Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
09c85a6a6c
|
@ -26,12 +26,12 @@
|
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*/
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||||
|
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using System;
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using System.Reflection;
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using OpenMetaverse;
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namespace OpenSim.Region.Framework.Interfaces
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{
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public delegate void ScriptCommand(UUID script, string id, string module, string command, string k);
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public delegate object ScriptInvocation(UUID script, object[] parms);
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/// <summary>
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/// Interface for communication between OpenSim modules and in-world scripts
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@ -46,14 +46,17 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </summary>
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event ScriptCommand OnScriptCommand;
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|
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void RegisterScriptInvocation(string name, ScriptInvocation fn, Type[] csig, Type rsig);
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void RegisterScriptInvocation(object target, string method);
|
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void RegisterScriptInvocation(object target, MethodInfo method);
|
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void RegisterScriptInvocation(object target, string[] methods);
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Delegate[] GetScriptInvocationList();
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|
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ScriptInvocation LookupScriptInvocation(string fname);
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Delegate LookupScriptInvocation(string fname);
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string LookupModInvocation(string fname);
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Type[] LookupTypeSignature(string fname);
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Type LookupReturnType(string fname);
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|
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object InvokeOperation(UUID scriptId, string fname, params object[] parms);
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object InvokeOperation(UUID hostId, UUID scriptId, string fname, params object[] parms);
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/// <summary>
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/// Send a link_message event to an in-world script
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|
|
|
@ -35,6 +35,8 @@ using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using Mono.Addins;
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using OpenMetaverse;
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using System.Linq;
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using System.Linq.Expressions;
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namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
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{
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|
@ -47,15 +49,15 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
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#region ScriptInvocation
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protected class ScriptInvocationData
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{
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public ScriptInvocation ScriptInvocationFn { get; private set; }
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public Delegate ScriptInvocationDelegate { get; private set; }
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public string FunctionName { get; private set; }
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public Type[] TypeSignature { get; private set; }
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public Type ReturnType { get; private set; }
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public ScriptInvocationData(string fname, ScriptInvocation fn, Type[] callsig, Type returnsig)
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public ScriptInvocationData(string fname, Delegate fn, Type[] callsig, Type returnsig)
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{
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FunctionName = fname;
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ScriptInvocationFn = fn;
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ScriptInvocationDelegate = fn;
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TypeSignature = callsig;
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ReturnType = returnsig;
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}
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|
@ -126,14 +128,72 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
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m_scriptModule.PostScriptEvent(script, "link_message", args);
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}
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public void RegisterScriptInvocation(string fname, ScriptInvocation fcall, Type[] csig, Type rsig)
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public void RegisterScriptInvocation(object target, string meth)
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{
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MethodInfo mi = target.GetType().GetMethod(meth,
|
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BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance);
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if (mi == null)
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{
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m_log.WarnFormat("[MODULE COMMANDS] Failed to register method {0}",meth);
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return;
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}
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|
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RegisterScriptInvocation(target, mi);
|
||||
}
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|
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public void RegisterScriptInvocation(object target, string[] meth)
|
||||
{
|
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foreach (string m in meth)
|
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RegisterScriptInvocation(target, m);
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}
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|
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public void RegisterScriptInvocation(object target, MethodInfo mi)
|
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{
|
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m_log.DebugFormat("[MODULE COMMANDS] Register method {0} from type {1}", mi.Name, target.GetType().Name);
|
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|
||||
Type delegateType;
|
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var typeArgs = mi.GetParameters()
|
||||
.Select(p => p.ParameterType)
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.ToList();
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|
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if (mi.ReturnType == typeof(void))
|
||||
{
|
||||
delegateType = Expression.GetActionType(typeArgs.ToArray());
|
||||
}
|
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else
|
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{
|
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typeArgs.Add(mi.ReturnType);
|
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delegateType = Expression.GetFuncType(typeArgs.ToArray());
|
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}
|
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|
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Delegate fcall = Delegate.CreateDelegate(delegateType, target, mi);
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|
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lock (m_scriptInvocation)
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{
|
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m_scriptInvocation[fname] = new ScriptInvocationData(fname,fcall,csig,rsig);
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ParameterInfo[] parameters = fcall.Method.GetParameters ();
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if (parameters.Length < 2) // Must have two UUID params
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return;
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|
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// Hide the first two parameters
|
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Type[] parmTypes = new Type[parameters.Length - 2];
|
||||
for (int i = 2 ; i < parameters.Length ; i++)
|
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parmTypes[i - 2] = parameters[i].ParameterType;
|
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m_scriptInvocation[fcall.Method.Name] = new ScriptInvocationData(fcall.Method.Name, fcall, parmTypes, fcall.Method.ReturnType);
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||||
}
|
||||
}
|
||||
|
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public Delegate[] GetScriptInvocationList()
|
||||
{
|
||||
List<Delegate> ret = new List<Delegate>();
|
||||
|
||||
lock (m_scriptInvocation)
|
||||
{
|
||||
foreach (ScriptInvocationData d in m_scriptInvocation.Values)
|
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ret.Add(d.ScriptInvocationDelegate);
|
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}
|
||||
return ret.ToArray();
|
||||
}
|
||||
|
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public string LookupModInvocation(string fname)
