialize();
- }
- public static BSShape GetReference() { return new BSShapeNull(); }
- public override void Dereference(BSScene physicsScene) { }
-}
-
-public class BSShapeCompound : BSShape
-{
- private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
- public BSShapeCompound()
- {
- base.Initialize();
- }
- public static BSShape GetReference(BSPhysObject prim)
- {
- return new BSShapeNull();
- }
- public override void Dereference(BSScene physicsScene) { }
-}
-}
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Linq;
+using System.Text;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public abstract class BSShape
+{
+ public IntPtr ptr { get; set; }
+ public ShapeData.PhysicsShapeType type { get; set; }
+ public System.UInt64 key { get; set; }
+ public int referenceCount { get; set; }
+ public DateTime lastReferenced { get; set; }
+
+ public BSShape()
+ {
+ ptr = IntPtr.Zero;
+ type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ key = 0;
+ referenceCount = 0;
+ lastReferenced = DateTime.Now;
+ }
+
+ // Get a reference to a physical shape. Create if it doesn't exist
+ public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
+ {
+ BSShape ret = null;
+
+ if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ {
+ // an avatar capsule is close to a native shape (it is not shared)
+ ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
+ ShapeData.FixedShapeKey.KEY_CAPSULE);
+ physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
+ }
+
+ // Compound shapes are handled special as they are rebuilt from scratch.
+ // This isn't too great a hardship since most of the child shapes will already been created.
+ if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
+ {
+ // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
+ ret = BSShapeCompound.GetReference(prim);
+ physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
+ }
+
+ if (ret == null)
+ ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
+
+ return ret;
+ }
+ public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
+ {
+ return null;
+ }
+ public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
+ {
+ return null;
+ }
+
+ // Release the use of a physical shape.
+ public abstract void Dereference(BSScene physicsScene);
+
+ // All shapes have a static call to get a reference to the physical shape
+ // protected abstract static BSShape GetReference();
+
+ public override string ToString()
+ {
+ StringBuilder buff = new StringBuilder();
+ buff.Append("");
+ return buff.ToString();
+ }
+}
+
+public class BSShapeNull : BSShape
+{
+ public BSShapeNull() : base()
+ {
+ }
+ public static BSShape GetReference() { return new BSShapeNull(); }
+ public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
+}
+
+public class BSShapeNative : BSShape
+{
+ private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
+ public BSShapeNative() : base()
+ {
+ }
+ public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
+ ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ {
+ // Native shapes are not shared and are always built anew.
+ return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
+ }
+
+ private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
+ ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ {
+ ShapeData nativeShapeData = new ShapeData();
+ nativeShapeData.Type = shapeType;
+ nativeShapeData.ID = prim.LocalID;
+ nativeShapeData.Scale = prim.Scale;
+ nativeShapeData.Size = prim.Scale;
+ nativeShapeData.MeshKey = (ulong)shapeKey;
+ nativeShapeData.HullKey = (ulong)shapeKey;
+
+
+ if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ {
+ ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
+ physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
+ }
+ else
+ {
+ ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
+ }
+ if (ptr == IntPtr.Zero)
+ {
+ physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
+ LogHeader, prim.LocalID, shapeType);
+ }
+ type = shapeType;
+ key = (UInt64)shapeKey;
+ }
+ // Make this reference to the physical shape go away since native shapes are not shared.
+ public override void Dereference(BSScene physicsScene)
+ {
+ // Native shapes are not tracked and are released immediately
+ physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
+ BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
+ ptr = IntPtr.Zero;
+ // Garbage collection will free up this instance.
+ }
+}
+
+public class BSShapeMesh : BSShape
+{
+ private static string LogHeader = "[BULLETSIM SHAPE MESH]";
+ private static Dictionary Meshes = new Dictionary();
+
+ public BSShapeMesh() : base()
+ {
+ }
+ public static BSShape GetReference() { return new BSShapeNull(); }
+ public override void Dereference(BSScene physicsScene) { }
+}
+
+public class BSShapeHull : BSShape
+{
+ private static string LogHeader = "[BULLETSIM SHAPE HULL]";
+ private static Dictionary Hulls = new Dictionary();
+
+ public BSShapeHull() : base()
+ {
+ }
+ public static BSShape GetReference() { return new BSShapeNull(); }
+ public override void Dereference(BSScene physicsScene) { }
+}
+
+public class BSShapeCompound : BSShape
+{
+ private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
+ public BSShapeCompound() : base()
+ {
+ }
+ public static BSShape GetReference(BSPhysObject prim)
+ {
+ return new BSShapeNull();
+ }
+ public override void Dereference(BSScene physicsScene) { }
+}
+}
--
cgit v1.1
From dc5711ad6221f087b6250179ac9a6a389581058c Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 20 Nov 2012 04:10:03 +0000
Subject: minor: If logging full incoming HTTP data, don't deceptively print
... at the end of the body.
---
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs | 7 +++++--
1 file changed, 5 insertions(+), 2 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
index 410a76a..66d80cf 100644
--- a/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
+++ b/OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
@@ -719,8 +719,11 @@ namespace OpenSim.Framework.Servers.HttpServer
if (DebugLevel == 5)
{
const int sampleLength = 80;
- char[] sampleChars = new char[sampleLength];
+ char[] sampleChars = new char[sampleLength + 3];
reader.Read(sampleChars, 0, sampleLength);
+ sampleChars[80] = '.';
+ sampleChars[81] = '.';
+ sampleChars[82] = '.';
output = new string(sampleChars);
}
else
@@ -728,7 +731,7 @@ namespace OpenSim.Framework.Servers.HttpServer
output = reader.ReadToEnd();
}
- m_log.DebugFormat("[BASE HTTP SERVER]: {0}...", output.Replace("\n", @"\n"));
+ m_log.DebugFormat("[BASE HTTP SERVER]: {0}", output.Replace("\n", @"\n"));
}
}
--
cgit v1.1
From 0962a35d2ff8e2d0a8cf87bfce542276dfb2c0f5 Mon Sep 17 00:00:00 2001
From: Iain Oliver
Date: Wed, 14 Nov 2012 15:02:35 +0000
Subject: Fix movetotarget on mega regions.
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 24 +++++++++++++++++++++---
1 file changed, 21 insertions(+), 3 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 96bca3e..342de78 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1698,8 +1698,18 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
// Name, pos, m_scene.RegionInfo.RegionName);
- if (pos.X < 0 || pos.X >= Constants.RegionSize
- || pos.Y < 0 || pos.Y >= Constants.RegionSize
+ Vector2 regionSize;
+ IRegionCombinerModule regionCombinerModule = m_scene.RequestModuleInterface();
+ if(regionCombinerModule != null)
+ {
+ regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
+ }
+ else
+ {
+ regionSize = new Vector2(Constants.RegionSize);
+ }
+ if (pos.X < 0 || pos.X >= regionSize.X
+ || pos.Y < 0 || pos.Y >= regionSize.Y
|| pos.Z < 0)
return;
@@ -1713,7 +1723,15 @@ namespace OpenSim.Region.Framework.Scenes
// pos.Z = AbsolutePosition.Z;
// }
- float terrainHeight = (float)m_scene.Heightmap[(int)pos.X, (int)pos.Y];
+ int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X);
+ int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y);
+ UUID target_regionID = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y).RegionID;
+ Scene targetScene = m_scene;
+ if(!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
+ {
+ targetScene = m_scene;
+ }
+ float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)];
pos.Z = Math.Max(terrainHeight, pos.Z);
// Fudge factor. It appears that if one clicks "go here" on a piece of ground, the go here request is
--
cgit v1.1
From 597a101b9f65e2f0b67f9f2de99654f2e5979855 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 20 Nov 2012 05:09:44 +0000
Subject: Minor formatting for 0962a35d and a few one-line comments as to why
that code is there
---
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 +++++++--------
1 file changed, 7 insertions(+), 8 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 342de78..6f36c0b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1698,16 +1698,14 @@ namespace OpenSim.Region.Framework.Scenes
// "[SCENE PRESENCE]: Avatar {0} received request to move to position {1} in {2}",
// Name, pos, m_scene.RegionInfo.RegionName);
+ // Allow move to another sub-region within a megaregion
Vector2 regionSize;
IRegionCombinerModule regionCombinerModule = m_scene.RequestModuleInterface();
- if(regionCombinerModule != null)
- {
+ if (regionCombinerModule != null)
regionSize = regionCombinerModule.GetSizeOfMegaregion(m_scene.RegionInfo.RegionID);
- }
else
- {
regionSize = new Vector2(Constants.RegionSize);
- }
+
if (pos.X < 0 || pos.X >= regionSize.X
|| pos.Y < 0 || pos.Y >= regionSize.Y
|| pos.Z < 0)
@@ -1723,14 +1721,15 @@ namespace OpenSim.Region.Framework.Scenes
// pos.Z = AbsolutePosition.Z;
// }
+ // Get terrain height for sub-region in a megaregion if necessary
int X = (int)((m_scene.RegionInfo.RegionLocX * Constants.RegionSize) + pos.X);
int Y = (int)((m_scene.RegionInfo.RegionLocY * Constants.RegionSize) + pos.Y);
UUID target_regionID = m_scene.GridService.GetRegionByPosition(m_scene.RegionInfo.ScopeID, X, Y).RegionID;
Scene targetScene = m_scene;
- if(!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
- {
+
+ if (!SceneManager.Instance.TryGetScene(target_regionID, out targetScene))
targetScene = m_scene;
- }
+
float terrainHeight = (float)targetScene.Heightmap[(int)(pos.X % Constants.RegionSize), (int)(pos.Y % Constants.RegionSize)];
pos.Z = Math.Max(terrainHeight, pos.Z);
--
cgit v1.1
From ea65a64f7b1867780261c2a01a6323e057ddc097 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 20 Nov 2012 10:11:57 +0000
Subject: refactor: Move common presence connector code into
BasePresenceServiceConnector
---
.../Presence/BasePresenceServiceConnector.cs | 133 +++++++++++++++++++++
.../Presence/LocalPresenceServiceConnector.cs | 113 ++---------------
.../Presence/RemotePresenceServiceConnector.cs | 89 +-------------
.../Presence/Tests/PresenceConnectorsTests.cs | 3 +-
4 files changed, 145 insertions(+), 193 deletions(-)
create mode 100644 OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs
(limited to 'OpenSim')
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs
new file mode 100644
index 0000000..c84518d
--- /dev/null
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs
@@ -0,0 +1,133 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Reflection;
+using log4net;
+using Mono.Addins;
+using Nini.Config;
+using OpenMetaverse;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+using OpenSim.Server.Base;
+using OpenSim.Services.Interfaces;
+using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
+
+namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
+{
+ public class BasePresenceServiceConnector : IPresenceService
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ protected bool m_Enabled;
+
+ protected PresenceDetector m_PresenceDetector;
+
+ ///
+ /// Underlying presence service. Do not use directly.
+ ///
+ public IPresenceService m_PresenceService;
+
+ public Type ReplaceableInterface
+ {
+ get { return null; }
+ }
+
+ public void AddRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ // m_log.DebugFormat(
+ // "[LOCAL PRESENCE CONNECTOR]: Registering IPresenceService to scene {0}", scene.RegionInfo.RegionName);
+
+ scene.RegisterModuleInterface(this);
+ m_PresenceDetector.AddRegion(scene);
+
+ m_log.InfoFormat("[BASE PRESENCE SERVICE CONNECTOR]: Enabled for region {0}", scene.Name);
+ }
+
+ public void RemoveRegion(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ m_PresenceDetector.RemoveRegion(scene);
+ }
+
+ public void RegionLoaded(Scene scene)
+ {
+ if (!m_Enabled)
+ return;
+
+ }
+
+ public void PostInitialise()
+ {
+ }
+
+ public void Close()
+ {
+ }
+
+ #region IPresenceService
+
+ public bool LoginAgent(string userID, UUID sessionID, UUID secureSessionID)
+ {
+ m_log.Warn("[BASE PRESENCE SERVICE CONNECTOR]: LoginAgent connector not implemented at the simulators");
+ return false;
+ }
+
+ public bool LogoutAgent(UUID sessionID)
+ {
+ return m_PresenceService.LogoutAgent(sessionID);
+ }
+
+ public bool LogoutRegionAgents(UUID regionID)
+ {
+ return m_PresenceService.LogoutRegionAgents(regionID);
+ }
+
+ public bool ReportAgent(UUID sessionID, UUID regionID)
+ {
+ return m_PresenceService.ReportAgent(sessionID, regionID);
+ }
+
+ public PresenceInfo GetAgent(UUID sessionID)
+ {
+ return m_PresenceService.GetAgent(sessionID);
+ }
+
+ public PresenceInfo[] GetAgents(string[] userIDs)
+ {
+ return m_PresenceService.GetAgents(userIDs);
+ }
+
+ #endregion
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/LocalPresenceServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/LocalPresenceServiceConnector.cs
index d8bed1b..db5c520 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/LocalPresenceServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/LocalPresenceServiceConnector.cs
@@ -24,53 +24,29 @@
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
+
using System;
using System.Collections.Generic;
using System.Reflection;
-
+using log4net;
+using Mono.Addins;
+using Nini.Config;
+using OpenMetaverse;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Server.Base;
using OpenSim.Services.Interfaces;
using PresenceInfo = OpenSim.Services.Interfaces.PresenceInfo;
-using OpenMetaverse;
-using log4net;
-using Mono.Addins;
-using Nini.Config;
-
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "LocalPresenceServicesConnector")]
- public class LocalPresenceServicesConnector : ISharedRegionModule, IPresenceService
+ public class LocalPresenceServicesConnector : BasePresenceServiceConnector, ISharedRegionModule, IPresenceService
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- private bool m_Enabled = false;
-
- private PresenceDetector m_PresenceDetector;
-
- ///
- /// Underlying presence service. Do not use directly.
- ///
- public IPresenceService m_PresenceService;
-
- public LocalPresenceServicesConnector()
- {
- }
-
- public LocalPresenceServicesConnector(IConfigSource source)
- {
- Initialise(source);
- }
-
#region ISharedRegionModule
- public Type ReplaceableInterface
- {
- get { return null; }
- }
-
public string Name
{
get { return "LocalPresenceServicesConnector"; }
@@ -121,81 +97,6 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
}
}
- public void PostInitialise()
- {
- }
-
- public void Close()
- {
- }
-
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- // m_log.DebugFormat(
- // "[LOCAL PRESENCE CONNECTOR]: Registering IPresenceService to scene {0}", scene.RegionInfo.RegionName);
-
- scene.RegisterModuleInterface(this);
- m_PresenceDetector.AddRegion(scene);
-
- m_log.InfoFormat("[LOCAL PRESENCE CONNECTOR]: Enabled local presence for region {0}", scene.RegionInfo.RegionName);
-
- }
-
- public void RemoveRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- m_PresenceDetector.RemoveRegion(scene);
- }
-
- public void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- }
-
#endregion
-
- #region IPresenceService
-
- public bool LoginAgent(string userID, UUID sessionID, UUID secureSessionID)
- {
- m_log.Warn("[LOCAL PRESENCE CONNECTOR]: LoginAgent connector not implemented at the simulators");
- return false;
- }
-
- public bool LogoutAgent(UUID sessionID)
- {
- return m_PresenceService.LogoutAgent(sessionID);
- }
-
-
- public bool LogoutRegionAgents(UUID regionID)
- {
- return m_PresenceService.LogoutRegionAgents(regionID);
- }
-
- public bool ReportAgent(UUID sessionID, UUID regionID)
- {
- return m_PresenceService.ReportAgent(sessionID, regionID);
- }
-
- public PresenceInfo GetAgent(UUID sessionID)
- {
- return m_PresenceService.GetAgent(sessionID);
- }
-
- public PresenceInfo[] GetAgents(string[] userIDs)
- {
- return m_PresenceService.GetAgents(userIDs);
- }
-
- #endregion
-
}
-}
+}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/RemotePresenceServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/RemotePresenceServiceConnector.cs
index be73932..6ca5c28 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/RemotePresenceServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/RemotePresenceServiceConnector.cs
@@ -43,22 +43,12 @@ using Nini.Config;
namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
{
[Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "RemotePresenceServicesConnector")]
- public class RemotePresenceServicesConnector : ISharedRegionModule, IPresenceService
+ public class RemotePresenceServicesConnector : BasePresenceServiceConnector, ISharedRegionModule
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
#region ISharedRegionModule
- private bool m_Enabled = false;
-
- private PresenceDetector m_PresenceDetector;
- private IPresenceService m_RemoteConnector;
-
- public Type ReplaceableInterface
- {
- get { return null; }
- }
-
public string Name
{
get { return "RemotePresenceServicesConnector"; }
@@ -72,7 +62,7 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
string name = moduleConfig.GetString("PresenceServices", "");
if (name == Name)
{
- m_RemoteConnector = new PresenceServicesConnector(source);
+ m_PresenceService = new PresenceServicesConnector(source);
m_Enabled = true;
@@ -81,81 +71,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
m_log.Info("[REMOTE PRESENCE CONNECTOR]: Remote presence enabled");
}
}
-
- }
-
- public void PostInitialise()
- {
- }
-
- public void Close()
- {
- }
-
- public void AddRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- scene.RegisterModuleInterface(this);
- m_PresenceDetector.AddRegion(scene);
-
- m_log.InfoFormat("[REMOTE PRESENCE CONNECTOR]: Enabled remote presence for region {0}", scene.RegionInfo.RegionName);
-
- }
-
- public void RemoveRegion(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- m_PresenceDetector.RemoveRegion(scene);
- }
-
- public void RegionLoaded(Scene scene)
- {
- if (!m_Enabled)
- return;
-
- }
-
- #endregion
-
- #region IPresenceService
-
- public bool LoginAgent(string userID, UUID sessionID, UUID secureSessionID)
- {
- m_log.Warn("[REMOTE PRESENCE CONNECTOR]: LoginAgent connector not implemented at the simulators");
- return false;
- }
-
- public bool LogoutAgent(UUID sessionID)
- {
- return m_RemoteConnector.LogoutAgent(sessionID);
- }
-
-
- public bool LogoutRegionAgents(UUID regionID)
- {
- return m_RemoteConnector.LogoutRegionAgents(regionID);
- }
-
- public bool ReportAgent(UUID sessionID, UUID regionID)
- {
- return m_RemoteConnector.ReportAgent(sessionID, regionID);
- }
-
- public PresenceInfo GetAgent(UUID sessionID)
- {
- return m_RemoteConnector.GetAgent(sessionID);
- }
-
- public PresenceInfo[] GetAgents(string[] userIDs)
- {
- return m_RemoteConnector.GetAgents(userIDs);
}
#endregion
-
}
-}
+}
\ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs
index 4556df3..32e47f9 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/Tests/PresenceConnectorsTests.cs
@@ -56,7 +56,8 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence.Tests
config.Configs["PresenceService"].Set("LocalServiceModule", "OpenSim.Services.PresenceService.dll:PresenceService");
config.Configs["PresenceService"].Set("StorageProvider", "OpenSim.Data.Null.dll");
- m_LocalConnector = new LocalPresenceServicesConnector(config);
+ m_LocalConnector = new LocalPresenceServicesConnector();
+ m_LocalConnector.Initialise(config);
// Let's stick in a test presence
m_LocalConnector.m_PresenceService.LoginAgent(UUID.Zero.ToString(), UUID.Zero, UUID.Zero);
--
cgit v1.1
From f656adee31f5210acb4d1c8c89fe0d1e9362feee Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 20 Nov 2012 10:22:49 +0000
Subject: If GetAgents() is called with an empty userIDs array then don't
bother with a useless potentially network call on the scene presence service
connector.
This also eliminates the "[PRESENCE HANDLER]: GetAgents called without required uuids argument"
which has started to pop up in the logs when a call is made with an empty uuid array as occasionally happens.