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{
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lock (m_scriptInvocation)
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|
@ -147,19 +207,29 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
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return "modInvokeI";
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else if (sid.ReturnType == typeof(float))
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return "modInvokeF";
|
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else if (sid.ReturnType == typeof(UUID))
|
||||
return "modInvokeK";
|
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else if (sid.ReturnType == typeof(OpenMetaverse.Vector3))
|
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return "modInvokeV";
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else if (sid.ReturnType == typeof(OpenMetaverse.Quaternion))
|
||||
return "modInvokeR";
|
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else if (sid.ReturnType == typeof(object[]))
|
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return "modInvokeL";
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|
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m_log.WarnFormat("[MODULE COMMANDS] failed to find match for {0} with return type {1}",fname,sid.ReturnType.Name);
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}
|
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}
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return null;
|
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}
|
||||
|
||||
public ScriptInvocation LookupScriptInvocation(string fname)
|
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public Delegate LookupScriptInvocation(string fname)
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{
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lock (m_scriptInvocation)
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{
|
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ScriptInvocationData sid;
|
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if (m_scriptInvocation.TryGetValue(fname,out sid))
|
||||
return sid.ScriptInvocationFn;
|
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return sid.ScriptInvocationDelegate;
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}
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|
||||
return null;
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|
@ -189,10 +259,15 @@ namespace OpenSim.Region.CoreModules.Scripting.ScriptModuleComms
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return null;
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}
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|
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public object InvokeOperation(UUID scriptid, string fname, params object[] parms)
|
||||
public object InvokeOperation(UUID hostid, UUID scriptid, string fname, params object[] parms)
|
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{
|
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ScriptInvocation fn = LookupScriptInvocation(fname);
|
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return fn(scriptid,parms);
|
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List<object> olist = new List<object>();
|
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olist.Add(hostid);
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olist.Add(scriptid);
|
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foreach (object o in parms)
|
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olist.Add(o);
|
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Delegate fn = LookupScriptInvocation(fname);
|
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return fn.DynamicInvoke(olist.ToArray());
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}
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#endregion
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|
|
|
@ -94,7 +94,7 @@ public class BSCharacter : PhysicsActor
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_flying = isFlying;
|
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_orientation = Quaternion.Identity;
|
||||
_velocity = Vector3.Zero;
|
||||
_buoyancy = isFlying ? 1f : 0f;
|
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_buoyancy = ComputeBuoyancyFromFlying(isFlying);
|
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_scale = new Vector3(1f, 1f, 1f);
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_density = _scene.Params.avatarDensity;
|
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ComputeAvatarVolumeAndMass(); // set _avatarVolume and _mass based on capsule size, _density and _scale
|
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|
@ -110,7 +110,7 @@ public class BSCharacter : PhysicsActor
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shapeData.Buoyancy = _buoyancy;
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shapeData.Static = ShapeData.numericFalse;
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shapeData.Friction = _scene.Params.avatarFriction;
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shapeData.Restitution = _scene.Params.defaultRestitution;
|
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shapeData.Restitution = _scene.Params.avatarRestitution;
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|
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// do actual create at taint time
|
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_scene.TaintedObject(delegate()
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|
@ -260,13 +260,13 @@ public class BSCharacter : PhysicsActor
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get { return _flying; }
|
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set {
|
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_flying = value;
|
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_scene.TaintedObject(delegate()
|
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{
|
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// simulate flying by changing the effect of gravity
|
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BulletSimAPI.SetObjectBuoyancy(_scene.WorldID, LocalID, _flying ? 1f : 0f);
|
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});
|
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this.Buoyancy = ComputeBuoyancyFromFlying(_flying);
|
||||
}
|
||||
}
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private float ComputeBuoyancyFromFlying(bool ifFlying) {
|
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return ifFlying ? 1f : 0f;
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}
|
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public override bool
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SetAlwaysRun {
|
||||
get { return _setAlwaysRun; }
|
||||
|
@ -299,6 +299,7 @@ public class BSCharacter : PhysicsActor
|
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get { return _kinematic; }
|
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set { _kinematic = value; }
|
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}
|
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// neg=fall quickly, 0=1g, 1=0g, pos=float up
|
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public override float Buoyancy {
|
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get { return _buoyancy; }
|
||||
set { _buoyancy = value;
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||||
|
@ -355,7 +356,7 @@ public class BSCharacter : PhysicsActor
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}
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else
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{
|
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m_log.WarnFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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m_log.ErrorFormat("{0}: Got a NaN force applied to a Character", LogHeader);
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}
|
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//m_lastUpdateSent = false;
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}
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|
@ -425,6 +426,8 @@ public class BSCharacter : PhysicsActor
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}
|
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}
|
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|
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// Called by the scene when a collision with this object is reported
|
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CollisionEventUpdate collisionCollection = null;
|
||||
public void Collide(uint collidingWith, ActorTypes type, Vector3 contactPoint, Vector3 contactNormal, float pentrationDepth)
|
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{
|
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// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
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|
@ -442,10 +445,24 @@ public class BSCharacter : PhysicsActor
|
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if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
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_lastCollisionTime = nowTime;
|
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|
||||
Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
|
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contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
||||
CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
|
||||
base.SendCollisionUpdate(args);
|
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if (collisionCollection == null)
|
||||
collisionCollection = new CollisionEventUpdate();
|
||||
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
||||
}
|
||||
|
||||
public void SendCollisions()
|
||||
{
|
||||
// if (collisionCollection != null)
|
||||
// {
|
||||
// base.SendCollisionUpdate(collisionCollection);
|
||||
// collisionCollection = null;
|
||||
// }
|
||||
// Kludge to make a collision call even if there are no collisions.
|
||||
// This causes the avatar animation to get updated.