---
.../ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs | 4 ++++
1 file changed, 4 insertions(+)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs
index c84518d..fdbe10a 100644
--- a/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs
+++ b/OpenSim/Region/CoreModules/ServiceConnectorsOut/Presence/BasePresenceServiceConnector.cs
@@ -125,6 +125,10 @@ namespace OpenSim.Region.CoreModules.ServiceConnectorsOut.Presence
public PresenceInfo[] GetAgents(string[] userIDs)
{
+ // Don't bother potentially making a useless network call if we not going to ask for any users anyway.
+ if (userIDs.Length == 0)
+ return new PresenceInfo[0];
+
return m_PresenceService.GetAgents(userIDs);
}
--
cgit v1.1
From bac8ac32dae4049e84f74d276bb5ce83a2a512ac Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Wed, 21 Nov 2012 23:42:34 +0000
Subject: Add regression test for a good request made to the asset service post
handler.
Adds new OpenSim.Server.Handlers.Tests.dll to test suite
---
.../Asset/Tests/AssetServerPostHandlerTests.cs | 84 ++++++++++++++++++++++
1 file changed, 84 insertions(+)
create mode 100644 OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
(limited to 'OpenSim')
diff --git a/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs b/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
new file mode 100644
index 0000000..9e82576
--- /dev/null
+++ b/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
@@ -0,0 +1,84 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.IO;
+using System.Text;
+using System.Xml;
+using System.Xml.Serialization;
+using Nini.Config;
+using NUnit.Framework;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Server.Handlers.Asset;
+using OpenSim.Services.AssetService;
+using OpenSim.Services.Interfaces;
+using OpenSim.Tests.Common;
+
+namespace OpenSim.Server.Handlers.Asset.Test
+{
+ [TestFixture]
+ public class AssetServerPostHandlerTests : OpenSimTestCase
+ {
+ [Test]
+ public void TestGoodAssetStoreRequest()
+ {
+ TestHelpers.InMethod();
+
+ UUID assetId = TestHelpers.ParseTail(0x1);
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ AssetService assetService = new AssetService(config);
+
+ AssetServerPostHandler asph = new AssetServerPostHandler(assetService);
+
+ AssetBase asset = AssetHelpers.CreateNotecardAsset(assetId, "Hello World");
+
+ MemoryStream buffer = new MemoryStream();
+
+ XmlWriterSettings settings = new XmlWriterSettings();
+ settings.Encoding = Encoding.UTF8;
+
+ using (XmlWriter writer = XmlWriter.Create(buffer, settings))
+ {
+ XmlSerializer serializer = new XmlSerializer(typeof(AssetBase));
+ serializer.Serialize(writer, asset);
+ writer.Flush();
+ }
+
+ buffer.Position = 0;
+ asph.Handle(null, buffer, null, null);
+
+ AssetBase retrievedAsset = assetService.Get(assetId.ToString());
+
+ Assert.That(retrievedAsset, Is.Not.Null);
+ }
+ }
+}
\ No newline at end of file
--
cgit v1.1
From 2f5fe4b88e8eb0388cc2138c48a941b1317ed560 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 08:34:18 -0800
Subject: BulletSim: tweek avatar capsule parameters so avatar feet don't go
below ground. This solves the bouncing, short avatar problem (Mantis 6403).
---
OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 7 ++++---
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 11 ++++++-----
2 files changed, 10 insertions(+), 8 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 3c48dcc..fa1a23f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -184,8 +184,8 @@ public sealed class BSCharacter : BSPhysObject
_size = value;
ComputeAvatarScale(_size);
ComputeAvatarVolumeAndMass();
- DetailLog("{0},BSCharacter.setSize,call,scale={1},density={2},volume={3},mass={4}",
- LocalID, Scale, _avatarDensity, _avatarVolume, RawMass);
+ DetailLog("{0},BSCharacter.setSize,call,size={1},scale={2},density={3},volume={4},mass={5}",
+ LocalID, _size, Scale, _avatarDensity, _avatarVolume, RawMass);
PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
{
@@ -619,7 +619,8 @@ public sealed class BSCharacter : BSPhysObject
newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
// From the total height, remove the capsule half spheres that are at each end
- newScale.Z = size.Z - (newScale.X + newScale.Y);
+ // The 1.15f came from ODE. Not sure what this factors in.
+ newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y);
Scale = newScale;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 2fee95e..58dccea 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -712,7 +712,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// here just before the physics engine is called to step the simulation.
public void ProcessTaints()
{
- InTaintTime = true;
+ InTaintTime = true; // Only used for debugging so locking is not necessary.
ProcessRegularTaints();
ProcessPostTaintTaints();
InTaintTime = false;
@@ -758,6 +758,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
DetailLog("{0},BSScene.ProcessTaints,leftTaintsOnList,numNotProcessed={1}", DetailLogZero, _taintOperations.Count);
}
*/
+
// swizzle a new list into the list location so we can process what's there
List oldList;
lock (_taintLock)
@@ -787,8 +788,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
// will replace any previous operation by the same object.
public void PostTaintObject(String ident, uint ID, TaintCallback callback)
{
- if (!m_initialized) return;
-
string uniqueIdent = ident + "-" + ID.ToString();
lock (_taintLock)
{
@@ -864,13 +863,14 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
}
}
+ // Only used for debugging. Does not change state of anything so locking is not necessary.
public bool AssertInTaintTime(string whereFrom)
{
if (!InTaintTime)
{
DetailLog("{0},BSScene.AssertInTaintTime,NOT IN TAINT TIME,Region={1},Where={2}", DetailLogZero, RegionName, whereFrom);
m_log.ErrorFormat("{0} NOT IN TAINT TIME!! Region={1}, Where={2}", LogHeader, RegionName, whereFrom);
- Util.PrintCallStack();
+ Util.PrintCallStack(); // Prints the stack into the DEBUG log file.
}
return InTaintTime;
}
@@ -1186,7 +1186,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
(s) => { return s.m_params[0].avatarCapsuleRadius; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
- 1.5f,
+ // 1.5f,
+ 2.140599f,
(s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarCapsuleHeight; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ),
--
cgit v1.1
From 4d29488216f3619455cda72aaf2d6ccf8f3e2402 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 08:43:43 -0800
Subject: BulletSim: change PositionSanityCheck to apply a force to correct
position corrections (below ground and floating).
---
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 61 ++++++++++------------
.../Physics/BulletSPlugin/BSShapeCollection.cs | 2 +-
2 files changed, 30 insertions(+), 33 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 500c84a..b1b5846 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -47,7 +47,6 @@ public sealed class BSPrim : BSPhysObject
// _size is what the user passed. Scale is what we pass to the physics engine with the mesh.
// Often Scale is unity because the meshmerizer will apply _size when creating the mesh.
private OMV.Vector3 _size; // the multiplier for each mesh dimension as passed by the user
- // private OMV.Vector3 _scale; // the multiplier for each mesh dimension for the mesh as created by the meshmerizer
private bool _grabbed;
private bool _isSelected;
@@ -274,19 +273,19 @@ public sealed class BSPrim : BSPhysObject
if (!Linkset.IsRoot(this))
_position = Linkset.Position(this);
- // don't do the GetObjectPosition for root elements because this function is called a zillion times
+ // don't do the GetObjectPosition for root elements because this function is called a zillion times.
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
return _position;
}
set {
- // If you must push the position into the physics engine, use ForcePosition.
+ // If the position must be forced into the physics engine, use ForcePosition.
if (_position == value)
{
return;
}
_position = value;
// TODO: what does it mean to set the position of a child prim?? Rebuild the constraint?
- PositionSanityCheck();
+ PositionSanityCheck(false);
PhysicsScene.TaintedObject("BSPrim.setPosition", delegate()
{
// DetailLog("{0},BSPrim.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
@@ -302,7 +301,7 @@ public sealed class BSPrim : BSPhysObject
}
set {
_position = value;
- PositionSanityCheck();
+ // PositionSanityCheck(); // Don't do this! Causes a loop and caller should know better.
BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
ActivateIfPhysical(false);
}
@@ -311,52 +310,43 @@ public sealed class BSPrim : BSPhysObject
// Check that the current position is sane and, if not, modify the position to make it so.
// Check for being below terrain and being out of bounds.
// Returns 'true' of the position was made sane by some action.
- private bool PositionSanityCheck()
+ private bool PositionSanityCheck(bool inTaintTime)
{
bool ret = false;
- // If totally below the ground, move the prim up
- // TODO: figure out the right solution for this... only for dynamic objects?
- /*
float terrainHeight = PhysicsScene.TerrainManager.GetTerrainHeightAtXYZ(_position);
+ OMV.Vector3 upForce = OMV.Vector3.Zero;
if (Position.Z < terrainHeight)
{
DetailLog("{0},BSPrim.PositionAdjustUnderGround,call,pos={1},terrain={2}", LocalID, _position, terrainHeight);
- _position.Z = terrainHeight + 2.0f;
+ float targetHeight = terrainHeight + (Size.Z / 2f);
+ // Upforce proportional to the distance away from the terrain. Correct the error in 1 sec.
+ upForce.Z = (terrainHeight - Position.Z) * 1f;
ret = true;
}
- */
+
if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
{
float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
// TODO: a floating motor so object will bob in the water
- if (Position.Z < waterHeight)
+ if (Math.Abs(Position.Z - waterHeight) > 0.1f)
{
- _position.Z = waterHeight;
+ // Upforce proportional to the distance away from the water. Correct the error in 1 sec.
+ upForce.Z = (waterHeight - Position.Z) * 1f;
ret = true;
}
}
// TODO: check for out of bounds
- return ret;
- }
- // A version of the sanity check that also makes sure a new position value is
- // pushed to the physics engine. This routine would be used by anyone
- // who is not already pushing the value.
- private bool PositionSanityCheck(bool inTaintTime)
- {
- bool ret = false;
- if (PositionSanityCheck())
+ // The above code computes a force to apply to correct any out-of-bounds problems. Apply same.
+ if (ret)
{
- // The new position value must be pushed into the physics engine but we can't
- // just assign to "Position" because of potential call loops.
- PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck", delegate()
+ PhysicsScene.TaintedObject(inTaintTime, "BSPrim.PositionSanityCheck:belowTerrain", delegate()
{
- DetailLog("{0},BSPrim.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
- ForcePosition = _position;
+ // Apply upforce and overcome gravity.
+ ForceVelocity = ForceVelocity + upForce - PhysicsScene.DefaultGravity;
});
- ret = true;
}
return ret;
}
@@ -940,6 +930,7 @@ public sealed class BSPrim : BSPhysObject
public override void AddForce(OMV.Vector3 force, bool pushforce) {
AddForce(force, pushforce, false);
}
+ // Applying a force just adds this to the total force on the object.
public void AddForce(OMV.Vector3 force, bool pushforce, bool inTaintTime) {
// for an object, doesn't matter if force is a pushforce or not
if (force.IsFinite())
@@ -971,6 +962,7 @@ public sealed class BSPrim : BSPhysObject
});
}
+ // An impulse force is scaled by the mass of the object.
public void ApplyForceImpulse(OMV.Vector3 impulse, bool inTaintTime)
{
OMV.Vector3 applyImpulse = impulse;
@@ -1423,7 +1415,7 @@ public sealed class BSPrim : BSPhysObject
if (changed != 0)
{
// Only update the position of single objects and linkset roots
- if (this._parentPrim == null)
+ if (Linkset.IsRoot(this))
{
base.RequestPhysicsterseUpdate();
}
@@ -1435,19 +1427,24 @@ public sealed class BSPrim : BSPhysObject
// Updates only for individual prims and for the root object of a linkset.
if (Linkset.IsRoot(this))
{
- // Assign to the local variables so the normal set action does not happen
+ // Assign directly to the local variables so the normal set action does not happen
_position = entprop.Position;
_orientation = entprop.Rotation;
_velocity = entprop.Velocity;
_acceleration = entprop.Acceleration;
_rotationalVelocity = entprop.RotationalVelocity;
+ // The sanity check can change the velocity and/or position.
+ if (PositionSanityCheck(true))
+ {
+ entprop.Position = _position;
+ entprop.Velocity = _velocity;
+ }
+
// remember the current and last set values
LastEntityProperties = CurrentEntityProperties;
CurrentEntityProperties = entprop;
- PositionSanityCheck(true);
-
OMV.Vector3 direction = OMV.Vector3.UnitX * _orientation;
DetailLog("{0},BSPrim.UpdateProperties,call,pos={1},orient={2},dir={3},vel={4},rotVel={5}",
LocalID, _position, _orientation, direction, _velocity, _rotationalVelocity);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 29a23c0..7ef6429 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -940,7 +940,7 @@ public sealed class BSShapeCollection : IDisposable
else
{
bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr,
- prim.LocalID, prim.ForcePosition, prim.ForceOrientation);
+ prim.LocalID, prim.RawPosition, prim.RawOrientation);
DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X"));
}
aBody = new BulletBody(prim.LocalID, bodyPtr);
--
cgit v1.1
From d6db0d5740dae03174f65846556f2f06d573b5c4 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 11:24:25 -0800
Subject: BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since
it is getting simplified out of existance someday) and update all the
references to that enum.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 4 +-
OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs | 4 +-
.../Physics/BulletSPlugin/BSLinksetCompound.cs | 6 +--
.../Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 +-
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 2 +-
.../Physics/BulletSPlugin/BSShapeCollection.cs | 56 +++++++++++-----------
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 16 +++----
.../Physics/BulletSPlugin/BSTerrainManager.cs | 4 +-
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 37 +++++++-------
9 files changed, 67 insertions(+), 66 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index fa1a23f..92ff804 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -203,9 +203,9 @@ public sealed class BSCharacter : BSPhysObject
set { BaseShape = value; }
}
// I want the physics engine to make an avatar capsule
- public override ShapeData.PhysicsShapeType PreferredPhysicalShape
+ public override PhysicsShapeType PreferredPhysicalShape
{
- get {return ShapeData.PhysicsShapeType.SHAPE_AVATAR; }
+ get {return PhysicsShapeType.SHAPE_AVATAR; }
}
public override bool Grabbed {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 436e043..4ee047b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -82,9 +82,9 @@ public abstract class BSLinkset
// Some linksets have a preferred physical shape.
// Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
- public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+ public virtual PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
{
- return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ return PhysicsShapeType.SHAPE_UNKNOWN;
}
// Linksets move around the children so the linkset might need to compute the child position
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index 3238c85..cb37840 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset
}
// For compound implimented linksets, if there are children, use compound shape for the root.
- public override ShapeData.PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+ public override PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
{
- ShapeData.PhysicsShapeType ret = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ PhysicsShapeType ret = PhysicsShapeType.SHAPE_UNKNOWN;
if (IsRoot(requestor) && HasAnyChildren)
{
- ret = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
+ ret = PhysicsShapeType.SHAPE_COMPOUND;
}
// DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
return ret;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 991e5b1..e68b167 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor
public PrimitiveBaseShape BaseShape { get; protected set; }
// Some types of objects have preferred physical representations.
// Returns SHAPE_UNKNOWN if there is no preference.
- public virtual ShapeData.PhysicsShapeType PreferredPhysicalShape
+ public virtual PhysicsShapeType PreferredPhysicalShape
{
- get { return ShapeData.PhysicsShapeType.SHAPE_UNKNOWN; }
+ get { return PhysicsShapeType.SHAPE_UNKNOWN; }
}
// When the physical properties are updated, an EntityProperty holds the update values.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index b1b5846..2657e4b 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -169,7 +169,7 @@ public sealed class BSPrim : BSPhysObject
}
}
// Whatever the linkset wants is what I want.
- public override ShapeData.PhysicsShapeType PreferredPhysicalShape
+ public override PhysicsShapeType PreferredPhysicalShape
{ get { return Linkset.PreferredPhysicalShape(this); } }
public override bool ForceBodyShapeRebuild(bool inTaintTime)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 7ef6429..746a52e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
switch (shape.type)
{
- case ShapeData.PhysicsShapeType.SHAPE_MESH:
+ case PhysicsShapeType.SHAPE_MESH:
MeshDesc meshDesc;
if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
{
@@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable
meshDesc.lastReferenced = System.DateTime.Now;
Meshes[shape.shapeKey] = meshDesc;
break;
- case ShapeData.PhysicsShapeType.SHAPE_HULL:
+ case PhysicsShapeType.SHAPE_HULL:
HullDesc hullDesc;
if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
{
@@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable
hullDesc.lastReferenced = System.DateTime.Now;
Hulls[shape.shapeKey] = hullDesc;
break;
- case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
+ case PhysicsShapeType.SHAPE_UNKNOWN:
break;
default:
// Native shapes are not tracked and they don't go into any list
@@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable
{
switch (shape.type)
{
- case ShapeData.PhysicsShapeType.SHAPE_HULL:
+ case PhysicsShapeType.SHAPE_HULL:
DereferenceHull(shape, shapeCallback);
break;
- case ShapeData.PhysicsShapeType.SHAPE_MESH:
+ case PhysicsShapeType.SHAPE_MESH:
DereferenceMesh(shape, shapeCallback);
break;
- case ShapeData.PhysicsShapeType.SHAPE_COMPOUND:
+ case PhysicsShapeType.SHAPE_COMPOUND:
DereferenceCompound(shape, shapeCallback);
break;
- case ShapeData.PhysicsShapeType.SHAPE_UNKNOWN:
+ case PhysicsShapeType.SHAPE_UNKNOWN:
break;
default:
break;
@@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable
BulletShape shapeInfo = new BulletShape(cShape);
if (TryGetMeshByPtr(cShape, out meshDesc))
{
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_MESH;
+ shapeInfo.type = PhysicsShapeType.SHAPE_MESH;
shapeInfo.shapeKey = meshDesc.shapeKey;
}
else
{
if (TryGetHullByPtr(cShape, out hullDesc))
{
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_HULL;
+ shapeInfo.type = PhysicsShapeType.SHAPE_HULL;
shapeInfo.shapeKey = hullDesc.shapeKey;
}
else
{
if (BulletSimAPI.IsCompound2(cShape))
{
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_COMPOUND;
+ shapeInfo.type = PhysicsShapeType.SHAPE_COMPOUND;
}
else
{
if (BulletSimAPI.IsNativeShape2(cShape))
{
shapeInfo.isNativeShape = true;
- shapeInfo.type = ShapeData.PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
+ shapeInfo.type = PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
}
}
}
@@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable
DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
- if (shapeInfo.type != ShapeData.PhysicsShapeType.SHAPE_UNKNOWN)
+ if (shapeInfo.type != PhysicsShapeType.SHAPE_UNKNOWN)
{
DereferenceShape(shapeInfo, true, null);
}
@@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
bool haveShape = false;
- if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
{
// an avatar capsule is close to a native shape (it is not shared)
- ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
+ ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR,
ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
@@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable
// Compound shapes are handled special as they are rebuilt from scratch.
// This isn't too great a hardship since most of the child shapes will already been created.
- if (!haveShape && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
+ if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
{
ret = GetReferenceToCompoundShape(prim, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
@@ -460,10 +460,10 @@ public sealed class BSShapeCollection : IDisposable
haveShape = true;
if (forceRebuild
|| prim.Scale != prim.Size
- || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_SPHERE
+ || prim.PhysShape.type != PhysicsShapeType.SHAPE_SPHERE
)
{
- ret = GetReferenceToNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_SPHERE,
+ ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE,
ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
@@ -474,10 +474,10 @@ public sealed class BSShapeCollection : IDisposable
haveShape = true;
if (forceRebuild
|| prim.Scale != prim.Size
- || prim.PhysShape.type != ShapeData.PhysicsShapeType.SHAPE_BOX
+ || prim.PhysShape.type != PhysicsShapeType.SHAPE_BOX
)
{
- ret = GetReferenceToNativeShape( prim, ShapeData.PhysicsShapeType.SHAPE_BOX,
+ ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX,
ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
@@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable
// Creates a native shape and assignes it to prim.BSShape.
// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
private bool GetReferenceToNativeShape(BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
+ PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
ShapeDestructionCallback shapeCallback)
{
// release any previous shape
@@ -538,7 +538,7 @@ public sealed class BSShapeCollection : IDisposable
return true;
}
- private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, ShapeData.PhysicsShapeType shapeType,
+ private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType,
ShapeData.FixedShapeKey shapeKey)
{
BulletShape newShape;
@@ -551,7 +551,7 @@ public sealed class BSShapeCollection : IDisposable
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
- if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
{
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
@@ -585,7 +585,7 @@ public sealed class BSShapeCollection : IDisposable
System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
// if this new shape is the same as last time, don't recreate the mesh
- if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
+ if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_MESH)
return false;
DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
@@ -643,7 +643,7 @@ public sealed class BSShapeCollection : IDisposable
indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
}
}
- BulletShape newShape = new BulletShape(meshPtr, ShapeData.PhysicsShapeType.SHAPE_MESH);
+ BulletShape newShape = new BulletShape(meshPtr, PhysicsShapeType.SHAPE_MESH);
newShape.shapeKey = newMeshKey;
return newShape;
@@ -659,7 +659,7 @@ public sealed class BSShapeCollection : IDisposable
System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
// if the hull hasn't changed, don't rebuild it
- if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
+ if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_HULL)
return false;
DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
@@ -780,7 +780,7 @@ public sealed class BSShapeCollection : IDisposable
}
}
- BulletShape newShape = new BulletShape(hullPtr, ShapeData.PhysicsShapeType.SHAPE_HULL);
+ BulletShape newShape = new BulletShape(hullPtr, PhysicsShapeType.SHAPE_HULL);
newShape.shapeKey = newHullKey;
return newShape; // 'true' means a new shape has been added to this prim
@@ -803,7 +803,7 @@ public sealed class BSShapeCollection : IDisposable
// DereferenceShape(prim.PhysShape, true, shapeCallback);
BulletShape cShape = new BulletShape(
- BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), ShapeData.PhysicsShapeType.SHAPE_COMPOUND);
+ BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), PhysicsShapeType.SHAPE_COMPOUND);
// Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
CreateGeomMeshOrHull(prim, shapeCallback);
@@ -894,7 +894,7 @@ public sealed class BSShapeCollection : IDisposable
// While we figure out the real problem, stick a simple native shape on the object.
BulletShape fillinShape =
- BuildPhysicalNativeShape(prim, ShapeData.PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
+ BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
return fillinShape;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index d59a486..2896805 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public abstract class BSShape
{
public IntPtr ptr { get; set; }
- public ShapeData.PhysicsShapeType type { get; set; }
+ public PhysicsShapeType type { get; set; }
public System.UInt64 key { get; set; }
public int referenceCount { get; set; }
public DateTime lastReferenced { get; set; }
@@ -43,7 +43,7 @@ public abstract class BSShape
public BSShape()
{
ptr = IntPtr.Zero;
- type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ type = PhysicsShapeType.SHAPE_UNKNOWN;
key = 0;
referenceCount = 0;
lastReferenced = DateTime.Now;
@@ -54,17 +54,17 @@ public abstract class BSShape
{
BSShape ret = null;
- if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
{
// an avatar capsule is close to a native shape (it is not shared)
- ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
+ ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR,
ShapeData.FixedShapeKey.KEY_CAPSULE);
physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
}
// Compound shapes are handled special as they are rebuilt from scratch.
// This isn't too great a hardship since most of the child shapes will already been created.
- if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
+ if (ret == null && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
{
// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
ret = BSShapeCompound.GetReference(prim);
@@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
{
}
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
{
// Native shapes are not shared and are always built anew.
return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
}
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
- ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
{
ShapeData nativeShapeData = new ShapeData();
nativeShapeData.Type = shapeType;
@@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
nativeShapeData.HullKey = (ulong)shapeKey;
- if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
+ if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
{
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 7c34af2..cc28e4d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -109,7 +109,7 @@ public sealed class BSTerrainManager
// The ground plane is here to catch things that are trying to drop to negative infinity
BulletShape groundPlaneShape = new BulletShape(
BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
- ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE);
+ PhysicsShapeType.SHAPE_GROUNDPLANE);
m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
Vector3.Zero, Quaternion.Identity));
@@ -299,7 +299,7 @@ public sealed class BSTerrainManager
// Create the terrain shape from the mapInfo
mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
- ShapeData.PhysicsShapeType.SHAPE_TERRAIN);
+ PhysicsShapeType.SHAPE_TERRAIN);
// The terrain object initial position is at the center of the object
Vector3 centerPos;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 28fae13..bb63b0a 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -88,11 +88,11 @@ public struct BulletShape
public BulletShape(IntPtr xx)
{
ptr = xx;
- type=ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
+ type=PhysicsShapeType.SHAPE_UNKNOWN;
shapeKey = 0;
isNativeShape = false;
}
- public BulletShape(IntPtr xx, ShapeData.PhysicsShapeType typ)
+ public BulletShape(IntPtr xx, PhysicsShapeType typ)
{
ptr = xx;
type = typ;
@@ -100,7 +100,7 @@ public struct BulletShape
isNativeShape = false;
}
public IntPtr ptr;
- public ShapeData.PhysicsShapeType type;
+ public PhysicsShapeType type;
public System.UInt64 shapeKey;
public bool isNativeShape;
public override string ToString()
@@ -178,24 +178,25 @@ public struct ConvexHull
int VertexCount;
Vector3[] Vertices;
}
+public enum PhysicsShapeType
+{
+ SHAPE_UNKNOWN = 0,
+ SHAPE_AVATAR = 1,
+ SHAPE_BOX = 2,
+ SHAPE_CONE = 3,
+ SHAPE_CYLINDER = 4,
+ SHAPE_SPHERE = 5,
+ SHAPE_MESH = 6,
+ SHAPE_HULL = 7,
+ // following defined by BulletSim
+ SHAPE_GROUNDPLANE = 20,
+ SHAPE_TERRAIN = 21,
+ SHAPE_COMPOUND = 22,
+ SHAPE_HEIGHTMAP = 23,
+};
[StructLayout(LayoutKind.Sequential)]
public struct ShapeData
{
- public enum PhysicsShapeType
- {
- SHAPE_UNKNOWN = 0,
- SHAPE_AVATAR = 1,
- SHAPE_BOX = 2,
- SHAPE_CONE = 3,
- SHAPE_CYLINDER = 4,
- SHAPE_SPHERE = 5,
- SHAPE_MESH = 6,
- SHAPE_HULL = 7,
- // following defined by BulletSim
- SHAPE_GROUNDPLANE = 20,
- SHAPE_TERRAIN = 21,
- SHAPE_COMPOUND = 22,
- };
public uint ID;
public PhysicsShapeType Type;
public Vector3 Position;
--
cgit v1.1
From 65e55ada87e110b65f3d69eb0a4f2402fb1f3ece Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 11:30:22 -0800
Subject: BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it
is getting simplified out of existance someday) and update all the references
to same.
---
.../Physics/BulletSPlugin/BSShapeCollection.cs | 12 +++++------
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 6 +++---
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 24 ++++++++++++----------
3 files changed, 22 insertions(+), 20 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 746a52e..0232618 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -409,7 +409,7 @@ public sealed class BSShapeCollection : IDisposable
{
// an avatar capsule is close to a native shape (it is not shared)
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR,
- ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback);
+ FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
haveShape = true;
@@ -464,7 +464,7 @@ public sealed class BSShapeCollection : IDisposable
)
{
ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE,
- ShapeData.FixedShapeKey.KEY_SPHERE, shapeCallback);
+ FixedShapeKey.KEY_SPHERE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
}
@@ -478,7 +478,7 @@ public sealed class BSShapeCollection : IDisposable
)
{
ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX,
- ShapeData.FixedShapeKey.KEY_BOX, shapeCallback);
+ FixedShapeKey.KEY_BOX, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
prim.LocalID, forceRebuild, prim.PhysShape);
}
@@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable
// Creates a native shape and assignes it to prim.BSShape.
// "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
private bool GetReferenceToNativeShape(BSPhysObject prim,
- PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey,
+ PhysicsShapeType shapeType, FixedShapeKey shapeKey,
ShapeDestructionCallback shapeCallback)
{
// release any previous shape
@@ -539,7 +539,7 @@ public sealed class BSShapeCollection : IDisposable
}
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType,
- ShapeData.FixedShapeKey shapeKey)
+ FixedShapeKey shapeKey)
{
BulletShape newShape;
// Need to make sure the passed shape information is for the native type.
@@ -894,7 +894,7 @@ public sealed class BSShapeCollection : IDisposable
// While we figure out the real problem, stick a simple native shape on the object.
BulletShape fillinShape =
- BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, ShapeData.FixedShapeKey.KEY_BOX);
+ BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
return fillinShape;
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 2896805..71b5074 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -58,7 +58,7 @@ public abstract class BSShape
{
// an avatar capsule is close to a native shape (it is not shared)
ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR,
- ShapeData.FixedShapeKey.KEY_CAPSULE);
+ FixedShapeKey.KEY_CAPSULE);
physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
}
@@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
{
}
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
- PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ PhysicsShapeType shapeType, FixedShapeKey shapeKey)
{
// Native shapes are not shared and are always built anew.
return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
}
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
- PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
+ PhysicsShapeType shapeType, FixedShapeKey shapeKey)
{
ShapeData nativeShapeData = new ShapeData();
nativeShapeData.Type = shapeType;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index bb63b0a..75e7f99 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -89,7 +89,7 @@ public struct BulletShape
{
ptr = xx;
type=PhysicsShapeType.SHAPE_UNKNOWN;
- shapeKey = 0;
+ shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
isNativeShape = false;
}
public BulletShape(IntPtr xx, PhysicsShapeType typ)
@@ -194,6 +194,18 @@ public enum PhysicsShapeType
SHAPE_COMPOUND = 22,
SHAPE_HEIGHTMAP = 23,
};
+
+// The native shapes have predefined shape hash keys
+public enum FixedShapeKey : ulong
+{
+ KEY_NONE = 0,
+ KEY_BOX = 1,
+ KEY_SPHERE = 2,
+ KEY_CONE = 3,
+ KEY_CYLINDER = 4,
+ KEY_CAPSULE = 5,
+}
+
[StructLayout(LayoutKind.Sequential)]
public struct ShapeData
{
@@ -217,16 +229,6 @@ public struct ShapeData
// note that bools are passed as floats since bool size changes by language and architecture
public const float numericTrue = 1f;
public const float numericFalse = 0f;
-
- // The native shapes have predefined shape hash keys
- public enum FixedShapeKey : ulong
- {
- KEY_BOX = 1,
- KEY_SPHERE = 2,
- KEY_CONE = 3,
- KEY_CYLINDER = 4,
- KEY_CAPSULE = 5,
- }
}
[StructLayout(LayoutKind.Sequential)]
public struct SweepHit
--
cgit v1.1
From 8dd5813889b17cc213d20491b41dbf8142b3ccb9 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 11:33:42 -0800
Subject: BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to
eventually having mesh avatars.
---
OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +-
OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 6 +++---
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | 6 +++---
OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 2 +-
4 files changed, 8 insertions(+), 8 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 92ff804..799211e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -205,7 +205,7 @@ public sealed class BSCharacter : BSPhysObject
// I want the physics engine to make an avatar capsule
public override PhysicsShapeType PreferredPhysicalShape
{
- get {return PhysicsShapeType.SHAPE_AVATAR; }
+ get {return PhysicsShapeType.SHAPE_CAPSULE; }
}
public override bool Grabbed {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 0232618..a53ad6e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
bool ret = false;
bool haveShape = false;
- if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
+ if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
- ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_AVATAR,
+ ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
FixedShapeKey.KEY_CAPSULE, shapeCallback);
DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
ret = true;
@@ -551,7 +551,7 @@ public sealed class BSShapeCollection : IDisposable
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
- if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
+ if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index 71b5074..f2e62d9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -54,10 +54,10 @@ public abstract class BSShape
{
BSShape ret = null;
- if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_AVATAR)
+ if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
{
// an avatar capsule is close to a native shape (it is not shared)
- ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_AVATAR,
+ ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
FixedShapeKey.KEY_CAPSULE);
physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
}
@@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
nativeShapeData.HullKey = (ulong)shapeKey;
- if (shapeType == PhysicsShapeType.SHAPE_AVATAR)
+ if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 75e7f99..407d6d7 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -181,7 +181,7 @@ public struct ConvexHull
public enum PhysicsShapeType
{
SHAPE_UNKNOWN = 0,
- SHAPE_AVATAR = 1,
+ SHAPE_CAPSULE = 1,
SHAPE_BOX = 2,
SHAPE_CONE = 3,
SHAPE_CYLINDER = 4,
--
cgit v1.1
From 71b9640dfa67e830769aad64ef208d767e102c92 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 14:51:50 -0800
Subject: BulletSim: pull heightmap implementation out of the terrain manager
so a mesh terrain can be implemented.
---
.../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 174 ++++++++++++++
.../Physics/BulletSPlugin/BSTerrainManager.cs | 257 +++++++--------------
.../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 73 ++++++
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 4 +-
4 files changed, 327 insertions(+), 181 deletions(-)
create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
create mode 100755 OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
new file mode 100755
index 0000000..3bb63cd
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -0,0 +1,174 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.CoreModules;
+using OpenSim.Region.Physics.Manager;
+
+using Nini.Config;
+using log4net;
+
+using OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public sealed class BSTerrainHeightmap : BSTerrainPhys
+{
+ static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
+
+ BulletHeightMapInfo m_mapInfo;
+
+ public BSTerrainHeightmap(BSScene physicsScene, uint id, Vector3 regionSize)
+ : base(physicsScene)
+ {
+ Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
+ Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
+ int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
+ float[] initialMap = new float[totalHeights];
+ for (int ii = 0; ii < totalHeights; ii++)
+ {
+ initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
+ }
+ m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
+ m_mapInfo.minCoords = minTerrainCoords;
+ m_mapInfo.maxCoords = maxTerrainCoords;
+ // Don't have to free any previous since we just got here.
+ BuildHeightmapTerrain();
+ }
+
+ // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
+ // are the high and low points of the heightmap).
+ public BSTerrainHeightmap(BSScene physicsScene, uint id, float[] initialMap,
+ Vector3 minCoords, Vector3 maxCoords)
+ : base(physicsScene)
+ {
+ m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
+ m_mapInfo.minCoords = minCoords;
+ m_mapInfo.maxCoords = maxCoords;
+ m_mapInfo.minZ = minCoords.Z;
+ m_mapInfo.maxZ = maxCoords.Z;
+
+ // Don't have to free any previous since we just got here.
+ BuildHeightmapTerrain();
+ }
+
+ public override void Dispose()
+ {
+ ReleaseHeightMapTerrain();
+ }
+
+ // Using the information in m_mapInfo, create the physical representation of the heightmap.
+ private void BuildHeightmapTerrain()
+ {
+ m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
+ m_mapInfo.minCoords, m_mapInfo.maxCoords,
+ m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
+
+ // Create the terrain shape from the mapInfo
+ m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
+ PhysicsShapeType.SHAPE_TERRAIN);
+
+ // The terrain object initial position is at the center of the object
+ Vector3 centerPos;
+ centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
+ centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
+ centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
+
+ m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
+ BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
+ m_mapInfo.ID, centerPos, Quaternion.Identity));
+
+ // Set current terrain attributes
+ BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
+ BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
+ BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
+ BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
+
+ // Return the new terrain to the world of physical objects
+ BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+
+ // redo its bounding box now that it is in the world
+ BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+
+ BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainFilter,
+ (uint)CollisionFilterGroups.TerrainMask);
+
+ // Make it so the terrain will not move or be considered for movement.
+ BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
+
+ return;
+ }
+
+ // If there is information in m_mapInfo pointing to physical structures, release same.
+ private void ReleaseHeightMapTerrain()
+ {
+ if (m_mapInfo != null)
+ {
+ if (m_mapInfo.terrainBody.ptr != IntPtr.Zero)
+ {
+ if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr))
+ {
+ // Frees both the body and the shape.
+ BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+ BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
+ }
+ }
+ }
+ m_mapInfo = null;
+ }
+
+ // The passed position is relative to the base of the region.
+ public override float GetHeightAtXYZ(Vector3 pos)
+ {
+ float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+
+ int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
+ try
+ {
+ ret = m_mapInfo.heightMap[mapIndex];
+ }
+ catch
+ {
+ // Sometimes they give us wonky values of X and Y. Give a warning and return something.
+ PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
+ LogHeader, m_mapInfo.terrainRegionBase, pos);
+ ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+ }
+ return ret;
+ }
+
+ public override Vector3 TerrainBase
+ {
+ get { return m_mapInfo.terrainRegionBase; }
+ }
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index cc28e4d..db04299 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -40,6 +40,22 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
+
+// The physical implementation of the terrain is wrapped in this class.
+public abstract class BSTerrainPhys : IDisposable
+{
+ public BSScene PhysicsScene { get; private set; }
+
+ public BSTerrainPhys(BSScene physicsScene)
+ {
+ PhysicsScene = physicsScene;
+ }
+ public abstract void Dispose();
+ public abstract float GetHeightAtXYZ(Vector3 pos);
+ public abstract Vector3 TerrainBase { get; }
+}
+
+// ==========================================================================================
public sealed class BSTerrainManager
{
static string LogHeader = "[BULLETSIM TERRAIN MANAGER]";
@@ -67,11 +83,10 @@ public sealed class BSTerrainManager
// If doing mega-regions, if we're region zero we will be managing multiple
// region terrains since region zero does the physics for the whole mega-region.
- private Dictionary m_heightMaps;
+ private Dictionary m_terrains;
- // True of the terrain has been modified.
- // Used to force recalculation of terrain height after terrain has been modified
- private bool m_terrainModified;
+ // Flags used to know when to recalculate the height.
+ private bool m_terrainModified = false;
// If we are doing mega-regions, terrains are added from TERRAIN_ID to m_terrainCount.
// This is incremented before assigning to new region so it is the last ID allocated.
@@ -89,8 +104,7 @@ public sealed class BSTerrainManager
public BSTerrainManager(BSScene physicsScene)
{
PhysicsScene = physicsScene;
- m_heightMaps = new Dictionary();
- m_terrainModified = false;
+ m_terrains = new Dictionary();
// Assume one region of default size
m_worldOffset = Vector3.Zero;
@@ -99,9 +113,6 @@ public sealed class BSTerrainManager
}
// Create the initial instance of terrain and the underlying ground plane.
- // The objects are allocated in the unmanaged space and the pointers are tracked
- // by the managed code.
- // The terrains and the groundPlane are not added to the list of PhysObjects.