|
||||
if (collisionCollection == null)
|
||||
collisionCollection = new CollisionEventUpdate();
|
||||
base.SendCollisionUpdate(collisionCollection);
|
||||
collisionCollection = null;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -821,7 +821,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
*/
|
||||
|
||||
// Get what the body is doing, this includes 'external' influences
|
||||
Vector3 angularVelocity = m_prim.AngularVelocity;
|
||||
Vector3 angularVelocity = m_prim.RotationalVelocity;
|
||||
// Vector3 angularVelocity = Vector3.Zero;
|
||||
|
||||
if (m_angularMotorApply > 0)
|
||||
|
@ -910,7 +910,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
|
|||
m_lastAngularVelocity -= m_lastAngularVelocity * decayamount;
|
||||
|
||||
// Apply to the body
|
||||
m_prim.AngularVelocity = m_lastAngularVelocity;
|
||||
m_prim.RotationalVelocity = m_lastAngularVelocity;
|
||||
|
||||
} //end MoveAngular
|
||||
internal void LimitRotation(float timestep)
|
||||
|
|
|
@ -85,7 +85,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
private OMV.Vector3 _rotationalVelocity;
|
||||
private bool _kinematic;
|
||||
private float _buoyancy;
|
||||
private OMV.Vector3 _angularVelocity;
|
||||
|
||||
private List<BSPrim> _childrenPrims;
|
||||
private BSPrim _parentPrim;
|
||||
|
@ -119,7 +118,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
_buoyancy = 1f;
|
||||
_velocity = OMV.Vector3.Zero;
|
||||
_rotationalVelocity = OMV.Vector3.Zero;
|
||||
_angularVelocity = OMV.Vector3.Zero;
|
||||
_hullKey = 0;
|
||||
_meshKey = 0;
|
||||
_pbs = pbs;
|
||||
|
@ -146,7 +144,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
// called when this prim is being destroyed and we should free all the resources
|
||||
public void Destroy()
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Destroy", LogHeader);
|
||||
// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
|
||||
// Undo any vehicle properties
|
||||
_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
|
||||
_scene.RemoveVehiclePrim(this); // just to make sure
|
||||
|
@ -203,7 +201,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
|
||||
// link me to the specified parent
|
||||
public override void link(PhysicsActor obj) {
|
||||
BSPrim parent = (BSPrim)obj;
|
||||
BSPrim parent = obj as BSPrim;
|
||||
// m_log.DebugFormat("{0}: link {1}/{2} to {3}", LogHeader, _avName, _localID, obj.LocalID);
|
||||
// TODO: decide if this parent checking needs to happen at taint time
|
||||
if (_parentPrim == null)
|
||||
|
@ -527,10 +525,6 @@ public sealed class BSPrim : PhysicsActor
|
|||
});
|
||||
}
|
||||
}
|
||||
public OMV.Vector3 AngularVelocity {
|
||||
get { return _angularVelocity; }
|
||||
set { _angularVelocity = value; }
|
||||
}
|
||||
public override bool Kinematic {
|
||||
get { return _kinematic; }
|
||||
set { _kinematic = value;
|
||||
|
@ -1127,7 +1121,7 @@ public sealed class BSPrim : PhysicsActor
|
|||
return;
|
||||
}
|
||||
|
||||
// Create an object in Bullet
|
||||
// Create an object in Bullet if it has not already been created
|
||||
// No locking here because this is done when the physics engine is not simulating
|
||||
private void CreateObject()
|
||||
{
|
||||
|
@ -1324,13 +1318,15 @@ public sealed class BSPrim : PhysicsActor
|
|||
_velocity = entprop.Velocity;
|
||||
_acceleration = entprop.Acceleration;
|
||||
_rotationalVelocity = entprop.RotationalVelocity;
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}", LogHeader, LocalID, changed, _position, _orientation);
|
||||
// m_log.DebugFormat("{0}: RequestTerseUpdate. id={1}, ch={2}, pos={3}, rot={4}, vel={5}, acc={6}, rvel={7}",
|
||||
// LogHeader, LocalID, changed, _position, _orientation, _velocity, _acceleration, _rotationalVelocity);
|
||||
base.RequestPhysicsterseUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// I've collided with something
|
||||
CollisionEventUpdate collisionCollection = null;
|
||||
public void Collide(uint collidingWith, ActorTypes type, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
// m_log.DebugFormat("{0}: Collide: ms={1}, id={2}, with={3}", LogHeader, _subscribedEventsMs, LocalID, collidingWith);
|
||||
|
@ -1348,11 +1344,18 @@ public sealed class BSPrim : PhysicsActor
|
|||
if (nowTime < (_lastCollisionTime + _subscribedEventsMs)) return;
|
||||
_lastCollisionTime = nowTime;
|
||||
|
||||
// create the event for the collision
|
||||
Dictionary<uint, ContactPoint> contactPoints = new Dictionary<uint, ContactPoint>();
|
||||
contactPoints.Add(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
||||
CollisionEventUpdate args = new CollisionEventUpdate(contactPoints);
|
||||
base.SendCollisionUpdate(args);
|
||||
if (collisionCollection == null)
|
||||
collisionCollection = new CollisionEventUpdate();
|
||||
collisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth));
|
||||
}
|
||||
|
||||
public void SendCollisions()
|
||||
{
|
||||
if (collisionCollection != null)
|
||||
{
|
||||
base.SendCollisionUpdate(collisionCollection);
|
||||
collisionCollection = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -37,14 +37,18 @@ using OpenMetaverse;
|
|||
using OpenSim.Region.Framework;
|
||||
|
||||
// TODOs for BulletSim (for BSScene, BSPrim, BSCharacter and BulletSim)
|
||||
// Debug linkset
|
||||
// Test with multiple regions in one simulator
|
||||
// Adjust character capsule size when height is adjusted (ScenePresence.SetHeight)
|
||||
// Test sculpties
|
||||
// Compute physics FPS reasonably
|
||||
// Based on material, set density and friction
|
||||
// More efficient memory usage in passing hull information from BSPrim to BulletSim
|
||||
// More efficient memory usage when passing hull information from BSPrim to BulletSim
|
||||
// Four states of prim: Physical, regular, phantom and selected. Are we modeling these correctly?
|
||||
// In SL one can set both physical and phantom (gravity, does not effect others, makes collisions with ground)
|
||||
// At the moment, physical and phantom causes object to drop through the terrain
|
||||
// Physical phantom objects and related typing (collision options )
|
||||
// Check out llVolumeDetect. Must do something for that.
|
||||
// Should prim.link() and prim.delink() membership checking happen at taint time?
|
||||
// Mesh sharing. Use meshHash to tell if we already have a hull of that shape and only create once
|
||||
// Do attachments need to be handled separately? Need collision events. Do not collide with VolumeDetect
|
||||
|
@ -52,6 +56,16 @@ using OpenSim.Region.Framework;
|
|||
// Implement LockAngularMotion
|
||||
// Decide if clearing forces is the right thing to do when setting position (BulletSim::SetObjectTranslation)
|
||||
// Does NeedsMeshing() really need to exclude all the different shapes?
|
||||
// Remove mesh and Hull stuff. Use mesh passed to bullet and use convexdecom from bullet.
|
||||
// Add PID movement operations. What does ScenePresence.MoveToTarget do?
|
||||
// Check terrain size. 128 or 127?
|
||||
// Multiple contact points on collision?
|
||||
// See code in ode::near... calls to collision_accounting_events()
|
||||
// (This might not be a problem. ODE collects all the collisions with one object in one tick.)
|
||||
// Use collision masks for collision with terrain and phantom objects
|
||||
// Figure out how to not allocate a new Dictionary and List for every collision
|
||||
// in BSPrim.Collide() and BSCharacter.Collide(). Can the same ones be reused?