// This is called from the initialization routine so we presume it is
// safe to call Bullet in real time. We hope no one is moving prims around yet.
public void CreateInitialGroundPlaneAndTerrain()
@@ -121,15 +132,9 @@ public sealed class BSTerrainManager
BulletSimAPI.SetCollisionFilterMask2(m_groundPlane.ptr,
(uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
- Vector3 minTerrainCoords = new Vector3(0f, 0f, HEIGHT_INITIALIZATION - HEIGHT_EQUAL_FUDGE);
- Vector3 maxTerrainCoords = new Vector3(DefaultRegionSize.X, DefaultRegionSize.Y, HEIGHT_INITIALIZATION);
- int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
- float[] initialMap = new float[totalHeights];
- for (int ii = 0; ii < totalHeights; ii++)
- {
- initialMap[ii] = HEIGHT_INITIALIZATION;
- }
- UpdateOrCreateTerrain(BSScene.TERRAIN_ID, initialMap, minTerrainCoords, maxTerrainCoords, true);
+ // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
+ BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, BSScene.TERRAIN_ID, DefaultRegionSize);
+ m_terrains.Add(Vector3.Zero, initialTerrain);
}
// Release all the terrain structures we might have allocated
@@ -150,15 +155,11 @@ public sealed class BSTerrainManager
// Release all the terrain we have allocated
public void ReleaseTerrain()
{
- foreach (KeyValuePair kvp in m_heightMaps)
+ foreach (KeyValuePair kvp in m_terrains)
{
- if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr))
- {
- BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, kvp.Value.terrainBody.ptr);
- BulletSimAPI.ReleaseHeightMapInfo2(kvp.Value.Ptr);
- }
+ kvp.Value.Dispose();
}
- m_heightMaps.Clear();
+ m_terrains.Clear();
}
// The simulator wants to set a new heightmap for the terrain.
@@ -176,8 +177,9 @@ public sealed class BSTerrainManager
{
DetailLog("{0},SetTerrain.ToParent,offset={1},worldMax={2}",
BSScene.DetailLogZero, m_worldOffset, m_worldMax);
- ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateOrCreateTerrain(BSScene.CHILDTERRAIN_ID,
- localHeightMap, m_worldOffset, m_worldOffset + DefaultRegionSize, true);
+ ((BSScene)MegaRegionParentPhysicsScene).TerrainManager.UpdateTerrain(
+ BSScene.CHILDTERRAIN_ID, localHeightMap,
+ m_worldOffset, m_worldOffset + DefaultRegionSize, true);
}
}
else
@@ -185,7 +187,7 @@ public sealed class BSTerrainManager
// If not doing the mega-prim thing, just change the terrain
DetailLog("{0},SetTerrain.Existing", BSScene.DetailLogZero);
- UpdateOrCreateTerrain(BSScene.TERRAIN_ID, localHeightMap,
+ UpdateTerrain(BSScene.TERRAIN_ID, localHeightMap,
m_worldOffset, m_worldOffset + DefaultRegionSize, true);
}
});
@@ -195,56 +197,60 @@ public sealed class BSTerrainManager
// based on the passed information. The 'id' should be either the terrain id or
// BSScene.CHILDTERRAIN_ID. If the latter, a new child terrain ID will be allocated and used.
// The latter feature is for creating child terrains for mega-regions.
- // If called with a mapInfo in m_heightMaps but the terrain has no body yet (mapInfo.terrainBody.Ptr == 0)
- // then a new body and shape is created and the mapInfo is filled.
- // This call is used for doing the initial terrain creation.
// If called with a mapInfo in m_heightMaps and there is an existing terrain body, a new
// terrain shape is created and added to the body.
// This call is most often used to update the heightMap and parameters of the terrain.
// (The above does suggest that some simplification/refactoring is in order.)
- private void UpdateOrCreateTerrain(uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
+ private void UpdateTerrain(uint id, float[] heightMap,
+ Vector3 minCoords, Vector3 maxCoords, bool inTaintTime)
{
- DetailLog("{0},BSTerrainManager.UpdateOrCreateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
+ DetailLog("{0},BSTerrainManager.UpdateTerrain,call,minC={1},maxC={2},inTaintTime={3}",
BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
+ // Find high and low points of passed heightmap.
+ // The min and max passed in are usually the region objects can exist in (maximum
+ // object height, for instance). The terrain wants the bounding box for the
+ // terrain so we replace passed min and max Z with the actual terrain min/max Z.
+ // limit, for
float minZ = float.MaxValue;
float maxZ = float.MinValue;
- Vector2 terrainRegionBase = new Vector2(minCoords.X, minCoords.Y);
-
- int heightMapSize = heightMap.Length;
- for (int ii = 0; ii < heightMapSize; ii++)
+ foreach (float height in heightMap)
{
- float height = heightMap[ii];
if (height < minZ) minZ = height;
if (height > maxZ) maxZ = height;
}
-
- // The shape of the terrain is from its base to its extents.
minCoords.Z = minZ;
maxCoords.Z = maxZ;
- BulletHeightMapInfo mapInfo;
- if (m_heightMaps.TryGetValue(terrainRegionBase, out mapInfo))
+ Vector3 terrainRegionBase = new Vector3(minCoords.X, minCoords.Y, 0f);
+
+ BSTerrainPhys terrainPhys;
+ if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
{
// If this is terrain we know about, it's easy to update
- mapInfo.heightMap = heightMap;
- mapInfo.minCoords = minCoords;
- mapInfo.maxCoords = maxCoords;
- mapInfo.minZ = minZ;
- mapInfo.maxZ = maxZ;
- mapInfo.sizeX = maxCoords.X - minCoords.X;
- mapInfo.sizeY = maxCoords.Y - minCoords.Y;
- DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,call,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
- BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
-
- PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:UpdateExisting", delegate()
+ DetailLog("{0},UpdateTerrain:UpdateExisting,call,terrainBase={1}", BSScene.DetailLogZero, terrainRegionBase);
+
+ PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
{
- if (MegaRegionParentPhysicsScene != null)
+ // Remove old terrain from the collection
+ m_terrains.Remove(terrainPhys.TerrainBase);
+ // Release any physical memory it may be using.
+ terrainPhys.Dispose();
+
+ if (MegaRegionParentPhysicsScene == null)
+ {
+ BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, id,
+ heightMap, minCoords, maxCoords);
+ m_terrains.Add(terrainRegionBase, newTerrainPhys);
+
+ m_terrainModified = true;
+ }
+ else
{
// It's possible that Combine() was called after this code was queued.
// If we are a child of combined regions, we don't create any terrain for us.
- DetailLog("{0},UpdateOrCreateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
+ DetailLog("{0},BSTerrainManager.UpdateTerrain:AmACombineChild,taint", BSScene.DetailLogZero);
// Get rid of any terrain that may have been allocated for us.
ReleaseGroundPlaneAndTerrain();
@@ -252,91 +258,6 @@ public sealed class BSTerrainManager
// I hate doing this, but just bail
return;
}
-
- if (mapInfo.terrainBody.ptr != IntPtr.Zero)
- {
- // Updating an existing terrain.
- DetailLog("{0},UpdateOrCreateTerrain:UpdateExisting,taint,terrainBase={1},minC={2}, maxC={3}, szX={4}, szY={5}",
- BSScene.DetailLogZero, terrainRegionBase, mapInfo.minCoords, mapInfo.maxCoords, mapInfo.sizeX, mapInfo.sizeY);
-
- // Remove from the dynamics world because we're going to mangle this object
- BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
-
- // Get rid of the old terrain
- BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
- BulletSimAPI.ReleaseHeightMapInfo2(mapInfo.Ptr);
- mapInfo.Ptr = IntPtr.Zero;
-
- /*
- // NOTE: This routine is half here because I can't get the terrain shape replacement
- // to work. In the short term, the above three lines completely delete the old
- // terrain and the code below recreates one from scratch.
- // Hopefully the Bullet community will help me out on this one.
-
- // First, release the old collision shape (there is only one terrain)
- BulletSimAPI.DeleteCollisionShape2(m_physicsScene.World.Ptr, mapInfo.terrainShape.Ptr);
-
- // Fill the existing height map info with the new location and size information
- BulletSimAPI.FillHeightMapInfo2(m_physicsScene.World.Ptr, mapInfo.Ptr, mapInfo.ID,
- mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
-
- // Create a terrain shape based on the new info
- mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr));
-
- // Stuff the shape into the existing terrain body
- BulletSimAPI.SetBodyShape2(m_physicsScene.World.Ptr, mapInfo.terrainBody.Ptr, mapInfo.terrainShape.Ptr);
- */
- }
- // else
- {
- // Creating a new terrain.
- DetailLog("{0},UpdateOrCreateTerrain:CreateNewTerrain,taint,baseX={1},baseY={2},minZ={3},maxZ={4}",
- BSScene.DetailLogZero, mapInfo.minCoords.X, mapInfo.minCoords.Y, minZ, maxZ);
-
- mapInfo.ID = id;
- mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, mapInfo.ID,
- mapInfo.minCoords, mapInfo.maxCoords, mapInfo.heightMap, TERRAIN_COLLISION_MARGIN);
-
- // Create the terrain shape from the mapInfo
- mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
- PhysicsShapeType.SHAPE_TERRAIN);
-
- // The terrain object initial position is at the center of the object
- Vector3 centerPos;
- centerPos.X = minCoords.X + (mapInfo.sizeX / 2f);
- centerPos.Y = minCoords.Y + (mapInfo.sizeY / 2f);
- centerPos.Z = minZ + ((maxZ - minZ) / 2f);
-
- mapInfo.terrainBody = new BulletBody(mapInfo.ID,
- BulletSimAPI.CreateBodyWithDefaultMotionState2(mapInfo.terrainShape.ptr,
- id, centerPos, Quaternion.Identity));
- }
-
- // Make sure the entry is in the heightmap table
- m_heightMaps[terrainRegionBase] = mapInfo;
-
- // Set current terrain attributes
- BulletSimAPI.SetFriction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
- BulletSimAPI.SetHitFraction2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
- BulletSimAPI.SetRestitution2(mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
- BulletSimAPI.SetCollisionFlags2(mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
-
- // Return the new terrain to the world of physical objects
- BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
-
- // redo its bounding box now that it is in the world
- BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, mapInfo.terrainBody.ptr);
-
- BulletSimAPI.SetCollisionFilterMask2(mapInfo.terrainBody.ptr,
- (uint)CollisionFilterGroups.TerrainFilter,
- (uint)CollisionFilterGroups.TerrainMask);
-
- // Make sure the new shape is processed.
- // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
- // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
- BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
-
- m_terrainModified = true;
});
}
else
@@ -353,34 +274,23 @@ public sealed class BSTerrainManager
Vector3 minCoordsX = minCoords;
Vector3 maxCoordsX = maxCoords;
- DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
+ DetailLog("{0},UpdateTerrain:NewTerrain,call,id={1}, minC={2}, maxC={3}",
BSScene.DetailLogZero, newTerrainID, minCoords, minCoords);
// Code that must happen at taint-time
- PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateOrCreateTerrain:NewTerrain", delegate()
+ PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:NewTerrain", delegate()
{
- DetailLog("{0},UpdateOrCreateTerrain:NewTerrain,taint,baseX={1},baseY={2}", BSScene.DetailLogZero, minCoords.X, minCoords.Y);
- // Create a new mapInfo that will be filled with the new info
- mapInfo = new BulletHeightMapInfo(id, heightMapX,
- BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, newTerrainID,
- minCoordsX, maxCoordsX, heightMapX, TERRAIN_COLLISION_MARGIN));
- // Put the unfilled heightmap info into the collection of same
- m_heightMaps.Add(terrainRegionBase, mapInfo);
- // Build the terrain
- UpdateOrCreateTerrain(newTerrainID, heightMap, minCoords, maxCoords, true);
+ DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
+ BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
+ BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, newTerrainID,
+ heightMapX, minCoordsX, maxCoordsX);
+ m_terrains.Add(terrainRegionBase, newTerrainPhys);
m_terrainModified = true;
});
}
}
- // Someday we will have complex terrain with caves and tunnels
- public float GetTerrainHeightAtXYZ(Vector3 loc)
- {
- // For the moment, it's flat and convex
- return GetTerrainHeightAtXY(loc.X, loc.Y);
- }
-
// Given an X and Y, find the height of the terrain.
// Since we could be handling multiple terrains for a mega-region,
// the base of the region is calcuated assuming all regions are
@@ -390,8 +300,10 @@ public sealed class BSTerrainManager
private float lastHeightTX = 999999f;
private float lastHeightTY = 999999f;
private float lastHeight = HEIGHT_INITIAL_LASTHEIGHT;
- private float GetTerrainHeightAtXY(float tX, float tY)
+ public float GetTerrainHeightAtXYZ(Vector3 loc)
{
+ float tX = loc.X;
+ float tY = loc.Y;
// You'd be surprized at the number of times this routine is called
// with the same parameters as last time.
if (!m_terrainModified && lastHeightTX == tX && lastHeightTY == tY)
@@ -403,27 +315,14 @@ public sealed class BSTerrainManager
int offsetX = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X;
int offsetY = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y;
- Vector2 terrainBaseXY = new Vector2(offsetX, offsetY);
+ Vector3 terrainBaseXYZ = new Vector3(offsetX, offsetY, 0f);
- BulletHeightMapInfo mapInfo;
- if (m_heightMaps.TryGetValue(terrainBaseXY, out mapInfo))
+ BSTerrainPhys physTerrain;
+ if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain))
{
- float regionX = tX - offsetX;
- float regionY = tY - offsetY;
- int mapIndex = (int)regionY * (int)mapInfo.sizeY + (int)regionX;
- try
- {
- ret = mapInfo.heightMap[mapIndex];
- }
- catch
- {
- // Sometimes they give us wonky values of X and Y. Give a warning and return something.
- PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, x={2}, y={3}",
- LogHeader, terrainBaseXY, regionX, regionY);
- ret = HEIGHT_GETHEIGHT_RET;
- }
- // DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXY,bX={1},baseY={2},szX={3},szY={4},regX={5},regY={6},index={7},ht={8}",
- // BSScene.DetailLogZero, offsetX, offsetY, mapInfo.sizeX, mapInfo.sizeY, regionX, regionY, mapIndex, ret);
+ ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ);
+ DetailLog("{0},BSTerrainManager.GetTerrainHeightAtXYZ,loc={1},base={2},height={3}",
+ BSScene.DetailLogZero, loc, terrainBaseXYZ, ret);
}
else
{
@@ -466,7 +365,7 @@ public sealed class BSTerrainManager
// Unhook all the combining that I know about.
public void UnCombine(PhysicsScene pScene)
{
- // Just like ODE, for the moment a NOP
+ // Just like ODE, we don't do anything yet.
DetailLog("{0},BSTerrainManager.UnCombine", BSScene.DetailLogZero);
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
new file mode 100755
index 0000000..387c78b
--- /dev/null
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -0,0 +1,73 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.CoreModules;
+using OpenSim.Region.Physics.Manager;
+
+using Nini.Config;
+using log4net;
+
+using OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public sealed class BSTerrainMesh : BSTerrainPhys
+{
+ static string LogHeader = "[BULLETSIM TERRAIN MESH]";
+
+ public BSTerrainMesh(BSScene physicsScene, uint id, Vector3 regionSize)
+ : base(physicsScene)
+ {
+ }
+
+ public BSTerrainMesh(BSScene physicsScene /* parameters for making mesh */)
+ : base(physicsScene)
+ {
+ }
+
+ public override void Dispose()
+ {
+ return;
+ }
+
+ public override float GetHeightAtXYZ(Vector3 pos)
+ {
+ return 12345f;
+ }
+
+ public override Vector3 TerrainBase
+ {
+ get { return Vector3.Zero; }
+ }
+
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 407d6d7..bab3b3d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -152,7 +152,7 @@ public class BulletHeightMapInfo
ID = id;
Ptr = xx;
heightMap = hm;
- terrainRegionBase = new Vector2(0f, 0f);
+ terrainRegionBase = Vector3.Zero;
minCoords = new Vector3(100f, 100f, 25f);
maxCoords = new Vector3(101f, 101f, 26f);
minZ = maxZ = 0f;
@@ -161,7 +161,7 @@ public class BulletHeightMapInfo
public uint ID;
public IntPtr Ptr;
public float[] heightMap;
- public Vector2 terrainRegionBase;
+ public Vector3 terrainRegionBase;
public Vector3 minCoords;
public Vector3 maxCoords;
public float sizeX, sizeY;
--
cgit v1.1
From 34cbc738a84b7946a87e8bfd3bb04869519b3dee Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 20:36:49 -0800
Subject: BulletSim: enablement and debugging of mesh terrain.
---
.../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 28 ++-
.../Physics/BulletSPlugin/BSTerrainManager.cs | 26 ++-
.../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 229 ++++++++++++++++++++-
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 6 +-
4 files changed, 253 insertions(+), 36 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 3bb63cd..e9fd0cb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -44,10 +44,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
{
static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
- BulletHeightMapInfo m_mapInfo;
+ BulletHeightMapInfo m_mapInfo = null;
- public BSTerrainHeightmap(BSScene physicsScene, uint id, Vector3 regionSize)
- : base(physicsScene)
+ // Constructor to build a default, flat heightmap terrain.
+ public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
+ : base(physicsScene, regionBase, id)
{
Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
@@ -60,21 +61,23 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
m_mapInfo.minCoords = minTerrainCoords;
m_mapInfo.maxCoords = maxTerrainCoords;
+ m_mapInfo.terrainRegionBase = TerrainBase;
// Don't have to free any previous since we just got here.
BuildHeightmapTerrain();
}
// This minCoords and maxCoords passed in give the size of the terrain (min and max Z
// are the high and low points of the heightmap).
- public BSTerrainHeightmap(BSScene physicsScene, uint id, float[] initialMap,
+ public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
Vector3 minCoords, Vector3 maxCoords)
- : base(physicsScene)
+ : base(physicsScene, regionBase, id)
{
m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
m_mapInfo.minCoords = minCoords;
m_mapInfo.maxCoords = maxCoords;
m_mapInfo.minZ = minCoords.Z;
m_mapInfo.maxZ = maxCoords.Z;
+ m_mapInfo.terrainRegionBase = TerrainBase;
// Don't have to free any previous since we just got here.
BuildHeightmapTerrain();
@@ -135,12 +138,10 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
{
if (m_mapInfo.terrainBody.ptr != IntPtr.Zero)
{
- if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr))
- {
- // Frees both the body and the shape.
- BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
- BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
- }
+ BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+ // Frees both the body and the shape.
+ BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+ BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
}
}
m_mapInfo = null;
@@ -165,10 +166,5 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
}
return ret;
}
-
- public override Vector3 TerrainBase
- {
- get { return m_mapInfo.terrainRegionBase; }
- }
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index db04299..ed0dfa8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -45,14 +45,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin
public abstract class BSTerrainPhys : IDisposable
{
public BSScene PhysicsScene { get; private set; }
+ // Base of the region in world coordinates. Coordinates inside the region are relative to this.
+ public Vector3 TerrainBase { get; private set; }
+ public uint ID { get; private set; }
- public BSTerrainPhys(BSScene physicsScene)
+ public BSTerrainPhys(BSScene physicsScene, Vector3 regionBase, uint id)
{
PhysicsScene = physicsScene;
+ TerrainBase = regionBase;
+ ID = id;
}
public abstract void Dispose();
public abstract float GetHeightAtXYZ(Vector3 pos);
- public abstract Vector3 TerrainBase { get; }
}
// ==========================================================================================
@@ -133,7 +137,7 @@ public sealed class BSTerrainManager
(uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask);
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
- BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, BSScene.TERRAIN_ID, DefaultRegionSize);
+ BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
m_terrains.Add(Vector3.Zero, initialTerrain);
}
@@ -208,10 +212,9 @@ public sealed class BSTerrainManager
BSScene.DetailLogZero, minCoords, maxCoords, inTaintTime);
// Find high and low points of passed heightmap.
- // The min and max passed in are usually the region objects can exist in (maximum
+ // The min and max passed in is usually the area objects can be in (maximum
// object height, for instance). The terrain wants the bounding box for the
// terrain so we replace passed min and max Z with the actual terrain min/max Z.
- // limit, for
float minZ = float.MaxValue;
float maxZ = float.MinValue;
foreach (float height in heightMap)
@@ -219,6 +222,11 @@ public sealed class BSTerrainManager
if (height < minZ) minZ = height;
if (height > maxZ) maxZ = height;
}
+ if (minZ == maxZ)
+ {
+ // If min and max are the same, reduce min a little bit so a good bounding box is created.