|
||||
// Raycast
|
||||
//
|
||||
namespace OpenSim.Region.Physics.BulletSPlugin
|
||||
{
|
||||
|
@ -64,6 +78,8 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
private Dictionary<uint, BSCharacter> m_avatars = new Dictionary<uint, BSCharacter>();
|
||||
private Dictionary<uint, BSPrim> m_prims = new Dictionary<uint, BSPrim>();
|
||||
private HashSet<BSCharacter> m_avatarsWithCollisions = new HashSet<BSCharacter>();
|
||||
private HashSet<BSPrim> m_primsWithCollisions = new HashSet<BSPrim>();
|
||||
private List<BSPrim> m_vehicles = new List<BSPrim>();
|
||||
private float[] m_heightMap;
|
||||
private float m_waterLevel;
|
||||
|
@ -164,6 +180,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
if (m_log.IsDebugEnabled)
|
||||
{
|
||||
m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader);
|
||||
// the handle is saved to it doesn't get freed after this call
|
||||
m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger);
|
||||
BulletSimAPI.SetDebugLogCallback(m_DebugLogCallbackHandle);
|
||||
}
|
||||
|
@ -172,7 +189,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
mesher = meshmerizer;
|
||||
// The bounding box for the simulated world
|
||||
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 4096f);
|
||||
Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, 8192f);
|
||||
|
||||
// m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader);
|
||||
m_worldID = BulletSimAPI.Initialize(worldExtent, m_paramsHandle.AddrOfPinnedObject(),
|
||||
|
@ -220,10 +237,20 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
parms.terrainFriction = 0.5f;
|
||||
parms.terrainHitFraction = 0.8f;
|
||||
parms.terrainRestitution = 0f;
|
||||
parms.avatarFriction = 0.0f;
|
||||
parms.avatarFriction = 0.5f;
|
||||
parms.avatarRestitution = 0.0f;
|
||||
parms.avatarDensity = 60f;
|
||||
parms.avatarCapsuleRadius = 0.37f;
|
||||
parms.avatarCapsuleHeight = 1.5f; // 2.140599f
|
||||
parms.avatarContactProcessingThreshold = 0.1f;
|
||||
|
||||
parms.maxPersistantManifoldPoolSize = 0f;
|
||||
parms.shouldDisableContactPoolDynamicAllocation = ConfigurationParameters.numericTrue;
|
||||
parms.shouldForceUpdateAllAabbs = ConfigurationParameters.numericFalse;
|
||||
parms.shouldRandomizeSolverOrder = ConfigurationParameters.numericFalse;
|
||||
parms.shouldSplitSimulationIslands = ConfigurationParameters.numericFalse;
|
||||
parms.shouldEnableFrictionCaching = ConfigurationParameters.numericFalse;
|
||||
parms.numberOfSolverIterations = 0f; // means use default
|
||||
|
||||
if (config != null)
|
||||
{
|
||||
|
@ -265,14 +292,40 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
parms.terrainHitFraction = pConfig.GetFloat("TerrainHitFraction", parms.terrainHitFraction);
|
||||
parms.terrainRestitution = pConfig.GetFloat("TerrainRestitution", parms.terrainRestitution);
|
||||
parms.avatarFriction = pConfig.GetFloat("AvatarFriction", parms.avatarFriction);
|
||||
parms.avatarRestitution = pConfig.GetFloat("AvatarRestitution", parms.avatarRestitution);
|
||||
parms.avatarDensity = pConfig.GetFloat("AvatarDensity", parms.avatarDensity);
|
||||
parms.avatarCapsuleRadius = pConfig.GetFloat("AvatarCapsuleRadius", parms.avatarCapsuleRadius);
|
||||
parms.avatarCapsuleHeight = pConfig.GetFloat("AvatarCapsuleHeight", parms.avatarCapsuleHeight);
|
||||
parms.avatarContactProcessingThreshold = pConfig.GetFloat("AvatarContactProcessingThreshold", parms.avatarContactProcessingThreshold);
|
||||
|
||||
parms.maxPersistantManifoldPoolSize = pConfig.GetFloat("MaxPersistantManifoldPoolSize", parms.maxPersistantManifoldPoolSize);
|
||||
parms.shouldDisableContactPoolDynamicAllocation = ParamBoolean(pConfig, "ShouldDisableContactPoolDynamicAllocation", parms.shouldDisableContactPoolDynamicAllocation);
|
||||
parms.shouldForceUpdateAllAabbs = ParamBoolean(pConfig, "ShouldForceUpdateAllAabbs", parms.shouldForceUpdateAllAabbs);
|
||||
parms.shouldRandomizeSolverOrder = ParamBoolean(pConfig, "ShouldRandomizeSolverOrder", parms.shouldRandomizeSolverOrder);
|
||||
parms.shouldSplitSimulationIslands = ParamBoolean(pConfig, "ShouldSplitSimulationIslands", parms.shouldSplitSimulationIslands);
|
||||
parms.shouldEnableFrictionCaching = ParamBoolean(pConfig, "ShouldEnableFrictionCaching", parms.shouldEnableFrictionCaching);
|
||||
parms.numberOfSolverIterations = pConfig.GetFloat("NumberOfSolverIterations", parms.numberOfSolverIterations);
|
||||
}
|
||||
}
|
||||
m_params[0] = parms;
|
||||
}
|
||||
|
||||
// A helper function that handles a true/false parameter and returns the proper float number encoding
|
||||
float ParamBoolean(IConfig config, string parmName, float deflt)
|
||||
{
|
||||
float ret = deflt;
|
||||
if (config.Contains(parmName))
|
||||
{
|
||||
ret = ConfigurationParameters.numericFalse;
|
||||
if (config.GetBoolean(parmName, false))
|
||||
{
|
||||
ret = ConfigurationParameters.numericTrue;
|
||||
}
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
// Called directly from unmanaged code so don't do much
|
||||
private void BulletLogger(string msg)
|
||||
{
|
||||
|
@ -384,6 +437,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
}
|
||||
}
|
||||
|
||||
// The SendCollision's batch up the collisions on the objects. Now push the collisions into the simulator.