+ minZ -= BSTerrainManager.HEIGHT_EQUAL_FUDGE;
+ }
minCoords.Z = minZ;
maxCoords.Z = maxZ;
@@ -240,7 +248,9 @@ public sealed class BSTerrainManager
if (MegaRegionParentPhysicsScene == null)
{
- BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, id,
+ // BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
+ // heightMap, minCoords, maxCoords);
+ BSTerrainPhys newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
heightMap, minCoords, maxCoords);
m_terrains.Add(terrainRegionBase, newTerrainPhys);
@@ -282,8 +292,8 @@ public sealed class BSTerrainManager
{
DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
- BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, newTerrainID,
- heightMapX, minCoordsX, maxCoordsX);
+ BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase,
+ newTerrainID, heightMapX, minCoordsX, maxCoordsX);
m_terrains.Add(terrainRegionBase, newTerrainPhys);
m_terrainModified = true;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 387c78b..bbb014a 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -44,30 +44,241 @@ public sealed class BSTerrainMesh : BSTerrainPhys
{
static string LogHeader = "[BULLETSIM TERRAIN MESH]";
- public BSTerrainMesh(BSScene physicsScene, uint id, Vector3 regionSize)
- : base(physicsScene)
+ private float[] m_savedHeightMap;
+ int m_sizeX;
+ int m_sizeY;
+
+ BulletShape m_terrainShape;
+ BulletBody m_terrainBody;
+
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
+ : base(physicsScene, regionBase, id)
{
}
- public BSTerrainMesh(BSScene physicsScene /* parameters for making mesh */)
- : base(physicsScene)
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */)
+ : base(physicsScene, regionBase, id)
{
}
+ // Create terrain mesh from a heightmap.
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
+ Vector3 minCoords, Vector3 maxCoords)
+ : base(physicsScene, regionBase, id)
+ {
+ int indicesCount;
+ int[] indices;
+ int verticesCount;
+ float[] vertices;
+
+ m_savedHeightMap = initialMap;
+
+ m_sizeX = (int)(maxCoords.X - minCoords.X);
+ m_sizeY = (int)(maxCoords.Y - minCoords.Y);
+
+ if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, m_sizeX, m_sizeY,
+ (float)m_sizeX, (float)m_sizeY,
+ Vector3.Zero, 1.0f,
+ out indicesCount, out indices, out verticesCount, out vertices))
+ {
+ // DISASTER!!
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
+ PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterConvertHeightmapToMesh,ver={1},ind={2}",
+ ID, verticesCount, indicesCount);
+
+ m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
+ indicesCount, indices, verticesCount, vertices),
+ PhysicsShapeType.SHAPE_MESH);
+ if (m_terrainShape.ptr == IntPtr.Zero)
+ {
+ // DISASTER!!
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
+ physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateShape,shape={1}", ID, m_terrainShape);
+
+ // The terrain object initial position is at the center of the object
+ Vector3 centerPos;
+ centerPos.X = minCoords.X + (m_sizeX / 2f);
+ centerPos.Y = minCoords.Y + (m_sizeY / 2f);
+ centerPos.Z = minCoords.Z + ((maxCoords.Z - minCoords.Z) / 2f);
+ Quaternion rot = Quaternion.Identity;
+
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,creatingBody,centerPos={1},rot={2}", ID, centerPos, rot);
+ m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(
+ m_terrainShape.ptr, ID, centerPos, rot));
+ if (m_terrainBody.ptr == IntPtr.Zero)
+ {
+ // DISASTER!!
+ physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateBody,body={1}", ID, m_terrainBody);
+
+ // Set current terrain attributes
+ BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction);
+ BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
+ BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
+ BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
+
+ // Static objects are not very massive.
+ BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
+
+ // Return the new terrain to the world of physical objects
+ BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+
+ // redo its bounding box now that it is in the world
+ BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+
+ BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainFilter,
+ (uint)CollisionFilterGroups.TerrainMask);
+
+ // Make it so the terrain will not move or be considered for movement.
+ BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
+ }
+
public override void Dispose()
{
- return;
+ if (m_terrainBody.ptr != IntPtr.Zero)
+ {
+ BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+ // Frees both the body and the shape.
+ BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+ }
}
public override float GetHeightAtXYZ(Vector3 pos)
{
- return 12345f;
+ // For the moment use the saved heightmap to get the terrain height.
+ // TODO: raycast downward to find the true terrain below the position.
+ float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+
+ int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X;
+ try
+ {
+ ret = m_savedHeightMap[mapIndex];
+ }
+ catch
+ {
+ // Sometimes they give us wonky values of X and Y. Give a warning and return something.
+ PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
+ LogHeader, TerrainBase, pos);
+ ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+ }
+ return ret;
}
- public override Vector3 TerrainBase
+ // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
+ // Return 'true' if successfully created.
+ public static bool ConvertHeightmapToMesh(
+ BSScene physicsScene,
+ float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
+ float extentX, float extentY, // zero based range for output vertices
+ Vector3 extentBase, // base to be added to all vertices
+ float magnification, // number of vertices to create between heightMap coords
+ out int indicesCountO, out int[] indicesO,
+ out int verticesCountO, out float[] verticesO)
{
- get { return Vector3.Zero; }
- }
+ bool ret = false;
+
+ int indicesCount = 0;
+ int verticesCount = 0;
+ int[] indices = new int[0];
+ float[] vertices = new float[0];
+ // Simple mesh creation which assumes magnification == 1, sizeX == extentX and sizeY == extentY.
+ // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
+
+ try
+ {
+ // One vertice per heightmap value plus the vertices off the top and bottom edge.
+ int totalVertices = (sizeX + 1) * (sizeY + 1);
+ vertices = new float[totalVertices * 3];
+ int totalIndices = sizeX * sizeY * 6;
+ indices = new int[totalIndices];
+
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2}",
+ BSScene.DetailLogZero, totalVertices, totalIndices);
+ float magX = (float)sizeX / extentX;
+ float magY = (float)sizeY / extentY;
+ // Note that sizeX+1 vertices are created since there is land between this and the next region.
+ for (int yy = 0; yy <= sizeY; yy++)
+ {
+ for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times
+ {
+ int offset = yy * sizeX + xx;
+ // Extend the height from the height from the last row or column
+ if (yy == sizeY) offset -= sizeX;
+ if (xx == sizeX) offset -= 1;
+ float height = heightMap[offset];
+ vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
+ vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
+ vertices[verticesCount + 2] = height + extentBase.Z;
+ if (physicsScene.PhysicsLogging.Enabled && verticesCount < 900) // DEBUG DEBUG DEBUG
+ {
+ Vector3 genVertex = new Vector3(
+ vertices[verticesCount + 0],
+ vertices[verticesCount + 1],
+ vertices[verticesCount + 2]);
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,ii={1},vertex={2}",
+ BSScene.DetailLogZero, verticesCount/3, genVertex);
+ }
+ verticesCount += 3;
+ }
+ }
+ verticesCount = verticesCount / 3;
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
+ BSScene.DetailLogZero, verticesCount);
+
+ for (int yy = 0; yy < sizeY; yy++)
+ {
+ for (int xx = 0; xx < sizeX; xx++)
+ {
+ int offset = yy * sizeX + xx;
+ // Each vertices is presumed to be the upper left corner of a box of two triangles
+ indices[indicesCount + 0] = offset;
+ indices[indicesCount + 1] = offset + 1;
+ indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
+ indices[indicesCount + 3] = offset + 1;
+ indices[indicesCount + 4] = offset + sizeX + 2;
+ indices[indicesCount + 5] = offset + sizeX + 1;
+ if (indicesCount < (300 * 6)) // DEBUG DEBUG DEBUG
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,i0={1},i1={2},i2={3},i3={4},i4={5},i5={6}", // DEEBUG DEBUG DEBUG
+ BSScene.DetailLogZero,
+ indices[indicesCount + 0],
+ indices[indicesCount + 1],
+ indices[indicesCount + 2],
+ indices[indicesCount + 3],
+ indices[indicesCount + 4],
+ indices[indicesCount + 5]
+ );
+ indicesCount += 6;
+ }
+ }
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG
+ LogHeader, indicesCount); // DEBUG
+ ret = true;
+ }
+ catch (Exception e)
+ {
+ physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. Base={1}, e={2}",
+ LogHeader, extentBase, e);
+ }
+
+ indicesCountO = indicesCount;
+ indicesO = indices;
+ verticesCountO = verticesCount;
+ verticesO = vertices;
+
+ return ret;
+ }
}
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index bab3b3d..a2271a9 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -391,13 +391,13 @@ public enum CollisionFilterGroups : uint
ObjectFilter = BSolidFilter,
ObjectMask = BAllFilter,
StaticObjectFilter = BStaticFilter,
- StaticObjectMask = BAllFilter,
+ StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other
LinksetFilter = BLinksetFilter,
- LinksetMask = BAllFilter & ~BLinksetFilter,
+ LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other
VolumeDetectFilter = BSensorTrigger,
VolumeDetectMask = ~BSensorTrigger,
TerrainFilter = BTerrainFilter,
- TerrainMask = BAllFilter & ~BStaticFilter,
+ TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide
GroundPlaneFilter = BGroundPlaneFilter,
GroundPlaneMask = BAllFilter
--
cgit v1.1
From 2dc7e9d3fa091418814af90565244a8c1972feec Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Tue, 20 Nov 2012 20:38:51 -0800
Subject: BulletSim: fix line endings to be all Linux style (windows style
keeps creeping in)
---
.../Physics/BulletSPlugin/BSTerrainHeightmap.cs | 340 ++++++------
.../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 568 ++++++++++-----------
2 files changed, 454 insertions(+), 454 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index e9fd0cb..8fc36d1 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -1,170 +1,170 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-using System;
-using System.Collections.Generic;
-using System.Text;
-
-using OpenSim.Framework;
-using OpenSim.Region.Framework;
-using OpenSim.Region.CoreModules;
-using OpenSim.Region.Physics.Manager;
-
-using Nini.Config;
-using log4net;
-
-using OpenMetaverse;
-
-namespace OpenSim.Region.Physics.BulletSPlugin
-{
-public sealed class BSTerrainHeightmap : BSTerrainPhys
-{
- static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
-
- BulletHeightMapInfo m_mapInfo = null;
-
- // Constructor to build a default, flat heightmap terrain.
- public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
- : base(physicsScene, regionBase, id)
- {
- Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
- Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
- int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
- float[] initialMap = new float[totalHeights];
- for (int ii = 0; ii < totalHeights; ii++)
- {
- initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
- }
- m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
- m_mapInfo.minCoords = minTerrainCoords;
- m_mapInfo.maxCoords = maxTerrainCoords;
- m_mapInfo.terrainRegionBase = TerrainBase;
- // Don't have to free any previous since we just got here.
- BuildHeightmapTerrain();
- }
-
- // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
- // are the high and low points of the heightmap).
- public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
- Vector3 minCoords, Vector3 maxCoords)
- : base(physicsScene, regionBase, id)
- {
- m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
- m_mapInfo.minCoords = minCoords;
- m_mapInfo.maxCoords = maxCoords;
- m_mapInfo.minZ = minCoords.Z;
- m_mapInfo.maxZ = maxCoords.Z;
- m_mapInfo.terrainRegionBase = TerrainBase;
-
- // Don't have to free any previous since we just got here.
- BuildHeightmapTerrain();
- }
-
- public override void Dispose()
- {
- ReleaseHeightMapTerrain();
- }
-
- // Using the information in m_mapInfo, create the physical representation of the heightmap.
- private void BuildHeightmapTerrain()
- {
- m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
- m_mapInfo.minCoords, m_mapInfo.maxCoords,
- m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
-
- // Create the terrain shape from the mapInfo
- m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
- PhysicsShapeType.SHAPE_TERRAIN);
-
- // The terrain object initial position is at the center of the object
- Vector3 centerPos;
- centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
- centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
- centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
-
- m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
- BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
- m_mapInfo.ID, centerPos, Quaternion.Identity));
-
- // Set current terrain attributes
- BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
- BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
- BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
- BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
-
- // Return the new terrain to the world of physical objects
- BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
-
- // redo its bounding box now that it is in the world
- BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
-
- BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
- (uint)CollisionFilterGroups.TerrainFilter,
- (uint)CollisionFilterGroups.TerrainMask);
-
- // Make it so the terrain will not move or be considered for movement.
- BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
-
- return;
- }
-
- // If there is information in m_mapInfo pointing to physical structures, release same.
- private void ReleaseHeightMapTerrain()
- {
- if (m_mapInfo != null)
- {
- if (m_mapInfo.terrainBody.ptr != IntPtr.Zero)
- {
- BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
- // Frees both the body and the shape.
- BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
- BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
- }
- }
- m_mapInfo = null;
- }
-
- // The passed position is relative to the base of the region.
- public override float GetHeightAtXYZ(Vector3 pos)
- {
- float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
-
- int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
- try
- {
- ret = m_mapInfo.heightMap[mapIndex];
- }
- catch
- {
- // Sometimes they give us wonky values of X and Y. Give a warning and return something.
- PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
- LogHeader, m_mapInfo.terrainRegionBase, pos);
- ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
- }
- return ret;
- }
-}
-}
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.CoreModules;
+using OpenSim.Region.Physics.Manager;
+
+using Nini.Config;
+using log4net;
+
+using OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public sealed class BSTerrainHeightmap : BSTerrainPhys
+{
+ static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]";
+
+ BulletHeightMapInfo m_mapInfo = null;
+
+ // Constructor to build a default, flat heightmap terrain.
+ public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
+ : base(physicsScene, regionBase, id)
+ {
+ Vector3 minTerrainCoords = new Vector3(0f, 0f, BSTerrainManager.HEIGHT_INITIALIZATION - BSTerrainManager.HEIGHT_EQUAL_FUDGE);
+ Vector3 maxTerrainCoords = new Vector3(regionSize.X, regionSize.Y, BSTerrainManager.HEIGHT_INITIALIZATION);
+ int totalHeights = (int)maxTerrainCoords.X * (int)maxTerrainCoords.Y;
+ float[] initialMap = new float[totalHeights];
+ for (int ii = 0; ii < totalHeights; ii++)
+ {
+ initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION;
+ }
+ m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
+ m_mapInfo.minCoords = minTerrainCoords;
+ m_mapInfo.maxCoords = maxTerrainCoords;
+ m_mapInfo.terrainRegionBase = TerrainBase;
+ // Don't have to free any previous since we just got here.
+ BuildHeightmapTerrain();
+ }
+
+ // This minCoords and maxCoords passed in give the size of the terrain (min and max Z
+ // are the high and low points of the heightmap).
+ public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
+ Vector3 minCoords, Vector3 maxCoords)
+ : base(physicsScene, regionBase, id)
+ {
+ m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero);
+ m_mapInfo.minCoords = minCoords;
+ m_mapInfo.maxCoords = maxCoords;
+ m_mapInfo.minZ = minCoords.Z;
+ m_mapInfo.maxZ = maxCoords.Z;
+ m_mapInfo.terrainRegionBase = TerrainBase;
+
+ // Don't have to free any previous since we just got here.
+ BuildHeightmapTerrain();
+ }
+
+ public override void Dispose()
+ {
+ ReleaseHeightMapTerrain();
+ }
+
+ // Using the information in m_mapInfo, create the physical representation of the heightmap.
+ private void BuildHeightmapTerrain()
+ {
+ m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID,
+ m_mapInfo.minCoords, m_mapInfo.maxCoords,
+ m_mapInfo.heightMap, BSTerrainManager.TERRAIN_COLLISION_MARGIN);
+
+ // Create the terrain shape from the mapInfo
+ m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
+ PhysicsShapeType.SHAPE_TERRAIN);
+
+ // The terrain object initial position is at the center of the object
+ Vector3 centerPos;
+ centerPos.X = m_mapInfo.minCoords.X + (m_mapInfo.sizeX / 2f);
+ centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f);
+ centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f);
+
+ m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID,
+ BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr,
+ m_mapInfo.ID, centerPos, Quaternion.Identity));
+
+ // Set current terrain attributes
+ BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainFriction);
+ BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
+ BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
+ BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
+
+ // Return the new terrain to the world of physical objects
+ BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+
+ // redo its bounding box now that it is in the world
+ BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+
+ BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainFilter,
+ (uint)CollisionFilterGroups.TerrainMask);
+
+ // Make it so the terrain will not move or be considered for movement.
+ BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
+
+ return;
+ }
+
+ // If there is information in m_mapInfo pointing to physical structures, release same.
+ private void ReleaseHeightMapTerrain()
+ {
+ if (m_mapInfo != null)
+ {
+ if (m_mapInfo.terrainBody.ptr != IntPtr.Zero)
+ {
+ BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+ // Frees both the body and the shape.
+ BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
+ BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr);
+ }
+ }
+ m_mapInfo = null;
+ }
+
+ // The passed position is relative to the base of the region.
+ public override float GetHeightAtXYZ(Vector3 pos)
+ {
+ float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+
+ int mapIndex = (int)pos.Y * (int)m_mapInfo.sizeY + (int)pos.X;
+ try
+ {
+ ret = m_mapInfo.heightMap[mapIndex];
+ }
+ catch
+ {
+ // Sometimes they give us wonky values of X and Y. Give a warning and return something.
+ PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
+ LogHeader, m_mapInfo.terrainRegionBase, pos);
+ ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+ }
+ return ret;
+ }
+}
+}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index bbb014a..a199078 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -1,284 +1,284 @@
-/*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyrightD
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-using System;
-using System.Collections.Generic;
-using System.Text;
-
-using OpenSim.Framework;
-using OpenSim.Region.Framework;
-using OpenSim.Region.CoreModules;
-using OpenSim.Region.Physics.Manager;
-
-using Nini.Config;
-using log4net;
-
-using OpenMetaverse;
-
-namespace OpenSim.Region.Physics.BulletSPlugin
-{
-public sealed class BSTerrainMesh : BSTerrainPhys
-{
- static string LogHeader = "[BULLETSIM TERRAIN MESH]";
-
- private float[] m_savedHeightMap;
- int m_sizeX;
- int m_sizeY;
-
- BulletShape m_terrainShape;
- BulletBody m_terrainBody;
-
- public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
- : base(physicsScene, regionBase, id)
- {
- }
-
- public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */)
- : base(physicsScene, regionBase, id)
- {
- }
-
- // Create terrain mesh from a heightmap.
- public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
- Vector3 minCoords, Vector3 maxCoords)
- : base(physicsScene, regionBase, id)
- {
- int indicesCount;
- int[] indices;
- int verticesCount;
- float[] vertices;
-
- m_savedHeightMap = initialMap;
-
- m_sizeX = (int)(maxCoords.X - minCoords.X);
- m_sizeY = (int)(maxCoords.Y - minCoords.Y);
-
- if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, m_sizeX, m_sizeY,
- (float)m_sizeX, (float)m_sizeY,
- Vector3.Zero, 1.0f,
- out indicesCount, out indices, out verticesCount, out vertices))
- {
- // DISASTER!!
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
- PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
- // Something is very messed up and a crash is in our future.
- return;
- }
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterConvertHeightmapToMesh,ver={1},ind={2}",
- ID, verticesCount, indicesCount);
-
- m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
- indicesCount, indices, verticesCount, vertices),
- PhysicsShapeType.SHAPE_MESH);
- if (m_terrainShape.ptr == IntPtr.Zero)
- {
- // DISASTER!!
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
- physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
- // Something is very messed up and a crash is in our future.