|
||||
foreach (BSPrim bsp in m_primsWithCollisions)
|
||||
bsp.SendCollisions();
|
||||
m_primsWithCollisions.Clear();
|
||||
// foreach (BSCharacter bsc in m_avatarsWithCollisions)
|
||||
// bsc.SendCollisions();
|
||||
// This is a kludge to get avatar movement updated. ODE sends collisions even if there isn't any
|
||||
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
|
||||
kvp.Value.SendCollisions();
|
||||
m_avatarsWithCollisions.Clear();
|
||||
|
||||
// If any of the objects had updated properties, tell the object it has been changed by the physics engine
|
||||
if (updatedEntityCount > 0)
|
||||
{
|
||||
|
@ -391,16 +455,16 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
{
|
||||
EntityProperties entprop = m_updateArray[ii];
|
||||
// m_log.DebugFormat("{0}: entprop[{1}]: id={2}, pos={3}", LogHeader, ii, entprop.ID, entprop.Position);
|
||||
BSCharacter actor;
|
||||
if (m_avatars.TryGetValue(entprop.ID, out actor))
|
||||
{
|
||||
actor.UpdateProperties(entprop);
|
||||
continue;
|
||||
}
|
||||
BSPrim prim;
|
||||
if (m_prims.TryGetValue(entprop.ID, out prim))
|
||||
{
|
||||
prim.UpdateProperties(entprop);
|
||||
continue;
|
||||
}
|
||||
BSCharacter actor;
|
||||
if (m_avatars.TryGetValue(entprop.ID, out actor))
|
||||
{
|
||||
actor.UpdateProperties(entprop);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -434,11 +498,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
BSPrim prim;
|
||||
if (m_prims.TryGetValue(localID, out prim)) {
|
||||
prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
|
||||
m_primsWithCollisions.Add(prim);
|
||||
return;
|
||||
}
|
||||
BSCharacter actor;
|
||||
if (m_avatars.TryGetValue(localID, out actor)) {
|
||||
actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
|
||||
m_avatarsWithCollisions.Add(actor);
|
||||
return;
|
||||
}
|
||||
return;
|
||||
|
@ -470,12 +536,12 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
||||
// m_log.DebugFormat("{0}: DeleteTerrain()", LogHeader);
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
||||
// m_log.DebugFormat("{0}: Dispose()", LogHeader);
|
||||
}
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
|
@ -699,9 +765,23 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
new PhysParameterEntry("DeactivationTime", "Seconds before considering an object potentially static" ),
|
||||
new PhysParameterEntry("LinearSleepingThreshold", "Seconds to measure linear movement before considering static" ),
|
||||
new PhysParameterEntry("AngularSleepingThreshold", "Seconds to measure angular movement before considering static" ),
|
||||
// new PhysParameterEntry("CcdMotionThreshold", "" ),
|
||||
// new PhysParameterEntry("CcdSweptSphereRadius", "" ),
|
||||
new PhysParameterEntry("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ),
|
||||
new PhysParameterEntry("CcdSweptSphereRadius", "Continuious collision detection test radius" ),
|
||||
new PhysParameterEntry("ContactProcessingThreshold", "Distance between contacts before doing collision check" ),
|
||||
// Can only change the following at initialization time. Change the INI file and reboot.
|
||||
new PhysParameterEntry("MaxPersistantManifoldPoolSize", "Number of manifolds pooled (0 means default)"),
|
||||
new PhysParameterEntry("ShouldDisableContactPoolDynamicAllocation", "Enable to allow large changes in object count"),
|
||||
new PhysParameterEntry("ShouldForceUpdateAllAabbs", "Enable to recomputer AABBs every simulator step"),
|
||||
new PhysParameterEntry("ShouldRandomizeSolverOrder", "Enable for slightly better stacking interaction"),
|
||||
new PhysParameterEntry("ShouldSplitSimulationIslands", "Enable splitting active object scanning islands"),
|
||||
new PhysParameterEntry("ShouldEnableFrictionCaching", "Enable friction computation caching"),
|
||||
new PhysParameterEntry("NumberOfSolverIterations", "Number of internal iterations (0 means default)"),
|
||||
|
||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
||||
|
||||
new PhysParameterEntry("Friction", "Set friction parameter for a specific object" ),
|
||||
new PhysParameterEntry("Restitution", "Set restitution parameter for a specific object" ),
|
||||
|
||||
new PhysParameterEntry("TerrainFriction", "Factor to reduce movement against terrain surface" ),
|
||||
new PhysParameterEntry("TerrainHitFraction", "Distance to measure hit collisions" ),
|
||||
|
@ -710,7 +790,9 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
new PhysParameterEntry("AvatarDensity", "Density of an avatar. Changed on avatar recreation." ),
|
||||
new PhysParameterEntry("AvatarRestitution", "Bouncyness. Changed on avatar recreation." ),
|
||||
new PhysParameterEntry("AvatarCapsuleRadius", "Radius of space around an avatar" ),
|
||||
new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" )
|
||||
new PhysParameterEntry("AvatarCapsuleHeight", "Default height of space around avatar" ),
|
||||
new PhysParameterEntry("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions")
|
||||
|
||||
};
|
||||
|
||||
#region IPhysicsParameters
|
||||
|
@ -733,6 +815,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
switch (lparm)
|
||||
{
|
||||
case "detailedstats": m_detailedStatsStep = (int)val; break;
|
||||
|
||||
case "meshlod": m_meshLOD = (int)val; break;
|
||||
case "sculptlod": m_sculptLOD = (int)val; break;
|
||||
case "maxsubstep": m_maxSubSteps = (int)val; break;
|
||||
|
@ -743,7 +826,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "defaultdensity": m_params[0].defaultDensity = val; break;
|
||||
case "defaultrestitution": m_params[0].defaultRestitution = val; break;
|
||||
case "collisionmargin": m_params[0].collisionMargin = val; break;
|
||||
case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, PhysParameterEntry.APPLY_TO_NONE, val); break;
|
||||
case "gravity": m_params[0].gravity = val; TaintedUpdateParameter(lparm, localID, val); break;
|
||||
|
||||
case "lineardamping": UpdateParameterPrims(ref m_params[0].linearDamping, lparm, localID, val); break;
|
||||
case "angulardamping": UpdateParameterPrims(ref m_params[0].angularDamping, lparm, localID, val); break;
|
||||
|
@ -753,6 +836,17 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "ccdmotionthreshold": UpdateParameterPrims(ref m_params[0].ccdMotionThreshold, lparm, localID, val); break;
|
||||