- return;
- }
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateShape,shape={1}", ID, m_terrainShape);
-
- // The terrain object initial position is at the center of the object
- Vector3 centerPos;
- centerPos.X = minCoords.X + (m_sizeX / 2f);
- centerPos.Y = minCoords.Y + (m_sizeY / 2f);
- centerPos.Z = minCoords.Z + ((maxCoords.Z - minCoords.Z) / 2f);
- Quaternion rot = Quaternion.Identity;
-
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,creatingBody,centerPos={1},rot={2}", ID, centerPos, rot);
- m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(
- m_terrainShape.ptr, ID, centerPos, rot));
- if (m_terrainBody.ptr == IntPtr.Zero)
- {
- // DISASTER!!
- physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
- // Something is very messed up and a crash is in our future.
- return;
- }
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateBody,body={1}", ID, m_terrainBody);
-
- // Set current terrain attributes
- BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction);
- BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
- BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
- BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
-
- // Static objects are not very massive.
- BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
-
- // Return the new terrain to the world of physical objects
- BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
-
- // redo its bounding box now that it is in the world
- BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
-
- BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
- (uint)CollisionFilterGroups.TerrainFilter,
- (uint)CollisionFilterGroups.TerrainMask);
-
- // Make it so the terrain will not move or be considered for movement.
- BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
- }
-
- public override void Dispose()
- {
- if (m_terrainBody.ptr != IntPtr.Zero)
- {
- BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
- // Frees both the body and the shape.
- BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr);
- }
- }
-
- public override float GetHeightAtXYZ(Vector3 pos)
- {
- // For the moment use the saved heightmap to get the terrain height.
- // TODO: raycast downward to find the true terrain below the position.
- float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
-
- int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X;
- try
- {
- ret = m_savedHeightMap[mapIndex];
- }
- catch
- {
- // Sometimes they give us wonky values of X and Y. Give a warning and return something.
- PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
- LogHeader, TerrainBase, pos);
- ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
- }
- return ret;
- }
-
- // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
- // Return 'true' if successfully created.
- public static bool ConvertHeightmapToMesh(
- BSScene physicsScene,
- float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
- float extentX, float extentY, // zero based range for output vertices
- Vector3 extentBase, // base to be added to all vertices
- float magnification, // number of vertices to create between heightMap coords
- out int indicesCountO, out int[] indicesO,
- out int verticesCountO, out float[] verticesO)
- {
- bool ret = false;
-
- int indicesCount = 0;
- int verticesCount = 0;
- int[] indices = new int[0];
- float[] vertices = new float[0];
-
- // Simple mesh creation which assumes magnification == 1, sizeX == extentX and sizeY == extentY.
- // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
-
- try
- {
- // One vertice per heightmap value plus the vertices off the top and bottom edge.
- int totalVertices = (sizeX + 1) * (sizeY + 1);
- vertices = new float[totalVertices * 3];
- int totalIndices = sizeX * sizeY * 6;
- indices = new int[totalIndices];
-
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2}",
- BSScene.DetailLogZero, totalVertices, totalIndices);
- float magX = (float)sizeX / extentX;
- float magY = (float)sizeY / extentY;
- // Note that sizeX+1 vertices are created since there is land between this and the next region.
- for (int yy = 0; yy <= sizeY; yy++)
- {
- for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times
- {
- int offset = yy * sizeX + xx;
- // Extend the height from the height from the last row or column
- if (yy == sizeY) offset -= sizeX;
- if (xx == sizeX) offset -= 1;
- float height = heightMap[offset];
- vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
- vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
- vertices[verticesCount + 2] = height + extentBase.Z;
- if (physicsScene.PhysicsLogging.Enabled && verticesCount < 900) // DEBUG DEBUG DEBUG
- {
- Vector3 genVertex = new Vector3(
- vertices[verticesCount + 0],
- vertices[verticesCount + 1],
- vertices[verticesCount + 2]);
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,ii={1},vertex={2}",
- BSScene.DetailLogZero, verticesCount/3, genVertex);
- }
- verticesCount += 3;
- }
- }
- verticesCount = verticesCount / 3;
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
- BSScene.DetailLogZero, verticesCount);
-
- for (int yy = 0; yy < sizeY; yy++)
- {
- for (int xx = 0; xx < sizeX; xx++)
- {
- int offset = yy * sizeX + xx;
- // Each vertices is presumed to be the upper left corner of a box of two triangles
- indices[indicesCount + 0] = offset;
- indices[indicesCount + 1] = offset + 1;
- indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
- indices[indicesCount + 3] = offset + 1;
- indices[indicesCount + 4] = offset + sizeX + 2;
- indices[indicesCount + 5] = offset + sizeX + 1;
- if (indicesCount < (300 * 6)) // DEBUG DEBUG DEBUG
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,i0={1},i1={2},i2={3},i3={4},i4={5},i5={6}", // DEEBUG DEBUG DEBUG
- BSScene.DetailLogZero,
- indices[indicesCount + 0],
- indices[indicesCount + 1],
- indices[indicesCount + 2],
- indices[indicesCount + 3],
- indices[indicesCount + 4],
- indices[indicesCount + 5]
- );
- indicesCount += 6;
- }
- }
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG
- LogHeader, indicesCount); // DEBUG
- ret = true;
- }
- catch (Exception e)
- {
- physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. Base={1}, e={2}",
- LogHeader, extentBase, e);
- }
-
- indicesCountO = indicesCount;
- indicesO = indices;
- verticesCountO = verticesCount;
- verticesO = vertices;
-
- return ret;
- }
-}
-}
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyrightD
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+using System;
+using System.Collections.Generic;
+using System.Text;
+
+using OpenSim.Framework;
+using OpenSim.Region.Framework;
+using OpenSim.Region.CoreModules;
+using OpenSim.Region.Physics.Manager;
+
+using Nini.Config;
+using log4net;
+
+using OpenMetaverse;
+
+namespace OpenSim.Region.Physics.BulletSPlugin
+{
+public sealed class BSTerrainMesh : BSTerrainPhys
+{
+ static string LogHeader = "[BULLETSIM TERRAIN MESH]";
+
+ private float[] m_savedHeightMap;
+ int m_sizeX;
+ int m_sizeY;
+
+ BulletShape m_terrainShape;
+ BulletBody m_terrainBody;
+
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize)
+ : base(physicsScene, regionBase, id)
+ {
+ }
+
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id /* parameters for making mesh */)
+ : base(physicsScene, regionBase, id)
+ {
+ }
+
+ // Create terrain mesh from a heightmap.
+ public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
+ Vector3 minCoords, Vector3 maxCoords)
+ : base(physicsScene, regionBase, id)
+ {
+ int indicesCount;
+ int[] indices;
+ int verticesCount;
+ float[] vertices;
+
+ m_savedHeightMap = initialMap;
+
+ m_sizeX = (int)(maxCoords.X - minCoords.X);
+ m_sizeY = (int)(maxCoords.Y - minCoords.Y);
+
+ if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, m_sizeX, m_sizeY,
+ (float)m_sizeX, (float)m_sizeY,
+ Vector3.Zero, 1.0f,
+ out indicesCount, out indices, out verticesCount, out vertices))
+ {
+ // DISASTER!!
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
+ PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterConvertHeightmapToMesh,ver={1},ind={2}",
+ ID, verticesCount, indicesCount);
+
+ m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
+ indicesCount, indices, verticesCount, vertices),
+ PhysicsShapeType.SHAPE_MESH);
+ if (m_terrainShape.ptr == IntPtr.Zero)
+ {
+ // DISASTER!!
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
+ physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateShape,shape={1}", ID, m_terrainShape);
+
+ // The terrain object initial position is at the center of the object
+ Vector3 centerPos;
+ centerPos.X = minCoords.X + (m_sizeX / 2f);
+ centerPos.Y = minCoords.Y + (m_sizeY / 2f);
+ centerPos.Z = minCoords.Z + ((maxCoords.Z - minCoords.Z) / 2f);
+ Quaternion rot = Quaternion.Identity;
+
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,creatingBody,centerPos={1},rot={2}", ID, centerPos, rot);
+ m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(
+ m_terrainShape.ptr, ID, centerPos, rot));
+ if (m_terrainBody.ptr == IntPtr.Zero)
+ {
+ // DISASTER!!
+ physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
+ // Something is very messed up and a crash is in our future.
+ return;
+ }
+ PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateBody,body={1}", ID, m_terrainBody);
+
+ // Set current terrain attributes
+ BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction);
+ BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
+ BulletSimAPI.SetRestitution2(m_terrainBody.ptr, PhysicsScene.Params.terrainRestitution);
+ BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
+
+ // Static objects are not very massive.
+ BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
+
+ // Return the new terrain to the world of physical objects
+ BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+
+ // redo its bounding box now that it is in the world
+ BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+
+ BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr,
+ (uint)CollisionFilterGroups.TerrainFilter,
+ (uint)CollisionFilterGroups.TerrainMask);
+
+ // Make it so the terrain will not move or be considered for movement.
+ BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
+ }
+
+ public override void Dispose()
+ {
+ if (m_terrainBody.ptr != IntPtr.Zero)
+ {
+ BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+ // Frees both the body and the shape.
+ BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr);
+ }
+ }
+
+ public override float GetHeightAtXYZ(Vector3 pos)
+ {
+ // For the moment use the saved heightmap to get the terrain height.
+ // TODO: raycast downward to find the true terrain below the position.
+ float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+
+ int mapIndex = (int)pos.Y * m_sizeY + (int)pos.X;
+ try
+ {
+ ret = m_savedHeightMap[mapIndex];
+ }
+ catch
+ {
+ // Sometimes they give us wonky values of X and Y. Give a warning and return something.
+ PhysicsScene.Logger.WarnFormat("{0} Bad request for terrain height. terrainBase={1}, pos={2}",
+ LogHeader, TerrainBase, pos);
+ ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
+ }
+ return ret;
+ }
+
+ // Convert the passed heightmap to mesh information suitable for CreateMeshShape2().
+ // Return 'true' if successfully created.
+ public static bool ConvertHeightmapToMesh(
+ BSScene physicsScene,
+ float[] heightMap, int sizeX, int sizeY, // parameters of incoming heightmap
+ float extentX, float extentY, // zero based range for output vertices
+ Vector3 extentBase, // base to be added to all vertices
+ float magnification, // number of vertices to create between heightMap coords
+ out int indicesCountO, out int[] indicesO,
+ out int verticesCountO, out float[] verticesO)
+ {
+ bool ret = false;
+
+ int indicesCount = 0;
+ int verticesCount = 0;
+ int[] indices = new int[0];
+ float[] vertices = new float[0];
+
+ // Simple mesh creation which assumes magnification == 1, sizeX == extentX and sizeY == extentY.
+ // TODO: do a more general solution that scales, adds new vertices and smoothes the result.
+
+ try
+ {
+ // One vertice per heightmap value plus the vertices off the top and bottom edge.
+ int totalVertices = (sizeX + 1) * (sizeY + 1);
+ vertices = new float[totalVertices * 3];
+ int totalIndices = sizeX * sizeY * 6;
+ indices = new int[totalIndices];
+
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2}",
+ BSScene.DetailLogZero, totalVertices, totalIndices);
+ float magX = (float)sizeX / extentX;
+ float magY = (float)sizeY / extentY;
+ // Note that sizeX+1 vertices are created since there is land between this and the next region.
+ for (int yy = 0; yy <= sizeY; yy++)
+ {
+ for (int xx = 0; xx <= sizeX; xx++) // Hint: the "<=" means we got through sizeX + 1 times
+ {
+ int offset = yy * sizeX + xx;
+ // Extend the height from the height from the last row or column
+ if (yy == sizeY) offset -= sizeX;
+ if (xx == sizeX) offset -= 1;
+ float height = heightMap[offset];
+ vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
+ vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
+ vertices[verticesCount + 2] = height + extentBase.Z;
+ if (physicsScene.PhysicsLogging.Enabled && verticesCount < 900) // DEBUG DEBUG DEBUG
+ {
+ Vector3 genVertex = new Vector3(
+ vertices[verticesCount + 0],
+ vertices[verticesCount + 1],
+ vertices[verticesCount + 2]);
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,ii={1},vertex={2}",
+ BSScene.DetailLogZero, verticesCount/3, genVertex);
+ }
+ verticesCount += 3;
+ }
+ }
+ verticesCount = verticesCount / 3;
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeVerts,verCount={1}",
+ BSScene.DetailLogZero, verticesCount);
+
+ for (int yy = 0; yy < sizeY; yy++)
+ {
+ for (int xx = 0; xx < sizeX; xx++)
+ {
+ int offset = yy * sizeX + xx;
+ // Each vertices is presumed to be the upper left corner of a box of two triangles
+ indices[indicesCount + 0] = offset;
+ indices[indicesCount + 1] = offset + 1;
+ indices[indicesCount + 2] = offset + sizeX + 1; // accounting for the extra column
+ indices[indicesCount + 3] = offset + 1;
+ indices[indicesCount + 4] = offset + sizeX + 2;
+ indices[indicesCount + 5] = offset + sizeX + 1;
+ if (indicesCount < (300 * 6)) // DEBUG DEBUG DEBUG
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,i0={1},i1={2},i2={3},i3={4},i4={5},i5={6}", // DEEBUG DEBUG DEBUG
+ BSScene.DetailLogZero,
+ indices[indicesCount + 0],
+ indices[indicesCount + 1],
+ indices[indicesCount + 2],
+ indices[indicesCount + 3],
+ indices[indicesCount + 4],
+ indices[indicesCount + 5]
+ );
+ indicesCount += 6;
+ }
+ }
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,completeIndices,indCount={1}", // DEEBUG DEBUG DEBUG
+ LogHeader, indicesCount); // DEBUG
+ ret = true;
+ }
+ catch (Exception e)
+ {
+ physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. Base={1}, e={2}",
+ LogHeader, extentBase, e);
+ }
+
+ indicesCountO = indicesCount;
+ indicesO = indices;
+ verticesCountO = verticesCount;
+ verticesO = vertices;
+
+ return ret;
+ }
+}
+}
--
cgit v1.1
From a59368c4a1889ccd79da9e564ee84b213a7f6fbd Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Wed, 21 Nov 2012 10:37:40 -0800
Subject: BulletSim: add terrainImplementation parameter with default to Mesh.
---
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 5 +++
.../Physics/BulletSPlugin/BSTerrainManager.cs | 45 +++++++++++++++++++---
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 1 +
3 files changed, 46 insertions(+), 5 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 58dccea..0e73d04 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -1145,6 +1145,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].contactProcessingThreshold, p, l, v); },
(s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ),
+ new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)",
+ (float)BSTerrainPhys.TerrainImplementation.Mesh,
+ (s,cf,p,v) => { s.m_params[0].terrainImplementation = cf.GetFloat(p,v); },
+ (s) => { return s.m_params[0].terrainImplementation; },
+ (s,p,l,v) => { s.m_params[0].terrainImplementation = v; } ),
new ParameterDefn("TerrainFriction", "Factor to reduce movement against terrain surface" ,
0.5f,
(s,cf,p,v) => { s.m_params[0].terrainFriction = cf.GetFloat(p, v); },
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index ed0dfa8..b88f561 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -44,6 +44,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// The physical implementation of the terrain is wrapped in this class.
public abstract class BSTerrainPhys : IDisposable
{
+ public enum TerrainImplementation
+ {
+ Heightmap = 0,
+ Mesh = 1
+ }
+
public BSScene PhysicsScene { get; private set; }
// Base of the region in world coordinates. Coordinates inside the region are relative to this.
public Vector3 TerrainBase { get; private set; }
@@ -246,12 +252,27 @@ public sealed class BSTerrainManager
// Release any physical memory it may be using.
terrainPhys.Dispose();
+ BSTerrainPhys newTerrainPhys = null; ;
if (MegaRegionParentPhysicsScene == null)
{
- // BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
- // heightMap, minCoords, maxCoords);
- BSTerrainPhys newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
+ // TODO: redo terrain implementation selection to be centralized (there is another
+ // use below) and to accept an asset specification (for a mesh).
+ switch ((int)PhysicsScene.Params.terrainImplementation)
+ {
+ case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
+ newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
+ heightMap, minCoords, maxCoords);
+ break;
+ case (int)BSTerrainPhys.TerrainImplementation.Mesh:
+ newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
heightMap, minCoords, maxCoords);
+ break;
+ default:
+ PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
+ LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
+ break;
+ }
+
m_terrains.Add(terrainRegionBase, newTerrainPhys);
m_terrainModified = true;
@@ -292,8 +313,22 @@ public sealed class BSTerrainManager
{
DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
- BSTerrainPhys newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase,
- newTerrainID, heightMapX, minCoordsX, maxCoordsX);
+ BSTerrainPhys newTerrainPhys = null;
+ switch ((int)PhysicsScene.Params.terrainImplementation)
+ {
+ case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
+ newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
+ heightMap, minCoords, maxCoords);
+ break;
+ case (int)BSTerrainPhys.TerrainImplementation.Mesh:
+ newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
+ heightMap, minCoords, maxCoords);
+ break;
+ default:
+ PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
+ LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
+ break;
+ }
m_terrains.Add(terrainRegionBase, newTerrainPhys);
m_terrainModified = true;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index a2271a9..e218053 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -283,6 +283,7 @@ public struct ConfigurationParameters
public float ccdSweptSphereRadius;
public float contactProcessingThreshold;
+ public float terrainImplementation;
public float terrainFriction;
public float terrainHitFraction;
public float terrainRestitution;
--
cgit v1.1
From 4a0de0170412a939bade6cd149c94c7fd3ef020e Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Wed, 21 Nov 2012 13:44:02 -0800
Subject: BulletSim: Properly position mesh terrain on creation (fixes terrain
not appearing to be working). Centralize terrain shape creation logic. Remove
very chatty detail log messages.
---
.../Physics/BulletSPlugin/BSTerrainManager.cs | 74 ++++++++++------------
.../Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 46 +++-----------
2 files changed, 44 insertions(+), 76 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index b88f561..097cd3e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -241,38 +241,20 @@ public sealed class BSTerrainManager
BSTerrainPhys terrainPhys;
if (m_terrains.TryGetValue(terrainRegionBase, out terrainPhys))
{
- // If this is terrain we know about, it's easy to update
-
- DetailLog("{0},UpdateTerrain:UpdateExisting,call,terrainBase={1}", BSScene.DetailLogZero, terrainRegionBase);
+ // There is already a terrain in this spot. Free the old and build the new.
+ DetailLog("{0},UpdateTerrain:UpdateExisting,call,id={1},base={2},minC={3},maxC={4}",
+ BSScene.DetailLogZero, id, terrainRegionBase, minCoords, minCoords);
PhysicsScene.TaintedObject(inTaintTime, "BSScene.UpdateTerrain:UpdateExisting", delegate()
{
// Remove old terrain from the collection
- m_terrains.Remove(terrainPhys.TerrainBase);
+ m_terrains.Remove(terrainRegionBase);
// Release any physical memory it may be using.
terrainPhys.Dispose();
- BSTerrainPhys newTerrainPhys = null; ;
if (MegaRegionParentPhysicsScene == null)
{
- // TODO: redo terrain implementation selection to be centralized (there is another
- // use below) and to accept an asset specification (for a mesh).
- switch ((int)PhysicsScene.Params.terrainImplementation)
- {
- case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
- newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
- heightMap, minCoords, maxCoords);
- break;
- case (int)BSTerrainPhys.TerrainImplementation.Mesh:
- newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
- heightMap, minCoords, maxCoords);
- break;
- default:
- PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
- LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
- break;
- }
-
+ BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
m_terrains.Add(terrainRegionBase, newTerrainPhys);
m_terrainModified = true;
@@ -313,22 +295,7 @@ public sealed class BSTerrainManager
{
DetailLog("{0},UpdateTerrain:NewTerrain,taint,baseX={1},baseY={2}",
BSScene.DetailLogZero, minCoordsX.X, minCoordsX.Y);
- BSTerrainPhys newTerrainPhys = null;
- switch ((int)PhysicsScene.Params.terrainImplementation)
- {
- case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
- newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
- heightMap, minCoords, maxCoords);
- break;
- case (int)BSTerrainPhys.TerrainImplementation.Mesh:
- newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
- heightMap, minCoords, maxCoords);
- break;
- default:
- PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. type={1}/{2}",
- LogHeader, (int)PhysicsScene.Params.terrainImplementation, PhysicsScene.Params.terrainImplementation);
- break;
- }
+ BSTerrainPhys newTerrainPhys = BuildPhysicalTerrain(terrainRegionBase, id, heightMap, minCoords, maxCoords);
m_terrains.Add(terrainRegionBase, newTerrainPhys);
m_terrainModified = true;
@@ -336,6 +303,35 @@ public sealed class BSTerrainManager
}
}
+ // TODO: redo terrain implementation selection to allow other base types than heightMap.
+ private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
+ {
+ PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
+ LogHeader, PhysicsScene.RegionName, terrainRegionBase,
+ PhysicsScene.Params.terrainImplementation);
+ BSTerrainPhys newTerrainPhys = null;
+ switch ((int)PhysicsScene.Params.terrainImplementation)
+ {
+ case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
+ newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
+ heightMap, minCoords, maxCoords);
+ break;
+ case (int)BSTerrainPhys.TerrainImplementation.Mesh:
+ newTerrainPhys = new BSTerrainMesh(PhysicsScene, terrainRegionBase, id,
+ heightMap, minCoords, maxCoords);
+ break;
+ default:
+ PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
+ LogHeader,
+ (int)PhysicsScene.Params.terrainImplementation,
+ PhysicsScene.Params.terrainImplementation,
+ PhysicsScene.RegionName, terrainRegionBase);
+ break;
+ }
+ return newTerrainPhys;
+ }
+
+
// Given an X and Y, find the height of the terrain.
// Since we could be handling multiple terrains for a mega-region,
// the base of the region is calcuated assuming all regions are
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index a199078..3279b6f 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -76,7 +76,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
m_sizeX = (int)(maxCoords.X - minCoords.X);
m_sizeY = (int)(maxCoords.Y - minCoords.Y);
- if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap, m_sizeX, m_sizeY,
+ if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
+ m_sizeX, m_sizeY,
(float)m_sizeX, (float)m_sizeY,
Vector3.Zero, 1.0f,
out indicesCount, out indices, out verticesCount, out vertices))
@@ -87,8 +88,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// Something is very messed up and a crash is in our future.
return;
}
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterConvertHeightmapToMesh,ver={1},ind={2}",
- ID, verticesCount, indicesCount);
m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
indicesCount, indices, verticesCount, vertices),
@@ -101,18 +100,11 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// Something is very messed up and a crash is in our future.
return;
}
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateShape,shape={1}", ID, m_terrainShape);
- // The terrain object initial position is at the center of the object
- Vector3 centerPos;
- centerPos.X = minCoords.X + (m_sizeX / 2f);
- centerPos.Y = minCoords.Y + (m_sizeY / 2f);
- centerPos.Z = minCoords.Z + ((maxCoords.Z - minCoords.Z) / 2f);
+ Vector3 pos = regionBase;
Quaternion rot = Quaternion.Identity;
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,creatingBody,centerPos={1},rot={2}", ID, centerPos, rot);
- m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2(
- m_terrainShape.ptr, ID, centerPos, rot));
+ m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot));
if (m_terrainBody.ptr == IntPtr.Zero)
{
// DISASTER!!
@@ -120,7 +112,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
// Something is very messed up and a crash is in our future.
return;
}
- PhysicsScene.DetailLog("{0},BSTerrainMesh.create,afterCreateBody,body={1}", ID, m_terrainBody);
// Set current terrain attributes
BulletSimAPI.SetFriction2(m_terrainBody.ptr, PhysicsScene.Params.terrainFriction);
@@ -194,7 +185,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
int[] indices = new int[0];
float[] vertices = new float[0];
- // Simple mesh creation which assumes magnification == 1, sizeX == extentX and sizeY == extentY.
+ // Simple mesh creation which assumes magnification == 1.
// TODO: do a more general solution that scales, adds new vertices and smoothes the result.
try
@@ -205,10 +196,10 @@ public sealed class BSTerrainMesh : BSTerrainPhys
int totalIndices = sizeX * sizeY * 6;
indices = new int[totalIndices];
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2}",
- BSScene.DetailLogZero, totalVertices, totalIndices);
float magX = (float)sizeX / extentX;
float magY = (float)sizeY / extentY;
+ physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,totVert={1},totInd={2},extentBase={3},magX={4},magY={5}",
+ BSScene.DetailLogZero, totalVertices, totalIndices, extentBase, magX, magY);
// Note that sizeX+1 vertices are created since there is land between this and the next region.
for (int yy = 0; yy <= sizeY; yy++)
{
@@ -222,15 +213,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
vertices[verticesCount + 0] = (float)xx * magX + extentBase.X;
vertices[verticesCount + 1] = (float)yy * magY + extentBase.Y;
vertices[verticesCount + 2] = height + extentBase.Z;
- if (physicsScene.PhysicsLogging.Enabled && verticesCount < 900) // DEBUG DEBUG DEBUG
- {
- Vector3 genVertex = new Vector3(
- vertices[verticesCount + 0],
- vertices[verticesCount + 1],
- vertices[verticesCount + 2]);
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,ii={1},vertex={2}",
- BSScene.DetailLogZero, verticesCount/3, genVertex);
- }
verticesCount += 3;
}
}
@@ -250,16 +232,6 @@ public sealed class BSTerrainMesh : BSTerrainPhys
indices[indicesCount + 3] = offset + 1;
indices[indicesCount + 4] = offset + sizeX + 2;
indices[indicesCount + 5] = offset + sizeX + 1;
- if (indicesCount < (300 * 6)) // DEBUG DEBUG DEBUG
- physicsScene.DetailLog("{0},BSTerrainMesh.ConvertHeightMapToMesh,i0={1},i1={2},i2={3},i3={4},i4={5},i5={6}", // DEEBUG DEBUG DEBUG
- BSScene.DetailLogZero,
- indices[indicesCount + 0],
- indices[indicesCount + 1],
- indices[indicesCount + 2],
- indices[indicesCount + 3],
- indices[indicesCount + 4],
- indices[indicesCount + 5]
- );
indicesCount += 6;
}
}
@@ -269,8 +241,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
}
catch (Exception e)
{
- physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. Base={1}, e={2}",
- LogHeader, extentBase, e);
+ physicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh. For={1}/{2}, e={3}",
+ LogHeader, physicsScene.RegionName, extentBase, e);
}
indicesCountO = indicesCount;
--
cgit v1.1
From cbc7e7bf85bfd9e916146b0ae4a605996c24720b Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Wed, 21 Nov 2012 16:31:23 -0800
Subject: BulletSim: Make avatar capsule so it is not circular. Simple attempt
to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with
'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height
calculation. A little better but short avatar's feet are above the terrain
and tall avatar's feet are a little below the ground.
---
.../Region/Physics/BulletSPlugin/BSCharacter.cs | 24 +++++++++++++++-------
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 4 +++-
OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 18 +++++++++-------
.../Physics/BulletSPlugin/BSShapeCollection.cs | 9 ++++----
.../Physics/BulletSPlugin/BSTerrainManager.cs | 2 +-
.../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 3 ++-
6 files changed, 39 insertions(+), 21 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 799211e..e2aa41e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -82,7 +82,13 @@ public sealed class BSCharacter : BSPhysObject
{
_physicsActorType = (int)ActorTypes.Agent;
_position = pos;
+
+ // Old versions of ScenePresence passed only the height. If width and/or depth are zero,
+ // replace with the default values.
_size = size;
+ if (_size.X == 0f) _size.X = PhysicsScene.Params.avatarCapsuleDepth;
+ if (_size.Y == 0f) _size.Y = PhysicsScene.Params.avatarCapsuleWidth;
+
_flying = isFlying;
_orientation = OMV.Quaternion.Identity;
_velocity = OMV.Vector3.Zero;
@@ -175,8 +181,7 @@ public sealed class BSCharacter : BSPhysObject
get
{
// Avatar capsule size is kept in the scale parameter.
- // return _size;
- return new OMV.Vector3(Scale.X * 2f, Scale.Y * 2f, Scale.Z);
+ return _size;
}
set {
@@ -614,14 +619,19 @@ public sealed class BSCharacter : BSPhysObject
// The 'size' given by the simulator is the mid-point of the avatar
// and X and Y are unspecified.
- OMV.Vector3 newScale = OMV.Vector3.Zero;
- newScale.X = PhysicsScene.Params.avatarCapsuleRadius;
- newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
+ OMV.Vector3 newScale = size;
+ // newScale.X = PhysicsScene.Params.avatarCapsuleWidth;
+ // newScale.Y = PhysicsScene.Params.avatarCapsuleDepth;
// From the total height, remove the capsule half spheres that are at each end
// The 1.15f came from ODE. Not sure what this factors in.
- newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y);
- Scale = newScale;
+ // newScale.Z = (size.Z * 1.15f) - (newScale.X + newScale.Y);
+
+ // The total scale height is the central cylindar plus the caps on the two ends.
+ newScale.Z = size.Z + (Math.Min(size.X, size.Y) * 2f);
+
+ // Convert diameters to radii and height to half height -- the way Bullet expects it.
+ Scale = newScale / 2f;
}
// set _avatarVolume and _mass based on capsule size, _density and Scale
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 2657e4b..5d16bbf 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -93,7 +93,7 @@ public sealed class BSPrim : BSPhysObject
_physicsActorType = (int)ActorTypes.Prim;
_position = pos;
_size = size;
- Scale = new OMV.Vector3(1f, 1f, 1f); // the scale will be set by CreateGeom depending on object type
+ Scale = size; // the scale will be set by CreateGeom depending on object type
_orientation = rotation;
_buoyancy = 1f;
_velocity = OMV.Vector3.Zero;
@@ -154,6 +154,8 @@ public sealed class BSPrim : BSPhysObject
public override OMV.Vector3 Size {
get { return _size; }
set {
+ // We presume the scale and size are the same. If scale must be changed for
+ // the physical shape, that is done when the geometry is built.
_size = value;
ForceBodyShapeRebuild(false);
}
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 0e73d04..27a78d1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -1185,14 +1185,18 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
(s,cf,p,v) => { s.m_params[0].avatarRestitution = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarRestitution; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarRestitution, p, l, v); } ),
- new ParameterDefn("AvatarCapsuleRadius", "Radius of space around an avatar",
- 0.37f,
- (s,cf,p,v) => { s.m_params[0].avatarCapsuleRadius = cf.GetFloat(p, v); },
- (s) => { return s.m_params[0].avatarCapsuleRadius; },
- (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleRadius, p, l, v); } ),
+ new ParameterDefn("AvatarCapsuleWidth", "The distance between the sides of the avatar capsule",
+ 0.6f,
+ (s,cf,p,v) => { s.m_params[0].avatarCapsuleWidth = cf.GetFloat(p, v); },
+ (s) => { return s.m_params[0].avatarCapsuleWidth; },
+ (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleWidth, p, l, v); } ),
+ new ParameterDefn("AvatarCapsuleDepth", "The distance between the front and back of the avatar capsule",
+ 0.45f,
+ (s,cf,p,v) => { s.m_params[0].avatarCapsuleDepth = cf.GetFloat(p, v); },
+ (s) => { return s.m_params[0].avatarCapsuleDepth; },
+ (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleDepth, p, l, v); } ),
new ParameterDefn("AvatarCapsuleHeight", "Default height of space around avatar",
- // 1.5f,
- 2.140599f,
+ 1.5f,
(s,cf,p,v) => { s.m_params[0].avatarCapsuleHeight = cf.GetFloat(p, v); },
(s) => { return s.m_params[0].avatarCapsuleHeight; },
(s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarCapsuleHeight, p, l, v); } ),
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index a53ad6e..869735c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -525,9 +525,6 @@ public sealed class BSShapeCollection : IDisposable
// release any previous shape
DereferenceShape(prim.PhysShape, true, shapeCallback);
- // Bullet native objects are scaled by the Bullet engine so pass the size in
- prim.Scale = prim.Size;
-
BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey);
// Don't need to do a 'ReferenceShape()' here because native shapes are not shared.
@@ -547,12 +544,13 @@ public sealed class BSShapeCollection : IDisposable
nativeShapeData.Type = shapeType;
nativeShapeData.ID = prim.LocalID;
nativeShapeData.Scale = prim.Scale;
- nativeShapeData.Size = prim.Scale;
+ nativeShapeData.Size = prim.Scale; // unneeded, I think.
nativeShapeData.MeshKey = (ulong)shapeKey;
nativeShapeData.HullKey = (ulong)shapeKey;
if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
{
+ // The proper scale has been calculated in the prim.
newShape = new BulletShape(
BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale)
, shapeType);
@@ -560,6 +558,9 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
+ // Native shapes are scaled in Bullet so set the scaling to the size
+ prim.Scale = prim.Size;
+ nativeShapeData.Scale = prim.Scale;
newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType);
}
if (newShape.ptr == IntPtr.Zero)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 097cd3e..71fca33 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -308,7 +308,7 @@ public sealed class BSTerrainManager
{
PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
LogHeader, PhysicsScene.RegionName, terrainRegionBase,
- PhysicsScene.Params.terrainImplementation);
+ (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation);
BSTerrainPhys newTerrainPhys = null;
switch ((int)PhysicsScene.Params.terrainImplementation)
{
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index e218053..4647c2d 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -291,7 +291,8 @@ public struct ConfigurationParameters
public float avatarStandingFriction;
public float avatarDensity;
public float avatarRestitution;
- public float avatarCapsuleRadius;
+ public float avatarCapsuleWidth;
+ public float avatarCapsuleDepth;
public float avatarCapsuleHeight;
public float avatarContactProcessingThreshold;
--
cgit v1.1
From 448811ccddfa6fb3dbbd7279e240ff9ef805d218 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 22 Nov 2012 03:01:57 +0000
Subject: If an asset POST does not contain well-formed XML, return a 400 (Bad
Request) HTTP status rather than simply dropping the request.
---
.../Handlers/Asset/AssetServerPostHandler.cs | 15 ++++++++++---
.../Asset/Tests/AssetServerPostHandlerTests.cs | 26 ++++++++++++++++++++++
2 files changed, 38 insertions(+), 3 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs b/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs
index 87b3d2d..a006fa8 100644
--- a/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs
+++ b/OpenSim/Server/Handlers/Asset/AssetServerPostHandler.cs
@@ -57,14 +57,23 @@ namespace OpenSim.Server.Handlers.Asset
public override byte[] Handle(string path, Stream request,
IOSHttpRequest httpRequest, IOSHttpResponse httpResponse)
{
+ AssetBase asset;
XmlSerializer xs = new XmlSerializer(typeof (AssetBase));
- AssetBase asset = (AssetBase) xs.Deserialize(request);
+
+ try
+ {
+ asset = (AssetBase)xs.Deserialize(request);
+ }
+ catch (XmlException)
+ {
+ httpResponse.StatusCode = (int)HttpStatusCode.BadRequest;
+ return null;
+ }
string[] p = SplitParams(path);
if (p.Length > 1)
{
- bool result =
- m_AssetService.UpdateContent(p[1], asset.Data);
+ bool result = m_AssetService.UpdateContent(p[1], asset.Data);
xs = new XmlSerializer(typeof(bool));
return ServerUtils.SerializeResult(xs, result);
diff --git a/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs b/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
index 9e82576..427fa16 100644
--- a/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
+++ b/OpenSim/Server/Handlers/Asset/Tests/AssetServerPostHandlerTests.cs
@@ -27,6 +27,7 @@
using System;
using System.IO;
+using System.Net;
using System.Text;
using System.Xml;
using System.Xml.Serialization;
@@ -38,6 +39,7 @@ using OpenSim.Server.Handlers.Asset;
using OpenSim.Services.AssetService;
using OpenSim.Services.Interfaces;
using OpenSim.Tests.Common;
+using OpenSim.Tests.Common.Mock;
namespace OpenSim.Server.Handlers.Asset.Test
{
@@ -80,5 +82,29 @@ namespace OpenSim.Server.Handlers.Asset.Test
Assert.That(retrievedAsset, Is.Not.Null);
}
+
+ [Test]
+ public void TestBadXmlAssetStoreRequest()
+ {
+ TestHelpers.InMethod();
+
+ IConfigSource config = new IniConfigSource();
+ config.AddConfig("AssetService");
+ config.Configs["AssetService"].Set("StorageProvider", "OpenSim.Tests.Common.dll");
+
+ AssetService assetService = new AssetService(config);
+
+ AssetServerPostHandler asph = new AssetServerPostHandler(assetService);
+
+ MemoryStream buffer = new MemoryStream();
+ byte[] badData = new byte[] { 0x48, 0x65, 0x6c, 0x6c, 0x6f };
+ buffer.Write(badData, 0, badData.Length);
+ buffer.Position = 0;
+
+ TestOSHttpResponse response = new TestOSHttpResponse();
+ asph.Handle(null, buffer, null, response);
+
+ Assert.That(response.StatusCode, Is.EqualTo((int)HttpStatusCode.BadRequest));
+ }
}
}
\ No newline at end of file
--
cgit v1.1
From 74a20a62eee8c565a9410d6896754242eb602abc Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 22 Nov 2012 03:43:21 +0000
Subject: refactor: Factor out copy/pasted server uptime report code
---
OpenSim/Framework/Servers/BaseOpenSimServer.cs | 29 ++-----------
OpenSim/Framework/Servers/ServerBase.cs | 58 ++++++++++++++++++++++++++
OpenSim/Server/Base/ServicesServerBase.cs | 27 ++----------
3 files changed, 66 insertions(+), 48 deletions(-)
create mode 100644 OpenSim/Framework/Servers/ServerBase.cs
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
index 5b2d7dc..6346279 100644
--- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs
+++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
@@ -38,6 +38,8 @@ using log4net;
using log4net.Appender;
using log4net.Core;
using log4net.Repository;
+using OpenMetaverse;
+using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Framework.Monitoring;
@@ -45,16 +47,12 @@ using OpenSim.Framework.Servers;
using OpenSim.Framework.Servers.HttpServer;
using Timer=System.Timers.Timer;
-using OpenMetaverse;
-using OpenMetaverse.StructuredData;
-
-
namespace OpenSim.Framework.Servers
{
///
/// Common base for the main OpenSimServers (user, grid, inventory, region, etc)
///
- public abstract class BaseOpenSimServer
+ public abstract class BaseOpenSimServer : ServerBase
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -69,11 +67,6 @@ namespace OpenSim.Framework.Servers
protected IAppender m_logFileAppender = null;
///
- /// Time at which this server was started
- ///
- protected DateTime m_startuptime;
-
- ///
/// Record the initial startup directory for info purposes
///
protected string m_startupDirectory = Environment.CurrentDirectory;
@@ -96,9 +89,8 @@ namespace OpenSim.Framework.Servers
get { return m_httpServer; }
}
- public BaseOpenSimServer()
+ public BaseOpenSimServer() : base()
{
- m_startuptime = DateTime.Now;
m_version = VersionInfo.Version;
// Random uuid for private data
@@ -284,19 +276,6 @@ namespace OpenSim.Framework.Servers
}
///
- /// Return a report about the uptime of this server
- ///
- ///
- protected string GetUptimeReport()
- {
- StringBuilder sb = new StringBuilder(String.Format("Time now is {0}\n", DateTime.Now));
- sb.Append(String.Format("Server has been running since {0}, {1}\n", m_startuptime.DayOfWeek, m_startuptime));
- sb.Append(String.Format("That is an elapsed time of {0}\n", DateTime.Now - m_startuptime));
-
- return sb.ToString();
- }
-
- ///
/// Performs initialisation of the scene, such as loading configuration from disk.