case "ccdsweptsphereradius": UpdateParameterPrims(ref m_params[0].ccdSweptSphereRadius, lparm, localID, val); break;
|
||||
case "contactprocessingthreshold": UpdateParameterPrims(ref m_params[0].contactProcessingThreshold, lparm, localID, val); break;
|
||||
// the following are used only at initialization time so setting them makes no sense
|
||||
// case "maxPersistantmanifoldpoolSize": m_params[0].maxPersistantManifoldPoolSize = val; break;
|
||||
// case "shoulddisablecontactpooldynamicallocation": m_params[0].shouldDisableContactPoolDynamicAllocation = val; break;
|
||||
// case "shouldforceupdateallaabbs": m_params[0].shouldForceUpdateAllAabbs = val; break;
|
||||
// case "shouldrandomizesolverorder": m_params[0].shouldRandomizeSolverOrder = val; break;
|
||||
// case "shouldsplitsimulationislands": m_params[0].shouldSplitSimulationIslands = val; break;
|
||||
// case "shouldenablefrictioncaching": m_params[0].shouldEnableFrictionCaching = val; break;
|
||||
// case "numberofsolveriterations": m_params[0].numberOfSolverIterations = val; break;
|
||||
|
||||
case "friction": TaintedUpdateParameter(lparm, localID, val); break;
|
||||
case "restitution": TaintedUpdateParameter(lparm, localID, val); break;
|
||||
|
||||
// set a terrain physical feature and cause terrain to be recalculated
|
||||
case "terrainfriction": m_params[0].terrainFriction = val; TaintedUpdateParameter("terrain", 0, val); break;
|
||||
|
@ -764,6 +858,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "avatarrestitution": UpdateParameterAvatars(ref m_params[0].avatarRestitution, "avatar", localID, val); break;
|
||||
case "avatarcapsuleradius": UpdateParameterAvatars(ref m_params[0].avatarCapsuleRadius, "avatar", localID, val); break;
|
||||
case "avatarcapsuleheight": UpdateParameterAvatars(ref m_params[0].avatarCapsuleHeight, "avatar", localID, val); break;
|
||||
case "avatarcontactprocessingthreshold": UpdateParameterAvatars(ref m_params[0].avatarContactProcessingThreshold, "avatar", localID, val); break;
|
||||
|
||||
default: ret = false; break;
|
||||
}
|
||||
|
@ -856,6 +951,13 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "ccdmotionthreshold": val = m_params[0].ccdMotionThreshold; break;
|
||||
case "ccdsweptsphereradius": val = m_params[0].ccdSweptSphereRadius; break;
|
||||
case "contactprocessingthreshold": val = m_params[0].contactProcessingThreshold; break;
|
||||
case "maxPersistantmanifoldpoolSize": val = m_params[0].maxPersistantManifoldPoolSize; break;
|
||||
case "shoulddisablecontactpooldynamicallocation": val = m_params[0].shouldDisableContactPoolDynamicAllocation; break;
|
||||
case "shouldforceupdateallaabbs": val = m_params[0].shouldForceUpdateAllAabbs; break;
|
||||
case "shouldrandomizesolverorder": val = m_params[0].shouldRandomizeSolverOrder; break;
|
||||
case "shouldsplitsimulationislands": val = m_params[0].shouldSplitSimulationIslands; break;
|
||||
case "shouldenablefrictioncaching": val = m_params[0].shouldEnableFrictionCaching; break;
|
||||
case "numberofsolveriterations": val = m_params[0].numberOfSolverIterations; break;
|
||||
|
||||
case "terrainfriction": val = m_params[0].terrainFriction; break;
|
||||
case "terrainhitfraction": val = m_params[0].terrainHitFraction; break;
|
||||
|
@ -866,6 +968,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
|
|||
case "avatarrestitution": val = m_params[0].avatarRestitution; break;
|
||||
case "avatarcapsuleradius": val = m_params[0].avatarCapsuleRadius; break;
|
||||
case "avatarcapsuleheight": val = m_params[0].avatarCapsuleHeight; break;
|
||||
case "avatarcontactprocessingthreshold": val = m_params[0].avatarContactProcessingThreshold; break;
|
||||
default: ret = false; break;
|
||||
|
||||
}
|
||||
|
|
|
@ -132,6 +132,15 @@ public struct ConfigurationParameters
|
|||
public float avatarRestitution;
|
||||
public float avatarCapsuleRadius;
|
||||
public float avatarCapsuleHeight;
|
||||
public float avatarContactProcessingThreshold;
|
||||
|
||||
public float maxPersistantManifoldPoolSize;
|
||||
public float shouldDisableContactPoolDynamicAllocation;
|
||||
public float shouldForceUpdateAllAabbs;
|
||||
public float shouldRandomizeSolverOrder;
|
||||
public float shouldSplitSimulationIslands;
|
||||
public float shouldEnableFrictionCaching;
|
||||
public float numberOfSolverIterations;
|
||||
|
||||
public const float numericTrue = 1f;
|
||||
public const float numericFalse = 0f;
|
||||
|
@ -148,17 +157,17 @@ public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
|
|||
int maxCollisions, IntPtr collisionArray,
|
||||
int maxUpdates, IntPtr updateArray);
|
||||
|
||||
[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 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,
|
||||
|
@ -240,6 +249,7 @@ 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);
|
||||
|
||||
|
@ -249,6 +259,7 @@ public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vec
|
|||
[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();
|
||||
|
||||
|
|
|
@ -120,33 +120,110 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
///
|
||||
/// </summary>
|
||||
/// <param name="fname">The name of the function to invoke</param>
|
||||
/// <param name="fname">List of parameters</param>
|
||||
/// <param name="parms">List of parameters</param>
|
||||
/// <returns>string result of the invocation</returns>
|
||||
public string modInvokeS(string fname, params object[] parms)
|
||||
public void modInvokeN(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(string))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
return (string)modInvoke(fname,parms);
|
||||
modInvoke(fname,parms);
|
||||
}
|
||||
|
||||
public int modInvokeI(string fname, params object[] parms)
|
||||
public LSL_String modInvokeS(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(string))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
string result = (string)modInvoke(fname,parms);
|
||||
return new LSL_String(result);
|
||||
}
|
||||
|
||||
public LSL_Integer modInvokeI(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(int))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
return (int)modInvoke(fname,parms);
|
||||
int result = (int)modInvoke(fname,parms);
|
||||
return new LSL_Integer(result);
|
||||
}
|
||||
|
||||
public float modInvokeF(string fname, params object[] parms)
|
||||
public LSL_Float modInvokeF(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(float))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
return (float)modInvoke(fname,parms);
|
||||
float result = (float)modInvoke(fname,parms);
|
||||
return new LSL_Float(result);
|
||||
}
|
||||
|
||||
public LSL_Key modInvokeK(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(UUID))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
UUID result = (UUID)modInvoke(fname,parms);
|
||||
return new LSL_Key(result.ToString());
|
||||
}
|
||||
|
||||
public LSL_Vector modInvokeV(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(OpenMetaverse.Vector3))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
OpenMetaverse.Vector3 result = (OpenMetaverse.Vector3)modInvoke(fname,parms);
|
||||
return new LSL_Vector(result.X,result.Y,result.Z);
|
||||
}
|
||||
|
||||
public LSL_Rotation modInvokeR(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(OpenMetaverse.Quaternion))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
OpenMetaverse.Quaternion result = (OpenMetaverse.Quaternion)modInvoke(fname,parms);
|
||||
return new LSL_Rotation(result.X,result.Y,result.Z,result.W);
|
||||
}
|
||||
|
||||
public LSL_List modInvokeL(string fname, params object[] parms)
|
||||
{
|
||||
Type returntype = m_comms.LookupReturnType(fname);
|
||||
if (returntype != typeof(object[]))
|
||||
MODError(String.Format("return type mismatch for {0}",fname));
|
||||
|
||||
object[] result = (object[])modInvoke(fname,parms);
|
||||
object[] llist = new object[result.Length];
|
||||
for (int i = 0; i < result.Length; i++)
|
||||
{
|
||||
if (result[i] is string)
|
||||
llist[i] = new LSL_String((string)result[i]);
|
||||
else if (result[i] is int)
|
||||
llist[i] = new LSL_Integer((int)result[i]);
|
||||
else if (result[i] is float)
|
||||
llist[i] = new LSL_Float((float)result[i]);
|
||||
else if (result[i] is OpenMetaverse.Vector3)
|
||||
{
|
||||
OpenMetaverse.Vector3 vresult = (OpenMetaverse.Vector3)result[i];
|
||||
llist[i] = new LSL_Vector(vresult.X,vresult.Y,vresult.Z);
|
||||
}
|
||||
else if (result[i] is OpenMetaverse.Quaternion)
|
||||
{
|
||||
OpenMetaverse.Quaternion qresult = (OpenMetaverse.Quaternion)result[i];
|
||||
llist[i] = new LSL_Rotation(qresult.X,qresult.Y,qresult.Z,qresult.W);
|
||||
}
|
||||
else
|
||||
{
|
||||
MODError(String.Format("unknown list element returned by {0}",fname));
|
||||
}
|
||||
}
|
||||
|
||||
return new LSL_List(llist);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
@ -168,63 +245,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
MODError(String.Format("wrong number of parameters to function {0}",fname));
|
||||
|
||||
object[] convertedParms = new object[parms.Length];
|
||||
|
||||
for (int i = 0; i < parms.Length; i++)
|
||||
convertedParms[i] = ConvertFromLSL(parms[i],signature[i]);
|
||||
|
||||
// now call the function, the contract with the function is that it will always return
|
||||
// non-null but don't trust it completely
|
||||
try
|
||||
{
|
||||
if (parms[i] is LSL_String)
|
||||
object result = m_comms.InvokeOperation(m_host.UUID, m_itemID, fname, convertedParms);
|
||||
if (result != null)
|
||||
return result;
|
||||
|
||||
MODError(String.Format("Invocation of {0} failed; null return value",fname));
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (string)(LSL_String)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Integer)
|
||||
{
|
||||
if (signature[i] != typeof(int))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (int)(LSL_Integer)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Float)
|
||||
{
|
||||
if (signature[i] != typeof(float))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (float)(LSL_Float)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Key)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (string)(LSL_Key)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Rotation)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (string)(LSL_Rotation)parms[i];
|
||||
}
|
||||
else if (parms[i] is LSL_Vector)
|
||||
{
|
||||
if (signature[i] != typeof(string))
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = (string)(LSL_Vector)parms[i];
|
||||
}
|
||||
else
|
||||
{
|
||||
if (signature[i] != parms[i].GetType())
|
||||
MODError(String.Format("parameter type mismatch in {0}; expecting {1}",fname,signature[i].Name));
|
||||
|
||||
convertedParms[i] = parms[i];
|
||||
}
|
||||
MODError(String.Format("Invocation of {0} failed; {1}",fname,e.Message));
|
||||
}
|
||||
|
||||
return m_comms.InvokeOperation(m_itemID,fname,convertedParms);
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Send a command to functions registered on an event
|
||||
/// </summary>
|
||||
public string modSendCommand(string module, string command, string k)
|
||||
{
|
||||
if (!m_MODFunctionsEnabled)
|
||||
|
@ -239,5 +283,101 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
|||
|
||||
return req.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
protected object ConvertFromLSL(object lslparm, Type type)
|
||||
{
|
||||
// ---------- String ----------
|
||||
if (lslparm is LSL_String)
|
||||
{
|
||||
if (type == typeof(string))
|
||||
return (string)(LSL_String)lslparm;
|
||||
|
||||
// Need to check for UUID since keys are often treated as strings
|
||||
if (type == typeof(UUID))
|
||||
return new UUID((string)(LSL_String)lslparm);
|
||||
}
|
||||
|
||||
// ---------- Integer ----------
|
||||
else if (lslparm is LSL_Integer)
|
||||
{
|
||||
if (type == typeof(int))
|
||||
return (int)(LSL_Integer)lslparm;
|
||||
}
|
||||
|
||||
// ---------- Float ----------
|
||||
else if (lslparm is LSL_Float)
|
||||
{
|
||||
if (type == typeof(float))
|
||||
return (float)(LSL_Float)lslparm;
|
||||
}
|
||||
|
||||
// ---------- Key ----------
|
||||
else if (lslparm is LSL_Key)
|
||||
{
|
||||
if (type == typeof(UUID))
|
||||
return new UUID((LSL_Key)lslparm);
|
||||
}
|
||||
|
||||
// ---------- Rotation ----------
|
||||
else if (lslparm is LSL_Rotation)
|
||||
{
|
||||
if (type == typeof(OpenMetaverse.Quaternion))
|
||||
{
|
||||
LSL_Rotation rot = (LSL_Rotation)lslparm;
|
||||
return new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- Vector ----------
|
||||
else if (lslparm is LSL_Vector)
|
||||
{
|
||||