///
public virtual void Startup()
diff --git a/OpenSim/Framework/Servers/ServerBase.cs b/OpenSim/Framework/Servers/ServerBase.cs
new file mode 100644
index 0000000..d19234b
--- /dev/null
+++ b/OpenSim/Framework/Servers/ServerBase.cs
@@ -0,0 +1,58 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Text;
+
+namespace OpenSim.Framework.Servers
+{
+ public class ServerBase
+ {
+ ///
+ /// Time at which this server was started
+ ///
+ protected DateTime m_startuptime;
+
+ public ServerBase()
+ {
+ m_startuptime = DateTime.Now;
+ }
+
+ ///
+ /// Return a report about the uptime of this server
+ ///
+ ///
+ protected string GetUptimeReport()
+ {
+ StringBuilder sb = new StringBuilder(String.Format("Time now is {0}\n", DateTime.Now));
+ sb.Append(String.Format("Server has been running since {0}, {1}\n", m_startuptime.DayOfWeek, m_startuptime));
+ sb.Append(String.Format("That is an elapsed time of {0}\n", DateTime.Now - m_startuptime));
+
+ return sb.ToString();
+ }
+ }
+}
\ No newline at end of file
diff --git a/OpenSim/Server/Base/ServicesServerBase.cs b/OpenSim/Server/Base/ServicesServerBase.cs
index 0cff6ed..56bb7ae 100644
--- a/OpenSim/Server/Base/ServicesServerBase.cs
+++ b/OpenSim/Server/Base/ServicesServerBase.cs
@@ -34,6 +34,7 @@ using System.Text;
using System.Xml;
using OpenSim.Framework;
using OpenSim.Framework.Console;
+using OpenSim.Framework.Servers;
using log4net;
using log4net.Config;
using log4net.Appender;
@@ -43,7 +44,7 @@ using Nini.Config;
namespace OpenSim.Server.Base
{
- public class ServicesServerBase
+ public class ServicesServerBase : ServerBase
{
// Logger
//
@@ -72,17 +73,10 @@ namespace OpenSim.Server.Base
//
private string m_pidFile = String.Empty;
- ///
- /// Time at which this server was started
- ///
- protected DateTime m_startuptime;
-
// Handle all the automagical stuff
//
- public ServicesServerBase(string prompt, string[] args)
+ public ServicesServerBase(string prompt, string[] args) : base()
{
- m_startuptime = DateTime.Now;
-
// Save raw arguments
//
m_Arguments = args;
@@ -373,18 +367,5 @@ namespace OpenSim.Server.Base
break;
}
}
-
- ///
- /// Return a report about the uptime of this server
- ///
- ///
- protected string GetUptimeReport()
- {
- StringBuilder sb = new StringBuilder(String.Format("Time now is {0}\n", DateTime.Now));
- sb.Append(String.Format("Server has been running since {0}, {1}\n", m_startuptime.DayOfWeek, m_startuptime));
- sb.Append(String.Format("That is an elapsed time of {0}\n", DateTime.Now - m_startuptime));
-
- return sb.ToString();
- }
}
-}
+}
\ No newline at end of file
--
cgit v1.1
From 5c48d7a378ff066f59b9cee02f2803ebe1616481 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 22 Nov 2012 04:05:09 +0000
Subject: factor out common HandleShow code for "show uptime"
---
OpenSim/Framework/Console/CommandConsole.cs | 2 +-
OpenSim/Framework/Console/ConsoleBase.cs | 10 +-----
OpenSim/Framework/Console/MockConsole.cs | 7 +++-
OpenSim/Framework/ICommandConsole.cs | 5 +++
OpenSim/Framework/IConsole.cs | 2 +-
OpenSim/Framework/Servers/BaseOpenSimServer.cs | 39 +++-----------------
OpenSim/Framework/Servers/ServerBase.cs | 50 ++++++++++++++++++++++++++
OpenSim/Region/Application/OpenSimBase.cs | 2 +-
OpenSim/Server/Base/ServicesServerBase.cs | 18 ++--------
9 files changed, 72 insertions(+), 63 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/Console/CommandConsole.cs b/OpenSim/Framework/Console/CommandConsole.cs
index bd23d1c..d1e29b4 100644
--- a/OpenSim/Framework/Console/CommandConsole.cs
+++ b/OpenSim/Framework/Console/CommandConsole.cs
@@ -711,7 +711,7 @@ namespace OpenSim.Framework.Console
///
public void Prompt()
{
- string line = ReadLine(m_defaultPrompt + "# ", true, true);
+ string line = ReadLine(DefaultPrompt + "# ", true, true);
if (line != String.Empty)
Output("Invalid command");
diff --git a/OpenSim/Framework/Console/ConsoleBase.cs b/OpenSim/Framework/Console/ConsoleBase.cs
index 4b375d9..2d8e723 100755
--- a/OpenSim/Framework/Console/ConsoleBase.cs
+++ b/OpenSim/Framework/Console/ConsoleBase.cs
@@ -43,15 +43,7 @@ namespace OpenSim.Framework.Console
public object ConsoleScene { get; set; }
- ///
- /// The default prompt text.
- ///
- public string DefaultPrompt
- {
- set { m_defaultPrompt = value; }
- get { return m_defaultPrompt; }
- }
- protected string m_defaultPrompt;
+ public string DefaultPrompt { get; set; }
public ConsoleBase(string defaultPrompt)
{
diff --git a/OpenSim/Framework/Console/MockConsole.cs b/OpenSim/Framework/Console/MockConsole.cs
index b489f93..8ba58e4 100644
--- a/OpenSim/Framework/Console/MockConsole.cs
+++ b/OpenSim/Framework/Console/MockConsole.cs
@@ -46,13 +46,18 @@ namespace OpenSim.Framework.Console
public ICommands Commands { get { return m_commands; } }
+ public string DefaultPrompt { get; set; }
+
public void Prompt() {}
public void RunCommand(string cmd) {}
public string ReadLine(string p, bool isCommand, bool e) { return ""; }
- public object ConsoleScene { get { return null; } }
+ public object ConsoleScene {
+ get { return null; }
+ set {}
+ }
public void Output(string text, string level) {}
public void Output(string text) {}
diff --git a/OpenSim/Framework/ICommandConsole.cs b/OpenSim/Framework/ICommandConsole.cs
index 8cd20da..a6573f8 100644
--- a/OpenSim/Framework/ICommandConsole.cs
+++ b/OpenSim/Framework/ICommandConsole.cs
@@ -83,6 +83,11 @@ namespace OpenSim.Framework
ICommands Commands { get; }
///
+ /// The default prompt text.
+ ///
+ string DefaultPrompt { get; set; }
+
+ ///
/// Display a command prompt on the console and wait for user input
///
void Prompt();
diff --git a/OpenSim/Framework/IConsole.cs b/OpenSim/Framework/IConsole.cs
index 33024b2..79560d8 100644
--- a/OpenSim/Framework/IConsole.cs
+++ b/OpenSim/Framework/IConsole.cs
@@ -32,7 +32,7 @@ namespace OpenSim.Framework
{
public interface IConsole
{
- object ConsoleScene { get; }
+ object ConsoleScene { get; set; }
void Output(string text, string level);
void Output(string text);
diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
index 6346279..4f9ac08 100644
--- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs
+++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
@@ -62,7 +62,6 @@ namespace OpenSim.Framework.Servers
///
private Timer m_periodicDiagnosticsTimer = new Timer(60 * 60 * 1000);
- protected CommandConsole m_console;
protected OpenSimAppender m_consoleAppender;
protected IAppender m_logFileAppender = null;
@@ -139,7 +138,8 @@ namespace OpenSim.Framework.Servers
}
else
{
- m_consoleAppender.Console = m_console;
+ // FIXME: This should be done through an interface rather than casting.
+ m_consoleAppender.Console = (ConsoleBase)m_console;
// If there is no threshold set then the threshold is effectively everything.
if (null == m_consoleAppender.Threshold)
@@ -367,8 +367,10 @@ namespace OpenSim.Framework.Servers
}
}
- public virtual void HandleShow(string module, string[] cmd)
+ public override void HandleShow(string module, string[] cmd)
{
+ base.HandleShow(module, cmd);
+
List args = new List(cmd);
args.RemoveAt(0);
@@ -385,10 +387,6 @@ namespace OpenSim.Framework.Servers
Notice(GetThreadsReport());
break;
- case "uptime":
- Notice(GetUptimeReport());
- break;
-
case "version":
Notice(GetVersionText());
break;
@@ -430,33 +428,6 @@ namespace OpenSim.Framework.Servers
}
///
- /// Console output is only possible if a console has been established.
- /// That is something that cannot be determined within this class. So
- /// all attempts to use the console MUST be verified.
- ///
- ///
- protected void Notice(string msg)
- {
- if (m_console != null)
- {
- m_console.Output(msg);
- }
- }
-
- ///
- /// Console output is only possible if a console has been established.
- /// That is something that cannot be determined within this class. So
- /// all attempts to use the console MUST be verified.
- ///
- ///
- ///
- protected void Notice(string format, params string[] components)
- {
- if (m_console != null)
- m_console.OutputFormat(format, components);
- }
-
- ///
/// Enhance the version string with extra information if it's available.
///
protected void EnhanceVersionInformation()
diff --git a/OpenSim/Framework/Servers/ServerBase.cs b/OpenSim/Framework/Servers/ServerBase.cs
index d19234b..afe1f73 100644
--- a/OpenSim/Framework/Servers/ServerBase.cs
+++ b/OpenSim/Framework/Servers/ServerBase.cs
@@ -26,13 +26,20 @@
*/
using System;
+using System.Collections.Generic;
using System.Text;
+using OpenSim.Framework.Console;
namespace OpenSim.Framework.Servers
{
public class ServerBase
{
///
+ /// Console to be used for any command line output. Can be null, in which case there should be no output.
+ ///
+ protected ICommandConsole m_console;
+
+ ///
/// Time at which this server was started
///
protected DateTime m_startuptime;
@@ -42,6 +49,22 @@ namespace OpenSim.Framework.Servers
m_startuptime = DateTime.Now;
}
+ public virtual void HandleShow(string module, string[] cmd)
+ {
+ List args = new List(cmd);
+
+ args.RemoveAt(0);
+
+ string[] showParams = args.ToArray();
+
+ switch (showParams[0])
+ {
+ case "uptime":
+ Notice(GetUptimeReport());
+ break;
+ }
+ }
+
///
/// Return a report about the uptime of this server
///
@@ -54,5 +77,32 @@ namespace OpenSim.Framework.Servers
return sb.ToString();
}
+
+ ///
+ /// Console output is only possible if a console has been established.
+ /// That is something that cannot be determined within this class. So
+ /// all attempts to use the console MUST be verified.
+ ///
+ ///
+ protected void Notice(string msg)
+ {
+ if (m_console != null)
+ {
+ m_console.Output(msg);
+ }
+ }
+
+ ///
+ /// Console output is only possible if a console has been established.
+ /// That is something that cannot be determined within this class. So
+ /// all attempts to use the console MUST be verified.
+ ///
+ ///
+ ///
+ protected void Notice(string format, params string[] components)
+ {
+ if (m_console != null)
+ m_console.OutputFormat(format, components);
+ }
}
}
\ No newline at end of file
diff --git a/OpenSim/Region/Application/OpenSimBase.cs b/OpenSim/Region/Application/OpenSimBase.cs
index 808c760..618ce0a 100644
--- a/OpenSim/Region/Application/OpenSimBase.cs
+++ b/OpenSim/Region/Application/OpenSimBase.cs
@@ -242,7 +242,7 @@ namespace OpenSim
}
}
- protected virtual void AddPluginCommands(CommandConsole console)
+ protected virtual void AddPluginCommands(ICommandConsole console)
{
List topics = GetHelpTopics();
diff --git a/OpenSim/Server/Base/ServicesServerBase.cs b/OpenSim/Server/Base/ServicesServerBase.cs
index 56bb7ae..7b49ac9 100644
--- a/OpenSim/Server/Base/ServicesServerBase.cs
+++ b/OpenSim/Server/Base/ServicesServerBase.cs
@@ -174,6 +174,8 @@ namespace OpenSim.Server.Base
MainConsole.Instance = new LocalConsole(prompt);
}
+ m_console = MainConsole.Instance;
+
// Configure the appenders for log4net
//
OpenSimAppender consoleAppender = null;
@@ -351,21 +353,5 @@ namespace OpenSim.Server.Base
{
}
}
-
- public virtual void HandleShow(string module, string[] cmd)
- {
- List args = new List(cmd);
-
- args.RemoveAt(0);
-
- string[] showParams = args.ToArray();
-
- switch (showParams[0])
- {
- case "uptime":
- MainConsole.Instance.Output(GetUptimeReport());
- break;
- }
- }
}
}
\ No newline at end of file
--
cgit v1.1
From cf03d6ea9223e71c27ca91633a30abcf1368ec58 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Thu, 22 Nov 2012 04:11:03 +0000
Subject: Factor out common registration of "show uptime" command
---
OpenSim/Framework/Servers/BaseOpenSimServer.cs | 130 ++++++++++++-------------
OpenSim/Framework/Servers/ServerBase.cs | 12 +++
OpenSim/Server/Base/ServicesServerBase.cs | 7 +-
3 files changed, 78 insertions(+), 71 deletions(-)
(limited to 'OpenSim')
diff --git a/OpenSim/Framework/Servers/BaseOpenSimServer.cs b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
index 4f9ac08..019b68b 100644
--- a/OpenSim/Framework/Servers/BaseOpenSimServer.cs
+++ b/OpenSim/Framework/Servers/BaseOpenSimServer.cs
@@ -118,78 +118,76 @@ namespace OpenSim.Framework.Servers
///
protected virtual void StartupSpecific()
{
- if (m_console != null)
- {
- ILoggerRepository repository = LogManager.GetRepository();
- IAppender[] appenders = repository.GetAppenders();
+ if (m_console == null)
+ return;
- foreach (IAppender appender in appenders)
- {
- if (appender.Name == "Console")
- {
- m_consoleAppender = (OpenSimAppender)appender;
- break;
- }
- }
+ ILoggerRepository repository = LogManager.GetRepository();
+ IAppender[] appenders = repository.GetAppenders();
- if (null == m_consoleAppender)
- {
- Notice("No appender named Console found (see the log4net config file for this executable)!");
- }
- else
+ foreach (IAppender appender in appenders)
+ {
+ if (appender.Name == "Console")
{
- // FIXME: This should be done through an interface rather than casting.
- m_consoleAppender.Console = (ConsoleBase)m_console;
-
- // If there is no threshold set then the threshold is effectively everything.
- if (null == m_consoleAppender.Threshold)
- m_consoleAppender.Threshold = Level.All;
-
- Notice(String.Format("Console log level is {0}", m_consoleAppender.Threshold));
+ m_consoleAppender = (OpenSimAppender)appender;
+ break;
}
+ }
+
+ if (null == m_consoleAppender)
+ {
+ Notice("No appender named Console found (see the log4net config file for this executable)!");
+ }
+ else
+ {
+ // FIXME: This should be done through an interface rather than casting.
+ m_consoleAppender.Console = (ConsoleBase)m_console;
- m_console.Commands.AddCommand("General", false, "quit",
- "quit",
- "Quit the application", HandleQuit);
-
- m_console.Commands.AddCommand("General", false, "shutdown",
- "shutdown",
- "Quit the application", HandleQuit);
-
- m_console.Commands.AddCommand("General", false, "set log level",
- "set log level ",
- "Set the console logging level", HandleLogLevel);
-
- m_console.Commands.AddCommand("General", false, "show info",
- "show info",
- "Show general information about the server", HandleShow);
-
- m_console.Commands.AddCommand("General", false, "show threads",
- "show threads",
- "Show thread status", HandleShow);
-
- m_console.Commands.AddCommand("General", false, "show uptime",
- "show uptime",
- "Show server uptime", HandleShow);
-
- m_console.Commands.AddCommand("General", false, "show version",
- "show version",
- "Show server version", HandleShow);
-
- m_console.Commands.AddCommand("General", false, "threads abort",
- "threads abort ",
- "Abort a managed thread. Use \"show threads\" to find possible threads.", HandleThreadsAbort);
-
- m_console.Commands.AddCommand("General", false, "threads show",
- "threads show",
- "Show thread status. Synonym for \"show threads\"",
- (string module, string[] args) => Notice(GetThreadsReport()));
-
- m_console.Commands.AddCommand("General", false, "force gc",
- "force gc",
- "Manually invoke runtime garbage collection. For debugging purposes",
- HandleForceGc);
+ // If there is no threshold set then the threshold is effectively everything.
+ if (null == m_consoleAppender.Threshold)
+ m_consoleAppender.Threshold = Level.All;
+
+ Notice(String.Format("Console log level is {0}", m_consoleAppender.Threshold));
}
+
+ RegisterCommonCommands();
+
+ m_console.Commands.AddCommand("General", false, "quit",
+ "quit",
+ "Quit the application", HandleQuit);
+
+ m_console.Commands.AddCommand("General", false, "shutdown",
+ "shutdown",
+ "Quit the application", HandleQuit);
+
+ m_console.Commands.AddCommand("General", false, "set log level",
+ "set log level ",
+ "Set the console logging level", HandleLogLevel);
+
+ m_console.Commands.AddCommand("General", false, "show info",
+ "show info",
+ "Show general information about the server", HandleShow);
+
+ m_console.Commands.AddCommand("General", false, "show threads",
+ "show threads",
+ "Show thread status", HandleShow);
+
+ m_console.Commands.AddCommand("General", false, "show version",
+ "show version",
+ "Show server version", HandleShow);
+
+ m_console.Commands.AddCommand("General", false, "threads abort",
+ "threads abort ",
+ "Abort a managed thread. Use \"show threads\" to find possible threads.", HandleThreadsAbort);
+
+ m_console.Commands.AddCommand("General", false, "threads show",
+ "threads show",
+ "Show thread status. Synonym for \"show threads\"",
+ (string module, string[] args) => Notice(GetThreadsReport()));
+
+ m_console.Commands.AddCommand("General", false, "force gc",
+ "force gc",
+ "Manually invoke runtime garbage collection. For debugging purposes",
+ HandleForceGc);
}
private void HandleForceGc(string module, string[] args)
diff --git a/OpenSim/Framework/Servers/ServerBase.cs b/OpenSim/Framework/Servers/ServerBase.cs
index afe1f73..0835aad 100644
--- a/OpenSim/Framework/Servers/ServerBase.cs
+++ b/OpenSim/Framework/Servers/ServerBase.cs
@@ -49,6 +49,18 @@ namespace OpenSim.Framework.Servers
m_startuptime = DateTime.Now;
}
+ ///
+ /// Register common commands once m_console has been set if it is going to be set
+ ///
+ public void RegisterCommonCommands()
+ {
+ if (m_console == null)
+ return;
+
+ m_console.Commands.AddCommand(
+ "General", false, "show uptime", "show uptime", "Show server uptime", HandleShow);
+ }
+
public virtual void HandleShow(string module, string[] cmd)
{
List args = new List(cmd);
diff --git a/OpenSim/Server/Base/ServicesServerBase.cs b/OpenSim/Server/Base/ServicesServerBase.cs
index 7b49ac9..285168c 100644
--- a/OpenSim/Server/Base/ServicesServerBase.cs
+++ b/OpenSim/Server/Base/ServicesServerBase.cs
@@ -239,6 +239,8 @@ namespace OpenSim.Server.Base
CreatePIDFile(startupConfig.GetString("PIDFile"));
}
+ RegisterCommonCommands();
+
// Register the quit command
//
MainConsole.Instance.Commands.AddCommand("General", false, "quit",
@@ -254,11 +256,6 @@ namespace OpenSim.Server.Base
"command-script