if (type == typeof(OpenMetaverse.Vector3))
|
||||
{
|
||||
LSL_Vector vect = (LSL_Vector)lslparm;
|
||||
return new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------- List ----------
|
||||
else if (lslparm is LSL_List)
|
||||
{
|
||||
if (type == typeof(object[]))
|
||||
{
|
||||
object[] plist = (lslparm as LSL_List).Data;
|
||||
object[] result = new object[plist.Length];
|
||||
for (int i = 0; i < plist.Length; i++)
|
||||
{
|
||||
if (plist[i] is LSL_String)
|
||||
result[i] = (string)(LSL_String)plist[i];
|
||||
else if (plist[i] is LSL_Integer)
|
||||
result[i] = (int)(LSL_Integer)plist[i];
|
||||
else if (plist[i] is LSL_Float)
|
||||
result[i] = (float)(LSL_Float)plist[i];
|
||||
else if (plist[i] is LSL_Key)
|
||||
result[i] = new UUID((LSL_Key)plist[i]);
|
||||
else if (plist[i] is LSL_Rotation)
|
||||
{
|
||||
LSL_Rotation rot = (LSL_Rotation)plist[i];
|
||||
result[i] = new OpenMetaverse.Quaternion((float)rot.x,(float)rot.y,(float)rot.z,(float)rot.s);
|
||||
}
|
||||
else if (plist[i] is LSL_Vector)
|
||||
{
|
||||
LSL_Vector vect = (LSL_Vector)plist[i];
|
||||
result[i] = new OpenMetaverse.Vector3((float)vect.x,(float)vect.y,(float)vect.z);
|
||||
}
|
||||
else
|
||||
MODError("unknown LSL list element type");
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
}
|
||||
|
||||
MODError(String.Format("parameter type mismatch; expecting {0}",type.Name));
|
||||
return null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -28,26 +28,27 @@
|
|||
using System.Collections;
|
||||
using OpenSim.Region.ScriptEngine.Interfaces;
|
||||
|
||||
using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.Api.Interfaces
|
||||
{
|
||||
public interface IMOD_Api
|
||||
{
|
||||
// Invocation functions
|
||||
string modInvokeS(string fname, params object[] parms);
|
||||
int modInvokeI(string fname, params object[] parms);
|
||||
float modInvokeF(string fname, params object[] parms);
|
||||
// vector modInvokeV(string fname, params object[] parms);
|
||||
// rotation modInvokeV(string fname, params object[] parms);
|
||||
// key modInvokeK(string fname, params object[] parms);
|
||||
// list modInvokeL(string fname, params object[] parms);
|
||||
void modInvokeN(string fname, params object[] parms);
|
||||
LSL_String modInvokeS(string fname, params object[] parms);
|
||||
LSL_Integer modInvokeI(string fname, params object[] parms);
|
||||
LSL_Float modInvokeF(string fname, params object[] parms);
|
||||
LSL_Key modInvokeK(string fname, params object[] parms);
|
||||
LSL_Vector modInvokeV(string fname, params object[] parms);
|
||||
LSL_Rotation modInvokeR(string fname, params object[] parms);
|
||||
LSL_List modInvokeL(string fname, params object[] parms);
|
||||
|
||||
//Module functions
|
||||
string modSendCommand(string modules, string command, string k);
|
||||
|
|
|
@ -39,10 +39,14 @@ using integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
|||
using vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
using rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
|
||||
using LSL_Float = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLFloat;
|
||||
using LSL_Integer = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLInteger;
|
||||
using LSL_Key = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_List = OpenSim.Region.ScriptEngine.Shared.LSL_Types.list;
|
||||
using LSL_Rotation = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion;
|
||||
using LSL_String = OpenSim.Region.ScriptEngine.Shared.LSL_Types.LSLString;
|
||||
using LSL_Vector = OpenSim.Region.ScriptEngine.Shared.LSL_Types.Vector3;
|
||||
|
||||
namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
||||
{
|
||||
|
@ -58,21 +62,46 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
|
|||
m_MOD_Functions = (IMOD_Api)api;
|
||||
}
|
||||
|
||||
public string modInvokeS(string fname, params object[] parms)
|
||||
public void modInvokeN(string fname, params object[] parms)
|
||||
{
|
||||
m_MOD_Functions.modInvokeN(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_String modInvokeS(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeS(fname, parms);
|
||||
}
|
||||
|
||||
public int modInvokeI(string fname, params object[] parms)
|
||||
public LSL_Integer modInvokeI(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeI(fname, parms);
|
||||
}
|
||||
|
||||
public float modInvokeF(string fname, params object[] parms)
|
||||
public LSL_Float modInvokeF(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeF(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_Key modInvokeK(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeK(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_Vector modInvokeV(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeV(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_Rotation modInvokeR(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeR(fname, parms);
|
||||
}
|
||||
|
||||
public LSL_List modInvokeL(string fname, params object[] parms)
|
||||
{
|
||||
return m_MOD_Functions.modInvokeL(fname, parms);
|
||||
}
|
||||
|
||||
public string modSendCommand(string module, string command, string k)
|
||||
{
|
||||
return m_MOD_Functions.modSendCommand(module, command, k);
|
||||
|
|
|
@ -846,10 +846,12 @@
|
|||
TerrainFriction = 0.50
|
||||
TerrainHitFriction = 0.8
|
||||
TerrainRestitution = 0
|
||||
AvatarFriction = 0
|
||||
AvatarFriction = 0.2
|
||||
AvatarRestitution = 0.0
|
||||
AvatarDensity = 60.0
|
||||
AvatarCapsuleRadius = 0.37
|
||||
AvatarCapsuleHeight = 1.5
|
||||
AvatarContactProcessingThreshold = 0.1;
|
||||
|
||||
MaxObjectMass = 10000.01
|
||||
|
||||
|
@ -862,6 +864,15 @@
|
|||
CcdMotionThreshold = 0.0
|
||||
CcdSweptSphereRadius = 0.0
|
||||
ContactProcessingThreshold = 0.1
|
||||
; If setting a pool size, also disable dynamic allocation (default pool size is 4096 with dynamic alloc)
|
||||
MaxPersistantManifoldPoolSize = 0;
|
||||
ShouldDisableContactPoolDynamicAllocation = False;
|
||||
ShouldForceUpdateAllAabbs = False;
|
||||
ShouldRandomizeSolverOrder = False;
|
||||
ShouldSplitSimulationIslands = False;
|
||||
ShouldEnableFrictionCaching = False;
|
||||
NumberOfSolverIterations = 0;
|
||||
|
||||
|
||||
; Whether to mesh sculpties
|
||||
MeshSculptedPrim = true
|
||||
|
|
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Reference in New Issue